#0 The Void~ You don't think that you are not floating in nothing. ~ 0 8 1 D4 Temple~ ~ 0 -1 98 -1 S #1 Limbo~ You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. ~ 1 8 1 D4 Temple~ ~ 0 -1 98 -1 S #2 Hell~ You can feel a very warm heat radiating from all directions in this most awful of places. ~ 1 72 0 D0 ~ ~ 0 -1 2 -1 D1 ~ ~ 0 -1 2 -1 D2 ~ ~ 0 -1 2 -1 D3 ~ ~ 0 -1 2 -1 S #3 Storage~ This room is where polymorphed characters bodies are stored. an indication of an attempt at cheating. PS. This is a death room to keep the mortals out. ~ 1 579 1 S #4 Storage~ This is where link-dead characters stuff is kept. However, It could be an indication of an attempt at cheating. PS. This is a death room to keep the mortals out. ~ 1 579 1 S #5 Shadowdale Coach~ You are now at the Temple of Shadowdale. Please exit to the east. Next stop. The Wizard's shop. ~ 1 8 -1 30 6 1 0 D1 ~ ~ 0 -1 98 -1 S #6 Shadowdale Coach~ You are now at the Wizard's shop. Please exit to the east. Next stop, The dark river. ~ 1 8 -1 30 7 1 0 D1 ~ ~ 0 -1 3033 -1 S #7 Shadowdale Coach~ You are now at the Dark river. Please exit to your east. Next stop, The city of Orshingal ~ 1 8 -1 30 8 1 0 D1 ~ ~ 0 -1 6144 -1 S #8 Shadowdale Coach~ You are now at the City of Orshingal. Please exit to the east. Next stop, the Shire. ~ 1 8 -1 30 9 1 0 D1 ~ ~ 0 -1 21001 -1 S #9 Shadowdale Coach~ You are now at the Shire. Please exit to the east. Next stop, Arachnos. ~ 1 8 -1 30 10 1 0 D1 ~ ~ 0 -1 1100 -1 S #10 Shadowdale Coach~ You are now at Arachnos. Please exit to the east. Next stop, Castle Python. ~ 1 8 -1 30 11 1 0 D1 ~ ~ 0 -1 20001 -1 S #11 Shadowdale Coach~ You are now at Castle Python. Please exit to the east. Next stop, New Thalos. ~ 1 8 -1 30 13 1 0 D1 ~ ~ 0 -1 15004 -1 S #12 Shadowdale Coach~ You are now at the mines of Moria. Please exit to the east. Next stop, the Temple of Shadowdale ~ 1 8 -1 30 5 1 0 D1 ~ ~ 0 -1 4000 -1 S #13 Shadowdale Coach~ You are now at New Thalos. Please exit east. Next stop, the Mines of Moria. ~ 1 8 -1 20 12 1 0 D1 ~ ~ 0 -1 13423 -1 S #22 Salamander's Green Lair~ __ ______ / \ / ___ \ / \ /_/ \ \ | | |/ | | ( ()| \_ | | | | _|\/|_ _|\/|_ | | \ ( \ / \ / _/ / \ \ | | | | _/ / \ \/ | | \/ / \ /_______\ / \ \ / \ _|\/ /\ /\ \/|_ \ / \______________/ \ / / __/ \__ \ \/ \/ ~ 1 0 0 D5 ~ ~ 0 -1 1699 -1 S #23 DM's Room~ DM's other room, well more of a conference room. ~ 1 520 0 S #49 Monster Storage~ This is where the errant monsters are stored. I don't know why they are in here, but they seem to show up often enough. ~ 1 8 0 S #50 West trail around Shadowdale~ You are on a dusty trail following the outside wall of Shadowdale. To the east the wall towers over you and to the west you see the forest of Haon-Dor. The trail leads north and south along the wall. ~ 2 0 2 D0 The dusty trail winds north closely to the wall. ~ ~ 0 -1 51 -1 D2 The dusty trail leads to the west gate of Shadowdale. ~ ~ 0 -1 3052 -1 S #51 West trail around Shadowdale~ You are on a dusty trail following the outside wall of Shadowdale. To the east the wall towers over you and to the west you see the forest of Haon-Dor. The trail leads north and south along the wall. ~ 2 0 2 D0 To the north you notice the path makes a turn, following the City wall. ~ ~ 0 -1 52 -1 D2 The dusty trail continues towards the south. ~ ~ 0 -1 50 -1 S #52 Northwest corner of dusty trail.~ You are standing outside the northwestern corner of the city wall. The trail leads east following the north wall and south towards the gate. ~ 2 0 2 D0 ~ ~ 0 -1 200 -1 D1 The dusty trail winds close up to the north wall of Shadowdale. ~ ~ 0 -1 53 -1 D2 The dusty trail leads south towards the gate. ~ ~ 0 -1 51 -1 S #53 Dusty trail along north wall.~ You are walking on the trail following the outside of Shadowdale's northern wall. ~ 2 0 2 D1 The dusty trail is winding along the north wall of Shadowdale. ~ ~ 0 -1 54 -1 D3 The dusty trail turns left around the corner of the wall, behind it Haon-Dor. ~ ~ 0 -1 52 -1 S #54 The long dusty trail following the north wall.~ You are walking along the north wall. This is the rear of the Temple. It is not as pompous and impressive from this side. You notice some markings on the wall here. ~ 2 0 2 D0 ~ door~ 0 0 61 -1 D1 The dusty trail is winding along the north wall of Shadowdale. ~ ~ 0 -1 55 -1 D2 ~ secret door s~ 1 100 166 -1 D3 The dusty trail is winding along the north wall of Shadowdale. ~ ~ 0 -1 53 -1 E wall markings writing~ We don't need no education. ~ S #55 Dusty trail along north wall.~ You are walking on the trail following the outside of Shadowdale's northern wall. ~ 2 0 2 D1 The dusty trail turns right around the corner of the wall. You notice some mountains in the distance. ~ ~ 0 -1 56 -1 D3 The dusty trail is winding along the north wall of Shadowdale. ~ ~ 0 -1 54 -1 S #56 Northeast corner of dusty trail.~ You are standing outside the northeastern corner of the city wall. The trail leads west following the north wall and south towards the gate to the north you catch the smells of a campfire. ~ 2 0 2 D0 You see the flames of a campfire off in this direction. ~ ~ 0 0 59 -1 D2 The dusty trail leads south towards the gate. ~ ~ 0 -1 57 -1 D3 The dusty trail winds close up to the north wall of Shadowdale. ~ ~ 0 -1 55 -1 S #57 East trail around Shadowdale~ You are on a dusty trail following the outside wall of Shadowdale. To the west the wall towers over you and far to the east you see some mountains. The trail leads north and south along the wall. ~ 2 0 2 D0 To the north you notice the path makes a turn, following the City wall. ~ ~ 0 -1 56 -1 D2 The dusty trail continues towards the south. ~ ~ 0 -1 58 -1 S #58 East trail around Shadowdale~ You are on a dusty trail following the outside wall of Shadowdale. To the west the wall towers over you and far to the east you see some mountains. The trail leads north and south along the wall. ~ 2 0 2 D0 The dusty trail winds north closely to the wall. ~ ~ 0 -1 57 -1 D2 The dusty trail leads to the east gate of Shadowdale. ~ ~ 0 -1 3053 -1 S #59 Campsite~ You intrude on a camping barbarian tribe. A few horses are tied to some scrub brush and are guarded by a very large man. He lifts his head towards you glaring at you through steel grey eyes. ~ 2 0 0 D2 ~ ~ 0 0 56 -1 S #60 A rather large animal pen~ This spot in the woods has been cleared out and a small fence of wood has been built in a circle. Animals and other creatures you have never seen mill about in a state of confusion. It is rumored that some old man somehow sends renegade creatures in town to this very place! ~ 2 2048 3 D2 ~ door~ 0 0 61 -1 S #61 Narrow Trail~ This trail leads north towards what appears to be a large animal pen and south to the walls of Shadowdale. Strange sounds can be heard from the north. ~ 2 4 3 D0 ~ ~ 0 0 60 -1 D1 ~ ~ 0 0 62 -1 D2 ~ ~ 0 0 54 -1 S #62 Bend in the Path~ This is a short path that leads around the noisy pen off to the north west. The trail continues on north and back west. ~ 2 0 3 D0 ~ ~ 0 0 11301 -1 D3 ~ ~ 0 0 61 -1 S #69 Stranger's Hot Tub~ You are soaking in a huge jacuzzi filled with steaming, hot water. Glasses of red and white wine line the edge of the tub. You notice a plaque on the wall, beside the tub. ~ 2 632 6 D5 ~ drain~ 1 0 1 -1 E plaque~ Don't talk to strangers, Because they're only there to do you harm. Don't write in starlight, Because the words may come out real. Don't hide in doorways, You may find the key that opens up your soul. Don't go to heaven, Because it's really only hell. Don't smell the flowers, They're an evil drug to make you lose your mind. Don't dream of women, Because they'll only bring you down. RJD ~ S #98 The Temple Of Lathander~ You are in the southern end of the temple hall in the Temple of Lathander. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. ~ 2 12 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 3054 -1 D1 ~ ~ 0 -1 99 -1 D2 You look down the huge stone steps at the temple square below. ~ ~ 0 -1 3005 -1 D3 You can see a small wooden door. ~ ~ 0 -1 100 -1 D5 You see the temple square. ~ ~ 0 -1 3005 -1 S #99 Donation Room~ There are candles lining the wall, and a large pile of stuff lying on the floor. The only exit is to the west, back to the temple. ~ 2 12 0 D3 ~ ~ 0 -1 98 -1 S #100 Hallway~ This is a hallway inside the Temple of Shadowdale. A wooden door to the east leads back out to the temple, while the hallway continues to the north. To the north, down the corridor a ways, you see a couple of doors and a large mural. ~ 2 12 0 D0 You see a hallway ~ ~ 0 -1 101 -1 D1 You see the Temple of Shadowdale ~ door wooden~ 1 100 98 -1 E door wooden~ The door is made of strong oak. It would be very difficult to chop down. ~ S #101 Hallway~ You are in the middle of a hallway in the Temple of Shadowdale. To the south the hallway ends, with a door to the east. To the north, the hallway continues. To the west there is a door. ~ 2 8 0 D0 You see a hallway ~ ~ 0 -1 102 -1 D2 You see the end of a hallway ~ ~ 0 -1 100 -1 D3 You see a wooden door ~ door wooden~ 1 100 103 -1 E door wooden~ The door is made of strong oak. It would be very difficult to chop down. ~ S #102 Hallway~ On the western wall you see a mural of Viking warriors. To the east, there is a wooden door clearly marked 'kitchen'. To the north is another large door. ~ 2 8 0 D0 You see the hallway end at a large door. ~ ~ 0 -1 104 -1 D2 You see a door to the west, and farther on, a doorway to the east before the hallway dead ends. ~ ~ 0 -1 101 -1 E door kitchen wooden~ The kitchen door is unremarkable. The kitchen is quiet. ~ E mural painting~ A horde of mighty Viking warriors is charging from a Longboat straight towards you, raising their swords and axes to split your skull. In the boat, you see a figure clothed in simple white robes, praying. He seems to be illuminated by a soft white light. Dark clouds cover the sky, and corpses litter the ground behind the warriors. You get an uneasy feeling when looking at this mural. ~ E horde~ The horde of Viking warriors wear armor of leather and chain. Blood drips from their clothing as they work to ensure their place in the grand hall of Valhalla. ~ E warriors~ The Viking warriors look nearly berserk, madness fills their eyes, and the axes drip with gore. You wonder why such a peaceful place has such an unusually graphic and bloody mural. ~ E clouds~ The clouds look dark and foreboding. Small flashes of lightning are frozen in place. ~ E weapons~ The axes that the warriors hold drip with blood from the fallen foes. ~ E axes~ The axes wielded by the Viking warriors drip with blood. On the hilt, you can see a mark, it looks like two blood red spears crossed to form an 'X' ~ E figure priest~ The Viking priest has a smirk on his face as he prays. He appears to approve of this bloodshed, or at least know something that you don't. He is dressed in fine white robes, and he has several magical devices about him, a ring, a holy symbol, a necklace and a wide belt. ~ E robes~ The white robes of the Viking priest shimmer softly. Near the bottom, the shadows make the robes dull grey in color. ~ E ring~ The ring is made of gold and jade. It looks like it contains much power. ~ E belt wide~ The belt is made of black leather, with a silver buckle. On the buckle is a pair of blood red spears crossed to make an 'X' ~ E holy symbol~ The holy symbol is that of a great silver tree, with a black background. Could it be that the silver is tarnished? Perhaps it is just a trick of the light. ~ E necklace~ The necklace is made of gold, with jade stones. It glows softly. ~ E corpse corpses bodies~ Bodies litter the ground behind the Viking warriors. You can see some sort of brown thing on top of one of the more distant corpses. ~ E brown thing~ You look very closely and see that there is a large rat eagerly chewing into one of the corpses! What a disgusting sight! ~ S #103 Dining Hall~ The Temple dining hall is long and quiet. The tables and benches are made of simple wood. You find this a very peaceful, "earthy" place. You can see a door to the west, and a door to the east. ~ 2 8 0 D1 You see a door leading to a hallway. ~ ~ 1 100 101 -1 D3 ~ ~ 0 -1 105 -1 E bench~ The benches are unremarkable. ~ E table~ For the most part, the tables are unremarkable. However, etched into the wooden surface of one are the words 'The chef serves ratmeat!' ~ S #104 Library~ This is a large library, with stacks and stacks of books. It is very very quiet here, just like the rest of the temple. Shelves of books cover all of the walls, the library continues to the north, and there is a door to the south, and to the west. ~ 2 8 0 D0 ~ ~ 0 -1 161 -1 D2 You see a door leading to a hallway ~ ~ 1 100 102 -1 D3 ~ door wooden w~ 1 100 160 -1 E books~ The books are old and musty. Small bookmarks and pieces of paper are stuck in many of them. ~ E shelves~ The shelves are old, and sagging from the weight of the books. ~ E paper piece bookmark~ Most of the bookmarks have unremarkable bits of scribble on them. However, two of them, a yellow post it note, and a fancy brown bookmark ~ E yellow post note post-it~ The yellow post-it note has the words 'Don't eat the stew if you wish to remain well.' ~ E fancy brown~ The fancy brown bookmark has a number written on it : S27 800.76 P151 ~ S #105 Western Hallway~ The hallway stretches to the north, and south. There is a small door in the western wall, and a larger door marked 'Dining Hall' to the east. ~ 2 8 0 D0 ~ ~ 0 -1 108 -1 D1 ~ door wooden e ~ 1 100 103 -1 D2 ~ ~ 0 -1 107 -1 D3 ~ door key ~ 1 101 106 -1 S #106 The Adept's chamber~ This is the simple room of the Temple Adept. He lives frugally, with only the sparsest of furniture, a bed, a small table, a chair. On the wall is a small painting. ~ 2 8 0 D1 ~ door wooden~ 1 101 105 -1 E painting wall~ This is a tastefully rendered painting of the Life Tree. As always, the Shadowdale serpent gnaws at the roots, while all life is nurtured within the tree's boughs. ~ E chair table bed furniture furnishings~ The chair is made of simple wood, with 3 legs, and only a rudimentary back. The bed looks small, and uncomfortable. The table is stained with ink from many long hours of transcription. There is a book on the table, only halfway complete. ~ E book~ The book is only halfway complete. There is a note stuck to one of the finished pages. ~ E note~ The note has been smeared, as if someone hastily closed the book upon it. You can only read the following : Ste----, I m--t --ow -----u are with ---- The L---ar- re---n- o-r o-l- sa-- ha-v-- L-av- a note in the Bo-- of R--n--o-. L. ~ E underside~ There is a silver tree marked on the underside of the chair. ~ S #107 Western Hallway~ The hallway runs north and east. There is a musty smell to the east. ~ 2 8 0 D0 ~ ~ 0 -1 105 -1 D1 ~ ~ 0 -1 153 -1 S #108 Western Hallway~ The hallway branches into a T here, going east, west, and south. There is a door to the north. To the east, the ever present torches have apparently gone out, and the area is shrouded in darkness ~ 2 8 0 D0 ~ door wooden~ 1 100 109 -1 D1 ~ ~ 0 -1 110 -1 D2 ~ ~ 0 -1 105 -1 D3 ~ ~ 0 -1 114 -1 S #109 The Attendants' Chamber~ This room is the dormitory for the attendants. Here they rest for a time, during the long, tedious, but spiritually fulfilling days. There are 12 cots here, each looks quite uncomfortable. There is a table at the north end of this room, next to a door. There is also a door to the south. ~ 2 8 0 D0 ~ door wooden n~ 1 100 126 -1 D2 ~ door door ~ 1 100 108 -1 E table~ The table is unremarkable. In one of the drawers, you see a pair of axes etched into the wood. It looks like someone has tried to deface this etching. ~ E underside~ There are brownish-red X marks on the underside of each of the beds. ~ S #110 Darkened Hallway~ The hallway here is dim, but not too dark to see. There is a door to the north. To the west there is a T crossing. The passage east is lost in shadows. ~ 2 8 0 D0 ~ door wooden ~ 1 100 113 -1 D1 ~ ~ 0 -1 111 -1 D3 ~ ~ 0 -1 108 -1 S #111 Darkened Hallway~ This room is pitch black. The torches that flicker along the corridor elsewhere do not flicker here. The sconces are still here, however. To the east, the hallway lightens some. To the west is a large, heavy wooden door. ~ 2 9 0 D1 ~ door wooden large~ 1 100 112 -1 D3 ~ ~ 0 -1 110 -1 S #112 Cellar Access~ This appears to be a passage down into the cellar. There is a large wooden door to the west, and a set of stairs leading down. You can faintly hear water down below. There are a few scraps in this room, a bucket, a broom... Nothing really worth taking. ~ 2 9 0 D3 ~ door wooden large~ 1 100 111 -1 D5 ~ ~ 0 -1 163 -1 E broom scraps bucket~ As you examine the items more closely, you notice a huge rat scurrying out of sight. ~ S #113 The Acolytes' Chamber~ This is the bedroom of the acolytes. There are 8 beds, each lined up on the walls. There is a table to the north. The only exit lies to the south, through a small wooden door ~ 2 8 0 D2 ~ door wooden ~ 1 100 110 -1 E table~ There is nothing unusual about the table. ~ E bed~ The beds are small and uncomfortable. They are all impeccably well made, even a soldier would be impressed. ~ E underside~ There is nothing on the underside of any of the chairs in this room. ~ S #114 Western Hallway~ The hallway extends to the east and west. To the south is a stretch of blank wall, and to the north is a wooden door. ~ 2 8 0 D0 ~ door wooden n~ 1 100 115 -1 D1 ~ ~ 0 -1 108 -1 D3 ~ ~ 0 -1 116 -1 S #115 Believers' Dormitory~ This is a fairly large room, with about 20 small bunk beds lined up along the walls. There is a door to the south, a table against the east wall, and a small desk at the western wall. ~ 2 8 0 D2 ~ door wooden s ~ 1 100 114 -1 E drawer~ As you open one of the desk drawers, something moves inside. You hear a scratching sound, and then silence. The drawer appears to be stuck. ~ E paper~ The paper has a bit of doodling on it... Nothing important. ~ E desk west~ The desk has several drawers, all of them are slightly open. ~ E table east~ The table has a small piece of paper fluttering on it. ~ S #116 Western Hallway~ The hallway stretches east and west. There is a door to the south. ~ 2 8 0 D1 ~ ~ 0 -1 114 -1 D2 ~ door wooden s ~ 1 100 117 -1 D3 ~ ~ 0 -1 118 -1 S #117 The Deacon's Chamber~ This room is small, and roughly furnished. You see a bed, a table and a chair. None of which are worth taking. ~ 2 8 0 D0 ~ door wooden n~ 1 100 116 -1 E table chair bed~ There is nothing remarkable about either the table, chair or bed. (sorry) :-) ~ S #118 Western Hallway~ The hallway continues to the east and west. There is a door to the north, and a door to the south. ~ 2 8 0 D0 ~ door wooden n~ 1 100 119 -1 D1 ~ ~ 0 -1 116 -1 D2 ~ door wooden s~ 1 100 120 -1 D3 ~ ~ 0 -1 121 -1 S #119 The Vicar's Chamber~ This room is spartan, there is a small but comfortable looking bed, a small desk, and a chair with a seat cushion. On the wall there is a painting. ~ 2 0 0 D2 ~ door wooden s~ 1 100 118 -1 E table chair desk bed~ The furniture in this room is not particularly comfortable looking, but it is not uncomfortable looking either. ~ E painting wall~ The painting is of a feathered dragon. The body of the dragon is golden, while the feathers are jade. It is a very pretty painting. ~ S #120 The Priest's Chamber~ This is the chamber of the priest. There is a small bed, a desk, and a sturdy chair here. You see an embroidered quilt lying on the bed. There is a door to the north. ~ 2 8 0 D0 ~ door wooden n~ 1 100 118 -1 E quilt~ The quilt is soft, and smooth. It is white, with green trim. In the center of the quilt is a feathered dragon, with a golden body, and jade feathers. ~ E bed~ The bed is plain, and not uncomfortable looking. There is a large quilt thrown across it. ~ E chair table~ There is nothing remarkable about either the chair or the table ~ S #121 Western Hallway~ The hallway forms a 'T' intersection here, with hallways to the north, south and east. To the west is a wooden door. You hear the faint sound of chanting from the north. ~ 2 8 0 D0 ~ ~ 0 -1 122 -1 D1 ~ ~ 0 -1 118 -1 D2 ~ ~ 0 -1 135 -1 D3 ~ door wooden w~ 1 100 134 -1 S #122 Western Hallway~ The hallway stretches north, and south. There is a wooden door to the west. There is a chanting sound coming from the north. ~ 2 8 0 D0 ~ ~ 0 -1 123 -1 D2 ~ ~ 0 -1 121 -1 D3 ~ door wooden w~ 1 100 133 -1 S #123 Western Hallway~ The hallway bends to the east and south. There are doors to the north and west. To the west, you can hear a chanting sound. ~ 2 8 0 D0 ~ door wooden n ~ 1 100 128 -1 D1 ~ ~ 0 -1 124 -1 D2 ~ ~ 0 -1 122 -1 D3 ~ door wooden w~ 1 100 127 -1 S #124 Western Hallway~ There is a door to the north, and the hallway continues east, and west. You hear chanting to the west. ~ 2 8 0 D0 ~ door wooden n~ 1 100 129 -1 D1 ~ ~ 0 -1 125 -1 D3 ~ ~ 0 -1 123 -1 S #125 Western Hallway~ The hallway stretches to the east, and west. You can hear chanting to the west. ~ 2 8 0 D1 ~ ~ 0 -1 126 -1 D3 ~ ~ 0 -1 124 -1 S #126 Western Hallway~ The hallway runs east to west. There is a door to the north, and a door to the south. To the west, you can faintly hear some sort of chanting. ~ 2 8 0 D0 ~ door wooden n~ 1 100 130 -1 D1 ~ ~ 0 -1 132 -1 D2 ~ door wooden s ~ 1 100 109 -1 D3 ~ ~ 0 -1 125 -1 S #127 The Study~ This room is fairly large, with chairs and tables placed neatly about. There is a fireplace, cold and empty, and a large painting on the wall. There is a small barred window to the west. The only exit is to the east, through a wooden door. Although you have no idea where it is coming from, a loud chanting sound can be heard, echoing through the room, and out into the hallway. ~ 2 8 0 D1 ~ door wooden e~ 1 100 123 -1 E chair table chairs tables~ The chairs and tables are unremarkable. They look fairly well worn, and the chairs look a little bit on the comfortable side. ~ E fireplace~ Aha! This is where the sound is loudest. You can't tell for sure if the sound is coming from the chimney, or the ash grate. ~ E window barred~ The window overlooks the northwestern part of the city. Looks like the wizard's shop is expanding. ~ E chimney~ As you move near the chimney, you hear a rustling sound, as if many small bodies were scurrying away. The chanting sound is definitely coming from below. ~ E ash grate~ As you get closer to the ash grate, the noise gets louder. There must be some sort of conduit between here and wherever the sound is coming from. There does not look as though there could be an exit here, however. ~ S #128 The Minister's Chamber~ This is the bedroom of the Minister. A medium sized bed rests against the wall, and a comfortable chair has been placed in front of a desk. There are some papers and a small statuette on the desk. The only exit is south. ~ 2 8 0 D2 ~ door wooden s~ 1 100 123 -1 E papers~ the papers seem to be financial data on the costs to run the temple. Although you are not a financial expert on the temple, it seems that a large portion of the funds are being allocated to a "Project M". ~ E statuette~ The statuette is a representation of a golden dragon with jade wings. You reach for it greedily, but you see that it is a fake. ~ E underside~ There is a brownish-red X marked on the bottom of the chair. ~ S #129 The Novices' Chamber~ This is the dormitory of the Novices. There are 6 small, uncomfortable looking beds lined along the walls. There is a table to the east, and a desk to the west. To the south is a wooden door. ~ 2 8 0 D2 ~ door wooden s~ 1 100 124 -1 E underside~ There is nothing on the underside of either the table, desk, or any of the beds. ~ E bed~ The beds are hard and scratchy looking. ~ E table~ The table is unremarkable. ~ E desk~ There is nothing unusual about the desk. ~ S #130 The Missionary's Chamber~ This room is nearly bare. There is a medium sized bed-frame, but it has no mattress. There is a desk against the wall, but no chair. There is a door to the south. ~ 2 8 0 D2 ~ door wooden s~ 1 100 126 -1 E bed frame bed-frame~ The bed-frame looks like it hasn't been used in a long time. Perhaps the Missionary is out corrupting and destroying ancient cultures? ~ E desk~ The desk has a fine layer of dust on it, it hasn't been used in quite a while. Someone has draw a smiley face in the dust. ~ E dust~ The dust is about 1/4 of an inch thick. ~ S #131 The Missionary's Chamber~ This room is completely empty. There is nothing in this room at all except a small pile of trash in the corner. There is a door to the south ~ 2 8 0 D2 ~ door wooden s~ 1 100 132 -1 E trash pile~ The pile of trash contains some bits of paper, and a dead rat corpse. It looks like it has been here for some time. ~ S #132 Western Hallway~ The hallway stretches east to west. There is a door to the north. ~ 2 8 0 D0 ~ door wooden n~ 1 100 131 -1 D1 ~ ~ 0 -1 160 -1 D3 ~ ~ 0 -1 126 -1 S #133 The Canon's Chamber~ A comfortable looking bed rests against the wall of this carpeted room. There is a plush chair against the wall, and a large oaken desk next to the door. There is a large painting over the bed. ~ 2 8 0 D1 ~ door wooden e~ 1 100 122 -1 E bed~ The bed is very comfortable looking. ~ E chair~ The chair is made of rich leather, and is well-crafted. It looks like someone has spent many comfortable hours in this chair. ~ E desk~ On the desk are some scattered bits of paper. ~ E paper bits~ One of the pieces of paper reads: 'Some of them are noticing the change. Burn the books.' It is signed with a flourished R. ~ E underside~ There is a brownish-red X marked on the underside of this chair. ~ E painting~ The painting is a rendering of a large golden dragon with emerald-green wings. ~ S #134 The Levite's Chamber~ There is a comfortable bed against the wall, and a large oaken desk pushed up next to the door. A worn leather chair sits in front of the desk. ~ 2 8 0 D1 ~ door wooden e~ 1 100 121 -1 E bed desk chair~ The desk, bed and chair all look fairly nice, and tastefully made. ~ E chair~ The chair looks expensive, and well made. ~ E underside~ There is a brownish-red X on the underside of the chair. ~ S #135 Western Hallway~ The hallway exits north and south. There is a door to the west. ~ 2 8 0 D0 ~ ~ 0 -1 121 -1 D2 ~ ~ 0 -1 137 -1 D3 ~ door wooden w~ 1 100 136 -1 S #136 The Curate's Chamber~ This tiny room is nearly empty. There is a small, uncomfortable wooden bed, and a short, poorly made 3 legged stool. A table sits in the corner, and a small tallow candle flickers yellowly. There is a small painting on the wall. ~ 2 8 0 D1 You can see the hallway ~ door wooden e~ 1 100 135 -1 E paper~ The piece of paper is a note. It reads: Ryadel has gone too far. His work is twisting the minds of the new acolytes. If he is not stopped, I fear that his activities will corrupt our entire temple to his evil ways. Unfortunately, I can think of no way to stop him. The answer is in the library. It must be somewhere in the library! ~ E mattress~ The mattress is made of straw, and looks rather annoying to have to sleep on. You can see a bit of paper sticking out of the corner of the mattress ~ E candle~ The candle is almost a stub. Judging by the melted wax, this candle has been used for a long time. ~ E body~ The body looks like it was originally brown, but gold has been more recently added. ~ E serpent~ The serpent looks like it has been recently altered. The body seems to be a mix of brown and gold. ~ E painting wall~ The painting is of the Life Tree of Shadowdale. All of life is nurtured in its boughs, while the Shadowdale serpent gnaws at the roots. The serpent looks a little unusual. ~ E table~ The table has bits of ash scattered about the surface. ~ E bed stool~ The bed and stool look like they were handmade by someone who was not a carpenter. They look splintery and uncomfortable. The mattress on the bed is made of straw. ~ E underside~ There is a tree on the underside of the stool, marked in silver. It looks as though someone tried to mark an X on the tree, but the X has faded badly. ~ S #137 Western Hallway~ The hallway runs north to south. There are wooden doors to the east and west. ~ 2 8 0 D0 ~ ~ 0 -1 135 -1 D1 ~ door wooden e~ 1 100 139 -1 D2 ~ ~ 0 -1 140 -1 D3 ~ door wooden w~ 1 100 138 -1 S #138 The Healer's Chamber~ The Healer lives in some luxury. A large, soft bed rests against one wall, and there is an embroidered carpet on the floor. An oaken desk sits next to the door, and a leather chair sits in front of the desk. ~ 2 8 0 D1 ~ door wooden e~ 1 100 137 -1 E bed~ The bed looks extremely comfortable. It looks like it would put you to sleep in an instant ~ E desk~ The desk looks well crafted, and very heavy. It is stained a rich brown. ~ E chair~ The chair is well made, and looks expensive. ~ E carpet embroidered~ The carpet is embroidered with a design of a golden dragon with green feathered wings. ~ E underside~ The underside of the chair has a brownish-red X marked on it. ~ S #139 The Monk's Chamber~ The Monk lives in a well-appointed chamber, with a large bed, and a well-made wooden desk. There is a painting on the wall, and a chair lies on the ground, overturned ~ 2 8 0 D3 ~ door wooden w~ 1 100 137 -1 E bed desk~ The bed and desk appear to be made out of oak, and the bed has a soft down blanket covering it. ~ E blanket~ The blanket is featureless ~ E chair~ The chair looks undamaged. There is something on the underside of the chair. ~ E underside~ There is a brownish-red X marked haphazardly on the bottom of this chair. Having seen plenty of blood in your lifetime, you realize that the brown stain must be exactly that. ~ E painting~ The painting is a cubist representation of a golden dragon, with green wings. ~ S #140 Western Hallway~ The hallway runs north and east here. There are doors to the west and south. ~ 2 8 0 D0 ~ ~ 0 -1 137 -1 D1 ~ ~ 0 -1 143 -1 D2 ~ door wooden s~ 1 100 142 -1 D3 ~ door wooden w~ 1 100 141 -1 S #141 The Chaplain's Chamber~ The chaplain lives well. There is a large, comfortable bed in one corner of the room, and a large oaken desk next to the door. There is a comfortable leather chair in front of the desk ~ 2 8 0 D1 ~ door wooden e~ 1 100 140 -1 E underside~ There is a brownish-red X marked on the underside of this chair. ~ E bed desk chair~ The bed, desk and chair all look well made, and expensive. The bed is very soft looking. ~ S #142 The Expositor's Chamber~ The Expositor lives rather well. He has a large desk, which dominates the southern wall of this room. The bed is fairly small, it looks like it has been shortened to make room for the huge desk. There is a rather large chair sitting in front of the desk. ~ 2 8 0 D0 ~ door wooden n~ 1 100 140 -1 E underside~ There is a brownish-red X on the underside of the chair. ~ E bed~ While the bed is short, it still looks very comfortable. There is a quilt thrown across the bed. ~ E desk~ The desk is positively enormous. They must have used magic to get it inside here. Although it is perhaps the largest desk you have ever seen, it is completely covered with stacks of paper. ~ E paper~ Looks like tax forms, ICK! ~ E quilt~ The quilt has an embroidered dragon on it. ~ E chair~ The chair is comfortable,but looks tiny next to the desk. ~ S #143 Western Hallway~ The hallway runs east to west. There is a door to the south. ~ 2 8 0 D1 ~ ~ 0 -1 145 -1 D2 ~ door wooden s~ 1 100 144 -1 D3 ~ ~ 0 -1 140 -1 S #144 The Bishop's Chamber~ The bishop lives in amazing comfort. A large feather bed is in one corner, and a large oaken desk stands against the opposite wall. There is a large chair in front of the desk. ~ 2 0 0 D0 ~ door wooden n~ 1 100 143 -1 E underside~ There is a brownish-red X on the underside of the chair. ~ S #145 Western Hallway~ The hallway hits a dead end here. There are doors to the north, east and south. The hallway runs west. ~ 2 8 0 D0 ~ door wooden n~ 1 100 147 -1 D1 ~ door wooden e~ 1 100 148 -1 D2 ~ door wooden s~ 1 100 146 -1 D3 ~ ~ 0 -1 143 -1 S #146 The Patriarch's Chamber~ The Patriarch lives well. There is a huge bed dominating the room, taking up almost all of the floor space. A small desk is shoved into the space that is left. There is a faint scent of perfume lingering in the air. ~ 2 8 0 D0 ~ door wooden n~ 1 100 145 -1 E desk~ While the desk is small, it does not look cheap. ~ E bed~ The bed is enormous. It has a wooden frame that encases it, and the edges of the mattress are very round and smooth, unusually so. Even more unusually, the bed seems have something inside it, because it makes small, rhythmic up and down motions continuously. ~ E underside~ There is a brownish-red X marked on the underside of the chair. ~ S #147 The Arch Bishop's Chamber~ The arch bishop lives in extreme comfort. A large feather bed is in one corner, and a large mahogany desk stands against the opposite wall. There is a large chair in front of the desk. ~ 2 9 0 D2 ~ door wooden s~ 1 100 145 -1 E underside~ There is a brownish-red X on the underside of the chair. ~ S #148 The High Priest's Anteroom~ This is the foyer of the High Priest Ryadel's apartment. Tapestries cover the walls, and soft candles give a gentle, delicate light to the room. You can see the entrance to the bedroom to the south. To the east, you can see what appears to be a study ~ 2 8 0 D1 ~ ~ 0 -1 150 -1 D2 ~ ~ 0 -1 149 -1 D3 ~ ~ 0 -1 145 -1 S #149 The High Priest's Bedroom~ As you enter this room, you feel impressed. The High Priest really knows how to live. Light silken tapestries cover the walls, softening the effect of the already soft candlelight. A large bed dominates the center of the room, and it looks extremely comfortable. A intricately woven carpet covers the floor, and deadens any noise that might other wise disturb the sleep of the priest. To the south, you can see a closet. ~ 2 8 0 D0 ~ ~ 0 -1 148 -1 D2 ~ ~ 0 -1 151 -1 S #150 The Study of the High Priest~ This is the study of the High Priest. A well-crafted leather chair sits in front of a huge oaken desk. The smell of fine Elven tobacco lingers about the room. Several chairs have been placed against the walls, for the use of the High Priest's guests. There is a large painting above the desk. ~ 2 8 0 D3 ~ ~ 0 -1 148 -1 E desk ~ The desk is enormous. They must have gotten it in here with magic, since there is no way that it could fit through the tiny door. ~ E chair chairs~ The chairs are well made, and look very expensive. They go well with the rest of the expensive stuff in this room. ~ E smell tobacco~ The tobacco is definetly Elven. You can tell by the strong, "leafy" odor. ~ E painting~ The painting is of the Life Tree of Shadowdale, nurturing all of life within its boughs. The Shadowdale serpent gnaws at the roots, and it doesn't look like he has very far to go before he reaches the main part of the tree. ~ E tree~ On closer examination, the tree appears sickly, and old, and ready to topple over and fall. ~ E serpent~ The serpent is golden, with jade feathered wings. It looks like it is grinning. ~ E desk~ The desk is enormous. They must have used magic to get it through the substantially smaller entrance to this room. ~ E underside~ There is a brownish-red X marked on the underside of the chairs in this room. ~ S #151 The Closet of the High Priest~ This huge closet contains some of the finest made clothing that you have ever seen. Silk and lambskin dominate the selection, and everything looks like it would be very comfortable to wear. ~ 2 8 0 D0 ~ ~ 0 -1 149 -1 D1 ~ latch~ 33 101 152 -1 E silk~ The silken clothing is so light and thin as to be ethereal. You could probably wear five or six layers of the stuff before you reached the thickness of even a simple shirt. ~ E lamb lambskin~ The lambskin clothing is very soft and comfortable looking. As you poke through the rows, you notice a strange latch in the back of the closet. Hmmmmmm. ~ E lambskin lamb~ The lambskin clothing is incredibly soft, and very comfortable looking. As you poke through the High Priest's belongings, you notice a small object attached to the eastern wall of the closet. ~ E small object~ It looks like some sort of door latch. ~ S #152 The Secret Chamber of the High Priest~ Wow! You have found a secret passage! And you thought things like this only happened in computer games! There is a door to the west, and a stairway leading downwards. ~ 2 9 0 D3 ~ door secret latch w~ 33 101 151 -1 D5 ~ ~ 0 -1 165 -1 S #153 Western Hallway~ The hallway dead-ends here. There is a large oaken door to the east, and the hallway continues west. ~ 2 8 0 D1 ~ door wooden large oaken~ 1 100 154 -1 D3 ~ ~ 0 -1 107 -1 S #154 Cellar Access~ This small room has bits of algae growing on the walls. They glow softly, giving this room what little light it has. There are two exits, a door to the west, and a ladder going down. ~ 2 8 0 D3 ~ door wooden large oaken w~ 1 100 153 -1 D4 ~ secret latch ~ 1 100 155 -1 D5 ~ ~ 0 -1 164 -1 E ladder~ The ladder looks firm and strong. It has supported the weight of many a chubby monk, it will support yours. ~ E latch~ You trace a thin wire from the latch up to the ceiling. Perhaps you should try opening the latch, to see what happens. ...Then again, maybe you shouldn't. ~ E algae~ As you examine the algae, you find a small latch. ~ S #155 Attic Access~ Ooh, this is a nifty little treat. You appear to be in an extra room, that may have been completely forgotten by the priests. There is passageway leading down, and a door to the north. ~ 2 8 0 D0 ~ door wooden n~ 1 100 156 -1 D5 ~ passageway passage pass door d latch~ 1 100 154 -1 S #156 Attic~ It is rather hot and stuffy up here. There is a window to the east, that lets in some cool air, and a door to the south. A few boxes and bits of trash are scattered about the room, but nothing particularly important. ~ 2 8 0 D0 ~ ~ 0 -1 157 -1 D2 ~ door wooden s~ 1 100 155 -1 E window e~ You see the streets of Shadowdale. Looks like the world is surviving without you in it. ~ E boxes~ The boxes are empty. They're probably just a haven for rats. ~ E debris~ There is nothing remarkable about the debris. ~ S #157 Attic~ The attic continues here, to the north and south. ~ 2 0 0 D0 ~ ~ 0 -1 158 -1 D2 ~ ~ 0 -1 156 -1 S #158 Attic~ The attic continues to the north and south. ~ 2 0 0 D0 ~ ~ 0 -1 159 -1 D2 ~ ~ 0 -1 157 -1 S #159 Attic above the Library~ You can see light streaming up from below, and the outline of a large door set into the floor is apparent. It looks like the back side of a secret door, much more obvious than the front side. You can exit to the south, or through this door. ~ 2 8 0 D2 ~ ~ 0 -1 158 -1 D5 ~ ~ 0 -1 104 -1 S #160 Western Hallway~ The hallway runs west. There is a wooden door to the east. ~ 2 8 0 D1 ~ door wooden e~ 1 100 104 -1 D3 ~ ~ 0 -1 132 -1 S #161 Northern Library~ The library is large and quiet. There are books all over the place. There is a ladder that goes up to the second floor, and the library continues to the south. ~ 2 8 0 D2 ~ ~ 0 -1 104 -1 D4 ~ ~ 0 -1 162 -1 S #162 Library Second Floor~ The second floor of the library is even more quiet than the first floor, and even more crowded. There are books everywhere, even in the middle of the narrow hallway that rings the lower library. The only exit is the ladder going down. ~ 2 0 0 D5 ~ ~ 0 -1 161 -1 S #163 Cellar~ This room looks like the entry/exit from the cellar. There is a ladder going up, and doors to the east, and west. ~ 2 9 0 D3 ~ ~ 0 -1 175 -1 D4 ~ ~ 0 -1 112 -1 S #164 Cellar~ This room looks like the entry/exit for the cellar. There is a ladder going up, and passages to the east and west. ~ 2 9 0 D1 You see a labyrnth of some kind. ~ ~ 0 -1 10901 -1 D3 ~ ~ 0 -1 169 -1 D4 ~ ~ 0 -1 154 -1 S #165 The Secret Passageway of the High Priest~ You are in the secret passageway of the high priest. There is a stairway going up, and the passage continues to the north. ~ 2 9 0 D0 You see a long, dark passageway ~ ~ 0 -1 168 -1 D4 ~ ~ 0 -1 152 -1 S #166 A secret passage!~ You have found a secret passage in the back of the temple! This room is dark, and musty. There is nothing of interest in the room. To the north, you can see a door that leads outside. To the south is another door, heavily reinforced with iron bands. ~ 2 9 1 D0 You see a door leading outside. ~ door secret n~ 1 100 54 -1 D2 You see a reinforced iron door to the south ~ door iron s~ 1 100 167 -1 S #167 A small stone room~ This room is about 10 x 10. There is a large door to the north, another to the south, and a heap of bones in the corner ~ 2 9 2 D0 You see a small, musty room ~ door iron n~ 1 100 166 -1 D2 You see a long passage leading south ~ door iron s~ 1 100 168 -1 E bones heap~ the heap of bones is fairly large. You see all kinds of bones, fighter's bones, cleric's bones, mage's bones, thievs' bones... ~ S #168 Dark passage~ This long passageway leads north and south.. To the north is a small room, and to the south is a large, reinforced iron door.. You can hear something moving behind the door... But then again, it could just be your imagination. ~ 2 9 2 D0 You see a large iron-reinforced door, and a stone room beyond. ~ door iron n~ 1 100 167 -1 D2 You see a small room ~ ~ 0 -1 165 -1 S #169 Cellar~ You are standing in a 10 x 10 passageway, stretching off into the darkeness. You have a feeling that you don't belong. ~ 2 9 0 D1 ~ ~ 0 -1 164 -1 D3 ~ ~ 0 -1 170 -1 S #170 Cellar~ You are standing in a damp dungeon hallway, your light glints off of the wet stones embedded in the walls. While it is damp, it is not dirty, there are no traces of dirt, or fungi. The hallway continues to the east and west, and there is a door in the south wall. ~ 2 9 0 D1 ~ ~ 0 -1 169 -1 D2 ~ door wooden s~ 1 100 172 -1 D3 ~ ~ 0 -1 171 -1 S #171 Cellar~ You are standing in a damp dungeon hallway, your light glints off of the wet stones embedded in the walls. While it is damp, it is not dirty, there are no traces of dirt, or fungi. There are exits to the east, and north. ~ 2 9 0 D0 ~ door wooden n~ 1 100 173 -1 D1 ~ ~ 0 -1 170 -1 S #172 Storage room~ You are standing in a large storage room. Several barrels and boxes line the walls, and the center of the room, making movement difficult. The room appears to be fairly well stocked, and none appear to have been recently opened. There is only one exit, to the north. ~ 2 9 0 D0 ~ door wooden n~ 1 100 170 -1 S #173 Cellar~ You are standing in a damp cellar hallway. The floor and walls are very clean, and there is no trace of moss or fungi. There is a large grate in the western wall, a wooden door in the north wall, and the hallway continues east. ~ 2 9 0 D0 ~ door wooden n~ 0 -1 174 -1 D1 ~ ~ 0 -1 171 -1 S #174 Cellar~ You are standing in a damp cellar. The room, while damp, is very clean, and there is no trace of moss or fungi. There are exits to the east, and a door to the south ~ 2 0 0 D1 ~ ~ 0 -1 175 -1 D2 ~ door wooden s~ 1 100 173 -1 S #175 Cellar~ You are standing in a large cellar hallway, which is damp, but very clean. Your light glints off of the wet stones that make up the walls of the passageway. The hallway continues to the east and west. ~ 2 9 0 D1 ~ ~ 0 -1 163 -1 D3 ~ ~ 0 -1 174 -1 S #200 A Dark Path~ You find yourself walking along a dark narrow path. Creepy sounds and echos ring from your surroundings and you notice that much of the plant life is either dead or dying. You notice the sound of water up ahead and it rouses your curiosity. ~ 3 0 2 D0 ~ door~ 0 0 201 -1 D2 ~ ~ 0 -1 52 -1 S #201 A Shallow Path~ As you continue along the path it grows a bit wider and you can see the faint sign of a shoreline up ahead. You hear the crash of waves and smell a tinge of salt in the air. ~ 3 0 0 D0 ~ door~ 0 0 202 -1 D2 ~ door~ 0 0 200 -1 S #202 The Creepy Shoreline~ You approach what appears to be a rocky shoreline of black onyx stone. As you peer out you notice that the great body of water you have stumbled onto is scarlet red with many small islands in the distance. To the far north you spot what seems to be an unusually large and frightful shadow that stands out among the rest. ~ 3 0 0 D0 ~ door~ 0 0 203 -1 D2 ~ door~ 0 0 201 -1 S #203 Crimson Waters~ You forge out into the crimson red seas and notice that it is unusually calm. You can see the many islands to the north and the multitude of creatures bobbing in and out of the water. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 210 -1 D1 ~ door~ 0 0 205 -1 D2 ~ door~ 0 0 202 -1 D3 ~ door~ 0 0 204 -1 S #204 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle sounds of lapping waves from all directions and the air is filled with a salty aroma. You spy various islands in all directions and spot an unuasually large one to the north.~ 3 0 7 -1 0 D0 ~ door~ 0 0 209 -1 D1 ~ door~ 0 0 203 -1 D2 ~ door~ 0 0 204 -1 D3 ~ door~ 0 0 207 -1 S #205 Crimson Waters~ The scarlet waters shimmer as you glide through. You can feel a slight gust coming from the north and the air seems to be getting colder. The clouds above are dark and grey and the islands and rocks to the north seem to be beckoning you. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 211 -1 D1 ~ door~ 0 0 206 -1 D2 ~ door~ 0 0 220 -1 D3 ~ door~ 0 0 203 -1 S #206 Crimson Waters~ The scarlet waters shimmer as you glide through and a slight breeze strikes you from the northwest. You marvel at the spectacular veiw to the north and the many creatures swimming in the water. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 212 -1 D1 ~ door~ 0 0 207 -1 D2 ~ door~ 0 0 213 -1 D3 ~ door~ 0 0 205 -1 S #207 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle sounds of the lapping waves from all directions. The air is filled with a salty aroma and you notice many small islands all about. You seem to notice an unusually large one to the north. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 208 -1 D1 ~ door~ 0 0 204 -1 D2 ~ door~ 0 0 217 -1 D3 ~ door~ 0 0 206 -1 S #208 Crimson Waters~ The scarlet waters shimmer as you pass and the wind is getting stronger. The clouds above you swirl and glide across the sky as you peer out over the horizon. To the the north you see a multitude of jagged rocks and islands but one in particular stands out among the rest. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 217 -1 D1 ~ door~ 0 0 209 -1 D2 ~ door~ 0 0 207 -1 D3 ~ door~ 0 0 212 -1 S #209 Crimson Waters~ The scarlet waters shimmer as you pass. You can feel a slight breeze blowing in from the north west. As you peer out you can see that the many islands and rocks scattered about the great expanse are getting closer. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 216 -1 D1 ~ door~ 0 0 210 -1 D2 ~ door~ 0 0 204 -1 D3 ~ door~ 0 0 208 -1 S #210 Crimson Waters~ The scarlet waters shimmer slightly as you pass. There is a slight breeze coming in from the northeast and the sky is getting cloudy. You can see many peices of driftwood floating about the water and a few plants here and there. ~ 3 0 7 -1 0 D0 ~ door~ 0 0 215 -1 D1 ~ door~ 0 0 211 -1 D2 ~ door~ 0 0 203 -1 D3 ~ door~ 0 0 209 -1 S #211 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle sounds of the lapping waves from all directions and the air is filled with a salty aroma. You spy various islands all about and spot an unusually large one to the north.~ 3 0 7 0 0 D0 ~ door~ 0 0 214 -1 D1 ~ door~ 0 0 212 -1 D2 ~ door~ 0 0 205 -1 D3 ~ door~ 0 0 210 -1 S #212 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle lapping of the waves from all directions and the air is filled with a salty aroma. You spy various islands all around and spot an unusually large island to the north. ~ 3 0 7 0 0 D0 ~ door~ 0 0 213 -1 D1 ~ door~ 0 0 208 -1 D2 ~ door~ 0 0 206 -1 D3 ~ door~ 0 0 211 -1 S #213 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle sounds of the lapping waves from all directions and the air is filled with a salty aroma. You spy various islands in all directions and spot an unusually large one to the north. ~ 3 0 7 0 0 D0 ~ door~ 0 0 206 -1 D1 ~ door~ 0 0 217 -1 D2 ~ door~ 0 0 212 -1 D3 ~ door~ 0 0 214 -1 S #214 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle sounds of the lapping waves from all directions and the air is filled with a salty aroma. You spy various islands in all directions and spot an unuasually large one to the north. ~ 3 0 7 0 0 D0 ~ door~ 0 0 220 -1 D1 ~ door~ 0 0 213 -1 D2 ~ door~ 0 0 211 -1 D3 ~ door~ 0 0 215 -1 S #215 Crimson Waters~ The scarlet water shimmer as you pass. You can feel a strong wind hitting you from the north and notice that the sky is getting darker. You can spot a large island up ahead surrounded by many large and jagged rocks. ~ 3 0 7 0 0 D0 ~ door~ 0 0 219 -1 D1 ~ door~ 0 0 214 -1 D2 ~ door~ 0 0 210 -1 D3 ~ door~ 0 0 216 -1 S #216 Crimson Waters~ The scarlet waters shimmer as you glide through. There is a slight breeze hitting you from the north and the clouds above are dark and troublesome. You can spy the rocky islands to the north and ponder about the unusual size of one island in particular. ~ 3 0 7 0 0 D0 ~ door~ 0 0 218 -1 D1 ~ door~ 0 0 215 -1 D2 ~ door~ 0 0 209 -1 D3 ~ door~ 0 0 217 -1 S #217 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle lapping of waves from all directions and the air is filled with a salty aroma. You spy various islands all around and spot an unusually large one to the north. ~ 3 0 7 0 0 D0 ~ door~ 0 0 207 -1 D1 ~ door~ 0 0 216 -1 D2 ~ door~ 0 0 208 -1 D3 ~ door~ 0 0 213 -1 S #218 Crimson Waters~ The scarlet waters shimmer as you glide through. You can hear the gentle lapping of the waves from all directions and the air is filled with a salty aroma. You spy various islands all around and spot an unusually large one to the north. ~ 3 0 6 D0 ~ door~ 0 0 204 -1 D1 ~ door~ 0 0 219 -1 D2 ~ door~ 0 0 216 -1 D3 ~ door~ 0 0 220 -1 S #219 Crimson Waters~ The scarlet waters suddenly start swirling and getting rougher. The slight wind has turned into a strong gust and the waves are getting higher. Jagged rocks and coral reefs surround you as you see a large rocky path leading up from the shore to the north. ~ 3 0 6 D0 ~ door~ 0 0 221 -1 D1 ~ door~ 0 0 220 -1 D2 ~ door~ 0 0 215 -1 D3 ~ door~ 0 0 218 -1 S #220 Crimson Waters~ The scarlet waters shimmer as you glide through. you can hear the gentle lapping of the waves from all directions and the air is filled with a salty aroma. You spy various islands all around and spot an unusually large one to the north. ~ 3 0 6 D0 ~ door~ 0 0 205 -1 D1 ~ door~ 0 0 218 -1 D2 ~ door~ 0 0 214 -1 D3 ~ door~ 0 0 219 -1 S #221 A Rocky path ~ You manage to find the small rocky shore of this huge mysterious island. As you look around you notice that many of the trees bordering the northern path are dying and the rocks are jagged and cover most of the small beach. You see a small rocky path leading to the north. ~ 3 0 4 D0 ~ door~ 0 0 222 -1 D2 ~ door~ 0 0 219 -1 S #222 Fortress Entrance~ Continuing along the path you stumble upon a huge fortress made of black mortar and emblazoned with crimson flags blowing in the wind on each cornerpost. You notice a large iron gate and can hear bustling activity coming from inside. ~ 3 0 4 D0 ~ gate ~ 1 -1 223 -1 D2 ~ door~ 0 0 221 -1 S #223 Inside the Fortress~ You see before you a large decorated hall with many ancient red drapes hanging from the ceilings. Many paintings of ancient times past cover the black stone walls. A large ornate rug lies at your feet and you can hear idle chatter from exits nearby. ~ 3 8 0 D0 ~ ~ 0 -1 234 -1 D1 ~ door~ 0 0 225 -1 D2 ~ gate~ 1 -1 222 -1 D3 ~ door~ 0 0 224 -1 E gate~ l l l ~ E gate -1~ l ~ E gate 1 ~ opens the gate. ~ E door gate ~ gate~ S #224 Hall~ You find yourself in a long hallway with huge pillars lining the walls. Several doorways lead in many different directions and you can overhear talking in some of the rooms. The torches are burning lower and the light keeps getting dimmer as you continue on. ~ 3 8 0 D0 ~ ~ 0 -1 233 -1 D1 ~ door~ 0 0 223 -1 D2 ~ ~ 0 -1 230 -1 D3 ~ door~ 0 0 227 -1 S #225 Hall~ You walk down a long dark hallway barely lit by small torches. You can hear strange sounds from all directions and the place smells like mildew. You try to step quietly, because you never know who you might run into that doesnt want you here. ~ 3 8 0 D1 ~ door~ 0 0 226 -1 D3 ~ door~ 0 0 223 -1 S #226 Hall~ You continue along the small dimly lit hallway and notice three different doorways leading in many directions. The rooms are too dark to make out anything from where you are standing but your curiosity will probably get the best of you. ~ 3 8 0 D0 ~ ~ 0 -1 238 -1 D1 ~ door~ 0 0 231 -1 D2 ~ door~ 0 0 243 -1 D3 ~ door~ 0 0 225 -1 S #227 Hall~ As you continue along the hall you notice a few other wooden doors leading in different directions. The walls are damp and the floor is slightly wet. Water is dripping from the ceiling and you wonder just who could live in this dank end of the fortress. ~ 3 8 0 D0 ~ ~ 0 -1 232 -1 D1 ~ door~ 0 0 224 -1 D3 ~ ~ 0 -1 228 -1 S #228 Villian Druid Shrine~ As you peer around you sense that this small shrine is very peaceful and quiet. You see a small table in the middle of the room sitting beside a small stack of hay in the corner. Many fine silk robes hang from the walls, and a small candle burns on the table. The chap who lives here must enjoy the simple things life has to offer. ~ 3 8 0 D1 ~ ~ 0 -1 227 -1 D2 ~ ~ 0 -1 229 -1 S #229 Villian Paladin's Room~ As you arrive from the druid abode you cant help but notice the many fine silver weapons and armor hung from the wall. Many tomes of the healing arts lie stacked upon a small wooden table and several holy symbols lie in an open treasure box. A large brass bed lies by the wall looking very inviting. You wonder just what kind of peaceful brut could occupy a space like this. ~ 3 8 0 D0 ~ ~ 0 -1 228 -1 S #230 Villian Barbarian Quarters~ You step into this dusty dark room and cant help but notice the many trophies hanging on the walls. Huge bear skins and others lie scattered on the floor and a chunk of venison lies cooking over an open fire near the huge brick chimney. Large spears and other weapons lean in a corner and huge piles of leather clothing lie in a pile near the large straw bed. Looks like you dont want to be caught in here when this large person shows up. ~ 3 8 0 D0 ~ ~ 0 -1 224 -1 S #231 Villian Mage Quarters~ As you step into this dimly lit room you see a small bed in the corner and a large oak desk beside it. Many scrolls lie about and potion bottles are scattered everywhere. You notice a large bookshelf with many bound tomes of ancient black magic. You hear footsteps outside and doors slam. ~ 3 8 0 D3 ~ door~ 0 0 226 -1 S #232 Villian Sorcerer Chamber~ This room has a strange hora to it. As soon as you walk in you start to tingle as some magical force has influenced you. You look around and see a huge tome lying open with a felt bookmark keeping place. Many crystal potions lie on a shelf and numerous wands like scattered about. There is a evil presence in here that sends a shiver right up your spine. ~ 3 8 0 D2 ~ ~ 0 -1 227 -1 S #233 Villian Priest Chambers~ As you slowly enter this sacred shrine, you see many black banners hanging from the stone walls. There is a small pedestal in the corner of the room and many small candles burn brightly giving off a bright glow. You see a variety of unholy symbols lying about and wonder if the person that lives here is up to any good... ~ 3 8 0 D2 ~ ~ 0 -1 224 -1 S #234 Grande Hallway~ As you enter this huge hallway you notice the stained glass windows covering the ceiling. There are large black velvet curtains draping down the side of the walls and many peices of antique furniture line the carpet path. You cant help but notice the oriental rugs and the smell of roses in the air. ~ 3 8 0 D0 ~ ~ 0 -1 235 -1 D1 ~ ~ 0 -1 248 -1 D2 ~ ~ 0 -1 223 -1 S #235 Large Hallway~ As you continue along the hallway you notice many torches lighting your way and huge drapes covering the midnight black walls. The floor seems cold and damp and you feel a slight breeze but you cannot tell where it is coming from. You hear laughter and commotion in the distance. ~ 3 8 0 D0 ~ ~ 0 -1 239 -1 D1 ~ ~ 0 -1 236 -1 D2 ~ ~ 0 -1 234 -1 D3 ~ ~ 0 -1 237 -1 S #236 Citizen's meeting Square~ As you walk through the entrance you come out into a large square with many people doing business at their little shops and gossiping on park benches. It is a bright sunny day out and the wind is blowing in on you. You can spot many fruit stands in the distance and even a tailor shop in the corner. To the east you spy a large room that sparks your curiosity. ~ 3 8 0 D1 ~ ~ 0 -1 241 -1 D3 ~ ~ 0 -1 235 -1 S #237 Narrow Hallway~ You find yourself walking down a very dark damp corridor. There is slime on the walls and the floor is quite slippery. You can see bones scattered about and hear a low grumbling coming from the west. ~ 3 8 0 D1 ~ ~ 0 -1 235 -1 D3 ~ door~ 3 -1 240 -1 S #238 Villian Warriors Chamber~ As you step into this small cramped room you notice a large bed by the wall and a huge rack of weapons hanging over it. You see fine suits of armor lying about and a large bear skin rug lying on the floor bearing its fangs. The chap that must of killed that doesnt look like the type you would want to mess with. ~ 3 8 0 D2 ~ ~ 0 -2 226 -1 S #239 Braided Hallway~ You continue along the elaborate hallway to see many fine velvet curtains hanging on both sides of you. Huge crystal chandeliers hang from an arched ceiling and beutiful stained glass windows cast a colorful hora inside the hallway. To your west you can see a faint light and hear low murmuring sounds. The lavish hall continues ahead as far as you can see. ~ 3 8 0 D0 ~ ~ 0 -1 242 -1 D2 ~ ~ 0 -1 235 -1 D3 ~ ~ 0 -1 246 -1 S #240 Villian Creature's Lair~ You stumble into a small dimly lit room. It is very hot in here and piles of bones lie scattered about. You can hear the heavy breathing of an animal and wonder what you have stumbled into... ~ 3 12 0 D1 ~ door~ 3 -1 237 -1 S #241 Storage Room~ As you enter this lavish room you notice mounds of grain and oat sacks piled upon one another. Many barrels and other supplies lie stacked upon huge wooden shelves and tables. Some of this stuff looks pretty tempting but your better judgement gets the better of you. ~ 3 8 0 D3 ~ ~ 0 -1 236 -1 E hallway hall room~ The hallway here leads to the east into Chad's Music-O-Rama, and north toward the rest of the mall. ~ S #242 Braided Hallway~ As you continue along this richly decorated hallway you can hear sweet music coming from the end of the hall. The arches in the cieling display beautiful stained glass pictures of battles past and the carpet is trimmed in silver. You spy an exit to your east and hear laughing and commotion in the distance. ~ 3 8 0 D0 ~ ~ 0 -1 244 -1 D1 ~ ~ 0 -1 247 -1 D2 ~ ~ 0 -1 239 -1 S #243 Villian Rogue's Hideout~ As you creep into this nearly pitch black room you notice many fine blades lying out on a fine oak desk. You can barely make out a small but comfortable looking bed in the corner and see leather garments hanging from a hook on the wall. You see many decks of cards and dice lying near the nightstand and wonder if the mysterious fellow is a gambler...who knows...he could be a killer! ~ 3 8 0 D0 ~ door~ 0 0 226 -1 S #244 Braided Hallway~ You reach the end of the glorious hallway only to see huge violet curtains blocking your way to the north. You can hear talking close to you and are curious to see who it may be. Many statues of mighty warriors line the walls and you can see passerbys scurrying back and forth down the hall to the south. ~ 3 8 0 D0 ~ curtains curtain curt~ 1 -1 245 -1 D2 ~ curtains drapes~ 1 -1 242 -1 S #245 Villian King's Throne Room~ As you step into this room you are awed by its decor. Gold and silver emblazon a huge throne sitting in the center of the room and scarlet banners hang from the ceiling. You can see a huge chest in the corner of the room and realize that this must be the kings chambers. The King looks aggrivated that you are here and motions for his guards to arrest you. ~ 3 8 0 D2 ~ curtains curtain curt~ 1 -1 244 -1 S #246 Villian Scholar's Chamber~ You enter a small cramped room with books piled about everywhere. Many large candles line the tables burning brightly and numerous scrolls and quills rest on a nearby shelf. You notice a small bed in the corner and a large oak nightstand beside it. The person who lives here obviously has no knack for cleaning as you blow dust off your hat from the cobwebs in the doorway as you entered. ~ 3 8 0 D1 ~ ~ 0 -1 239 -1 S #247 Villian Prince's Chamber~ You step inside this richly decorated room and know from the sight that whoever lives here must be royalty. The carpet is of the finest velour and the curtains are of black silk. A golden plated mirror hangs from the wall and a very comfortable looking bed stretches from one end of the room to the other. You are careful not to touch anything as you pass through and look around. ~ 3 8 0 D3 ~ ~ 0 -1 242 -1 S #248 Villian Meeting Hall~ You step into a large room with many windows and furniture peices. You notice a large oak table that spreads about half the length of the room with about ten chairs on each side. This looks like a place where the citizen's of Villain castle plot their evil doings and hold their elections. You wonder if you should speak your mind to this merry group. ~ 3 8 0 D3 ~ ~ 0 -1 234 -1 S #249 Sarge's Bar and Pool Hall~ As you enter this ritzy establishment you see the finest red felt billard tables lined up against the wall and a wild black and white checkered dance floor. You can see a huge oak bar and a stocked cabinet of the finest spirits available. ~ 3 0 1 D5 ~ door~ 0 0 3054 -1 S #250 Scream's Closet~ You stand in a small five by five room, feeling just a tiny bit cramped. There are a number of minature chairs strewn about, and when you attempt to sit in them, you find that you shrink to their size. ~ 4 8 1 D1 ~ closet door~ 0 0 251 -1 S #251 Scream's Hangout~ You are in a large, white marbled room, filled with odds and ends that most people would call junk. Sitting in one corner is a large stack of books entitled 'Notes On The Mud!'. A large sofa sits in the middle of the room, facing a ten foot high portal of some strange make. In the south-east corner you can make out what looks like it might be a computer. Looking up you see a large NIN tapestry decorating the ceiling, and an S shirt hanging from the ceiling fan. You draw the easy conclusion that Scream is not very tidy! ~ 4 0 0 D0 ~ ~ 0 0 252 -1 D1 ~ ~ 0 0 253 -1 D3 Scream's Closet. ~ closet door~ 0 0 250 -1 D4 ~ ~ 0 0 4297 -1 D5 ~ ~ 0 -1 3001 -1 S #252 Storage, DO NOT ENTER!~ Empty ~ 4 4 0 S #253 The Pool Room~ This room is rather dark, lit only by a hanging stained glass lamp which is over the pool table. Pool cues line the walls in elegant wooden racks. ~ 4 4116 0 D3 ~ ~ 0 0 251 -1 S #254 A narrow trail~ The trees crowd close around you. The soft sounds of forest animals rustling in the trees and underbrush are all you hear. ~ 4 1 3 D0 ~ ~ 0 0 255 -1 D1 ~ ~ 0 0 300 -1 D2 ~ ~ 0 0 6001 -1 D3 ~ ~ 0 0 303 -1 S #255 A narrow trail~ The trails continues. You hear birds chirping somewhere to the north. ~ 4 1 3 D0 ~ ~ 0 0 256 -1 D2 ~ ~ 0 0 254 -1 S #256 A narrow trail~ The trail opens up to a clearing here. Ahead of you is a white marble staircase which leads up to a huge gazebo. ~ 4 0 3 D0 ~ ~ 0 0 257 -1 D1 ~ ~ 0 0 301 -1 D2 ~ ~ 0 0 255 -1 D3 ~ ~ 0 0 304 -1 S #257 The stairway~ You are on a wide stairway carved out of a single block of gleaming white marble. ~ 4 0 4 D0 ~ ~ 0 0 258 -1 D1 ~ ~ 0 0 302 -1 D2 ~ ~ 0 0 256 -1 D3 ~ ~ 0 0 305 -1 S #258 In the Gazebo~ You are surrounded by potted trees, ferns, and bushes. Colorful exotic birds flutter through the foliage. ~ 4 0 0 D0 ~ ~ 0 0 259 -1 D1 ~ ~ 0 0 297 -1 D2 ~ ~ 0 0 257 -1 D3 ~ ~ 0 0 296 -1 S #259 The Statue of the Goddess~ Before you towers a gleaming statue of a bald goddess. She is smiling...suddenly she reaches down and scoops you into her bag! ~ 4 0 -1 10 260 1 0 D2 ~ ~ 0 0 258 -1 S #260 In the Bag~ It's dark and a bit stuffy in here. You can just make out the shapes of several objects lying scattered around you. You smell bread and a familiar minty odor. Near your feet, light is peeking through what seems to be a small tear in the seam of the bag. ~ 4 9 0 D0 ~ ~ 0 0 262 -1 D1 ~ ~ 0 0 265 -1 D2 ~ ~ 0 0 263 -1 D3 ~ ~ 0 0 264 -1 D5 ~ ~ 0 0 261 -1 S #261 On Cueball's Toes~ You fall through the tear in the seam and land with a thump at the goddess' feet. Boy, do you feel silly! ~ 4 0 3 D2 ~ ~ 0 0 258 -1 S #262 A Loaf of Bread~ You've entered a cave-like opening in the loaf of bread. The smell is pretty strong here. ~ 4 1 0 D0 ~ ~ 0 0 266 -1 D2 ~ ~ 0 0 260 -1 S #263 A Potion~ You are standing in the neck of the potion bottle. Greenish liquid laps at your feet and the smell of fresh mint washes over you. ~ 4 9 0 D0 ~ ~ 0 0 260 -1 D2 ~ ~ 0 0 267 -1 S #264 A Scroll of Recall~ You step into the roll of parchment. A voice begins to whisper, "There's no place like home...there's no place like home..." ~ 4 5 -1 25 3001 1 0 D1 ~ ~ 0 0 260 -1 S #265 A Magic Ring~ You are standing in front of a huge faceted jewel. It sparkles invitingly. Strange, you can't see your reflection in it... ~ 4 1 0 D1 ~ ~ 0 0 268 -1 D3 ~ ~ 0 0 260 -1 S #266 In the Bread~ The smell of stale bread is overpowering now, but you can sense another smell, an animal smell, wafting from the north. ~ 4 9 0 D0 ~ ~ 0 0 269 -1 D2 ~ ~ 0 0 262 -1 S #267 Neck of the Potion Bottle~ The minty smell is getting stronger here and you are up to your knees in potion. Every sound you make echoes eerily in this narrow space. ~ 4 9 0 D0 ~ ~ 0 0 263 -1 D2 ~ ~ 0 0 271 -1 S #268 In the Ring~ As you step through the surface of the gem, you feel a warmth surround your body and a slight disorientation. You are now standing in a large cavern lit in a dim red glow. You hear a soft growling but it is impossible to discern from which direction. ~ 4 2056 0 D0 ~ ~ 0 0 278 -1 D1 ~ ~ 0 0 277 -1 D2 ~ ~ 0 0 279 -1 D3 ~ ~ 0 0 265 -1 S #269 The Mousehole~ The tunnel suddenly widens out into a largish cave. Giant mouse droppings the size of small rocks litter the ground. There is another tunnel leading off to the east. ~ 4 9 0 D1 ~ ~ 0 0 270 -1 D2 ~ ~ 0 0 266 -1 S #270 The Mousehole~ You have to duck your head to enter this smaller cave. This must be where the mouse sleeps. ~ 4 9 0 D3 ~ ~ 0 0 269 -1 S #271 In the Potion~ You step off the edge of the neck of the bottle and land with a splash in the green potion. A gentle pulling is trying to take you under. ~ 4 9 6 D0 ~ ~ 0 0 267 -1 D5 ~ ~ 0 0 272 -1 S #272 In the Potion~ You are submerged in the thick green potion. It is difficult to see too far in any direction, but you have the feeling you are not alone. ~ 4 9 9 D0 ~ ~ 0 0 274 -1 D1 ~ ~ 0 0 275 -1 D2 ~ ~ 0 0 273 -1 D3 ~ ~ 0 0 276 -1 D4 ~ ~ 0 0 271 -1 D5 ~ ~ 0 0 291 -1 S #273 In the Potion~ You are submerged in the thick green potion. It is difficult to see too far in any direction, but you have the feeling you are not alone. ~ 4 9 9 D0 ~ ~ 0 0 272 -1 D5 ~ ~ 0 0 292 -1 S #274 In the Potion~ You are submerged in the thick green potion. It is difficult to see too far in any direction, but you have the feeling you are not alone. ~ 4 1 9 D2 ~ ~ 0 0 272 -1 D5 ~ ~ 0 0 294 -1 S #275 In the Potion~ You are submerged in the thick green potion. It is difficult to see too far in any direction, but you have the feeling you are not alone. ~ 4 9 9 D3 ~ ~ 0 0 272 -1 D5 ~ ~ 0 0 293 -1 S #276 In the Potion~ You are submerged in the thick green potion. It is difficult to see too far in any direction, but you have the feeling you are not alone. ~ 4 9 9 D1 ~ ~ 0 0 272 -1 D5 ~ ~ 0 0 295 -1 S #277 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D0 ~ ~ 0 0 280 -1 D1 ~ ~ 0 0 283 -1 D2 ~ ~ 0 0 281 -1 D3 ~ ~ 0 0 268 -1 S #278 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D1 ~ ~ 0 0 280 -1 D2 ~ ~ 0 0 268 -1 S #279 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D0 ~ ~ 0 0 268 -1 D1 ~ ~ 0 0 281 -1 D2 ~ ~ 0 0 290 -1 S #280 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D0 ~ ~ 0 0 289 -1 D1 ~ ~ 0 0 282 -1 D2 ~ ~ 0 0 277 -1 D3 ~ ~ 0 0 278 -1 S #281 The Ring Cavern~ It is uncomfortably warm here. The red lighting gives you the uneasy impression you shouldn't go any further ~ 4 2056 0 D0 ~ ~ 0 0 277 -1 D1 ~ ~ 0 0 284 -1 D3 ~ ~ 0 0 279 -1 S #282 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D2 ~ ~ 0 0 283 -1 D3 ~ ~ 0 0 280 -1 D4 ~ ~ 64 0 285 -1 S #283 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D0 ~ ~ 0 0 282 -1 D1 ~ ~ 0 0 289 -1 D2 ~ ~ 0 0 284 -1 D3 ~ ~ 0 0 277 -1 S #284 The Ring Cavern~ It is uncomfortably warm in here. The red lighting gives you the uneasy impression you shouldn't go any further. ~ 4 2056 0 D0 ~ ~ 0 0 283 -1 D3 ~ ~ 0 0 281 -1 S #285 On the Ledge~ You stand uneasily on a narrow ledge. It continues around the curve of the wall to the east. The way you climbed up looks dangerously steep from this angle. ~ 4 8 4 D1 ~ ~ 0 0 287 -1 D5 ~ ~ 0 0 286 -1 S #286 Oh Nooooo!~ Your grip on the wall suddenly slips and you feel yourself falling... ~ 4 2 0 S #287 Around the Curve~ You creep carefully along and are rewarded by the sight of a cave that opens up onto the ledge just ahead. ~ 4 264 4 0 D1 ~ ~ 0 0 288 -1 S #288 The Lion's Cave~ As you step into the cave darkness suddenly slams down around you -- the entrance has closed behind you. The growling you heard earlier vibrates through the small space... ~ 4 9 0 D3 ~ ~ 9 0 283 -1 S #289 Cave~ It is dark and smells of animal in here. ~ 4 1 0 D0 ~ ~ 0 0 299 -1 D2 ~ ~ 0 0 280 -1 D3 ~ ~ 0 0 283 -1 S #290 Cave~ It is dark and smells of animal in here. ~ 4 1 0 D0 ~ ~ 0 0 279 -1 D1 ~ ~ 0 0 298 -1 S #291 In the Potion~ The potion is so thick here you must exert strength even to swim. ~ 4 1 9 D0 ~ ~ 0 0 294 -1 D1 ~ ~ 0 0 293 -1 D2 ~ ~ 0 0 292 -1 D3 ~ ~ 0 0 295 -1 D4 ~ ~ 0 0 272 -1 S #292 In the Potion~ The potion is so thick here that you must exert strength even to swim. ~ 4 1 9 D0 ~ ~ 0 0 291 -1 D4 ~ ~ 0 0 273 -1 S #293 In the Potion~ The potion is so thick here that you must exert strength even to swim. ~ 4 1 9 D3 ~ ~ 0 0 291 -1 D4 ~ ~ 0 0 275 -1 S #294 In the Potion~ The potion is so thick here that you must exert strength even to swim. ~ 4 1 9 D2 ~ ~ 0 0 291 -1 D4 ~ ~ 0 0 274 -1 S #295 In the Potion~ The potion is so thick here that you must exert strength even to swim. ~ 4 1 9 D1 ~ ~ 0 0 291 -1 D4 ~ ~ 0 0 276 -1 S #296 In the Gazebo~ Potted trees, ferns and bushes surround you. ~ 4 0 3 D1 ~ ~ 0 0 258 -1 S #297 In the Gazebo~ Potted trees, ferns and bushes surround you. ~ 4 0 0 D3 ~ ~ 0 0 258 -1 S #298 Cave~ It is dark and stuffy here. ~ 4 1 0 D1 ~ ~ 0 0 299 -1 D3 ~ ~ 0 0 290 -1 S #299 Cave~ It is very dark and stuffy in here. ~ 4 1 0 D2 ~ ~ 0 0 289 -1 D3 ~ ~ 0 0 298 -1 S #300 Forest~ The trees are thick here and the sun doesn't come through the leaves. ~ 4 1 3 D0 ~ ~ 0 0 301 -1 D1 ~ ~ 0 0 255 -1 S #301 Forest~ The trees are thick here and the sun doesn't come through the leaves. ~ 4 1 3 D1 ~ ~ 0 0 256 -1 D2 ~ ~ 0 0 300 -1 S #302 Forest~ The trees are thick here and the sun doesn't come through the leaves. ~ 4 1 3 D1 ~ ~ 0 0 257 -1 D2 ~ ~ 0 0 301 -1 S #303 Forest~ The trees are thick here and the sun doesn't come through the leaves ~ 4 1 3 D0 ~ ~ 0 0 304 -1 D1 ~ ~ 0 0 255 -1 S #304 Forest~ The trees are thick here and the sun doesn't come through the trees. ~ 4 1 3 D0 ~ ~ 0 0 305 -1 D1 ~ ~ 0 0 256 -1 D2 ~ ~ 0 0 303 -1 S #305 Forest~ The trees are thick here and the sun doesn't come through the leaves. ~ 4 1 3 D1 ~ ~ 0 0 257 -1 D2 ~ ~ 0 0 304 -1 S #400 An overturned cart~ You have come across an overturned cart, lying in the middle of the road. One of the wheels is still spinning. ~ 5 0 -1 60 401 1 3 D0 ~ ~ 0 -1 15001 -1 D2 ~ ~ 0 -1 15100 -1 S #401 Ambush!~ Suddenly, a group of bandits leap from cover and attack! ~ 5 0 3 D0 ~ ~ 0 -1 15001 -1 D2 ~ ~ 0 -1 15100 -1 D3 ~ ~ 0 -1 403 -1 S #403 A small path in the woods~ You are standing on a small path in the woods. To the east, the path leads further into the forest, while to the west, you can still see the cart, lying on the road. ~ 5 0 3 D1 ~ ~ 0 -1 400 -1 D3 ~ ~ 0 -1 404 -1 S #404 A small path in the woods~ The path turns north now.. You can hear shouts from up ahead, You must be almost upon the bandit camp! ~ 5 0 3 D0 ~ ~ 0 -1 405 -1 D1 ~ ~ 0 -1 403 -1 S #405 Empty Camp~ As you tear through the woods, you stumble out into a large round clearing. There is a fire burning in the center of the grassy area, clearly it was just recently vacated. Watch out for another ambush! ~ 5 0 -1 20 406 1 3 D2 ~ ~ 0 -1 404 -1 S #406 Ambush!~ Once again, the bandits jump from hiding, but this time there are several more of them, including the leader, a huge ogre... ~ 5 0 3 D2 ~ ~ 0 -1 408 -1 D3 ~ ~ 0 -1 413 -1 S #407 A small clearing~ You are standing in a large circular clearing in the forest. There is a small fire still burning in the center of the clearing ~ 5 0 3 D2 ~ ~ 0 -1 408 -1 D3 ~ ~ 0 -1 413 -1 S #408 A small path in the woods~ You are standing on a small path in the woods. The path leads north and east. To the north is the bandit camp you just left, and to the east is the overturned cart. ~ 5 0 3 D0 ~ ~ 0 -1 407 -1 D1 ~ ~ 0 -1 409 -1 S #409 A small path in the woods~ You are standing on a small path in the woods, leading east and west. To the east you can see an overturned cart ~ 5 0 3 D1 ~ ~ 0 -1 410 -1 D3 ~ ~ 0 -1 408 -1 S #410 An overturned cart~ You are standing next to an overturned cart. The wheels have ceased turning, and all is quiet ~ 5 0 3 D0 ~ ~ 0 -1 15001 -1 D2 ~ ~ 0 -1 15002 -1 D3 ~ ~ 0 -1 409 -1 S #413 Another small trail~ You are standing on another small trail leading east and west. You hear movement to the west ~ 5 4 2 D1 ~ ~ 0 -1 407 -1 D3 ~ ~ 0 -1 414 -1 S #414 A shallow pit~ You have stumbled across the (modest) treasure of the bandits. Of course, you'll have to get past the guardian first. ~ 5 0 3 D1 ~ ~ 0 -1 413 -1 S #444 Loki's Retreat~ You are standing in Loki's retreat, a soft, green valley standing between two mountains which seem to stretch impossibly high into the sky. They are the peaks Radermerle, and Liradel, and they glisten with ancient snow. Nearby, you can hear the trickling of a stream, and then farther off to the south the pounding of a waterfall. A slight breeze plays about you, and it makes the long grasses sway lazily back and forth. ~ 5 0 0 S #500 Druid challenge preperation room~ You are standing in the druid challenge ready room.. Prepare yourself for the fight, and remove and drop all of your equipment and gear. When you are ready, nod, and you will be taken into the combat room. The first to flee shall be considered the loser. If you do not remove your equipment and gear, it will be destroyed. Good luck ~ 6 92 11 D5 ~ ~ 0 -1 502 -1 S #501 Druid challenge room~ Begin the combat. The first to flee loses. ~ 6 4168 11 D2 ~ ~ 0 -1 500 -1 S #502 The northern limb~ You are standing on the northern limb of the colossal tree. Above you, you can see the challenge area, where each druid must test his or her mettle in single combat. To the south, you can see the center of the tree. ~ 6 0 3 D2 ~ ~ 0 -1 503 -1 D4 ~ ~ 0 -1 500 -1 S #503 A meeting of limbs~ You are standing at the meeting point of huge limbs, which lead north, south, east and west. To the north, you can see the challenge area, and to the west, you can see the druid guildmaster ~ 6 0 3 D0 ~ ~ 0 -1 502 -1 D1 ~ ~ 0 -1 505 -1 D2 ~ ~ 0 -1 506 -1 D3 ~ ~ 0 -1 504 -1 D5 ~ ~ 0 -1 507 -1 S #504 The western limb~ You are standing on the western limb of the colossal tree. To the east, you can see the center of the tree. To the north west, you can see the challenge area. ~ 6 0 0 D1 ~ ~ 0 -1 503 -1 S #505 The Eastern tree-limb~ You are standing on the eastern tree limb, which appears to be some sort of meditation area. To the west, you can see the center of the tree. To the north east, you can see the challenge area ~ 6 0 0 D3 ~ ~ 0 -1 503 -1 S #506 The southern tree-limb~ You are standing on the southern tree limb of the colossal tree. To the north, you can see the center of the tree. To the north-west, you can see the druid guildmaster, teaching a young druid some essential skills. ~ 6 0 0 D0 ~ ~ 0 -1 503 -1 S #507 Inside the colossal tree~ You are standing inside the great tree, an eerie feeling indeed. The tree truck continues upwards and downwards, while open air lies in all other directions. ~ 6 8 11 D4 ~ ~ 0 -1 503 -1 D5 ~ ~ 0 -1 508 -1 S #508 Inside the Colossal tree~ You are standing within the colossal tree. You can feel its life energy flowing through you, as life-giving sunlight and nutrients are exchanged between the leaves above, and the roots below. The tree trunk soars above you. ~ 6 8 11 D1 ~ ~ 0 -1 6103 -1 D4 ~ ~ 0 -1 507 -1 S #515 The well-kept trail~ You are standing on a trail leading between well kept, and very healthy looking trees. To the north, you can see the light forest of Haon-daor, while to the south, the trail continues. ~ 7 0 0 D0 ~ ~ 0 -1 6017 -1 D2 ~ ~ 0 -1 516 -1 S #516 The end of the well-kept trail~ You are at the southern end of a trail, which leads northwards through a vibrantly green forest. To the south, you can see a circular clearing, covered in rich, thick grass. Large, healthy trees lie to the east and to the west. ~ 7 0 0 D0 ~ ~ 0 -1 515 -1 D2 ~ ~ 0 -1 517 -1 S #517 A circular clearing~ You are standing in a circular clearing, in the center of a very healthy looking copse of trees. A trail leads northwards through the forest, and a small hut lies to the west. To the east, you can see another clearing, dominated by a huge oak tree. ~ 7 0 0 D0 ~ ~ 0 -1 516 -1 D1 ~ ~ 0 -1 519 -1 D3 ~ ~ 0 -1 518 -1 S #518 A small cottage~ You are standing inside a small hut, or cottage, which seems to be someone's well used residence. A door leads south, and a circular clearing lies to the east. ~ 7 0 0 D1 ~ ~ 0 -1 517 -1 D2 ~ door wooden s~ 1 0 520 -1 S #519 A small clearing~ You are standing in a small clearing. A very large oak trees sits in the center of the clearing, its branches sway slightly in the wind. To the west, you can see a larger clearing, and beyond that, a small hut ~ 7 0 0 D3 ~ ~ 0 -1 517 -1 S #520 a sparse bedroom~ You are standing in the bedroom of a small cottage. A window lies open to the east, and a pleasant breeze slowly blows through the room. A small wooden door lies to the north. Other than that, the room is decorated with the usual stuff one would find in a bedroom ~ 7 0 0 D0 ~ door wooden n~ 1 0 518 -1 E window west~ Through the window, you can see a circular clearing ~ S #550 Monk challenge preperation room~ You are standing in the Monk combat ready-room. Prepare yourself for your battle, and nod when you are fully prepared. You will be taken into the combat room. Remove all of your equipment and gear, and leave it here. It will be destroyed if you do not. Strike first and strike hard.. Good luck. ~ 8 92 0 D3 ~ ~ 0 -1 1725 -1 S #551 Monk challenge room~ Begin the combat. The first to flee loses. ~ 8 4104 0 D2 ~ ~ 0 -1 550 -1 S #600 Dweeb's place~ La ~ 8 8 2 S #666 The Hall of Rules~ Welcome to the hall of rules. "Rules" start at 667, and go through 670. Note: At the current time, these are a copy of the rules on Temple. However, they will be rewritten. 671-675 is a list of godly duties. If you want to move up in levels, I recommend that you read it. More will be added as thought of. ~ 8 8 0 S #667 Temple rules on being immortal (supplied by conner)~ The mostly dont's of being immortal: (1) On playing a mortal character: - ABSOLUTELY NO HELP WHAT-SO-EVER FOR ONE OF YOUR OWN MORTALS! The point being you have already achieved the goal of the game. By helping yourself in this way, you detract from others chances. - Don't pass on equipment, especially not to one of your own. - Don't give your 'old' characters to other people or I will treat them as if it is you. And DON'T let them play your immortal! - No playing both immortal/mortal types at the same time, there should be no legitimate need for this. - Similarly switching back and forth between mortal/immortal looks as though you are obtaining information to help you and you probably are, so don't. (2) Assisting other players: - Advising a new player how to start is expected behavior, but advising him/her what his stats are or stats on an item is not. DO NOT inform people of object/monster stats! - DO NOT cast spells for mortals, and don't use spells against them ie casting Sanctuary on mobs. - Don't trans them around to avoid encounters or to put them in harms way. [more] ~ 8 8 0 S #668 Temple rules on being immortal (supplied by conner)~ (3) On Dealing with problem players: Don't just up and kill them. Don't use info you receive as immortal to come on and hunt-down/summon players for the purpose of killing. (This is not to say you couldn't advise someone who they were killed by. Just make sure it stays their affair and not yours.) Do try to talk to them and inform them where they are going wrong. Be polite, but if they are not polite in return there is no reason to listen to them. If they refuse to listen, either inform a higher level or get a couple other immortal witnesses. Then move them out of harms way and if need be strip them of equipment. You invested time and effort in making immortal, but it is a privilage and comes with a responsibility to act responsibly. Violators will be delt with. I not exclude the possibility of deletion, demotion or banning immortals. You should read the wizard board each visit to stay informed of any changes to policy. ~ 8 8 0 S #669 Temple rules on being immortal (supplied by conner)~ If you wish to continue to play as a mortal there a few things I would like you to keep in mind: 1) Don't be an item hog. You should not be keeping equipment for more than ONE player. If you play more than one character that is fine, but I would hope you wouldn't play more than one at a time. 2) The items you keep should be minimal. No reason why you should have 2 energy bows, a katana and a claw. You can't use them all at once so why have them. Same for armour and other items. If you can't use them at the same time you probably have too much. Items you get rid of should NOT be sold but put on the dump so they circulate back to the game and other people have the chance to experience getting them. 3) Avoid the urge to curry favor amoung people by 'starting' out newbies with a generous helping of experience points and or items. Give a modest amount of gold if you like or take them on a mini-tour of areas they can handle. They will have more fun if they can experience things for themselves. Anyone you group with should be of approximately the same level. [MORE] ~ 8 8 0 S #670 Temple rules on being immortal (supplied by conner)~ If you are noted violating these conditions your items may be removed or if a repeat offender demotion or erasure or mortals may be called for. I don't wish to restrict your playing entirely - I'm glad you enjoy what I have created enough to go back for more. But you must keep in mind that there are other people playing and they deserve to have the same opportunities and struggles you hopefully went through. If there is anyone that can't live up to these responsibilities, you should consider finding another mud to pass your time on. ~ 8 0 0 S #671 Wizlist/Hall of Rules~ 3/1/92 ============================================================================== SUPREME BEING 60th Celestian GOD- Enough said! ============================================================================== IMPLEMENTOR 59th Ator ============================================================================== GODS OF FINAL JUDGEMENT 58th ~ 8 0 0 S #672 Wizlist/Rules~ ============================================================================== GODS OF JUSTICE 57th ============================================================================== GREATER GODS 56th ~ 8 0 0 S #673 Wizlist/Rules~ ============================================================================== GODS 55th ============================================================================== DEMI-GODS 54th ~ 8 0 0 S #674 Wizlist/Rules~ ============================================================================== SAINTS 53rd ============================================================================== CREATORS 52nd ~ 8 0 0 S #675 Wizlist/Rules~ ============================================================================== IMMORTALS 51st ============================================================================== ~ 8 0 0 S #790 Jim's Office~ This Is the office of Jim. It's not very big, but none the less it is a office of some sort. On the walls are different monster heads of Jims Kills. On the west wall you see Jims first "a vampire bat". On the east wall you see "a black enfan", which nearly lost Jim a lot of EXP. if he would have died. On the south wall if you can reconize it, is a picture of Cichlid and Qazzzzirumn, Jims mortals. ~ 8 528 0 D5 ~ ~ 0 -1 3005 -1 S #791 North South Road~ You are now entering the Green Slime.... ~ 8 0 0 D0 ~ ~ 0 -1 798 -1 D1 ~ ~ 0 -1 1101 -1 D2 ~ ~ 0 -1 792 -1 S #792 Greenstone Path~ Empty ~ 8 0 0 D3 ~ ~ 0 -1 793 -1 S #793 Limestone Street~ Empty ~ 8 0 0 D3 ~ ~ 0 -1 794 -1 S #794 Moldy Way~ Empty ~ 8 0 0 D0 ~ ~ 0 -1 795 -1 S #795 Algea Ave~ Slime Row lies to the east. ~ 8 0 0 D1 ~ ~ 0 -1 799 -1 S #796 Moldy Way~ Algea Ave lies to the south. ~ 8 0 0 D2 ~ ~ 0 -1 795 -1 S #797 Limestone Street~ Moldy Way lies the the west. ~ 8 0 0 D3 ~ ~ 0 -1 796 -1 S #798 Greenstone Path~ Limestone Street lies to the west. ~ 8 0 0 D3 ~ ~ 0 -1 797 -1 S #799 Slime Row~ This is the most likely place to find the Green Slime. Exit down Now! and you might not get Slimed. Reception is up if you got the key. dim lit path is down. ~ 8 0 0 D4 ~ door ~ 1 6502 3008 -1 D5 ~ ~ 0 -1 1101 -1 S #800 The Marsh~ Entering the marsh is like entering another world. It is thick with lush vegetation. Reeds grow as high as a man on horseback, making long distance viewing impossible. The flat terrain is occasionally broken by a hillock which rises above the reeds. ~ 9 8 0 D0 ~ ~ 0 -1 801 -1 S #801 The Massacre~ Startled by your arrival, a half dozen carrion birds rise in front of you. Pushing through some tall weeds, you come upon the remains of a fight. Dead men and horses are sinking into the mud all around you. About ten feet away lies the body of an immense ceratosaur. The livery of the dead men identifies this party as a unit of soldiers from a nearby barony. ~ 9 0 0 D0 ~ ~ 0 -1 803 -1 D1 ~ ~ 0 -1 802 -1 D2 ~ ~ 0 -1 800 -1 S #802 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 9 0 0 D0 ~ ~ 0 -1 804 -1 D3 ~ ~ 0 -1 801 -1 S #803 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 9 0 0 D0 ~ ~ 0 -1 806 -1 D1 ~ ~ 0 -1 815 -1 D2 ~ ~ 0 -1 801 -1 D3 ~ ~ 0 -1 813 -1 S #804 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 9 0 0 D0 ~ ~ 0 -1 805 -1 D1 ~ ~ 0 -1 808 -1 D2 ~ ~ 0 -1 802 -1 D3 ~ ~ 0 -1 815 -1 S #805 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 9 0 0 D2 ~ ~ 0 -1 804 -1 D3 ~ ~ 0 -1 806 -1 S #806 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 9 0 0 D1 ~ ~ 0 -1 805 -1 D2 ~ ~ 0 -1 803 -1 D3 ~ ~ 0 -1 807 -1 S #807 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller that they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 9 0 0 D1 ~ ~ 0 -1 806 -1 D2 ~ ~ 0 -1 813 -1 S #808 By The Lake~ You follow what looks like some sort of path around the edge of a large hillock on your right. To your left is water as far as the eye can see, and it looks deep. You hear a rustling sound coming from the reeds!! ~ 9 0 0 D3 ~ ~ 0 -1 804 -1 S #809 The Clearing~ This clearing is just as inviting as it ever was. You dread entering the marsh to the east as you recall its noisome smell and the painful stings of those hundreds of little red gnats. Whoa! You've just noticed a tiny grass hut standing south of the part in the reeds that marks your exit from the marsh! The hut must have been invisible when you entered, because it is partly set into the marsh and would be out of view if you were facing in the opposite direction. ~ 9 0 0 D0 ~ ~ 0 -1 807 -1 D1 ~ ~ 0 -1 803 -1 D2 ~ ~ 0 -1 814 -1 D3 ~ ~ 0 -1 810 -1 S #810 Beside A Large Boulder~ You are standing in the shadow of a HUGE boulder and feel a slight chill. This area shows signs of having been used as a campsite, but not by any of the world's lawful races! You think some footprints you see may belong to the lizard men which are rumored to inhabit this area. You pray that none of those insidious creatures are lurking nearby ...~ 9 0 0 D1 ~ ~ 0 -1 809 -1 D3 ~ ~ 0 -1 811 -1 S #811 Under A Tree~ Yuck! All around you, there are big piles of some nasty white substance that smells simply terrible! Even worse, it looks like someone or something has been collecting small amounts of this stuff for some unthinkably foul purpose. CAW! CAW! Above you, a gigantic pteranodon takes flight! Its enormous wings beat surprisingly fast, buffeting you with a blast of air. The pteranodon heads east, but you think there may be still more of them up in the tree ... ~ 9 0 0 D1 ~ ~ 0 -1 810 -1 D4 ~ ~ 0 -1 812 -1 S #812 The Pteranodon Nest~ You struggle up into the upper branches of the old tree and find that the pteranodon's nest is large enough and firm enough for humanoids to walk on. Cracked eggshells lie scattered all around along with an odd assortment of animal bones and decaying plant material. Ack! Is that a human femur you see off to the right?!?! ~ 9 0 0 D5 ~ ~ 0 -1 811 -1 S #813 The Clearing~ Ahhh! The reeds part to reveal a nice clear area of hard ground! The grass is green, soft and inviting to you after your tiring travels through the marsh. Perhaps this would be a good place to set up camp before you continue this perilous excursion. Ahead of you, there is a large boulder, which you estimate to be over twenty feet tall! Beyond the boulder is a shady tree in which you see signs of movement and from which emanate strange cawing sounds ... ~ 9 0 0 D0 ~ ~ 0 -1 807 -1 D1 ~ ~ 0 -1 803 -1 D3 ~ ~ 0 -1 810 -1 S #814 A Small Grass Hut~ You lower your head to enter the small doorway of the hut, and your nose is immediately assaulted by the pungent smell of some strange incense. The hut is unlit, but enough light comes in from outside to let you see clearly. There are two copper braziers in which the incense is smouldering. On the ground, several white grubs wriggle and writhe. All in all, this is a very unpleasant place to be ... especially compared to that nice clearing to the north. ~ 9 0 0 D0 ~ ~ 0 -1 809 -1 S #815 The Murky Pool~ You are wading in water up to your armpits. This is terribly disturbing because you cannot see anything below your waist and you think you just felt something slither between your legs .... ~ 9 0 0 D1 ~ ~ 0 -1 804 -1 D3 ~ ~ 0 -1 803 -1 S #816 Storage~ This is where Dagon keeps stuff. Hands off. ~ 9 0 0 S #1000 Asgard~ You stand on a huge expanse of glass. Below you is the universe, in its ever-fluctuating state. You stand in Asgard, home of the gods, frozen in its unchanging state. A huge Mansion lies to the east. ~ 9 72 0 D0 ~ ~ 0 -1 1000 -1 D1 ~ ~ 0 -1 1001 -1 D2 ~ ~ 0 -1 1000 -1 D3 ~ ~ 0 -1 1000 -1 D4 ~ ~ 0 -1 1000 -1 D5 ~ ~ 0 -1 3054 -1 S #1001 Valhalla~ This is the huge Hall of Valhalla, where the Gods rule supreme. The cavernous building stretches infinitely in all directions except up, which returns you to Asgard, and down, which takes you to the Market Square. ~ 9 8 0 D0 ~ ~ 0 -1 1001 -1 D1 ~ ~ 0 -1 1001 -1 D2 ~ ~ 0 -1 1001 -1 D3 ~ ~ 0 -1 1001 -1 D4 ~ ~ 0 -1 1000 -1 D5 ~ ~ 0 -1 3014 -1 S #1002 Priscilla's Pleasure Palace ~ As you look around you, you see the largest collection of erotic toys in the world!!! On a table in the middle of the room lies a book titled : "All You Ever Wanted to Know About Sex..But Were Afraid to Ask" There are things here that you never even imagined in your wildest dreams! ~ 9 0 0 S #1100 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 10 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1101 -1 D2 The dimly lit path leads south through the light forest. ~ ~ 0 -1 6000 -1 S #1101 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 10 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1102 -1 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1100 -1 D3 ~ ~ 0 -1 791 -1 S #1102 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. The forest here seems less dense than to the south. Northward you see the faint outline of a village. ~ 10 0 3 D0 The dimly lit path leads to a village. ~ ~ 0 -1 1103 -1 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1101 -1 S #1103 Entrance to the Shire~ You stand at the entrance to the Shire. You see halflings, no more than wee tall, every which way you look. Bywater Road leads east and west. ~ 10 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1104 -1 D2 To the south you see a dimly lit path which leads to a dense forest. ~ ~ 0 -1 1102 -1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1118 -1 S #1104 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west while to the north lies the general store. ~ 10 0 1 D0 The general store lies to the north. ~ ~ 0 -1 1105 -1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1106 -1 D3 To the west you see the entrance to the Shire. ~ ~ 0 -1 1103 -1 S #1105 The General Store~ You are inside the general store. All sorts of goodies are stacked on the many shelves. Your local friendly shopkeeper is smiling patiently, waiting to serve you to the best of his abilities. The only exit is to the south. ~ 10 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1104 -1 S #1106 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the north, steps lead to a friendly looking weaponry/armory while a nursery lies to the south. ~ 10 0 1 D0 Steps lead to a friendly looking weaponry and armory. ~ ~ 0 -1 1107 -1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1109 -1 D2 To the south lies Kid'n Keep, the local nursery. ~ ~ 0 -1 1108 -1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1104 -1 S #1107 The House of Arms~ You are inside the finest weapons and armour shop in all of Shiredom. The shopkeeper proudly displays his fine wares and humbly offers the best daggers that you have ever laid eyes on. ~ 10 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1106 -1 S #1108 Kid'n Keep~ You are inside Kid'n Keep, the convenient one-stop nursery that maintains the youth of the Shire. Toddlers run every which way while their nursemaids sigh in exasperation. The only exit lies to the north. ~ 10 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1106 -1 S #1109 A bend in the road~ Bywater Road continues west and south. A large, imposing building lies to the east. Farther to the south, you can see an Inn of some sort. ~ 10 0 1 D0 ~ ~ 0 0 1943 -1 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1110 -1 D2 To the south runs Bywater Road. ~ ~ 0 -1 1112 -1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1106 -1 S #1110 Shiriff Post of the Eastern Shire~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Eastern Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. A door offers passage to the east. ~ 10 8 0 D1 A door offers passage to the office of the Thain. ~ door~ 1 0 1111 -1 D3 To the west you can see Bywater Road. ~ ~ 0 -1 1109 -1 S #1111 Thain's Office~ You stand inside the office of the Thain, the police protectorate of the great Shire. The Thain has sworn to protect the Shire from all thieves and murderers with his life, and so eyes you suspiciously. A door to the west leads to the Shiriff Post. ~ 10 8 0 D3 A door offers passage to the Shiriff Post. ~ door~ 1 0 1110 -1 S #1112 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north and south. To the east you spy the training grounds for shiriffs in training. ~ 10 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1109 -1 D1 The Shiriff Training Grounds lies to the east. ~ ~ 0 -1 1117 -1 D2 To the south runs Bywater Road. ~ ~ 0 -1 1113 -1 S #1113 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north. The private residences of Shire inhabitants are to the east and west while to the south lies the Ivy Bush, second only to the Green Dragon for its hospitality and service. ~ 10 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1112 -1 D1 You spy the private dwelling of a Shire folk to the east. ~ ~ 0 -1 1115 -1 D2 To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and seasoned travelers. ~ ~ 0 -1 1116 -1 D3 You spy the private dwelling of a Shire folk to the west. ~ ~ 0 -1 1114 -1 S #1114 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the east. ~ 10 8 0 D1 The only exit lies to the east. ~ ~ 0 -1 1113 -1 S #1115 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the west. ~ 10 8 0 D3 The only exit lies to the west. ~ ~ 0 -1 1113 -1 S #1116 The Ivy Bush~ You are in the Ivy Bush, one of the most famous inns in all of Shiredom. Chique Shire urbanites and seasoned travelers fill the confines of the room with gay and lively talk. A jovial innkeeper stops all that he is doing to await your command. The only exit lies to the north. ~ 10 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1113 -1 S #1117 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries fill your ears. Every which way you turn you see halfling trainees at the prime of their youth. A wizened old battle instructor meets your gaze and asks if he may be of service. The only exit lies to the west. ~ 10 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 1112 -1 S #1118 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. A large, imposing building lies to the south. You catch a glimpse of the Brandywine River to the north. ~ 10 0 1 D1 To the east you see the entrance to the Shire. ~ ~ 0 -1 1103 -1 D2 A large, imposing building lies to the south. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1119 -1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1120 -1 S #1119 Shiriff Post of the Bridge~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Bridge. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the north. ~ 10 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1118 -1 S #1120 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the south you spy the Grocer's Delight, the premium grocer's shop in all the realm while to the north lies Brandywine Bridge. ~ 10 0 1 D0 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 -1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1118 -1 D2 You see the Grocer's Delight to the south. ~ ~ 0 -1 1121 -1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1122 -1 S #1121 The Grocer's Delight~ You tremble with ecstasy as the tempting odors of freshly made pipeweed bread fill your lungs. Rumor has it that the pipeweed bread sold here can restore vitality. You look around but find no one to take your order. You then peep over the counter and discover a friendly grocer who is too short to be seen over the counter. The only exit is to the north. ~ 10 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1120 -1 S #1122 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east. A small hill lies to the west while you can see a watermill to the far south. You catch a glimpse of the Brandywine River to the north. ~ 10 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1120 -1 D2 An entrance to the watermill lies to the south. ~ ~ 0 -1 1123 -1 D3 A small hill to the west blocks your view. ~ ~ 0 -1 1126 -1 S #1123 Entrance to Watermill~ You stand at the entrance to a watermill. You hear the bustle of busy workers and the sound of a creaking mill. Bywater Road is to the north while the watermill continues to the south. ~ 10 0 0 D0 You see Bywater Road to the north. ~ ~ 0 -1 1122 -1 D2 A watermill meets your gaze. ~ ~ 0 -1 1124 -1 S #1124 The Watermill~ Halfling workers are scattered everywhere, busy at work. You see the river to the west and get a compelling urge to grab the nearest worker and to toss him into the river. The entrance stands to the north while a door offers passage to the south. ~ 10 8 0 D0 You see the entrance. ~ ~ 0 -1 1123 -1 D2 A wooden door leads to the rear of the watermill. ~ door~ 1 0 1125 -1 S #1125 Rear of watermill~ You stand in a damp, dimly lit room. Mildew clings to the walls and it appears as if you were the first person to enter the room in ages. A barely visible portal in the ground catches your eye. ~ 10 8 0 D0 A watermill meets your gaze. ~ ~ 0 -1 1124 -1 D5 A hidden portal reveals a passageway down. ~ ~ 0 -1 1146 -1 S #1126 Took Hill~ You stand on top of Took Hill, named after the legendary Bandobras Took. You feel honored to be standing on a hill named after your hero. From this vantage point you can see all of shiredom. You get the feeling that with one stomp you could eliminate their great city. You can see the outline of Shadowdale to the far east. Sounds of joyful celebration are heard from the fields west of here. The Brandywine flows by lazily nearby. ~ 10 0 4 D1 To the east runs Bywater Road. ~ ~ 0 -1 1122 -1 D3 You see a grassy field to the west. ~ ~ 0 -1 1128 -1 S #1127 Northern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the south and the west. To the east you see Took Hill. To the north, a trail leads through the forest. ~ 10 0 2 D0 You can see a trail leading through the forest ~ ~ 0 -1 1700 -1 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 -1 D2 You see a grassy field. ~ ~ 0 -1 1128 -1 D3 You see a grassy field. ~ ~ 0 -1 1130 -1 S #1128 A grassy field~ You stand in the center of a grassy field. A great birthday party appears to be taking place. Great tables of food are spread out and a young halfling beauty offers you welcome. You are enticed by her generosity and suggestive winks. ~ 10 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 -1 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 -1 D2 You see a grassy field. ~ ~ 0 -1 1129 -1 D3 You see a grassy field. ~ ~ 0 -1 1130 -1 S #1129 Southern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the north and the west. To the east you see Took Hill. ~ 10 0 2 D0 You see a grassy field. ~ ~ 0 -1 1128 -1 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 -1 D3 You see a grassy field. ~ ~ 0 -1 1130 -1 S #1130 Western end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends every which way but west. ~ 10 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 -1 D1 You see a grassy field. ~ ~ 0 -1 1128 -1 D2 You see a grassy field. ~ ~ 0 -1 1129 -1 S #1131 Brandywine Bridge~ You stand on a solidly built bridge. As you look down you spy gaily colored fish swimming with the current of Brandywine River. The cool water looks invitingly refreshing and you get a sudden urge to strip and bathe in the river, but you hear the laughter of women nearby and so resist the urge. Delving Lane extends to the north while Bywater Road can be seen to the south. ~ 10 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1132 -1 D2 To the south runs Bywater Road. ~ ~ 0 -1 1120 -1 S #1132 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. To the south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. You hear the bray of horses from the west. ~ 10 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1133 -1 D1 The Green Dragon offers food, drink, and above all hospitality for mere gold. ~ ~ 0 -1 1144 -1 D2 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 -1 D3 You see a grassy field. ~ ~ 0 -1 1138 -1 S #1133 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. A large, imposing building lies to the east. You hear the bray of horses from the west. ~ 10 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1134 -1 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1145 -1 D2 You see Delving Lane. ~ ~ 0 -1 1132 -1 D3 You see a grassy field. ~ ~ 0 -1 1138 -1 S #1134 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. There is a small house to the west, nothing to the east, and up ahead you see a round door which leads to a rather impressive abode. ~ 10 0 1 D0 A large, magnificent house meets your steady gaze. Above the round door a sign reads 'Bag End'. ~ ~ 1 -1 1135 -1 D1 ~ ~ 0 -1 1159 -1 D2 You see Delving Lane. ~ ~ 0 -1 1133 -1 D3 ~ door wooden w~ 7 3157 3157 -1 S #1135 Bag End~ You stand in a comfortably well-equipped house, a palace by humble halfling standards. On the wall you see a banner which reads "Home Sweet Home". A solid oak door to the east leads to a pantry while you see a cozy bedroom to the west. ~ 10 8 0 D1 Through the keyhole you see what looks like a well stocked pantry. ~ door~ 1 -1 1137 -1 D2 You see Delving Lane. ~ ~ 0 -1 1134 -1 D3 You see a bedroom. It looks like the beds have recently been slept in. ~ ~ 0 -1 1136 -1 S #1136 Bedroom~ You stand in the private bedroom of Bag End. There are two beds to the side, neither of which are made. Portraits of halflings hang on the wall, and as you gaze upon them you come to the conclusion that the owner of Bag End comes from a long line of distinguished halflings. A cozy fire in the fireplace keeps the room warm and comfortable. ~ 10 8 0 D1 Through the doorway you see the main room of Bag End. ~ ~ 0 -1 1135 -1 S #1137 Pantry~ You are inside the pantry. Shelves filled with food and drink surround you on all sides. You wonder why a halfling would need so much to eat. The presence of something unseen chills you to your bones. On the floor you spy a trapdoor. ~ 10 8 0 D3 Beyond the door you see the main room of Bag End. ~ door~ 1 -1 1135 -1 D5 It's anyone's guess as to where the trapdoor leads. ~ ~ 0 -1 1156 -1 S #1138 A grassy field~ You stand upon a grassy field. A bull stands grazing not far away and out of the corner of your eye you can see him considering you. The sound of animals fill the air from the north. To the south you see a pig pen. ~ 10 0 2 D0 You see a large barn. ~ ~ 0 -1 1142 -1 D1 You see Delving Lane. ~ ~ 0 -1 1133 -1 D2 A rather large pig pen is to the south. ~ ~ 0 -1 1139 -1 S #1139 Pig pen~ You feel your boots sinking into the mud. Numerous pigs roam about, oblivious to your company. A grassy field is to the north while you see a small path winding to the west. ~ 10 0 1 D0 You see a grassy field. ~ ~ 0 -1 1138 -1 D3 A small path winds its way eastward. ~ ~ 0 -1 1140 -1 S #1140 A stony path~ You walk on a stony path which leads to a small residence to the north. From the east you hear the noisy din of pigs. ~ 10 0 1 D0 To the north you see a modest house. ~ ~ 0 -1 1141 -1 D1 A rather large pig pen is to the east. ~ ~ 0 -1 1139 -1 S #1141 Gamgee Residence~ You stand inside a modest home. You deduce that this is indeed the home of whomever owns the surrounding lands. The air is somewhat musty and the smell reminds you of a stable. As you look around disdainfully, you think to yourself that this is more of a shack than a proper residence and you long for the urban riches of the Shire proper. ~ 10 8 0 D2 You see a small path winding its way southward. ~ ~ 0 -1 1140 -1 S #1142 A barn~ Animals of every sort fill the small barn. You feel the hot breath of horses and cows on your neck and you feel the sudden need for fresh air. Other than that, you feel cozy and protected and don't mind staying for a bit longer. All the warmth and good vibes remind you of the days when your mother would hold you in her arms and sing you to sleep. You find yourself wanting to cradle all the animals. ~ 10 8 0 D0 You see a chicken coop to the north. ~ ~ 0 -1 1143 -1 D2 You see a grassy field. ~ ~ 0 -1 1138 -1 S #1143 A chicken coop~ You stand inside a rather crowded chicken coop. The cackle of hens fill the air. The only exit is to the south. ~ 10 8 0 D2 You see a large barn. ~ ~ 0 -1 1142 -1 S #1144 The Green Dragon~ Welcome to the Green Dragon, the undisputed leader in the art of innkeeping. A rather charming and friendly hostess stands to the side, ready to offer you food and drink. While most of the patrons are halfling locals, you spy an occasional human or two. As you listen more closely to the conversations that fill the inn, you hear the tales of great and seasoned adventurers as well as the usual gossip. You feel as if you've found your second home in the Green Dragon. You see a stairway leading upwards. ~ 10 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1132 -1 D4 You see the reception. ~ ~ 0 -1 1157 -1 S #1145 Shiriff Post of Delving Lane~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of Delving Lane. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the west. ~ 10 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1133 -1 S #1146 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. You see light from a small hole in the ceiling while to the east you see nothing but darkness. ~ 10 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1147 -1 D4 You see a portal which leads to a small room. ~ ~ 0 -1 1125 -1 S #1147 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 10 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1749 -1 D1 You see a dark tunnel. ~ ~ 0 -1 1148 -1 D3 You see a dark tunnel. ~ ~ 0 -1 1146 -1 S #1148 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 10 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1149 -1 D3 You see a dark tunnel. ~ ~ 0 -1 1147 -1 S #1149 A three way intersection~ You stand at an intersection. The tunnel continues east and west while to the north you can barely make out a smaller trail. ~ 10 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1151 -1 D1 You see a dark tunnel. ~ ~ 0 -1 1150 -1 D3 You see a dark tunnel. ~ ~ 0 -1 1148 -1 S #1150 End of a dark tunnel~ You stand at the end of a dark tunnel. The underground tunnel continues to the west. From a trapdoor in the ceiling you can hear the din of adventurers. ~ 10 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1149 -1 D4 You hear the din of adventurers. ~ ~ 0 -1 98 -1 S #1151 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west you see a Shirriff Post while to the east lies a small home. All you can see is darkness. ~ 10 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1152 -1 D1 You see a halfling hole. ~ ~ 0 -1 1154 -1 D2 You see a dark tunnel. ~ ~ 0 -1 1149 -1 D3 Above a great oak door you see a sign which reads 'Shirriff Post'. ~ ~ 0 -1 1153 -1 S #1152 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ 10 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1156 -1 D2 You see a dark tunnel. ~ ~ 0 -1 1151 -1 D3 You see a halfling hole. ~ ~ 0 -1 1155 -1 S #1153 Shiriff Post of the Lower Shire~ You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. ~ 10 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1151 -1 S #1154 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 10 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1151 -1 S #1155 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 10 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1152 -1 S #1156 End of a dark tunnel~ You are at one end of a dark tunnel. The tunnel continues to the south while on the ceiling you can make out a trapdoor. ~ 10 9 0 D2 You see a dark tunnel. ~ ~ 0 -1 1152 -1 D4 A trapdoor on the ceiling reveals a passageway. ~ ~ 0 -1 1137 -1 S #1157 The Inn of the Green Dragon~ You are standing in the Inn of the Green dragon. Large paintings of halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 10 24 0 D5 ~ ~ 0 -1 1144 -1 S #1159 Nearing the Forest~ The small trail you follow leads west towards the small hafling village of the Shire and towards the north a forest. Several trees are planted here in neat order. A small bench has been built under one of the larger trees, making for a nice resting spot. ~ 10 0 0 D0 ~ ~ 0 -1 1161 -1 D3 ~ ~ 0 -1 1134 -1 S #1160 A Forest Road~ You are on a well used trail which runs from north to south. While the presence of many footprints and wheel-ruts suggests high traffic, you spot few merchants or other travelers here. Patches of sunlight filter their way down through the treetops to intermingle with the prevalent shadows. The overall effect is one of a scene caught in between light and darkness. ~ 10 4 1 D0 ~ ~ 0 -1 1161 -1 D2 ~ ~ 0 -1 1109 -1 S #1161 A Forest Road~ You are on a well used trail which runs from north to south. While the presence of many footprints and wheel-ruts suggests high traffic, you spot few merchants or other travelers here. Patches of sunlight filter their way down through the treetops to intermingle with the prevalent shadows. The overall effect is one of a scene caught in between light and darkness. ~ 10 0 1 D0 ~ ~ 0 -1 1162 -1 D2 ~ ~ 0 -1 1159 -1 S #1162 Road Fork~ You are positioned at a three-way road forking. South of you is a wooded road, north of you is Sackville Street, and the west fork of the road appears to lead off toward a cheery inn. You can not quite put your finger on it, but something seems wrong. ~ 10 0 1 D0 ~ ~ 0 -1 1166 -1 D2 ~ ~ 0 -1 1161 -1 D3 ~ ~ 0 -1 1163 -1 S #1163 West Fork~ This cobblestone lane connects the Inn of West Fork with the rest of the Shire. Just east of here is the fork in the road, and the inn itself is immediately to the west. Birds are chirping in the trees, but you also note that there seem to be more vultures than sparrows in the sky. ~ 10 0 1 D1 ~ ~ 0 -1 1162 -1 D3 ~ ~ 0 -1 1164 -1 S #1164 The Inn of West Fork~ You are in the trashiest establishment in the Shire. Stains of all origins mar the tables, walls, and floors. The stench is overpowering, and you spot several piles of obviously unclean nature lying about. Shattered beer mugs and spilt food are in evidence near the bar. A small ladder leads up through a hole in the ceiling to the second floor. ~ 10 8 0 D1 ~ ~ 0 -1 1163 -1 D4 ~ ~ 0 -1 1165 -1 S #1165 The Brothel~ Cots and torn up beds fill the room, with no effort whatsoever spent in masking the true function of this room. A variety of sex toys hang on the walls, and the entire ceiling is covered with a (cracked) mirror. Scraps of undergarments have been swept off toward the corners. ~ 10 8 0 D5 ~ ~ 0 -1 1164 -1 S #1166 Sackville Street~ This road is hardly comparable to the nice, well kept lanes to which you are accustomed. The fastidious policing of all trash by the shiriffs so common elsewhere in the Shire is utterly absent. Weeds are being allowed to grow up between cobblestones, and road apples are left to become maggot food. You wonder what influence could drive good Shire-folk to permit such a state of affairs. ~ 10 0 1 D1 ~ ~ 0 -1 1167 -1 D2 ~ ~ 0 -1 1162 -1 S #1167 Sackville Street~ This road is hardly comparable to the nice, well kept lanes to which you are accustomed. The fastidious policing of all trash by the shiriffs so common elsewhere in the Shire is utterly absent. Weeds are being allowed to grow up between cobblestones, and road apples are left to become maggot food. You wonder what influence could drive good Shire-folk to permit such a state of affairs. ~ 10 0 1 D1 ~ ~ 0 -1 1168 -1 D3 ~ ~ 0 -1 1166 -1 S #1168 Sackville Street~ This road is hardly comparable to the nice, well kept lanes to which you are accustomed. The fastidious policing of all trash by the shiriffs so common elsewhere in the Shire is utterly absent. Weeds are being allowed to grow up between cobblestones, and road apples are left to become maggot food. You wonder what influence could drive good Shire-folk to permit such a state of affairs. ~ 10 0 1 D0 ~ ~ 0 -1 1169 -1 D2 ~ ~ 0 -1 1177 -1 D3 ~ ~ 0 -1 1167 -1 S #1169 Sackville Street~ This road is hardly comparable to the nice, well kept lanes to which you are accustomed. The fastidious policing of all trash by the shiriffs so common elsewhere in the Shire is utterly absent. Weeds are being allowed to grow up between cobblestones, and road apples are left to become maggot food. You wonder what influence could drive good Shire-folk to permit such a state of affairs. ~ 10 0 1 D0 ~ ~ 0 -1 1170 -1 D2 ~ ~ 0 -1 1168 -1 S #1170 Sackville Street~ This road is hardly comparable to the nice, well kept lanes to which you are accustomed. The fastidious policing of all trash by the shiriffs so common elsewhere in the Shire is utterly absent. Weeds are being allowed to grow up between cobblestones, and road apples are left to become maggot food. You wonder what influence could drive good Shire-folk to permit such a state of affairs. ~ 10 0 1 D0 ~ ~ 0 -1 1171 -1 D2 ~ ~ 0 -1 1169 -1 S #1171 Home of the Sackville Bagginses~ This obviously used to be a well-appointed hobbit hole, but is now in tatters. Fine silverware is bent and unpolished on the tables, and picture frames are broken. The distinct odors of orcs and goblins are strong on the air. Doorways to the east and west allow exit from the room, in addition to the main entrance to the south. ~ 10 8 0 D1 ~ ~ 0 -1 1172 -1 D2 ~ ~ 0 -1 1170 -1 D3 ~ ~ 0 -1 1173 -1 S #1172 Saruman's Room~ Saruman has made himself quite at home in what used to be the S.B.'s drawing room. Occasional black marks on the walls indicate Saruman's less successful attempts at magic after Gandalf broke his staff. Bits of earth have been gouged out overhead to allow the wizard to get around in a dwelling that was designed for halflings. ~ 10 8 0 D3 ~ ~ 0 -1 1171 -1 D5 ~ secret trap~ 3 1 1174 1174 S #1173 The Ruffians' Romper Room~ Saruman's orc ruffians have been playing quite roughly in here. Small cave-ins have occured where not enough care was taken to avoid collisions with support beams. The stench of the uncleanly orc-kind is especially strong in here. The walls have been covered with graffiti boasting of all manner of child mutilation and elf-killing. ~ 10 8 0 D1 ~ ~ 0 -1 1171 -1 S #1174 Secret Passage~ You are in a dark passageway used by the Bagginses of old to make secret journeys to the city of men, Shadowdale. Old but stout looking timbers hold up the earthen roof overhead. The distant sounds of both the Shire and Shadowdale are audible to the careful listener. The odor of orcs and goblins seems to have followed you from the Sackville's. ~ 10 9 0 D2 ~ ~ 0 -1 1175 -1 D4 ~ ~ 0 -1 1172 -1 S #1175 Secret Passage~ You are in a dark passageway used by the Bagginses of old to make secret journeys to the city of men, Shadowdale. Old but stout looking timbers hold up the earthen roof overhead. The distant sounds of both the Shire and Shadowdale are audible to the careful listener. The odor of orcs and goblins seems to have followed you from the Sackville's. ~ 10 9 0 D0 ~ ~ 0 -1 1174 -1 D2 ~ ~ 0 -1 1176 -1 S #1176 The Checkpoint~ Saruman has posted this place as a method of keeping strange people from making too many trips between his digs and the rest of the world. Above you is visible the bustle of Market Square. ~ 10 9 0 D0 ~ ~ 0 -1 1175 -1 D4 ~ ~ 0 -1 3014 -1 S #1177 Sackville Street Shiriff Post~ Papers are strewn about in disgusting disarray. The usual tidyness of one of the Thain's posts is no where to be seen. The last time you saw quarters maintained this poorly was on a visit to moria. No duty rotation is posted on the wall, so how can the shiriffs know whose turn it is to protect the peace of the Shire? ~ 10 8 0 D0 ~ ~ 0 -1 1168 -1 S #1200 The Chat Room~ You are lounging in a quiet cozy parlor, warmed by a gentle magical fire which twinkles happily in a warm fireplace. There are no doors out. Clearly the owner of this room needs none. ~ 11 520 0 S #1400 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There's a lot of dust on the floor here. ~ 11 0 2 D1 The plaza continues onward. ~ ~ 0 -1 1401 -1 D2 The plaza continues onward. ~ ~ 0 -1 1408 -1 S #1401 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There's a lot of dust on the floor. ~ 11 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1402 -1 D2 The plaza continues onward. ~ ~ 0 -1 1409 -1 D3 The plaza continues onward. ~ ~ 0 -1 1400 -1 S #1402 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There's a lot of garbage here. ~ 11 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1403 -1 D2 The plaza continues onward. ~ ~ 0 -1 1410 -1 D3 The plaza continues onward. ~ ~ 0 -1 1401 -1 S #1403 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It doesn't seem like the janitor comes here often. ~ 11 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1404 -1 D2 The plaza continues onward. ~ ~ 0 -1 1411 -1 D3 The plaza continues onward. ~ ~ 0 -1 1402 -1 S #1404 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It smells like beer was spilled here. ~ 11 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1405 -1 D2 The plaza continues onward. ~ ~ 0 -1 1412 -1 D3 The plaza continues onward. ~ ~ 0 -1 1403 -1 D5 As you peer into the darkness you can only imagine what kind of beast lies in wait for you. ~ ~ 0 -1 1470 -1 S #1405 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It smells like beer here. ~ 11 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1406 -1 D2 The plaza continues onward. ~ ~ 0 -1 1413 -1 D3 The plaza continues onward. ~ ~ 0 -1 1404 -1 S #1406 A White Square~ You are standing on a gleaming white marble plaza. This is the northwest corner of a slime mold factory. Malodorous toxic fumes assault your sense of smell. Toxic mushrooms and half empty beer barrels are strewn about. ~ 11 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1407 -1 D2 The plaza continues onward. ~ ~ 0 -1 1414 -1 D3 The plaza continues onward. ~ ~ 0 -1 1405 -1 S #1407 A Black Square~ You are standing on a gleaming black marble plaza. This is the northeast corner of a slime mold factory. There is a large vat of slime bubbling juice here. You can feel your appetite wilting away as an Oil Beast tosses some rotting corpses and poisonous mushrooms into the vat. ~ 11 0 1 D2 The plaza continues onward. ~ ~ 0 -1 1415 -1 D3 The plaza continues onward. ~ ~ 0 -1 1406 -1 S #1408 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It's really quite dusty here. To the west is a large wall-sized mirror. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1400 -1 D1 The plaza continues onward. ~ ~ 0 -1 1409 -1 D2 The plaza continues onward. ~ ~ 0 -1 1416 -1 D3 You see a wall sized mirror. ~ ~ 0 -1 1474 -1 E mirror wall~ You see your reflection, but superimposed on that is what looks like a distant horizon. Maybe you can enter this mirror? ~ S #1409 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. So much dust around here! ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1401 -1 D1 The plaza continues onward. ~ ~ 0 -1 1410 -1 D2 The plaza continues onward. ~ ~ 0 -1 1417 -1 D3 The plaza continues onward. ~ ~ 0 -1 1408 -1 S #1410 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. The floor is scuffed up and needs polishing. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1402 -1 D1 The plaza continues onward. ~ ~ 0 -1 1411 -1 D2 The plaza continues onward. ~ ~ 0 -1 1418 -1 D3 The plaza continues onward. ~ ~ 0 -1 1409 -1 S #1411 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. Sure is filthy here! ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1403 -1 D1 The plaza continues onward. ~ ~ 0 -1 1412 -1 D2 The plaza continues onward. ~ ~ 0 -1 1419 -1 D3 The plaza continues onward. ~ ~ 0 -1 1410 -1 S #1412 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It smells like beer around here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1404 -1 D1 The plaza continues onward. ~ ~ 0 -1 1413 -1 D2 The plaza continues onward. ~ ~ 0 -1 1420 -1 D3 The plaza continues onward. ~ ~ 0 -1 1411 -1 S #1413 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a puddle of spilled beer here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1405 -1 D1 The plaza continues onward. ~ ~ 0 -1 1414 -1 D2 The plaza continues onward. ~ ~ 0 -1 1421 -1 D3 The plaza continues onward. ~ ~ 0 -1 1412 -1 S #1414 A Black Square~ You are standing on a gleaming black marble plaza. This is the southwest corner of a slime mold factory. Some molds have been stacked here ready for shipment. You involuntarily hold your breath. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1406 -1 D1 The plaza continues onward. ~ ~ 0 -1 1415 -1 D2 The plaza continues onward. ~ ~ 0 -1 1422 -1 D3 The plaza continues onward. ~ ~ 0 -1 1413 -1 S #1415 A White Square~ You are standing on a gleaming white marble plaza. This is the southeast corner of a slime mold factory. Rotting corpses and half dried slime molds litter the floor. Oil Beasts slither about, leaving shiny trails of ooze behind them. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1407 -1 D2 The plaza continues onward. ~ ~ 0 -1 1423 -1 D3 The plaza continues onward. ~ ~ 0 -1 1414 -1 S #1416 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1408 -1 D1 The plaza continues onward. ~ ~ 0 -1 1417 -1 D2 The plaza continues onward. ~ ~ 0 -1 1424 -1 S #1417 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1409 -1 D1 The plaza continues onward. ~ ~ 0 -1 1418 -1 D2 The plaza continues onward. ~ ~ 0 -1 1425 -1 D3 The plaza continues onward. ~ ~ 0 -1 1416 -1 S #1418 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1410 -1 D1 The plaza continues onward. ~ ~ 0 -1 1419 -1 D2 The plaza continues onward. ~ ~ 0 -1 1426 -1 D3 The plaza continues onward. ~ ~ 0 -1 1417 -1 S #1419 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1411 -1 D1 The plaza continues onward. ~ ~ 0 -1 1420 -1 D2 The plaza continues onward. ~ ~ 0 -1 1427 -1 D3 The plaza continues onward. ~ ~ 0 -1 1418 -1 S #1420 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1412 -1 D1 The plaza continues onward. ~ ~ 0 -1 1421 -1 D2 The plaza continues onward. ~ ~ 0 -1 1428 -1 D3 The plaza continues onward. ~ ~ 0 -1 1419 -1 S #1421 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1413 -1 D1 The plaza continues onward. ~ ~ 0 -1 1422 -1 D2 The plaza continues onward. ~ ~ 0 -1 1429 -1 D3 The plaza continues onward. ~ ~ 0 -1 1420 -1 S #1422 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1414 -1 D1 The plaza continues onward. ~ ~ 0 -1 1423 -1 D2 The plaza continues onward. ~ ~ 0 -1 1430 -1 D3 The plaza continues onward. ~ ~ 0 -1 1421 -1 S #1423 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1415 -1 D2 The plaza continues onward. ~ ~ 0 -1 1431 -1 D3 The plaza continues onward. ~ ~ 0 -1 1422 -1 S #1424 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You hear crickets chirping. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1416 -1 D1 The plaza continues onward. ~ ~ 0 -1 1425 -1 D2 The plaza continues onward. ~ ~ 0 -1 1432 -1 S #1425 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear birds chirping in the distance. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1417 -1 D1 The plaza continues onward. ~ ~ 0 -1 1426 -1 D2 The plaza continues onward. ~ ~ 0 -1 1433 -1 D3 The plaza continues onward. ~ ~ 0 -1 1424 -1 S #1426 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1418 -1 D1 The plaza continues onward. ~ ~ 0 -1 1427 -1 D2 The plaza continues onward. ~ ~ 0 -1 1434 -1 D3 The plaza continues onward. ~ ~ 0 -1 1425 -1 S #1427 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the southeast are some stairs. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1419 -1 D1 The plaza continues onward. ~ ~ 0 -1 1428 -1 D2 The plaza continues onward. ~ ~ 0 -1 1435 -1 D3 The plaza continues onward. ~ ~ 0 -1 1426 -1 S #1428 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to the south. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1420 -1 D1 The plaza continues onward. ~ ~ 0 -1 1429 -1 D2 The plaza continues onward. ~ ~ 0 -1 1436 -1 D3 The plaza continues onward. ~ ~ 0 -1 1427 -1 S #1429 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the southwest are some stairs. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1421 -1 D1 The plaza continues onward. ~ ~ 0 -1 1430 -1 D2 The plaza continues onward. ~ ~ 0 -1 1437 -1 D3 The plaza continues onward. ~ ~ 0 -1 1428 -1 S #1430 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of a unicorn here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1422 -1 D1 The plaza continues onward. ~ ~ 0 -1 1431 -1 D2 The plaza continues onward. ~ ~ 0 -1 1438 -1 D3 The plaza continues onward. ~ ~ 0 -1 1429 -1 E statue unicorn~ The statue says "Come to Unicorn Mount!" ~ S #1431 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of John the Lumberjack here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1423 -1 D2 The plaza continues onward. ~ ~ 0 -1 1439 -1 D3 The plaza continues onward. ~ ~ 0 -1 1430 -1 E statue john~ The statue says "Been to the forest recently?" ~ S #1432 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear nothing here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1424 -1 D1 The plaza continues onward. ~ ~ 0 -1 1433 -1 D2 The plaza continues onward. ~ ~ 0 -1 1440 -1 S #1433 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear footsteps nearby. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1425 -1 D1 The plaza continues onward. ~ ~ 0 -1 1434 -1 D2 The plaza continues onward. ~ ~ 0 -1 1441 -1 D3 The plaza continues onward. ~ ~ 0 -1 1432 -1 S #1434 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1426 -1 D1 The plaza continues onward. ~ ~ 0 -1 1435 -1 D2 The plaza continues onward. ~ ~ 0 -1 1442 -1 D3 The plaza continues onward. ~ ~ 0 -1 1433 -1 S #1435 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to east. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1427 -1 D1 The plaza continues onward. ~ ~ 0 -1 1436 -1 D2 The plaza continues onward. ~ ~ 0 -1 1443 -1 D3 The plaza continues onward. ~ ~ 0 -1 1434 -1 S #1436 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. A staircase leads down from here. You hear a voice say, 'Fido, I don't think we're in Shadowdale any more.' ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1428 -1 D1 The plaza continues onward. ~ ~ 0 -1 1437 -1 D2 The plaza continues onward. ~ ~ 0 -1 1444 -1 D3 The plaza continues onward. ~ ~ 0 -1 1435 -1 D5 The stairs spiral downwards toward familiar ground. ~ ~ 0 -1 1498 -1 S #1437 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to west. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1429 -1 D1 The plaza continues onward. ~ ~ 0 -1 1438 -1 D2 The plaza continues onward. ~ ~ 0 -1 1445 -1 D3 The plaza continues onward. ~ ~ 0 -1 1436 -1 S #1438 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of a spider here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1430 -1 D1 The plaza continues onward. ~ ~ 0 -1 1439 -1 D2 The plaza continues onward. ~ ~ 0 -1 1446 -1 D3 The plaza continues onward. ~ ~ 0 -1 1437 -1 E statue spider~ The statue says "I like Arachnos." ~ S #1439 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of a butterfly here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1431 -1 D2 The plaza continues onward. ~ ~ 0 -1 1447 -1 D3 The plaza continues onward. ~ ~ 0 -1 1438 -1 E statue butterfly~ The statue weeps "Augh, where's my Matrix?" ~ S #1440 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1432 -1 D1 The plaza continues onward. ~ ~ 0 -1 1441 -1 D2 The plaza continues onward. ~ ~ 0 -1 1448 -1 S #1441 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1433 -1 D1 The plaza continues onward. ~ ~ 0 -1 1442 -1 D2 The plaza continues onward. ~ ~ 0 -1 1449 -1 D3 The plaza continues onward. ~ ~ 0 -1 1440 -1 S #1442 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1434 -1 D1 The plaza continues onward. ~ ~ 0 -1 1443 -1 D2 The plaza continues onward. ~ ~ 0 -1 1450 -1 D3 The plaza continues onward. ~ ~ 0 -1 1441 -1 S #1443 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the northeast are some stairs. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1435 -1 D1 The plaza continues onward. ~ ~ 0 -1 1444 -1 D2 The plaza continues onward. ~ ~ 0 -1 1451 -1 D3 The plaza continues onward. ~ ~ 0 -1 1442 -1 S #1444 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to the north. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1436 -1 D1 The plaza continues onward. ~ ~ 0 -1 1445 -1 D2 The plaza continues onward. ~ ~ 0 -1 1452 -1 D3 The plaza continues onward. ~ ~ 0 -1 1443 -1 S #1445 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the northwest are some stairs. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1437 -1 D1 The plaza continues onward. ~ ~ 0 -1 1446 -1 D2 The plaza continues onward. ~ ~ 0 -1 1453 -1 D3 The plaza continues onward. ~ ~ 0 -1 1444 -1 S #1446 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1438 -1 D1 The plaza continues onward. ~ ~ 0 -1 1447 -1 D2 The plaza continues onward. ~ ~ 0 -1 1454 -1 D3 The plaza continues onward. ~ ~ 0 -1 1445 -1 S #1447 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1439 -1 D2 The plaza continues onward. ~ ~ 0 -1 1455 -1 D3 The plaza continues onward. ~ ~ 0 -1 1446 -1 S #1448 A White Square~ You are standing on a gleaming white marble plaza. This is the northwest corner of a bread factory. Elves run in and out, stacking and removing supplies. You feel the warmth of an oven nearby. ~ 11 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1440 -1 D1 The plaza continues onward. ~ ~ 0 -1 1449 -1 D2 The plaza continues onward. ~ ~ 0 -1 1456 -1 S #1449 A Black Square~ You are standing on a gleaming black marble plaza. This is the northeast corner of a bread factory. Finished pastries and breads lie here, awaiting delivery to the The Stone House Food Supplies. ~ 11 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1441 -1 D1 The plaza continues onward. ~ ~ 0 -1 1450 -1 D2 The plaza continues onward. ~ ~ 0 -1 1457 -1 D3 The plaza continues onward. ~ ~ 0 -1 1448 -1 S #1450 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You see some pastry crumbs on the floor. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1442 -1 D1 The plaza continues onward. ~ ~ 0 -1 1451 -1 D2 The plaza continues onward. ~ ~ 0 -1 1458 -1 D3 The plaza continues onward. ~ ~ 0 -1 1449 -1 S #1451 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It looks as though someone was eating here recently. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1443 -1 D1 The plaza continues onward. ~ ~ 0 -1 1452 -1 D2 The plaza continues onward. ~ ~ 0 -1 1459 -1 D3 The plaza continues onward. ~ ~ 0 -1 1450 -1 S #1452 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. The plaza has a large white gladiola painted on it. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1444 -1 D1 The plaza continues onward. ~ ~ 0 -1 1453 -1 D2 The plaza continues onward. ~ ~ 0 -1 1460 -1 D3 The plaza continues onward. ~ ~ 0 -1 1451 -1 S #1453 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a purple tulip painted on the floor. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1445 -1 D1 The plaza continues onward. ~ ~ 0 -1 1454 -1 D2 The plaza continues onward. ~ ~ 0 -1 1461 -1 D3 The plaza continues onward. ~ ~ 0 -1 1452 -1 S #1454 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There are a lot puddles here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1446 -1 D1 The plaza continues onward. ~ ~ 0 -1 1455 -1 D2 The plaza continues onward. ~ ~ 0 -1 1462 -1 D3 The plaza continues onward. ~ ~ 0 -1 1453 -1 S #1455 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. The plaza is wet, and you can see your reflection in the floor. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1447 -1 D2 The plaza continues onward. ~ ~ 0 -1 1463 -1 D3 The plaza continues onward. ~ ~ 0 -1 1454 -1 S #1456 A Black Square~ You are standing on a gleaming black marble plaza. This is the southwest corner of a bread factory. You see a large clay oven watched carefully by frantic elves. The smell of bread is overpowering. ~ 11 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1448 -1 D1 The plaza continues onward. ~ ~ 0 -1 1457 -1 E oven clay~ Well, it radiates a lot of heat, and it appears to be full of half-baked loaves of bread. You find these facts surprising. ~ S #1457 A White Square~ You are standing on a gleaming white marble plaza. This is the southeast corner of a bread factory. There is a giant vat of dough here, and on some racks you see tidy arrays of dough. ~ 11 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1449 -1 D1 The plaza continues onward. ~ ~ 0 -1 1458 -1 D3 The plaza continues onward. ~ ~ 0 -1 1456 -1 S #1458 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. Little bits of bread are scattered about. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1450 -1 D1 The plaza continues onward. ~ ~ 0 -1 1459 -1 D3 The plaza continues onward. ~ ~ 0 -1 1457 -1 S #1459 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You see bread crumbs strewn everywhere. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1451 -1 D1 The plaza continues onward. ~ ~ 0 -1 1460 -1 D3 The plaza continues onward. ~ ~ 0 -1 1458 -1 S #1460 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. To the south is a small circular building ringed by columns. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1452 -1 D1 The plaza continues onward. ~ ~ 0 -1 1461 -1 D2 It looks nice and quiet in there. ~ ~ 0 -1 1472 -1 D3 The plaza continues onward. ~ ~ 0 -1 1459 -1 S #1461 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a white daisy painted on the floor here. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1453 -1 D1 The plaza continues onward. ~ ~ 0 -1 1462 -1 D3 The plaza continues onward. ~ ~ 0 -1 1460 -1 S #1462 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. As you walk along, your feet splash in puddles of water. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1454 -1 D1 The plaza continues onward. ~ ~ 0 -1 1463 -1 D3 The plaza continues onward. ~ ~ 0 -1 1461 -1 S #1463 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It looks as though it rained here recently. ~ 11 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1455 -1 D3 The plaza continues onward. ~ ~ 0 -1 1462 -1 S #1470 Lair of the Jabberwocky~ It is dark and muggy in here. The walls have a dim luminescent blue glow, but the room itself seems to absorb the light. From somewhere in here you hear water dripping, and what might be the sound of a monster breathing. A debris covered slope allows you return upwards to the surface. ~ 11 5 2 D4 You see an opening in the plaza floor above you. ~ ~ 0 -1 1404 -1 S #1472 Tempietto~ You are in a small circular chapel. There is a dome above you with colorful frescoes on it depicting robed clerics driving back the warriors of evil with a wall of flame. The walls have ornately carved niches occupied by small statues of ancient saints. The plaza is to the north. ~ 11 12 1 D0 You see the plaza. ~ ~ 0 -1 1460 -1 E statues niches~ The craftsmanship is almost beyond that of mortals. ~ S #1474 Exxon's Retreat~ As you step through the mirror you feel a tingling sensation run through your body. Much to your surprise you are standing on dusty clifftop overlooking a magnificient ocean. The sun seems to be frozen just over the horizon, turning the ocean into a swirling plain of gold and black reflections. A warm and gentle breeze brushes your face. You hear the roar of the waves crashing rhythmically on the rocks below, interspersed with cries of seagulls floating lazily overhead. To the north you can see a large city by the oceanside, far larger than Shadowdale, perhaps far larger than any city you've seen before. It seems to extend infinitely to the north. From this distance the city resembles a spectacular field of colorful lights, twinkling before you in silent majesty. ~ 11 12 1 D1 You see a giant mirror frame. ~ ~ 0 -1 1408 -1 E ocean sunset sun~ It's breathtaking. You're glad that this sun doesn't move. ~ E seagulls seagull~ The phrase "...would have given men wings..." comes to mind. ~ E city north~ The cliffs prevent you from getting closer to it. Perhaps you'll find this city some time in the future. ~ S #1476 Exxon's Game Room~ You seem to be in a fog shrouded room. On a tiny table surrounded by some comfortable looking chairs is a chessboard. But the pieces on the board are alive, and some are actually moving by themselves. At the base of the table you see a two inch tall humanoid guarding a gate...or is that just the fog playing tricks on your imagination? ~ 11 8 1 S #1498 The Ivory Tower~ You are inside the tower. You see stairs spiraling above you towards the sky... apparently there's no roof on this tower. Windows going along the stairs allow sunbeams to dance on the walls as the haze outside thickens and thins. The gateway is to the east. There is some writing on the wall. ~ 11 4 1 D1 You see the gateway. ~ gate~ 3 0 1499 -1 D4 Round and round she goes, where she stops.... ~ ~ 0 -1 1436 -1 E writing wall~ "Sisyphus aids those in need. But as for those who aren't..." ~ S #1499 Gateway to the Ivory Tower~ An enormous circular tower of gleaming ivory stands just west of you, shrouded in a bluish haze that matches the sky, giving the illusion that the tower disappears as it ascends above Shadowdale. ~ 11 4 1 D1 You see the Wall Road. ~ ~ 0 -1 3043 -1 D3 You see the gated entrance to the tower. ~ gate~ 3 0 1498 -1 S #1500 Entrance to the Shadow Grove~ Before you, the grove of shadows lies. Giant grey trees are all that can be seen through the thick shadows. A great sense of both power and menace permeates the surrounding area. You have a strange urge to turn back and go the way you've come. A small path leads north into the shadows and back south to the river. ~ 12 4 3 D0 The shadows cloud your vision. ~ ~ 0 -1 1501 -1 D2 ~ ~ 0 -1 13933 -1 S #1501 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1502 -1 D1 The shadows obscure you vision. ~ ~ 0 -1 1503 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1500 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1504 -1 S #1502 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1501 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1504 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1505 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1503 -1 S #1503 The Shadow Grove~ You are inside the shadow grove. Giant trees seem the glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 -1 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1504 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1501 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1502 -1 S #1504 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 13906 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1502 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1501 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1503 -1 S #1505 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1502 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1504 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1506 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1503 -1 S #1506 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1505 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1507 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1501 -1 S #1507 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1506 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1508 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1509 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1510 -1 S #1508 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1505 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1503 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1509 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 -1 -1 S #1509 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1508 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1506 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1501 -1 S #1510 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits save one lead into shadows, you are a little confused. ~ 12 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1507 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 -1 D2 The shadows part to reveal a small clearing. ~ ~ 0 -1 1511 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1502 -1 S #1511 A small clearing.~ You are in a small clearing in the shadow grove. There is chared grass underfoot, and the signs of fire here and there. It is almost as if the plant life shuns this spot. The shadowy mist hovers all around, obscuring your view into the grove. A small path leads north to some shadowy structure. All other exits are shrouded in shadowy mist. ~ 12 1 3 D0 You can barely make out some sort of building to the north. ~ ~ 0 -1 1512 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1507 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1503 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 -1 -1 S #1512 Entrance to the High Tower~ You have reached the entrance to the high tower of sorcerery. The tower looms above you at an incredible height. It seems to disappear into the storm clouds above. A diamond gate is to the north, guarded by a huge golem. The trail back south has disappeared behind you. ~ 12 8 0 D0 The diamond gate looks incredibly strong. ~ gate diamond~ 0 -1 1513 -1 S #1513 Inside the High Tower of Sorcerery~ You are inside the high tower of sorcery. The sight is truly amazing. From here, it is obvious that somehow, the tower is much larger on the inside than it is on the outside. Young mages walk about, completely oblivious to your presence. Exits lead north to the common room, west to the dinning room, east to a plain hallway and back south through the gate. ~ 12 8 0 D0 The common room looks quite busy and noisy. ~ ~ 0 -1 1514 -1 D1 ~ ~ 0 -1 1515 -1 D2 ~ diamond gate~ 0 -1 1512 -1 D3 ~ ~ 0 -1 1516 -1 S #1514 Common Room~ You are in the common room. There are many apprentice warlocks here talking and resting, playing games, comparing notes. Obviously they are taking a break from their rigorous studies. There are benches, tables and a small water fountain here, otherwise the room is quite unremarkable. Exits lead off in all directions. ~ 12 8 0 D0 ~ ~ 0 -1 1517 -1 D1 The mages bar can be seen to the east. ~ ~ 0 -1 1518 -1 D2 ~ ~ 0 -1 1513 -1 D3 ~ ~ 0 -1 1519 -1 S #1515 The Hallway~ You are in a long hallway, it seems rather unremarkable. The hallway continues east and back west. ~ 12 8 0 D1 ~ ~ 0 -1 1530 -1 D3 ~ ~ 0 -1 1513 -1 S #1516 Dinning Room~ You are in the dinning area of the student mages. From the number of tables and chairs here, you can see that this room could easilly seat several hundred people. It is oddly deserted here, obviously not meal time. Exits lead west to the kitchen, and back east. ~ 12 8 0 D1 ~ ~ 0 -1 1513 -1 D3 ~ door wooden~ 2 -1 1520 -1 S #1517 Dark Hallway~ You are in a dark hallway. It is apparent that this area is seldom used by the regular occupants of the tower. Dust covers the floors here. The faint outline of a trapdoor can be seen in the dust. ~ 12 9 0 D2 ~ ~ 0 -1 1514 -1 D5 ~ trapdoor~ 1 -1 1521 -1 S #1518 Mages Tavern~ You are in mages tavern. The air is smokey and filled with the smells of foriegn food and drink. The other patrons pay you little heed, as they obviously have more interesting things to contemplate. Strick the bartender is here waiting to take your order. The only exit leads back west. ~ 12 8 0 D3 ~ ~ 0 -1 1514 -1 S #1519 The Magic Shop~ You are in the High Tower's store of magic. Tatorious stands behind the counter, selling all sorts of herbs, parchment and other reagents used in magical studies. The only exit leads back east to the common room. ~ 12 8 0 D1 ~ ~ 0 -1 1514 -1 S #1520 the kitchen~ You are in a small kitchen. All the usual kitchen type utensils and equipment is here, including some not so usual ones. Among the later, a huge black oven against one wall, it must be at least 12 feet high. Opposite the oven is an equally enormous meat locker, large enough to comfortably store several hapless adventurers no doubt. In the middle of the room, hanging in mid-air is a spice rack. ~ 12 8 0 D1 ~ door wooden~ 2 -1 1516 -1 S #1521 Below the trapdoor~ You are below the trapdoor. It is very dark and dusty here, very little light filters through from above. A faint sound of dripping water can be heard in the distance below. A rope ladder leads down. ~ 12 9 0 D4 ~ trapdoor~ 1 -1 1517 -1 D5 ~ ~ 0 -1 1522 -1 S #1522 A damp intersection~ You are in a damp intersection of what seems to be the basement of the tower. The sound of running water can be heard comming from the south, other than that, an almost tangable stillness fills the air. Passages lead off in all directions, and a ladder leads up. ~ 12 9 0 D0 ~ ~ 0 -1 1523 -1 D1 A faint light can be seen in the distance up the east passage. ~ ~ 0 -1 1524 -1 D2 ~ ~ 0 -1 1525 -1 D3 ~ ~ 0 -1 1526 -1 D4 ~ ~ 0 -1 1521 -1 S #1523 A dark passage~ You are at the end of a dark passage which ends in a stout wooden door. Other then through the door, the only apparent exit is back the way you came. ~ 12 9 0 D0 ~ oak door~ 7 1523 1527 -1 D2 ~ ~ 0 -1 1522 -1 S #1524 A dark passage~ You are at the end of a dark passage. A half opened door is to the east, shedding soft light around the edges. Faint snoring sounds can be heard behind the door. Exits lead east through the door, or back west. ~ 12 9 0 D1 ~ door~ 1 -1 1528 -1 D3 ~ ~ 0 -1 1522 -1 S #1525 The stagnant pool~ You are at the edge of a stagnant pool of water. The smell here is quite nauseating. This is apparently where the denizens of the tower dispose of their garbage. Faint gurgling can be heard from benieth the surface of the pool. Exits lead back north, or perhaps for the very adventurous, down into the pool. ~ 12 9 0 D0 ~ ~ 0 -1 1522 -1 D5 No light penetrates the gloom of the stagnant pool. ~ ~ 0 -1 1529 -1 S #1526 A dark passage~ You are in a dark passage, which comes to an abrubt stop at what appears to be a cave-in to the west. It is certainly unpassable, and perhaps quite dangerous just being this close. The only exit leads back east. ~ 12 9 0 D1 ~ ~ 0 -1 1522 -1 S #1527 A dark cell~ You are in a dark cell. Straw and dirt cover the floors here, it is very dark. Someone, or something seems to be chained to the far wall. The only exit is back south. ~ 12 9 0 D2 ~ oak door~ 7 -1 1523 -1 S #1528 The Jailor's office~ You are in the Jailor's office. It is rather messy here. Judging by the sleeping form of the Jailor on duty, you can surmise that very few, if any prisoners survive long enough to spend much time in these dank dungeons. The only exit leads back west. ~ 12 8 0 D3 ~ door~ 1 -1 1524 -1 S #1529 Below the stagnant pool~ As you dive beneith the putrid waters, you feel a strong tug and a whirlpool drags you under. You are sucked into blackness and you feel your lungs begining to burst from lack of oxygen! Just as you feel your life fading, you notice a change in direction, and start to float to the surface. ~ 12 9 0 D4 ~ ~ 0 -1 7047 -1 S #1530 The hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ door wooden north~ 3 -1 1532 -1 D1 ~ ~ 0 -1 1531 -1 D2 ~ oaken south~ 3 -1 1533 -1 D3 ~ ~ 0 -1 1515 -1 S #1531 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ door wooden north~ 3 -1 1534 -1 D1 ~ door wooden east~ 3 -1 1536 -1 D2 ~ door wooden south~ 3 -1 1535 -1 D3 ~ ~ 0 -1 1530 -1 S #1532 A store room~ You are in a small store room. Assorted junk is piled on shelves or leaning against walls. The only apparent exit it back south. ~ 12 9 0 D2 ~ door wooden~ 3 -1 1530 -1 S #1533 A broom closet~ You are in a dark broom closet. Many straw brooms and other cleaning intruments have been left here, apparently unused (perhaps the maid quit?). The only exit leads back north to the hallway. ~ 12 9 0 D0 ~ door wooden~ 3 -1 1530 -1 S #1534 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1538 -1 D1 ~ door wooden east~ 3 -1 1537 -1 D2 ~ door wooden south~ 3 -1 1531 -1 E walls wall~ The walls shed a warm light ~ S #1535 Guardians chamber~ You are in the chamber of the tower guardians. It is rather sparesely furnished, but then again the odd occupants dont look to need furiture. Here and there a disembodied pair of hands or eyes flits about. ~ 12 8 0 D0 ~ door wooden~ 3 -1 1531 -1 S #1536 A guest bedroom~ You are in a small guest bedroom. A small cot is in one corner, and a dusty mirror on one wall, other than that the room looks quite bare, and unused. The only apparent exit leads back west to the hallway. ~ 12 8 0 D3 ~ door wooden~ 3 -1 1531 -1 E mirror~ Why, someone seems to be looing back at you from the other side! ~ S #1537 A guest bedroom~ You are in a comfortable looking bedroom. A small globe of magical energy floats overhead, providing light. A small cot is in one corner looking ever so comfortable, so comfortable in fact ...someone is sleeping in it. The only apparent exit leads back west to the hallway. ~ 12 8 0 D3 ~ door wooden~ 3 -1 1534 -1 S #1538 A hallway~ You are in a long hallway leading from the south. The walls emit a faint magical glow which provides enough light to see by. Stairs lead up to the next level and the hallway leads back south. ~ 12 8 0 D1 ~ door wooden~ 3 -1 1539 -1 D2 ~ ~ 0 -1 1534 -1 D4 ~ ~ 0 -1 1540 -1 S #1539 The burnt room~ You are in what looks to have once been a guest bed room. The walls are blackened and burnt by what you could only immagine to be magical fire. There is no sign of the previous occupant, undoubtedly he left in a hurry. The only exit leads back west to the hallway. ~ 12 9 0 D3 ~ door chared~ 3 -1 1538 -1 S #1540 A hallway~ You are in a long hallway leading west from here. The walls emit a faint magical glow which provides enough light to see by. Some faint moonlight can be seen in the culdesac to the east. The hallway continues west and stairs lead down to the level below. ~ 12 8 0 D0 ~ door oak~ 1 -1 1542 -1 D1 Faint moonlight can be seen to the east ~ ~ 0 -1 1541 -1 D3 ~ ~ 0 -1 1543 -1 S #1541 A culdesac~ You are in a small culdesac. A window to the east is letting in moonlight and a pleasant breeze. Through it, the surrounding country side can be seen. The only apparent exit leads back west to the hallway. ~ 12 8 0 D3 ~ ~ 0 -1 1540 -1 E window east~ Stretching out as far as the eye can see is a canopy of dark tree tops which can only be the Haon-Dor-Dark Forest. A faint light in the distance to the northeast marks what is probably the city of Shadowdale. ~ S #1542 The Apprentice's Barracks~ You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrosed in magical study, or practicing a feable cantrip. Cots line the walls, and the room continues west. ~ 12 8 0 D2 ~ door oak~ 1 -1 1540 -1 D3 ~ ~ 0 -1 1544 -1 S #1543 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a door to the north, and the hallway continues west or back east. ~ 12 8 0 D0 ~ door oak~ 1 -1 1544 -1 D1 ~ ~ 0 -1 1540 -1 D3 ~ ~ 0 -1 1545 -1 S #1544 The Apprentice's barracks~ You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrosed in magical study, or practicing a feable cantrip. Cots line the walls, and the room continues east. ~ 12 8 0 D1 ~ ~ 0 -1 1542 -1 D2 ~ door oak~ 1 -1 1543 -1 S #1545 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. Flashes of light can be seen under the doorway to the north. ~ 12 8 0 D0 A flash of blue light momentarily lights up the doors outline ~ door oak~ 3 -1 1546 -1 D1 ~ ~ 0 -1 1543 -1 D3 ~ ~ 0 -1 1547 -1 S #1546 The apprentice's workshop~ You are in a small workshop. Writting implements and parchment are strewn about on a few worktables. In the far corner several young mages have a small kitten cornered and seem to be testing spells upon it. The only apparent exit leads back south to the hallway. ~ 12 8 0 D2 ~ door oak~ 3 -1 1545 -1 S #1547 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and back east. ~ 12 8 0 D1 ~ ~ 0 -1 1545 -1 D2 ~ ~ 0 -1 1548 -1 S #1548 The hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. There is a closed metal door to the west. ~ 12 8 0 D0 ~ ~ 0 -1 1547 -1 D2 ~ ~ 0 -1 1550 -1 D3 ~ door metal~ 3 -1 1549 -1 S #1549 A classroom~ You are in a large classroom filled with bored looking students of the art. The instructor stops in his lecture on the fine uses of magic missile at your entry and lunges to attack you. The only apparent exit is back east to the hallway. ~ 12 8 0 D1 ~ door metal~ 3 -1 1548 -1 S #1550 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1548 -1 D2 ~ ~ 0 -1 1551 -1 D3 ~ door metal~ 3 -1 1552 -1 S #1551 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enought light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1550 -1 D2 ~ ~ 0 -1 1553 -1 D3 ~ door metal~ 3 -1 1554 -1 S #1552 An empty classroom~ You are in an empty classroom. Some strange sigils are written on a blackboard which is floating in the air here. Other than a few desks, it is bare of furnishings. The only apparent exit leads back east to the hallway. ~ 12 8 0 D1 ~ door metal~ 3 -1 1550 -1 S #1553 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and north. ~ 12 8 0 D0 ~ ~ 0 -1 1551 -1 D1 ~ ~ 0 -1 1555 -1 S #1554 An empty classroom~ You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint russle of robes. The only apparent exit is back east to the hallway. ~ 12 8 0 D1 ~ door metal~ 3 -1 1551 -1 S #1555 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A sturdy iron door can be seen to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1556 -1 D2 ~ door sturdy iron~ 3 -1 1557 -1 D3 ~ ~ 0 -1 1553 -1 S #1556 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a large oaken door to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1558 -1 D2 ~ door large oaken~ 3 -1 1559 -1 D3 ~ ~ 0 -1 1555 -1 S #1557 The ampitheatre~ You are in a small ampitheatre. Rows of comfortable looking chairs circle a large podium. The echos of your footsteps seem very loud here. The only apparent exit leads north to the hallway. ~ 12 8 0 D0 ~ door sturdy iron~ 3 -1 1555 -1 S #1558 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow providing enough light to see by. A small door can be seen to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1560 -1 D2 ~ door small~ 3 -1 1561 -1 D3 ~ ~ 0 -1 1556 -1 S #1559 The training room~ You are in a large training room. It is filled with battle scared manikins , and many other devices used in the practice of fighting. ~ 12 8 0 D0 ~ door~ 3 -1 1556 -1 S #1560 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. ~ 12 8 0 D0 ~ ~ 0 -1 1562 -1 D3 ~ ~ 0 -1 1558 -1 S #1561 A dueling room~ You are in a large room used for duals arcane. The walls, ceiling and floor all bare the scars of many firey spells, but still look quite strong and hold fast. The only exit leads north to the hallway. ~ 12 8 0 D0 ~ door small~ 3 -1 1558 -1 S #1562 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A doorway can be seen to the east. ~ 12 8 0 D0 ~ ~ 0 -1 1563 -1 D1 ~ door~ 3 -1 1564 -1 D2 ~ ~ 0 -1 1560 -1 S #1563 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which privides enough light to see by. A wooden door can been seen to the east. ~ 12 8 0 D0 ~ ~ 0 -1 1566 -1 D1 ~ door wooden~ 3 -1 1565 -1 D2 ~ ~ 0 -1 1562 -1 S #1564 The spellmaster's lounge~ You are in a large comfortable looking lounge. Off duty spell teachers are here relaxing in their idle time. A large coffee machine is against the far wall. The only apparent exit leads back west to the hallway. ~ 12 8 0 D3 ~ door wooden~ 3 -1 1562 -1 S #1565 A bedroom~ You are in a large, plush bedroom. The owner is obviously someone of high standing in the magical community here. An ice mirror is on one wall, and a scrying globe sit on a stand in the middle of the room. An enormous bed can be seen floating about a meter above the floor. The only exit leads back west to the hallway. ~ 12 8 0 D3 ~ door wooden~ 3 -1 1563 -1 S #1566 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow providing enough light to see by. A glass door can be seen to the east. ~ 12 8 0 D0 ~ ~ 0 -1 1568 -1 D1 ~ door glass~ 3 -1 1567 -1 D2 ~ ~ 0 -1 1563 -1 S #1567 The study~ You are in a small, well kept study. Ancient tomes are on shelves on the walls, A huge table sits in the middle of the room, with maps weighted down upon it. The only light source here comes from an interestingly non- magical oil lamp. The only apparent exit leads back west to the hallway. ~ 12 8 0 D3 ~ door glass~ 3 -1 1566 -1 S #1568 Below the stairs~ You are at the end of a long hallway. The walls emit a faint magical glow which provides enough light to see by. A lesser guardian is here keeping silent watch on the entrance to the levels above. Stairs lead up and the hallway continutes back south. ~ 12 8 0 D2 ~ ~ 0 -1 1566 -1 D4 ~ ~ 0 -1 1569 -1 S #1569 Atop the stairway~ You are atop a stairway. The halls here look quite a bit less used than those below. Obviously access to these magic filled corridors is limmited to those of the upper eschelon of mages. The walls here emit a faint blue magical aura which provides some light. The hallway leads west from here and the stairs go down. ~ 12 8 0 D3 ~ ~ 0 -1 1570 -1 D5 ~ ~ 0 -1 1568 -1 S #1570 A hallway~ You are in a long hallway stretching east and west. The walls here emit a faint magical energy providing enough light to see by. There is a thick looking wooden door to the north. ~ 12 8 0 D0 ~ door wooden~ 3 -1 1571 -1 D1 ~ ~ 0 -1 1569 -1 D3 ~ ~ 0 -1 1572 -1 S #1571 A small office~ You are in a small office. It looks like a caligropher's study, there are quills, inkpots and parchments all about on desks and worktables. A section to the west seems to be curtained off, but the flicker of a candle can be seen through the curtain. ~ 12 8 0 D2 ~ door wooden~ 3 -1 1570 -1 D3 ~ curtain~ 3 -1 1573 -1 S #1572 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D1 ~ ~ 0 -1 1570 -1 D3 ~ ~ 0 -1 1574 -1 S #1573 The master scribe's workshop~ You are in the workshop of the tower's master scribe. Many half finished scrolls lay on the writing table in the center of the room. A giant candle flickering with soft blue flames provides the only light here. The only apparent exit is the way you came in. ~ 12 8 0 D1 ~ curtain~ 3 -1 1571 -1 S #1574 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A half closed door can be seen to the north. ~ 12 8 0 D0 A dark room can be seen through the half opened door ~ door wooden~ 3 -1 1575 -1 D1 ~ ~ 0 -1 1572 -1 D3 ~ ~ 0 -1 1576 -1 S #1575 A store room~ You are in a small dark store room. A few common items are stacked upon the shelves here, but very little looks interesting. ~ 12 9 0 D2 ~ door wooden~ 3 -1 1574 -1 S #1576 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and east from here. ~ 12 8 0 D1 ~ ~ 0 -1 1574 -1 D2 ~ ~ 0 -1 1577 -1 S #1577 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. An iron bound door can be seen to the west. ~ 12 8 0 D0 ~ ~ 0 -1 1576 -1 D2 ~ ~ 0 -1 1578 -1 D3 ~ door iron~ 3 -1 1579 -1 S #1578 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The sharp sound of metal on metal can be heard to the west. ~ 12 8 0 D0 ~ ~ 0 -1 1577 -1 D2 ~ ~ 0 -1 1580 -1 D3 ~ door iron~ 3 -1 1581 -1 S #1579 A store room~ You are in a large store room. Bins of ores, minerals and other rare materials are here along with many neatly stacked piles of precious metals. A large cabinet with sigils of warding is bolted to one wall. The ring of metal on metal can be heard to the south. ~ 12 8 0 D1 ~ door iron~ 3 -1 1577 -1 D2 ~ ~ 0 -1 1581 -1 S #1580 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1578 -1 D2 ~ ~ 0 -1 1583 -1 S #1581 A very hot room~ You are in a very hot room. Against one wall is a large forge, magical fires crackle within and heavy blue smoke pours into a vent in the cieling. A rune encrusted mithril anvil is in the center of the room, looking well used and other tools of metalurgy hang on a rack which floats about three meters in the air of its own force. ~ 12 8 0 D0 ~ ~ 1 -1 1579 -1 D1 ~ door iron~ 3 -1 1578 -1 D2 ~ door ~ 3 -1 1582 -1 D4 ~ vent~ 3 -1 1612 1612 S #1582 The master Enchanter's chamber~ You have entered the master enchanter's chamber. Upon all the walls here are racks of finely crafted weapons. A huge chest with a glowing lock is set to one side. Several unfinished looking blades rest atop a small work table. ~ 12 8 0 D0 ~ door~ 3 -1 1581 -1 S #1583 A bend in the hallway~ You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east. ~ 12 8 0 D0 ~ ~ 0 -1 1580 -1 D1 ~ ~ 0 -1 1584 -1 S #1584 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A steel door can be seen to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1585 -1 D2 ~ door steel~ 1 -1 1586 -1 D3 ~ ~ 0 -1 1583 -1 S #1585 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D1 ~ ~ 0 -1 1587 -1 D3 ~ ~ 0 -1 1584 -1 S #1586 A laboratory~ You are in a small laboratory. Many strange instruments, vials, bottles and some scrawled notes are piled about a workbench. This room is very untidy, looking almost abandoned, or used by a madman. The only apparent exits are east and north. ~ 12 8 0 D0 ~ door steel~ 1 -1 1584 -1 D1 ~ ~ 0 -1 1588 -1 S #1587 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enought light to see by. You can see a steel door to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1589 -1 D2 ~ door steel~ 1 -1 1590 -1 D3 ~ ~ 0 -1 1585 -1 S #1588 The Mad Alchemist's woorkroom~ You are in the workroom of The Mad Alchemist. Bubbling braizers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by. ~ 12 8 0 D3 ~ ~ 0 -1 1586 -1 S #1589 A bend in the hallway~ You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. ~ 12 8 0 D0 ~ ~ 0 -1 1591 -1 D3 ~ ~ 0 -1 1587 -1 S #1590 The pentagram chamber~ You are in a large room with a five pointed star etched into the floor. A crackling energy field can be seen to the south, it looks quite dangerous. ~ 12 8 0 D0 ~ door steel~ 1 -1 1587 -1 D2 The energy field crackles and glows, nothing seems to be beyond ~ ~ 0 -1 1592 -1 S #1591 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. ~ 12 8 0 D0 ~ ~ 0 -1 1593 -1 D1 ~ door bronze~ 3 -1 1594 -1 D2 ~ ~ 0 -1 1589 -1 S #1592 Inside the energy field~ You feel a stomach twisting sensation as you enter the energy field, suddenly you dont think you are where you were. You are very confused. ~ 12 8 0 D0 You cant see anything through the energy field ~ ~ 0 -1 4115 -1 D1 You cant see anything through the energy field ~ ~ 0 -1 7429 -1 D2 You cant see anything through the energy field ~ ~ 0 -1 5120 -1 D3 You cant see anything through the energy field ~ ~ 0 -1 21057 -1 D4 You cant see anything through the energy field ~ ~ 0 -1 6137 -1 D5 You cant see anything through the energy field ~ ~ 0 -1 6137 -1 S #1593 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. ~ 12 8 0 D0 ~ ~ 0 -1 1596 -1 D1 ~ door bronze~ 1 -1 1595 -1 D2 ~ ~ 0 -1 1591 -1 S #1594 An empty room~ You are in an empty room. It is both quiet and comfortable here, it looks like a safe place to rest. ~ 12 12 0 D3 ~ door bronze~ 3 -1 1591 -1 S #1595 The charm master's chamber~ You are in the chambers of the tower's master of charm. Some straw and dirt litters the floor here, it looks to have been recently used by wild animals. Strange sounds can be heard through the bars to the north. ~ 12 8 0 D0 ~ cage bars~ 1 -1 1597 -1 D3 ~ door bronz~ 1 -1 1593 -1 S #1596 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1598 -1 D2 ~ ~ 0 -1 1593 -1 S #1597 The animal pens~ You are in the animal pens. Many caged animals are here looking unhappy. Obviously they are destined to be enslaved, or used in some cruel magical experimentation. ~ 12 8 0 D2 ~ cage bars~ 1 -1 1595 -1 S #1598 The end of the hallway~ You are at the end of a long north-south hallway. The walls emit a faint magical glow which provies enough light to see by. Stairs here lead up to the next level, and the hallway continues south. ~ 12 8 0 D2 ~ ~ 0 -1 1596 -1 D4 ~ ~ 0 -1 1599 -1 S #1599 Atop the stairway~ You are atop the stairway to the upper levels of the high tower. The walls emit a faint magical glow which provides enough light to see by. A hallway leads west from here, and the stairs lead down. ~ 12 8 0 D3 ~ ~ 0 -1 1600 -1 D5 ~ ~ 0 -1 1598 -1 S #1600 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. ~ 12 8 0 D0 ~ door silver~ 3 -1 1601 -1 D1 ~ ~ 0 -1 1599 -1 D3 ~ ~ 0 -1 1604 -1 S #1601 A store room~ You are in a large store room. Raw materials are neatly bundled and piled here and here. Many freshly cut staves rods and wands of different sizes are here. You can see a silver door to the west. ~ 12 8 0 D2 ~ door silver~ 3 -1 1600 -1 D3 ~ door silver~ 3 -1 1602 -1 S #1602 The master spellbinder's chamber~ You are in the chambers of the master spell binder. Unlike other work shops of similar nature, this one is without furnishings or tools. The spell binder obviously needs none for the working of his art. A silver door can be seen to the west. ~ 12 8 0 D1 ~ door silver~ 3 -1 1601 -1 D3 ~ door silver~ 3 -1 1603 -1 S #1603 The spellbinder's cache~ You have discovered the cache of the master spell binder. There are three very large silver chased cabinets here, other than that, the room is bare. A silver door can be seen to the south. ~ 12 8 0 D1 ~ door silver~ 3 -1 1602 -1 D2 ~ door silver~ 3 -1 1605 -1 S #1604 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D1 ~ ~ 0 -1 1600 -1 D3 ~ ~ 0 -1 1605 -1 S #1605 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. ~ 12 8 0 D0 ~ door silver~ 3 -1 1603 -1 D1 ~ ~ 0 -1 1604 -1 D3 ~ ~ 0 -1 1606 -1 S #1606 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and south. ~ 12 8 0 D1 ~ ~ 0 -1 1605 -1 D2 ~ ~ 0 -1 1607 -1 S #1607 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1606 -1 D2 ~ ~ 0 -1 1608 -1 S #1608 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A rusty old door can be seen to the west. ~ 12 8 0 D0 ~ ~ 0 -1 1607 -1 D2 ~ ~ 0 -1 1613 -1 D3 ~ door rusty~ 3 -1 1609 -1 S #1609 The golem master's workshop~ You are in the golem master's workshop. A few unfinished looking humanoid forms of different make are here, some moving some not. The animated forms lunge to attack you. ~ 12 8 0 D0 ~ ~ 0 -1 1610 -1 D1 ~ door rusty~ 3 -1 1608 -1 D2 ~ ~ 0 -1 1611 -1 D5 ~ trapdoor~ 3 -1 1612 -1 S #1610 A store room~ You are in a small store room. Large chunks of clay, stone, wood and many other raw materials are here. ~ 12 8 0 D2 ~ ~ 0 -1 1609 -1 S #1611 The golem chamber~ You are in the golem chamber. Golems made of every immaginable material are here, ranging in size from a handspan to nearly the cieling. They all seem to be sleeping. ~ 12 8 0 D0 ~ ~ 0 -1 1609 -1 S #1612 It is very dark here...~ It is very dark here... ~ 12 9 0 D4 ~ trapdoor~ 3 -1 1609 -1 D5 ~ vent~ 3 -1 1581 -1 S #1613 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1608 -1 D2 ~ ~ 0 -1 1614 -1 S #1614 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east from here. ~ 12 8 0 D0 ~ ~ 0 -1 1613 -1 D1 ~ ~ 0 -1 1615 -1 S #1615 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D1 ~ ~ 0 -1 1616 -1 D3 ~ ~ 0 -1 1614 -1 S #1616 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provies enough light to see by. An emerald door can be seen to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1619 -1 D2 ~ door emerald~ 3 -1 1617 -1 D3 ~ ~ 0 -1 1615 -1 S #1617 The master of illusion's chamber~ You are in the chamber of the master of illusions. The walls here are every changing in color and texture, as if they were reforming before your very eyes. Many splenderous treasures lie all around in heaps and piles, or at least they seem to be treasures... ~ 12 8 0 D0 ~ door emerald~ 3 -1 1616 -1 D3 ~ ~ 0 -1 1618 -1 S #1618 A bedroom~ You are in the bedroom of the master of illusions. Strange looking items and artifacts float here and there in the air. The ripples of strong magic can be felt everywhere. The room seems much larger than it looks... ~ 12 8 0 D1 ~ ~ 0 -1 1617 -1 S #1619 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A glass door can be seen to the south. ~ 12 8 0 D1 ~ ~ 0 -1 1621 -1 D2 ~ door glass~ 3 -1 1620 -1 D3 ~ ~ 0 -1 1616 -1 S #1620 The meditation chamber~ You are in a meditation chamber. It is very silent here, in fact you can not even hear your own footsteps. You feel very peaceful. ~ 12 524 0 D0 ~ door glass~ 3 -1 1619 -1 S #1621 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west from here. ~ 12 8 0 D0 ~ ~ 0 -1 1622 -1 D3 ~ ~ 0 -1 1619 -1 S #1622 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A blackened door can be seen to the east. ~ 12 8 0 D0 ~ ~ 0 -1 1626 -1 D1 ~ door black~ 3 -1 1623 -1 D2 ~ ~ 0 -1 1621 -1 S #1623 A dark room~ You are in a large dark room. The air here seems quite stale, and a sense of extreme dread comes over you. The stench of rotten flesh seems to be wafting in from the open doorway to the north. ~ 12 9 0 D0 ~ ~ 0 -1 1624 -1 D3 ~ door black~ 3 -1 1622 -1 S #1624 A dark room~ You are in a large dark room. The stench here makes you gag and wretch. There are body parts and half rotted corpses strewn about with complete abandon. Several operating tables with still forms that resemble nothing you've ever seen alive are here. Tortured screams can be heard from the north. ~ 12 9 0 D0 Upon gazing northwards, you are filled with deep dread ~ ~ 0 -1 1625 -1 D2 ~ ~ 0 -1 1623 -1 S #1625 The Necromancer's Lair~ You are in the lair of the evil Necromancer. Undead minions of all types, human and otherwise stand here waiting to do their master's bidding. Some glowing arcane sigils have been etched into walls and floor, no doubt to protect the evil master from his own ungodly creations. ~ 12 9 0 D2 ~ ~ 0 -1 1624 -1 S #1626 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1627 -1 D2 ~ ~ 0 -1 1622 -1 S #1627 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 12 8 0 D0 ~ ~ 0 -1 1628 -1 D2 ~ ~ 0 -1 1626 -1 S #1628 The end of the hallway~ You are at the end of a long hallway. The walls here glow with a faint magical energy which provides plenty of light. Stairs lead up to the next level here and the hallway continues south. ~ 12 8 0 D2 ~ ~ 0 -1 1627 -1 D4 ~ ~ 0 -1 1629 -1 S #1629 A corridor~ You are at the east end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor it self were alive. ~ 12 8 0 D3 ~ ~ 0 -1 1630 -1 D5 ~ ~ 0 -1 1628 -1 S #1630 A corridor~ You are in a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 12 8 0 D1 ~ ~ 0 -1 1629 -1 D3 ~ ~ 0 -1 1631 -1 S #1631 A bend in the corridor~ You are at a bend in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 12 8 0 D1 ~ ~ 0 -1 1630 -1 D2 ~ ~ 0 -1 1632 -1 S #1632 A corridor~ You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 12 8 0 D0 ~ ~ 0 -1 1631 -1 D2 ~ ~ 0 -1 1633 -1 S #1633 An intersection~ You are at an intersection in the corridor. The obsidian walled halls lead off in every direction from here, pulsing with the power of their ancient runes. ~ 12 8 0 D0 ~ ~ 0 -1 1632 -1 D1 ~ ~ 0 -1 1634 -1 D2 ~ ~ 0 -1 1646 -1 D3 ~ ~ 0 -1 1636 -1 S #1634 A corridor~ You are at the end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. A darkened door is to the east. Tendrils of mist cling to the floor here, they seem to be seeping from under the door. ~ 12 8 0 D1 ~ door black~ 3 1 1635 -1 D3 ~ ~ 0 -1 1633 -1 S #1635 The scrying chamber~ You are in the scying chamber of the high tower of sorcerery. It is here that arcane rituals are performed to enable those of the art to look in upon denizons throughout the world and spy out their darkest secrets. A huge black cauldrin is in the center of the room, bubbling and gurgling, it pours forth a constant stream of smokey fog into the air about you. Here and there on stands of different sizes are crystal balls and oddly shaped mirrors. ~ 12 9 0 D3 ~ door black~ 3 -1 1634 -1 S #1636 A corridor~ You have reached an end in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. The sound of snoring can barely be heard through the door to the west. ~ 12 8 0 D1 ~ ~ 0 -1 1633 -1 D3 ~ door wooden~ 1 -1 1637 -1 S #1637 The entrance to the library~ You are in the entrance to the great library of magic. A giant desk is here, covered with books parchments and scrolls. Long shelves loaded with row upon row of books stretch out in every direction as far as the eye can see. ~ 12 8 0 D0 ~ ~ 0 -1 1639 -1 D1 ~ ~ 0 -1 1636 -1 D2 All you can see are books ~ ~ 0 -1 1640 -1 D3 All you can see are books ~ ~ 0 -1 1638 -1 S #1638 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 12 8 0 D0 ~ ~ 0 -1 1641 -1 D1 ~ ~ 0 -1 1637 -1 D2 ~ ~ 0 -1 1642 -1 D3 ~ ~ 0 -1 1643 -1 S #1639 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 12 8 0 D0 ~ ~ 0 -1 1640 -1 D1 ~ ~ 0 -1 1642 -1 D2 ~ ~ 0 -1 1637 -1 D3 ~ ~ 0 -1 1641 -1 S #1640 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 12 8 0 D0 ~ ~ 0 -1 1637 -1 D1 ~ ~ 0 -1 1641 -1 D2 ~ ~ 0 -1 1639 -1 D3 ~ ~ 0 -1 1642 -1 S #1641 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 12 8 0 D0 ~ ~ 0 -1 1642 -1 D1 ~ ~ 0 -1 1639 -1 D2 ~ ~ 0 -1 1638 -1 D3 ~ ~ 0 -1 1640 -1 S #1642 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 12 8 0 D0 ~ ~ 0 -1 1638 -1 D1 ~ ~ 0 -1 1640 -1 D2 ~ ~ 0 -1 1641 -1 D3 ~ ~ 0 -1 1639 -1 S #1643 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 12 8 0 D1 ~ ~ 0 -1 1638 -1 D3 ~ ~ 0 -1 1644 -1 S #1644 Between the shelves~ You are in the great library of magic. The shelves seem uncomfortably close here, you can barely manuver between them. The musty smell is still strong, and the elusive books still hover just out of reach. A faint flicker of light can barely be made out to the north. ~ 12 8 0 D0 ~ ~ 0 -1 1645 -1 D1 ~ ~ 0 -1 1643 -1 S #1645 The reading room~ You are in a small room completely devoid of furnishings. The only thing here is an enormous tome, lying face open on the floor. The great book looks both heavy and ancient. Its jewel encrusted bindings are well worn as the bark of a tree. Spidery writings seem to crawls across the pages, totally uncomprehensible to your mortal eye. Something seems to be wedged between the pages. ~ 12 8 0 D2 ~ ~ 0 -1 1644 -1 S #1646 A corridor~ You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 12 8 0 D0 ~ ~ 0 -1 1633 -1 D2 ~ ~ 0 -1 1647 -1 S #1647 The end of the corridor~ You are at the end of a long corridor. The obsidian walls come to an abrupt halt at the edge of a golden archway here. The hum of power is so strong it nearly numbs your body. The archway lies before you, glowing and pulsing with energy. ~ 12 8 0 D0 ~ ~ 0 -1 1646 -1 D2 ~ ~ 0 -1 1648 -1 S #1648 The arched entrance~ You feel a slight tingle as you pass through the archway, as if the living magical energies here had infused your body, found it wanting and left. The intense glow from the arch above you is almost blinding. Through the light you can barely makeout a stairway leading up. ~ 12 8 0 D0 ~ ~ 0 -1 1647 -1 D4 ~ ~ 0 -1 1649 -1 S #1649 The landing~ You are on a small landing in the middle of a long stairway leading up. Your senses seem dulled here, no sound or smell can be detected at all, and the only thing you can see in any direction is endless stairway. ~ 12 8 0 D4 ~ ~ 0 -1 1650 -1 D5 ~ ~ 0 -1 1648 -1 S #1650 An intersection~ You are at an intersection of several hallways. You feel as if strange mystical forces are pushing and pulling at each other from all around you. The sensation of being trapped, in the middle is almost tangible in the air here. A grey tiled hallway leads south, black tiled east, white tiled west, and a multi-colored hallway swirling with patterns that remain just barely unrecognizeable is to the north. ~ 12 8 0 D0 ~ ~ 0 -1 1673 -1 D1 ~ ~ 0 -1 1658 -1 D2 ~ ~ 0 -1 1651 -1 D3 ~ ~ 0 -1 1665 -1 D5 ~ ~ 0 -1 1649 -1 S #1651 A grey tiled hallway~ You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there sheding a warm light, and showing the way. A feeling of peace and balance comes over you. ~ 12 8 0 D0 ~ ~ 0 -1 1650 -1 D2 ~ ~ 0 -1 1652 -1 S #1652 A grey tiled hallway~ You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. Large grey metal double doors can be seen to the south. ~ 12 8 0 D0 ~ ~ 0 -1 1651 -1 D2 ~ door grey~ 3 -1 1653 -1 S #1653 The antechamber~ You are in the antechamber of the master magician of the grey light. A feeling of strong magic floats in the air about you, almost as if you could taste the power held within these walls. Once your eyes adjust to the semi-light, you can make out a larger room to the south. ~ 12 8 0 D0 ~ door grey~ 3 -1 1652 -1 D2 ~ ~ 0 -1 1654 -1 S #1654 The main chamber~ A feeling of tranquility comes over you as you enter the main chamber of neutrality. Some artifacts are hung on the walls here, or set on stands. The room in general looks both comfortable and official. Probably where the master of neutrality holds audience. ~ 12 8 0 D0 ~ ~ 0 -1 1653 -1 D1 ~ ~ 0 -1 1656 -1 D2 ~ ~ 0 -1 1657 -1 D3 ~ ~ 0 -1 1655 -1 S #1655 The study~ You are in a large study. Shelves filled with many books or arcane knowledge are on every wall. A large oaken desk is in the center, with many parchments and scrolls on it. The most notable thing in the room is a small set of scales, which floats about eye level. In perfect balance, the scales are no doubt a sign of the master's neutrality. ~ 12 8 0 D1 ~ ~ 0 -1 1654 -1 S #1656 A closet~ You are in a small closet. It is filled with many cloaks, and some other apparel. ~ 12 9 0 D3 ~ ~ 0 -1 1654 -1 S #1657 A bedroom~ You are in the bedroom of the master magician of neutrality. Curtained windows can be seen on the south wall. A large comfortable looking bed takes up most of the room. ~ 12 8 0 D0 ~ ~ 0 -1 1654 -1 S #1658 A dark hallway~ You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. ~ 12 9 0 D1 ~ ~ 0 -1 1659 -1 D3 ~ ~ 0 -1 1650 -1 S #1659 A dark hallway~ You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. ~ 12 9 0 D1 ~ ~ 0 -1 1660 -1 D3 ~ ~ 0 -1 1658 -1 S #1660 The end of the hallway~ You are at the end of a long dark hallway. The darkness here is almost tangable in its thickness. A deep sense of fear and loathing comes over you. A pair of obsidian doors can be seen to the east. ~ 12 9 0 D1 ~ door obsidian~ 3 -1 1661 -1 D3 ~ ~ 0 -1 1659 -1 S #1661 The chamber of darkness~ You are in a vast chamber. The walls fade into darkness, leaving you with a very vague idea of the actual size of the room. Swirling here and there in the dark, are patches of pure black which seem to suck in your light and leave it that much darker here. ~ 12 9 0 D0 ~ ~ 0 -1 1662 -1 D1 ~ ~ 0 -1 1664 -1 D2 ~ ~ 0 -1 1663 -1 D3 ~ door obsidian~ 3 -1 1660 -1 S #1662 It is very dark here...~ It is very dark here... ~ 12 9 0 D2 ~ ~ 0 -1 1661 -1 S #1663 Torture chamber~ You are in an ill lit chamber. Intruments of torture hang from a rack on the wall, they seem to quiver with anticipation of a victim as if they had a mind of their own. An operating table is here, though it is bare. An extreme feeling of evil permeates the entire area. ~ 12 9 0 D0 ~ ~ 0 -1 1661 -1 S #1664 The inner chamber~ You are in a small dark chamber. Upon the walls are glowing sigils of dark power, scrawled and traced in an evil language no longer known to most of this plane of existance. There is an obsidian altar here which seem to glow, but does not shed any light, in fact it seems to be taking light in. ~ 12 9 0 D3 ~ ~ 0 -1 1661 -1 S #1665 A bright hallway~ You are in a long well lit hallway leading east and west. The walls here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. ~ 12 8 0 D1 ~ ~ 0 -1 1650 -1 D3 ~ ~ 0 -1 1666 -1 S #1666 A bright hallway~ You are in a long well lit hallway leading east and west. The walls here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. A huge set of double doors in finely worked ivory can be seen to the west. ~ 12 8 0 D1 ~ ~ 0 -1 1665 -1 D3 ~ door ivory~ 3 -1 1667 -1 S #1667 An antechamber~ You are in a small antechamber. It is well lit here, though the source of light cannot be seen. It is almost as if the room itself exudes a warm glow of goodness. A larger chamber can be seen to the west, but you do not feel worthy to pass into it. ~ 12 8 0 D1 ~ door ivory~ 3 -1 1666 -1 D3 ~ ~ 0 -1 1669 -1 S #1669 The chamber of the white light~ You are in a vast chamber, its walls floor and ceiling are of an unknown metalic material, the brightest white, almost blindingly stark. A flickering flame is in the center of the room, seeming to feed off of darkness and cleansing the room of any evil. You feel a slight tug at your being as the flame flickers towards you. ~ 12 0 0 D0 ~ ~ 0 -1 1670 -1 D1 ~ ~ 0 -1 1667 -1 D2 ~ ~ 0 -1 1671 -1 D3 ~ ~ 0 -1 1672 -1 S #1670 The meditation chamber~ You are in a small meditation chamber. White silk cushions are everywhere, looking very comfortable. You get an easy peaceful feeling of relaxation here, almost making you want to lie down and fall asleep. ~ 12 8 0 D2 ~ ~ 0 -1 1669 -1 S #1671 A study~ You are in a spacious study. It is extremely tidy here, to an almost antisceptic nature. One would wonder how anyone could study without a mess all around them, the master of this chamber obviously can. ~ 12 8 0 D0 ~ ~ 0 -1 1669 -1 S #1672 A closet~ You are in a small closet. Cloaks and vests hang from hooks in the wall, and a few old boots are all that can be seen here. Rather featureless. ~ 12 9 0 D1 ~ ~ 0 -1 1669 -1 S #1673 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge grey metal door blocks the way north, it looks quite sturdy. ~ 12 8 0 D0 ~ door metal grey~ 33 1673 1674 -1 D2 ~ ~ 0 -1 1650 -1 S #1674 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge black obsidian door blocks the way north, it looks quite sturdy. ~ 12 8 0 D0 ~ door obsidian black~ 33 1674 1675 -1 D2 ~ door metal grey~ 33 1673 1673 -1 S #1675 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge white ivory door blocks the way north, it looks quite sturdy. ~ 12 8 0 D0 ~ door ivory white~ 33 1675 1676 -1 D2 ~ door obsidian black~ 33 1674 1674 -1 S #1676 The entranceway~ You are at the entrance to the audience chamber of the grand master of magic. Beautiful tapestries displaying the ancient masters of lore are on the walls, and the floor is covered with a plush multicolored carpet, which seems to rustle and move at the touch of your boots. ~ 12 8 0 D0 ~ ~ 0 -1 1677 -1 D2 ~ door white ivory~ 33 1675 1675 -1 S #1677 The audience chamber~ You are in a large chamber. Small bolts of energy leap from wall to wall, crackling with power. The floor is a swirl of indeterminable colors and paterns ever changing. Bright bursts of color seem to explode into the air and fade again at random times. All this splender plays about and draws attention to a large throne in the center of the room, it seems to be cut from a single enormous emerald. ~ 12 8 0 D0 ~ ~ 0 -1 1680 -1 D1 ~ ~ 0 -1 1678 -1 D2 ~ ~ 0 -1 1676 -1 D3 ~ ~ 0 -1 1679 -1 E throne~ The giant emerald is flawless, and must be incredibly valuable. ~ S #1678 A dressing room~ You are in a plush dressing room. Fine garments of many styles and some outlandish colors hang from a rack suspended in mid air at eye level. The only other interesting feature in the room is a large silver mirror on a finely crafted gold stand. ~ 12 8 0 D3 ~ ~ 0 -1 1677 -1 S #1679 The library~ You are in a small cozy looking library. A few well made books sit atop shelves which span every wall. A large oaken writing table is in the center of the room with odd papers and parchments on it. The illumination here, to your supprise is a quite un-magical oil lamp. ~ 12 8 0 D1 ~ ~ 0 -1 1677 -1 S #1680 The altar~ You are in a small chapel designed around a beautifully crafted golden altar. Many icons to lesser dieties line the room, but it is obvious by one glance at the symbols on the altar, that this room was designed for the worship of Mystra, the goddess of magic. ~ 12 8 0 D1 ~ door concealed east~ 3 -1 1681 -1 D2 ~ ~ 0 -1 1677 -1 D3 ~ door secret west~ 3 -1 1682 -1 S #1681 The treasury~ You are in a small chamber, the stale air here is testiment to the fact that it has gone undisturbed for many years. ~ 12 8 0 D3 ~ door secret~ 3 -1 1680 -1 S #1682 A passage~ You are in a small dark passage, which would be unremarkable if not for the fact that it ends in a blindling blue light to the west. On hooks set into the wall here there hangs several travel worthy cloaks, and a small leather backpack. It looks as if someone has prepared this room to be used in the event speedy evacuation. ~ 12 9 0 D3 ~ ~ 0 -1 1683 -1 S #1683 In the light~ You seem to be floating in a magical energy field, though you cannot see the source of the energy, you can feel its power pushing at you from all sides, completely negating the effects of gravity. An imperfection in the uniform blue can be seen overhead, it might be an exit. ~ 12 8 0 D4 ~ ~ 0 -1 3001 -1 S #1699 Skylar's Hideout~ You are in a small, very messy room. An unmade bed is against one wall, and books and papers cover every available flat surface. Empty beer cans lie here and there, discarded with total abandon. A few overfull ashtrays can be seen on a desk. ~ 12 524 0 D5 You can see mortals pitifully begging for help below ~ grate~ 3 -1 3001 -1 S #1700 Path through the Forest~ A rather boring path really... It's hard to make out, but it seems that the trail leads off towards the monastary. ~ 13 0 3 D0 ~ ~ 0 0 1701 -1 D2 ~ ~ 0 0 1127 -1 S #1701 A Forest Path~ The trail goes deeper into the forest, but you can make out the outline of the Monk's Monastary further down the path. ~ 13 0 3 D0 ~ ~ 0 0 1702 -1 D2 ~ ~ 0 0 1700 -1 S #1702 Further Down the Path~ You can now definitely make out the Monk's Monastary since you are almost outside the entranceway now. ~ 13 0 3 D0 ~ ~ 0 0 1703 -1 D2 ~ ~ 0 0 1701 -1 S #1703 Outside the Monastary~ This has got to be a religious building from all the chanting and humming that you hear coming from within. You think you can hear some sounds of unarmed battle coming from towards the back which is straight ahead. ~ 13 0 3 D1 ~ ~ 0 0 1704 -1 D2 ~ ~ 0 -1 1702 -1 S #1704 Entranceway to the Monastary~ To the East, a hallway leads into the rest of the monastary and the Practice Grounds in the back. From the South you hear some chanting and the low hum of monks in prayer. ~ 13 8 0 D1 ~ ~ 0 0 1705 -1 D2 Looking south, you see the sanctum of the monastary where the monks come to pray and meditate. In fact, there are a few there now creating all of that wonderful chanting and humming! ~ ~ 0 0 1724 -1 D3 You can see outside the monastary ~ ~ 0 -1 1703 -1 S #1705 Western End of Main Hallway~ The hallway continues East towards the training grounds though a smaller hallway is to the North. You see a Dining Hall to the South of here. ~ 13 8 0 D0 ~ ~ 0 0 1708 -1 D1 ~ ~ 0 0 1706 -1 D2 ~ ~ 0 0 1726 -1 D3 ~ ~ 0 0 1704 -1 S #1706 Middle of the Main Hallway~ The main hallway continues to the East towards the Training Grounds and to the West towards the Monastary's Entrance. ~ 13 8 0 D1 ~ ~ 0 0 1707 -1 D3 ~ ~ 0 0 1705 -1 S #1707 Eastern End of Main Hallway~ This East-West hallway goes East towards the Training Grounds and West towards the Monastary Entrance. You hear the sounds of unarmed combat to the East and hear some faint humming coming back from the West. ~ 13 8 0 D1 ~ ~ 0 0 1725 -1 D3 ~ ~ 0 0 1706 -1 S #1708 Outside the Library~ You are in a small hallway outside of the Library which is to the West. To the South is the Main Hallway, to the North is a monk's cell, and the small corridor to the East is lined with monk cells on both sides. ~ 13 8 0 D0 ~ curtain north n~ 1 0 1713 -1 D1 ~ ~ 0 0 1709 -1 D2 ~ ~ 0 0 1705 -1 D3 ~ ~ 0 0 1721 -1 S #1709 A Small Hallway~ This smallish hallway runs East-West and is lined with monk cells on both sides. The cells each have a heavy curtain to provide the monks with a little bit of privacy when they are in their rooms. ~ 13 8 0 D0 ~ curtain north n~ 1 0 1714 -1 D1 ~ ~ 0 0 1710 -1 D2 ~ curtain south s~ 1 0 1717 -1 D3 ~ ~ 0 0 1708 -1 S #1710 A Small Hallway~ This smallish hallway runs East-West and is lined with monk cells on both sides. The cells each have a heavy curtain to provide the monks with a little bit of privacy when they are in their rooms. ~ 13 8 0 D0 ~ curtain north n~ 1 0 1715 -1 D1 ~ ~ 0 0 1711 -1 D2 ~ curtain south s~ 1 0 1718 -1 D3 ~ ~ 0 0 1709 -1 S #1711 Turn in the Small Hallway~ The small hallway turns West down the corridor and South towards the Training Grounds. Monk cells are to the North and East; and you faintly hear to sounds of unarmed combat towards the South. ~ 13 8 0 D0 ~ curtain north n~ 1 0 1716 -1 D1 ~ curtain east e~ 1 0 1719 -1 D2 ~ ~ 0 0 1712 -1 D3 ~ ~ 0 0 1710 -1 S #1712 End of a Small Hallway~ A curtain covers the entrance to a monk's cell to the East of here, a small corridor goes North to some more monk cells, and to the South is the Entrance to the Training Grounds. ~ 13 8 0 D0 ~ ~ 0 0 1711 -1 D1 ~ curtain east e~ 1 0 1720 -1 D2 ~ ~ 0 0 1725 -1 S #1713 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D2 ~ curtain south s~ 1 0 1708 -1 S #1714 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D2 ~ curtain south s~ 1 0 1709 -1 S #1715 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D2 ~ curtain south s~ 1 0 1710 -1 S #1716 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D2 ~ curtain south s~ 1 0 1711 -1 S #1717 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece or furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D0 ~ curtain north n~ 1 0 1709 -1 S #1718 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D0 ~ curtain north n~ 1 0 1710 -1 S #1719 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D3 ~ curtain west w~ 1 0 1711 -1 S #1720 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 13 8 0 D3 ~ curtain west w~ 1 0 1712 -1 S #1721 Working Section of Library~ This Library is either very well stocked or these busy monks have been copying a few texts and scrolls very industriously! Bookshelves are to the North and South and the only exit is to the East. Several tables and chairs are about this section and a desk in on the far wall. ~ 13 8 0 D0 ~ ~ 0 0 1722 -1 D1 ~ ~ 0 0 1708 -1 D2 ~ ~ 0 0 1723 -1 E table tables~ The tables are stained with ink and covered with some blank paper. You decide that the paper would be far to heavy if you were to take any for sale back in town. (Besides, do you really want to make the monks upset?) ~ E book shelf shelves bookshelves bookshelf~ Though you can obviously tell the shelves are quite full, you would have to actually go into the section to tell what was on them. ~ S #1722 Northern Bookshelves~ The bookshelves are filled with various scrolls, texts, manuals, tomes, books, and other groupings of literature. You would have to examine the various shelves individually to see if there was anything of interest. ~ 13 8 0 D2 ~ ~ 0 0 1721 -1 S #1723 Southern Bookshelves~ The bookshelves are filled with various scrolls, texts, manuals, tomes, books and other groupings of literature. You would have to examine the various shelves individually to see it there was anything of interest. ~ 13 8 0 D0 ~ ~ 0 0 1721 -1 S #1724 Sanctum of the Monastary~ The monks gather here to pray to the gods at various times of the day, though at any given time there is almost gauranteed to be a few monks here chanting, praying, or humming. The Monastary Entrance is to the North and to the East seems to be the Dining Hall were the monks eat. ~ 13 8 0 D0 ~ ~ 0 0 1704 -1 D1 ~ ~ 0 0 1726 -1 S #1725 Entrance to the Training Grounds~ You see and hear unarmed combat between monks going on behind the Master though you get the impression that you couldn't get by him unless he thought you were worthy of testing yourself. You see several large and imformative SIGNS hanging on the wall. ~ 13 8 0 D0 ~ ~ 0 0 1712 -1 D1 ~ ~ 0 -1 550 -1 D3 ~ ~ 0 0 1707 -1 E sign signs~ You see three signs to look at: DAMAGE, ATTACKS, and SKILLS. You feel the urge to look at them to find out some of the mysteries of the monk class. ~ E combat~ You do not see that here. ~ E damage~ Level Damage Level Damage Level Damage Level Damage 1- 3 1d3 15-19 2d4 30-34 4d4 42-44 6d4 4- 5 1d4 20-21 3d3 35-36 4d5 45-49 6d5 6-11 1d6 22-26 3d4 37-41 5d4 50 8d4 12-14 2d3 27-29 4d3 ~ E attacks~ The formula used for the number of attacks that an unarmed monk will get per round will be: (level-1)/16 +1 --The fractional portion will provide the probability of getting an extra attack each round. (ie. if you were VERY lucky, a 2nd level monk could get 2 attacks every round, but probably won't) [a few samples: Level--#Att] 1--1.00 5--1.25 9--1.50 13--1.75 17--2.00 21--2.25 25--2.50 29--2.75 33--3.00 37--3.25 41--3.50 45--3.75 49--4.00 ~ E skills~ At the time of this area's creation, monk skills had not yet been decided or defined on effects. As soon as it is possible, this will be altered to reflect the new information. Father ~ S #1726 Dining Hall~ A long Table fills the room and you get the impression that it probably could seat the entire monastary at one time. Not that they would probably all eat at the same time since someone always seems to be training or praying. ~ 13 8 0 D0 ~ ~ 0 0 1705 -1 D1 ~ ~ 0 0 1727 -1 D3 ~ ~ 0 0 1724 -1 S #1727 The Kitchen~ The cook prepares most of the monastary's food here despite the odd hours that certain monks keep. You see various cooking utensils, a firepit, and a trapdoor that leads down to the Cellar. You also notice a sign on the trapdoor that catches you eye. ~ 13 0 0 D3 ~ ~ 0 0 1726 -1 D5 ~ trapdoor door trap cellar~ 1 0 1728 -1 E sign~ BOLD ADVENTURERS!! Recently, it seems that some nasty little monsters made a hole in our wall dowstairs in the Cellar. We soundly trashed them and none of them have enough courage to enter the Cellar again, however, the Monastary would appreciate it if you would help us keep their numbers down and fear in their hearts. Though the Monastary could easily purge the menace, we just don't feel like taking the time away from our prayers and training to do this. Any assistance you provide would be appreciated and you may keep anything you find down there as a reward for your help. ~ S #1728 Cellar Under the Monastary~ There is a Hole in the South wall that seems to lead to a tunnel. The Cellar is lit up with some magical lights but the tunnel seems to be lit by some sort of green light. The only other exit is through the trapdoor up to the Kitchen. ~ 13 12 0 D2 ~ ~ 0 0 1729 -1 D4 ~ trapdoor door trap kitchen~ 1 0 1727 -1 S #1729 At the Hole in the Wall~ Apparently, someone or something made this hole in the wall into the Monastary. Unfortunately, they didn't think things through and they were completely stomped by the monks. The tunnel seems to be lit by some sort of luminescent fungi with an erie green glow. ~ 13 8 0 D0 ~ ~ 0 0 1728 -1 D2 ~ ~ 0 0 1730 -1 S #1730 Green Glowing Intersection~ This part of the tunnel is brightly lit by some sort of green, glowing fungi. The tunnel goes to the North, East, and South. ~ 13 8 0 D0 ~ ~ 0 0 1729 -1 D1 ~ ~ 0 0 1731 -1 D2 ~ ~ 0 0 1739 -1 S #1731 Green Glowing Tunnel~ This tunnel is also brightly lit by the same green, glowing fungi that is fairly prevalent in the chamber to the East. ~ 13 8 0 D1 ~ ~ 0 0 1732 -1 D3 ~ ~ 0 0 1730 -1 S #1732 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 13 8 0 D0 ~ ~ 0 0 1733 -1 D1 ~ ~ 0 0 1735 -1 D3 ~ ~ 0 0 1731 -1 S #1733 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 13 8 0 D1 ~ ~ 0 0 1734 -1 D2 ~ ~ 0 0 1732 -1 S #1734 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 13 8 0 D2 ~ ~ 0 0 1735 -1 D3 ~ ~ 0 0 1733 -1 S #1735 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 13 8 0 D0 ~ ~ 0 0 1734 -1 D2 ~ ~ 0 0 1736 -1 D3 ~ ~ 0 0 1732 -1 S #1736 Glowing Green Passage~ This passage is as brightly lit as the Glowing Chamber to the North of here. The light seems to be coming from a strange, green fungus that covers the walls and ceiling of the passage. ~ 13 8 0 D0 ~ ~ 0 0 1735 -1 D2 ~ ~ 0 0 1737 -1 S #1737 A Strangely Lit Passage~ This passage is illuminated in the most unusual color because there seems to be a bright, Green glow coming from the North and a not-quite as bright Red glow coming from the West. There seems to be a small passage going to the East of here. ~ 13 8 0 D0 ~ ~ 0 0 1736 -1 D1 ~ ~ 0 0 1749 -1 D3 ~ ~ 0 0 1738 -1 S #1738 Red Glowing Passage~ This passage is fairly well lit by what seems to be some sort of strange fungus. This paticular strain of fungi emits a bright Red glow. You can see a chamber to the South that seems to be covered in this fungus. ~ 13 8 0 D1 ~ ~ 0 0 1737 -1 D2 ~ ~ 0 0 1747 -1 S #1739 A Dimly Lit Intersection~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 13 8 0 D0 ~ ~ 0 0 1730 -1 D2 ~ ~ 0 0 1744 -1 D3 ~ ~ 0 0 1740 -1 S #1740 A Dark Tunnel~ A rather boring tunnel really that leads East and West. To the East, you notice that there is some strangely colored light while to the West is nothing but blackness. ~ 13 9 0 D1 ~ ~ 0 0 1739 -1 D3 ~ ~ 0 0 1741 -1 S #1741 Edge of a Deep, Dark Pit~ The tunnel ends abruptly at the steep side of a Deep, Dark Pit. You think to yourself, "This has GOT to be where all of the monsters are coming from!" ~ 13 9 0 D1 ~ ~ 0 0 1740 -1 D5 Looking down, you feel that you should probably go down there and see if you can clear out the monster infestation.... then again, maybe someone else will do it for the monastary. ~ ~ 0 0 1742 -1 S #1742 You change you mind and go back!~ As you start down, you hear some strange growls and snorts from below and you suddenly think, "What if there is something down there that is MUCH tougher than the things that are up here? What if the things up here are actually trying to get away from something down there?" You suddenly remember that you were supposed to be somewhere (well, anywhere besides here would do nicely) and decide to go back. ~ 13 9 -1 10 1741 1 0 D4 ~ ~ 0 0 1741 -1 S #1743 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 13 8 0 D0 ~ ~ 0 0 1746 -1 D1 ~ ~ 0 0 1748 -1 S #1744 A Glowing Red Tunnel~ This tunnel would be a rather unremarkable North-East tunnel if it wasn't for the very unusual fungus growing all over the ceiling and walls. This fungus emits a bright Red glow that enables you to see quite well. ~ 13 8 0 D0 ~ ~ 0 0 1739 -1 D1 ~ ~ 0 0 1745 -1 S #1745 Bend in the Red Glowing Tunnel~ The tunnel bends to the West and South here. As before, the walls and ceilings of the tunnel are covered with an unusual fungus that emits a bright red light that enables you to see. ~ 13 8 0 D2 ~ ~ 0 0 1746 -1 D3 ~ ~ 0 0 1744 -1 S #1746 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 13 8 0 D0 ~ ~ 0 0 1745 -1 D1 ~ ~ 0 0 1747 -1 D2 ~ ~ 0 0 1743 -1 S #1747 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 13 8 0 D0 ~ ~ 0 0 1738 -1 D2 ~ ~ 0 0 1748 -1 D3 ~ ~ 0 0 1746 -1 S #1748 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 13 8 0 D0 ~ ~ 0 0 1747 -1 D3 ~ ~ 0 0 1743 -1 S #1749 A Small Passage~ This seems to be a recently dug passage that seems to have broken through the wall to the South. You are not sure, but you think that you can smell the wonderful odor of baking Pipeweed Bread coming from the hole to the South. ~ 13 13 0 D2 ~ ~ 0 0 1147 -1 D3 ~ ~ 0 0 1737 -1 S #1800 Aarcerak's Twilight Castle~ Empty ~ 14 0 0 D4 ~ secret brick~ 3 -1 1900 224 D5 ~ ~ 0 -1 3005 -1 S #1900 $c0013Comfortable Hideaway$c0007~ The room is lightly populated with a few bits of furniture. The walls are covered with tapstries of battles with all types of creatures, dragons githyankie and even more horrid creatures. Hanging on the wall is a $c0015bright silver sword$c0007, next to it, covered mostly in shadows is a $c0008black longsword $c0007. ~ 15 10296 0 D0 ~ door~ 0 0 3001 -1 D1 ~ door~ 0 0 0 -1 D2 ~ door~ 0 0 3008 -1 D5 You look down at the Temple Square. ~ door~ 0 0 3005 -1 S #1901 Ator Meditation Chamber~ This is a place where one may come for deep meditation and quiet relaxation. The walls of the room are adorned with maps, both finished with great detail and others in the beginning stages of creation. Along the walls are wooden chairs that look very comfortable, while being simple in design. Scattered about the room are many old wands, scrolls, potions, and other assorted paraphonalia, most of which became useless long ago. In the center of the room is a large wooden table with many old books in very poor condition laying scattered about and falling off unto the floor. A large chair is pulled up close to the table with an senile old man lounging very fast asleep. On the back of his robe is the name ATOR. His head has fallen onto an large unfinished volume of an open book labeled: THE HISTORY OF SHADOWDALE ~ 15 12 0 D3 ~ ~ 0 -1 3001 -1 D4 ~ ~ 0 -1 0 -1 D5 ~ ~ 0 -1 1000 -1 S #1902 Edge of the Jungle~ Tall leafy trees and fern plants begin to grow thick here, looking farther down the small trail you see that it gets worse the farther you go. A small sign hangs on a nearby tree limb. ~ 15 0 3 D1 ~ ~ 0 -1 1903 -1 D3 ~ ~ 0 0 1943 -1 E sign~ ______________________________________________ |The Jungle of Chult as Created by Celestian.| | | |Levels 10-15 | | | |Be Careful! | ---------------------------------------------- ~ S #1903 Trail in the Jungle~ The jungle trees grow tall blocking out most of the light here. Small beams of light make it through however and light the narrowing path you follow. ~ 15 0 3 D1 ~ gate~ 0 -1 1904 -1 D3 ~ ~ 0 -1 1902 -1 S #1904 Small Curve in the Jungle Path~ The ground here has been trample down hard killing most of the undergrowth. Looking around you begin to wonder what would do this. The path curves north and continues on east and west. ~ 15 0 3 D0 ~ ~ 0 -1 1905 -1 D1 ~ ~ 0 -1 1916 -1 D3 ~ ~ 0 -1 1903 -1 S #1905 Jungle Path~ The jungle seems a bit clearer here. Small animals move around at the edge of your vision giving you an erry feeling. Sounds that remind you of voices comes from the west. ~ 15 0 3 D2 ~ ~ 0 -1 1904 -1 D3 ~ ~ 0 -1 1906 -1 S #1906 End Of Jungle Path~ The path suddenly ends at a large grouth of brush. Human voices drift across the winds barely audible to you. You poke around the brush and notice a few foot prints that seem to walk right into it. There is a path leading off to the north, a dark a foreboding path! ~ 15 4 3 D0 ~ ~ 0 -1 1944 -1 D1 ~ ~ 0 -1 1905 -1 D3 ~ brush~ 3 -1 1907 -1 E brush~ A pile of brush seems to be piled up rather strangely to the west. ~ S #1907 The Village Entrance~ As you step through the brush you realize you are walking into a village in the middle of no-where. Grass huts are spread out in a semi-circle about a larger hut situated in the middle. Smells of cooking animals and noises of children playing set you at ease for a bit. ~ 15 0 1 D0 ~ grass door~ 1 -1 1908 -1 D1 ~ brush~ 3 -1 1906 -1 D2 ~ grass door~ 1 -1 1909 -1 D3 ~ brush~ 0 -1 1910 -1 E hut~ The huts all seem to be made of a thick grass and tied together with a slinder vine. They look very sturdy. ~ S #1908 Inside a Grass Hut~ The floor in this hut is swept clean, down to a very hard surface of clay. Furs are arranged in neat little piles for sleeping or resting on. A small fire crackles in the center of the hut, the smoke wafting out a hole in the center of the roof. ~ 15 8 0 D2 ~ grass door~ 1 -1 1907 -1 E fire~ The small fire burns happly giving its warmth greatfully. ~ E furs~ The animal furs here are of some sort of jungle ape. ~ S #1909 Inside a Grass Hut~ This hut is cluttered with old animal furs and broken spear shafts. Light shines through small holes in the roof. The damp feeling here is probably why the hut smells so musty. ~ 15 8 0 D0 ~ grass door~ 1 -1 1907 -1 E furs~ The animal furs here are of some sort of jungle ape, they look rotten. ~ S #1910 Near the Center of the Village~ Small children play here and there ducking behind something when you come near. Directly west is a large hut, it has several strange feathers and objects handing about the door. Villagers move in and out of huts carring furs, small tools and food. ~ 15 0 1 D0 ~ ~ 0 -1 1912 -1 D1 ~ brush~ 0 -1 1907 -1 D2 ~ ~ 0 -1 1913 -1 D3 ~ grass door~ 1 1910 1911 -1 E large hut~ The center hut looks dark, smoke pours formm the hole in the roof must be a large fire burning inside. The villagers avoid this hut when they can. ~ S #1911 Inside the Large Hut~ The heat hits you in the face like a wave, wiping the quickly forming sweat from your face your eyes begin to adjust to the darkness. You see a large fire burning in the center of the hut, a mat of some sort is next to it. Small objects lay here and there, bones, strange figurines and just some plain unholy looking items. ~ 15 8 0 D1 ~ grass door~ 1 1910 1910 -1 S #1912 Northern Edge of Village~ You stand at the northern edge of the village. To the east you can see the huts at the entrance of the village, to the south-east you see the front of the large hut. The last few huts lie to the west. ~ 15 0 1 D2 ~ ~ 0 -1 1910 -1 D3 ~ grass door~ 1 -1 1914 -1 E large hut~ The center hut looks dark, smoke pours formm the hole in the roof must be a large fire burning inside. The villagers avoid this hut when they can. ~ S #1913 Southern Edge of Village~ You stand at the southern edge of the village. To the east you can see the entrance of the village, to the west you can see the last of the village huts. Directly north you can see the center hut's grass wall, with it's door north. ~ 15 0 1 D0 ~ ~ 0 -1 1910 -1 D3 ~ grass door~ 1 -1 1915 -1 E large hut~ The center hut looks dark, smoke pours formm the hole in the roof must be a large fire burning inside. The villagers avoid this hut when they can. ~ S #1914 Princess's Hut~ This hut is decorated with yellow and light blue colors. Feathers hang from everywhere on the walls and support limbs. A few bowls, spoons and a jug occupy the corner of the room near the low burning fire. Looks like someone just ate dinner. ~ 15 8 0 D1 ~ grass door~ 1 -1 1912 -1 E jug~ A large water jug rests near the fire. ~ E bowl~ A small wooden bowl, used for holding food. ~ S #1915 Chiefs Hut~ This hut is more decorated than the rest. A large headdress hangs on the wall over a large spread of thick comfortable looking furs. Red colors adorn the hut. The fire in this hut is out. ~ 15 8 0 D1 ~ grass door~ 1 -1 1913 -1 E headdress~ The feathered headdress is normally worn by the tribal leader. ~ S #1916 Light Jungle Path~ The jungle path here is alot easier to travel, but the twists and turns are a bit confusing. You hear the sounds of small jungle animals along with a loud roar from the distance. ~ 15 4 3 D1 ~ ~ 0 -1 1918 -1 D2 ~ ~ 0 -1 1917 -1 D3 ~ ~ 0 -1 1904 -1 S #1917 Light Jungle Path~ The jungle path here is alot easier to travel, but the twists and turns are a bit confusing. You hear the sounds of small jungle animals along with a loud roar from the distance. ~ 15 0 3 D0 ~ ~ 0 -1 1916 -1 D1 ~ ~ 0 -1 1919 -1 D2 ~ ~ 0 -1 1916 -1 D3 ~ ~ 0 -1 1921 -1 S #1918 Light Jungle Path~ The jungle path here is alot easier to travel, but the twists and turns are a bit confusing. You hear the sounds of small jungle animals along with a loud roar from the distance. ~ 15 0 3 D0 ~ ~ 0 -1 1919 -1 D1 ~ ~ 0 -1 1920 -1 D2 ~ ~ 0 -1 1919 -1 D3 ~ ~ 0 -1 1916 -1 S #1919 Light Jungle Path~ The jungle path here is alot easier to travel, but the twists and turns are a bit confusing. You hear the sounds of small jungle animals along with a loud roar from the distance. ~ 15 0 3 D0 ~ ~ 0 -1 1918 -1 D1 ~ ~ 0 -1 1921 -1 D2 ~ ~ 0 -1 1918 -1 D3 ~ ~ 0 -1 1917 -1 S #1920 Light Jungle Path~ The jungle path here is alot easier to travel, but the twists and turns are a bit confusing. You hear the sounds of small jungle animals along with a loud roar from the distance. ~ 15 0 3 D0 ~ ~ 0 -1 1921 -1 D1 ~ ~ 0 -1 1916 -1 D2 ~ ~ 0 -1 1921 -1 D3 ~ ~ 0 -1 1918 -1 S #1921 Light Jungle Path~ The jungle path here is alot easier to travel, but the twists and turns are a bit confusing. You hear the sounds of small jungle animals along with a loud roar from the distance. ~ 15 4 3 D0 ~ ~ 0 -1 1920 -1 D1 ~ ~ 0 -1 1917 -1 D2 ~ ~ 0 -1 1920 -1 D3 ~ ~ 0 -1 1919 -1 D5 ~ vines~ 3 -1 1922 -1 S #1922 Dark Damp Tunnel~ Your feet squish around in muck at the bottom of the tunnel. Water drips down from the roof of the tunnel. The walls of the tunnel are made of soft moist dirt and make you wonder how the thing has not collapsed. The tunnel continues on south. ~ 15 9 0 D2 ~ ~ 0 -1 1923 -1 D4 ~ vines~ 3 -1 1921 -1 S #1923 Dark Damp Tunnel~ You are knee deep in muck but manage to trudge through it. Everything is shaded in darkness and a total silence permiates the air. ~ 15 9 0 D0 ~ ~ 0 -1 1922 -1 D1 ~ ~ 0 -1 1923 -1 D2 ~ ~ 0 -1 1924 -1 D3 ~ ~ 0 -1 1925 -1 S #1924 Dark Damp Tunnel~ You are knee deep in muck but manage to trudge through it. Everything is shaded in darkness and a total silence permiates the air. ~ 15 9 0 D0 ~ ~ 0 -1 1923 -1 D1 ~ ~ 0 -1 1926 -1 D2 ~ ~ 0 -1 1927 -1 D3 ~ ~ 0 -1 1925 -1 S #1925 Dark Damp Tunnel~ You are knee deep in muck but manage to trudge through it. Everything is shaded in darkness and a total silence permiates the air. ~ 15 9 0 D1 ~ ~ 0 -1 1923 -1 D2 ~ ~ 0 -1 1924 -1 S #1926 Dark Damp Tunnel~ You are knee deep in muck but manage to trudge through it. Everything is shaded in darkness and a total silence permiates the air. ~ 15 9 0 D3 ~ ~ 0 -1 1924 -1 S #1927 Dark Damp Tunnel~ You are knee deep in muck but manage to trudge through it. Everything is shaded in darkness and a total silence permiates the air. ~ 15 9 0 D0 ~ ~ 0 -1 1924 -1 D3 ~ ~ 0 -1 1928 -1 S #1928 Dark Damp Tunnel~ You are knee deep in muck but manage to trudge through it. Everything is shaded in darkness and a total silence permiates the air. A small stone door covered in grime is at the south of the tunnel. ~ 15 13 0 D0 ~ ~ 0 -1 1925 -1 D1 ~ ~ 0 -1 1927 -1 D2 ~ stone door~ 3 -1 1929 -1 S #1929 Short Stone Passageway~ The dampness is still in the air but the passage is no longer full of water. You foot steps echo off the dam stone walls loudly. ~ 15 9 0 D0 ~ stone door~ 3 -1 1928 -1 D1 ~ ~ 0 -1 1930 -1 D2 ~ stone door~ 0 -1 1931 -1 D3 ~ ~ 0 -1 1932 -1 S #1930 Short Stone Passageway~ The stone walls seem a bit drier here, you can actually make out the seams in the stone bricks used to make the tunnels. The tunnel continues south and west. ~ 15 9 0 D2 ~ ~ 0 -1 1936 -1 D3 ~ ~ 0 -1 1929 -1 S #1931 Short Stone Passageway~ The rooms smells musty, must come from the bones lying on the floor. The passage continues on south and north. ~ 15 9 0 D0 ~ stone door~ 0 -1 1929 -1 D1 ~ ~ 0 -1 1936 -1 D2 ~ ~ 0 -1 1935 -1 D3 ~ ~ 0 -1 1933 -1 E bones~ Small bones litter the floor, your not sure what type of animal (or humanoid) they came from. ~ S #1932 Short Stone Passageway~ Your echoing footsteps make you cringe, it seems like your feet bang loudly against the floor. The walls of the tunnel almost glow green, some sort of slime grows there. ~ 15 8 0 D1 ~ ~ 0 -1 1929 -1 D2 ~ ~ 0 -1 1933 -1 S #1933 Short Stone Passageway~ Your echoing footsteps make you cringe, it seems like your feet bang loudly against the floor. The walls of the tunnel glow green here, the slime giving off a bright yellowish green light. ~ 15 8 0 D0 ~ ~ 0 -1 1932 -1 D1 ~ ~ 0 -1 1931 -1 D2 ~ ~ 0 -1 1934 -1 E slime~ The slime on the walls gives off a dim light. It seems harmless enough. ~ S #1934 Short Stone Passageway~ Some of the stones here are crumbling, but the walls still seem sturdy. The tunnel turns east here. ~ 15 8 0 D0 ~ ~ 0 -1 1933 -1 D1 ~ ~ 0 -1 1935 -1 E slime~ The slime on the walls gives off a dim light. It seems harmless enough. ~ S #1935 Short Stone Passageway~ The rooms smells musty, must come from the bones lying on the floor. The passage continues on south and north. ~ 15 9 0 D0 ~ stone door~ 0 -1 1931 -1 D1 ~ ~ 0 -1 1937 -1 D3 ~ ~ 0 -1 1934 -1 E bones~ Small bones litter the floor, your not sure what type of animal (or humanoid) they came from. ~ S #1936 Short Stone Passageway~ The stone walls seem a bit drier here, you can actually make out the seams in the stone bricks used to make the tunnels. The passageway continues on north, south and west. ~ 15 9 0 D0 ~ ~ 0 -1 1930 -1 D2 ~ ~ 0 -1 1937 -1 D3 ~ ~ 0 -1 1931 -1 S #1937 Corner of the Stone Passageway~ You have reached a turning point in the passage. The passageway continues on west and north. ~ 15 9 0 D0 ~ ~ 0 -1 1936 -1 D2 ~ hidden stone door~ 39 19300 1938 -1 D3 ~ ~ 0 -1 1935 -1 E wall~ There is a different pattern along the south wall. ~ S #1938 Short Tunnel~ This tunnel is a bit more kept and clean. The air smells of incents and other things. Sounds of chanting come from somewhere near you. The passageway continues on south into a larger room. ~ 15 9 0 D0 ~ hidden stone door~ 39 19300 1937 -1 D2 ~ hidden stone door~ 0 -1 1939 -1 S #1939 Entrance to the Shrine~ The tunnel opens into a cavernous room . Tall grey pillars are scattered about making it hard to get a clearer view of the Shrine itself. Several shadows leap across the walls along with loud chanting, you are very near its source. East and west offer exits around the stone pillars as well as directly into the shrine south. ~ 15 9 0 D0 ~ hidden stone door~ 0 -1 1938 -1 D1 ~ ~ 0 -1 1940 -1 D2 ~ ~ 0 -1 1942 -1 D3 ~ ~ 0 -1 1941 -1 S #1940 East Corner of the Shrine~ Small roughly made chairs are placed here and there in a semi-circle. A very small stage is directly infront of the chairs and you can guess it is where a speaker might stand. The floor here is clean and the air seems a bit warmer. South-west you can see the edge of a large altar in the center of the shrine. ~ 15 9 0 D3 ~ ~ 0 -1 1939 -1 E chair~ The chairs are very poorly made and are contructed of old almost rotten wood. You wonder if it would even hold your weight. ~ S #1941 West Corner of Shrine~ Small bits of bones and flesh litter the floor here. Small insects scurry away fom your light and hide anywhere they can. To the south-east you can make out a large altar just barely jutting out along the edge of the pillars. ~ 15 9 0 D1 ~ ~ 0 -1 1939 -1 E bones~ Small bones, animal bones litter the floor everywhere. ~ E flesh~ It looks like it was once and animal of some sort that has been shredded. The bones ahev all be snapped into little pieces. ~ S #1942 Altar in the Shrine!~ You stand before the great altar to the Lizardmen's god. Some slithering reptile looking creature hulks above you. At first you leap back, then realize that it is simply a statue. Directly infront of the statue is a well used altar. The stone pillars circle you completely except for a switch retreat north. ~ 15 8 0 D0 ~ hidden stone door~ 0 -1 1939 -1 E statue~ Glaring at you through black eyes a huge reptile, a humanoid snake man. ~ S #1943 Near the Jungle~ The air seems to change quite suddenly as you arrive, hot and humid. The sounds of strange animals can be hear of in the distance... it seems to come from the east. ~ 15 0 3 D1 ~ ~ 0 0 1902 -1 D2 ~ ~ 0 0 1109 -1 S #1944 Dark Path~ You are on a dark, thickly overgrown path. You see a large shadow to the north east that looks like a large mound covered in vines. The jungle seems to be getting silent. ~ 16 0 3 D0 ~ ~ 0 0 1945 -1 D2 ~ ~ 0 0 1906 -1 S #1945 Nearing the Hidden Pyramid~ The path here is deep, dark and overgrown. To the northeast you can see what is clearly a pyramid overgrown with tangled vines. You can feel every breath you take as it is very quiet here. You stop to ponder how old that pyramid must be. ~ 16 0 3 D1 ~ door~ 0 0 1946 -1 D2 ~ door~ 0 0 1944 -1 S #1946 Closer to the Pyramid~ You can now make out clearly the form of the pyramid. The pyramid is obviously very old as the vegetation has completly consumed the outside. The ground here smells dark and dank and you have a very hard time seeing through the undergrowth. You have an immense feeling of quiet solitude that may be shattered any moment by something unforeseen. ~ 16 0 3 D0 ~ door~ 0 0 1947 -1 D3 ~ door~ 0 0 1945 -1 S #1947 Base of the Pyramid~ You stand at the base of a vine covered pyramid. Starting at the large stones making up the base, the vines cling and twist towards the top. At the peek of the pyramid you can see a large snake made of a onyx colored stone. The snake twists several times around the pyramid with it heads looking towards the deepest part of the jungle. ~ 16 1 3 D2 ~ door~ 0 0 1946 -1 D4 ~ door~ 64 0 1948 -1 S #1948 On a Thick Vine~ From here you can see the small clearing down below where the vine you cling to grows from. Small gusts of wind sweep across your back as you climb upwards bringing sounds of the jungle as it does. You feel a sudden thumping noise on the vine you hold to and decide it would be best to continue on, quickly! ~ 16 0 5 D4 ~ door~ 64 0 1949 -1 D5 ~ door~ 64 0 1947 -1 S #1949 Climbing In Vines~ The pyramid beneath you seems to pulse with it's own hear beat giving you a sense of urgency in your mission. Looking upwards you can see that the vines seem to thin out. The air is getting thinner and you gasp for breath as continue on. The safety of the ground taunts you below. ~ 16 0 3 D4 ~ door~ 64 0 1950 -1 D5 ~ door~ 64 0 1948 -1 S #1950 Thining Vines~ The vines thin out and you must grasp stone and vines to continue upwards. Strong gusts of wind push you against the pyramid as if to crush you against the stone. ~ 16 0 3 D4 ~ door~ 64 0 1951 -1 D5 ~ door~ 64 0 1949 -1 S #1951 End of the Vine Growth~ The vines seem to stop to suddenly here, but you can continue upwards if you step carefully on the stone slabs of the pyramid. The vines thicken downwards. Above your head the lower section of the onyx snake threaten to fall atop and crush you. ~ 16 0 3 D4 ~ door~ 64 0 1952 -1 D5 ~ door~ 64 0 1950 -1 S #1952 Near the Top of the Pyramid~ The snakes body widens here allowing you to walk without fear of falling off the edge. Staring at the snake you notice that each onyx stone forms a single black scale. You guess there must be over a hundred scales in just this little portion. ~ 16 0 5 D1 ~ door~ 0 0 1955 -1 D3 ~ door~ 0 0 1953 -1 D5 ~ door~ 64 0 1953 -1 S #1953 Along the Snakes Body~ The path beneath you is the lower half of the onyx snake. Small chunks of the snake have broken and fallen to the depths below. You step carefully on the stone and lean against the pyramid wall for more support. ~ 16 0 5 D1 ~ door~ 0 0 1952 -1 D3 ~ door~ 0 0 1954 -1 S #1954 Lip of the Pyramid~ The black onyx tail of the snake ends here blocking further passage to this side. The wind seems to scream across the scales of the snake making you shiver, you look down and shiver more. ~ 16 0 5 D1 ~ door~ 0 0 1953 -1 S #1955 Twisting Snake~ The snake body twists upwards here, you can eitehr climb upwards or follow the narrow path westwards. From here you can see the oppsite side of the pyramid and below. Faint flickers of light can been seen from what can only be large bon fires, you can almost imagin figures leaping around the flames in some demonic dance. ~ 16 0 5 D3 ~ door~ 0 0 1952 -1 D4 ~ door~ 64 0 1956 -1 S #1956 Along the Snakes Upper Body~ The path continues to the west on a very gradula incline. The path is wide enough to walk single file but two abreast would surely cause someone to slip and fall. Small rocks and pebbles that have come loose from the pyramid side clatter down as you walk along. Glacning over the edge you are overcome with fear at just how far up in the air you are. ~ 16 0 5 D3 ~ door~ 0 0 1957 -1 D5 ~ door~ 64 0 1955 -1 S #1957 The Narrowing of the Snakes Body~ The snakes body leads farther to the west and twists down and around to the east. You ponder how anyone could have moved all this stone up to this heigth. The thought crosses your mind what if this large snake were once alive. ~ 16 0 5 D1 ~ door~ 0 0 1956 -1 D3 ~ door~ 0 0 1958 -1 S #1958 The Narrow Snakes Body~ Looking westwards you can see another twist in the snakes body where it disappears upwards. To the east the narrow path continues on. Below the ground seems like it is leagues away. ~ 16 0 5 D1 ~ door~ 0 0 1957 -1 D3 ~ door~ 0 0 1959 -1 S #1959 Twist in the Snakes Body~ This is the second twist in the large onxy snakes body. The life-like body twists over the pyramid walls smoothly, however you will have to climb the same path... not so easily. The distance to the ground below leaves you gasping for air, it must be leagues to the ground below! ~ 16 0 5 D1 ~ door~ 0 0 1958 -1 D4 ~ door~ 64 0 1960 -1 S #1960 Peek of the Great Pyramid~ The wind here is very dangerous, blowing with the fierceness of the wind of a angry god. You cling tightly to the onyx statue you follow and see that the snakes head is just above you, overseeing you carefully. The body makes one more turn upwards to the east and finaly allows you to access the peek of the pyramid. ~ 16 0 5 D1 ~ door~ 0 0 1961 -1 D5 ~ door~ 64 0 1959 -1 S #1961 Almost There~ You can see the final stretch to the peek of the pyramid, and the base of the snake's neck. Strangely the pyramid is flat along the top, the snake head seems to cover the peek like a roof. The eys of the snake glow a deep green and seem to look at you in your futile effort to get to it. ~ 16 0 5 D3 ~ door~ 0 0 1960 -1 D4 ~ door~ 64 0 1962 -1 S #1962 Below the Maw of the Snake~ The view from here is somewhat less than what you would have expected. Due to the slow inclines of the pyramid you can only see pyramid stones. At the edge you can make out the jungle growth trying to take the pyramid. The stone you stand upon seems to throb as a heart would. Directly above you the snake's maw opens wide letting a stone tongue dangle motionless. The wind seems to have died down, the stone floor beneath you rumbles. ~ 16 0 -1 300 1963 1 5 D5 ~ door~ 64 0 1961 -1 S #1963 Cracked Floor~ The floor beneath you cracks wide open and swallows you whole! You begin to sink down in sand that seems to almost engulf you. Then, when you think your about to die the sand spills out and you with it into a large torch lighted room. ~ 16 8 -1 150 1964 1 0 S #1964 Strangers in a Strange Place~ Dazed and a little confused you pick yourself up and dust the sand off your clothes. Looking around you are in a dark room, the air is muggy and damp already starting to cause your clothing to stick to your body. The walls appear slick and shiny, reaching out to touch them you recoil, your fingers coated with a warm, slippery slime. Drudging through the sand you figure your best course of action is to take the only exit out of here and hope you can make it out of this place alive. ~ 16 8 0 D3 ~ door~ 0 0 1965 -1 S #1965 Short Hallway~ The dampness seems to come from a hole that dominates the farthest corner in this hallway. There are no other exits from this hallway other than back the way you can and a thick rope leading down. ~ 16 9 0 D1 ~ door~ 0 0 1964 -1 D5 ~ door~ 64 0 1966 -1 S #1966 Grand Entry~ A great archway stops you for a moment with it's grandure. Finely crafted and carved from the purest black onyx stone, trimmed with pure gold. The carvings show you horrid seens of snakes and humanoid figures dancing together, twisting themselves together. Exist west and east are completely dark. Looking northward you can see an entrance to some shrine, dangling above your head is a rope leading upwards. ~ 16 13 0 D0 ~ door~ 1 2000 1980 -1 D1 ~ door~ 0 0 1979 -1 D3 ~ door~ 0 0 1967 -1 D4 ~ door~ 64 0 1965 -1 D5 ~ door~ 64 0 2001 -1 S #1967 Dark Hallway~ You stand in a dark and muggy hallway. Even the feeble light you have brought barely penetrates the veils of darkness. Somewhere in the distance you can hear the sound of thumping. ~ 16 9 0 D1 ~ door~ 0 0 1966 -1 D3 ~ door~ 0 0 1968 -1 S #1968 Dark Hallway~ You stand in a dark and putrid smelling hallway. Even the feeble light you have brought barely manages to penetrate the shadow of darkness. Somewhere in the distance you can hear the sound of a thumping. ~ 16 9 0 D0 ~ door~ 0 0 1969 -1 D1 ~ door~ 0 0 1967 -1 S #1969 Dark Hallway~ You stand in a dark and putrid smelling hallway. Even the feeble light you have brought barely manages to penetrate the shadow of darkness. Somewhere in the distance you can hear the sound of a thumping. ~ 16 9 0 D0 ~ door~ 0 0 1970 -1 D2 ~ door~ 0 0 1968 -1 S #1970 Dark Hallway~ You stand in a dark and humid hallway. The shadows here loom stronger than before. You feel the light being squeezed from this very room. The thumping thumping grows closer as you press deaper into the gloom. ~ 16 9 0 D0 ~ door~ 0 0 1971 -1 D2 ~ door~ 0 0 1969 -1 S #1971 Dark Hallway~ You stand in a dark and humid hallway. The shadows here loom stronger than before. You feel the light being squeezed from this very room. The thumping thumping grows closer as you press deaper into the gloom. ~ 16 9 0 D0 ~ door~ 0 0 1972 -1 D2 ~ door~ 0 0 1970 -1 D3 ~ door~ 3 0 1989 -1 S #1972 Dark Hallway~ You stand in a dark and humid hallway. The shadows here loom stronger than before. You feel the light being squeezed from this very room. The thumping thumping grows closer as you press deaper into the gloom. A small puddle of dark red fluid flows in from the east. ~ 16 9 0 D1 ~ door~ 0 0 1973 -1 D2 ~ door~ 0 0 1971 -1 S #1973 Dark Hallway~ You stand in a dark and humid hallway. The shadows here loom stronger than before. You feel the light being squeezed from this very room. The thumping thumping grows closer as you press deaper into the gloom. A small puddle of dark red fluid flows in from the east. ~ 16 9 0 D1 ~ door~ 0 0 1974 -1 D3 ~ door~ 0 0 1972 -1 S #1974 Dark Hallway~ You stand in a dark and humid hallway. The shadows here loom stronger than before. You feel the light being squeezed from this very room. The thumping thumping grows closer as you press deaper into the gloom. A small puddle of dark red fluid flows in from the east. ~ 16 9 0 D0 ~ door~ 7 0 1988 -1 D1 ~ door~ 0 0 1975 -1 D3 ~ door~ 0 0 1973 -1 S #1975 Dark Hallway~ You stand in a dark and muggy hallway. A small drift of smoke lingers in the air as you notice the corpse of some creature bleeding profusely in one of the corners. You can barely make out the exit to the south, as the hallway continues forward. You can still make out the thumping sound in the distance. ~ 16 9 0 D2 ~ door~ 0 0 1976 -1 D3 ~ door~ 0 0 1974 -1 E corpse body~ Looking down upon the body you cannot tell if it was even humanoid. However you can tell that the body was ripped apart by something with talons or claws that were very very large. ~ S #1976 Dark Hallway~ You stand in a dark and muggy hallway. You notice a trail of some sort of dark red fluid trickling across the floor from the north, collecting in a small pool in the center of the room before continuing onwards toward the south. You can still make out the thumping sound in the distance. ~ 16 9 0 D0 ~ door~ 0 0 1975 -1 D2 ~ door~ 0 0 1977 -1 S #1977 Dark Hallway~ You stand in a dark and muggy hallway. You notice a trail of some sort of dark red fluid trickling across the floor from the north, collecting in a small pool in the center of the room before continuing onwards toward the south. You can still make out the thumping sound in the distance. ~ 16 9 0 D0 ~ door~ 0 0 1976 -1 D2 ~ door~ 0 0 1978 -1 S #1978 Dark Hallway~ You stand in a dark and muggy hallway. You notice a trail of some sort of dark red fluid trickling across the floor from the north, collecting in a small pool in the center of the room before continuing onwards toward the south. You can still make out the thumping sound in the distance. ~ 16 9 0 D0 ~ door~ 0 0 1977 -1 D2 ~ door~ 0 0 1979 -1 S #1979 Dark Hallway~ You stand in a dark and muggy hallway. Even the feeble light you have brought barely penetrates the shadows of darkness. Somewhere in the distance you can hear the sound of thumping. ~ 16 9 0 D0 ~ door~ 0 0 1978 -1 D3 ~ door~ 0 0 1966 -1 S #1980 Shrine Entrance~ The walls here are covered in carvings of reptiles. Snakes, lizards and other such creates snake and slither along the walls. Looking closer the walls look alive with movement but it is only the flicker of your light that causes it. Waves of evil emate from the north, which can only be the center of the shrine. ~ 16 12 0 D0 ~ ~ 0 0 1981 -1 D2 ~ door~ 1 0 1966 -1 S #1981 Center Isle~ The entrance to the shrine hits you like a wave, a wave of evil. The walls are completely black and directly north you see a large black evil looking altar. The air here is very muggy and damp. Your steps startle you at how loud they actually are in this room. ~ 16 8 0 D0 ~ door~ 0 0 1982 -1 D1 ~ door~ 0 0 1987 -1 D2 ~ door~ 0 0 1980 -1 D3 ~ door~ 0 0 1985 -1 S #1982 Near The Alter of the Snake~ An evil looking altar dominates the northen part of the room, to the west and east are just isles in the shrine. The floor beneath you is cold and clammy, just like the air you breath. The smell of musk is strong in the air. ~ 16 8 0 D0 ~ door~ 0 0 1983 -1 D1 ~ door~ 0 0 1986 -1 D2 ~ door~ 0 0 1981 -1 D3 ~ door~ 0 0 1984 -1 S #1983 Altar of the Serpent~ Strange smells and sights greet you as you near the altar. Dark streaks along the stone altar can only be blood of some poor animal or person. Candles, made very crudly, and incent sticks burn furiously here to some reptile god. Feathers, jewlery fruit and other sundry adorn the altar in some plea for a small blessing from thier god. ~ 16 8 0 D2 ~ door~ 0 0 1982 -1 S #1984 Western Isle~ Water trickles down along the edge of the wall here. Making your way carefully you can continue on east towards the altar or south to the western corner of the shrine. ~ 16 8 0 D1 ~ door~ 0 0 1982 -1 D2 ~ door~ 0 0 1985 -1 S #1985 Western Isle~ The western corner of the shrine seems to be less traveled, but still is covered with just as much slime and damp air as the rest of this place. To the north-east you can see a large black altar set atop a stone pedistal. ~ 16 8 0 D0 ~ door~ 0 0 1984 -1 D1 ~ door~ 0 0 1981 -1 S #1986 Eastern Isle~ You stand on the eastern side of the shrine. The isle continues on south or you can turn west to the center of the shrine, near the black looking altar. ~ 16 8 0 D2 ~ door~ 0 0 1987 -1 D3 ~ door~ 0 0 1982 -1 S #1987 Eastern Isle~ From here you can see the entire shrine. The altar is the center of attention from here. To the west you can see the center isle. ~ 16 8 0 D0 ~ door~ 0 0 1986 -1 D3 ~ door~ 0 0 1981 -1 S #1988 Priest's Room~ This room is somewhat small but is completely packed with items of evil worship, black candles, wicked daggers and evil readings. The room is lighted by a small candle that burns eternally atop a small wood desk. Shadows flicker about the room . ~ 16 8 0 D2 ~ door~ 7 0 1974 -1 E candle black~ It looks black as night and it even looks as though it burns with a evil red light. ~ E daggers dagger wicked~ Some of them are curved, some have wicked edges and others have small holes in the blade for poison. ~ E desk~ The desk is cluttered with reading materials that you cannot read. There are a few pictures here and there depicting humans turning to snakes. ~ S #1989 Common Priest's Rooms~ Rows and rows of sleeping mats line the floor here. A dank a musky odor reeks everywhere almost over powering your willpower to leave. Although the sleeping mats are empty you can sense that they have not been empty long. Rags and bits of other items lie strew about. ~ 16 8 0 D1 ~ door~ 3 0 1971 -1 E mat mats sleeping~ It appears to be made from a thick layer of brush and moss covered with one large piece of hide. ~ S #1990 1990~ Empty ~ 16 0 0 S #1993 1993~ Empty ~ 16 0 0 S #2000 Shady Merchant's Coin Storage~ You are in what seems to be a money storage building, something the locals are trying to call a 'bank'. ~ 17 12 0 D1 You can see the Palace Road ~ ~ 0 -1 8001 -1 E note sign~ The sign reads : Type 'Deposit', 'Withdraw', Or 'Balance' here. (what else would you do in a bank, rob it???) Note: We are not covered by FDIC. ~ S #2001 Narrow Damp Shaft~ The shaft is very dark and the dampness seems to rise from the depths below. Dripping water and a dull thumping noise is all that can be heard. Far below you can see what appears to be a light. ~ 17 9 5 D4 ~ door~ 64 0 1966 -1 D5 ~ door~ 64 0 2002 -1 S #2002 Bottom of the Shaft~ A very thick rope dangels above your head. Torch light flickers in the room from a doorway to the north. The walls in this room are covered solidly with slime and other muck, gives you the shivers to just touch it. ~ 17 9 0 D0 ~ stone door~ 1 0 2003 -1 D4 ~ ~ 64 0 2001 -1 D5 ~ trapdoor~ 11 0 2015 -1 S #2003 Entryway~ Torches line the walls in this room, how they stay lighted in this damp and dripping area you will never know. Various pieces of trash lie strew about in this room, rags, small pieces of bone and metal, as well as small bits of scally skin. ~ 17 8 0 D0 ~ ~ 0 0 2008 -1 D1 ~ stone door~ 0 0 2006 -1 D2 ~ ~ 1 0 2002 -1 D3 ~ ~ 0 0 2004 -1 S #2004 Short Entry~ This is a short entryway to what appears to be a very large room. Light can be seen and voices can be heard. ~ 17 9 1 D1 ~ ~ 0 0 2003 -1 D3 ~ ~ 0 0 2005 -1 S #2005 Large Room~ This rooms appears to be less damp than anywhere else here and the walls seem a bit cleaner. A few wooden tables are arranged at the walls edge and surrounded by chairs. Most of the items appear to be made from a wood and reed mixture. Atop the table there are a few bowls and cups, some are even full. ~ 17 8 1 D1 ~ ~ 0 0 2004 -1 S #2006 Sloping Shaft~ This shaft seems to slope down to the east leading to a small room. Soft chanting can be heard from the east. ~ 17 9 1 D1 ~ ~ 0 0 2007 -1 D3 ~ ~ 0 0 2003 -1 S #2007 Prayer Room~ Black cloths cover the walls here, even the floor is covered. The thudding noises seem to fade away here. Looking closely at the walls you can see pictures painted in dark colors. You can see a black altar standing atop a dias, next to the altar stands a large snake looking creature, lying on top of the altar you can make out a woman. You can only guess what the picutre means. ~ 17 8 1 D3 ~ ~ 0 0 2006 -1 S #2008 Damp Hallway~ The stones in the hallway seem to be coated with a thick layer of dampness, yet there are no alge growths. To the east you can see a stone door. ~ 17 8 1 D0 ~ ~ 0 0 2009 -1 D1 ~ stone door~ 3 0 2011 -1 D2 ~ ~ 0 0 2003 -1 S #2009 Damp Hallway~ You follow the stone hallway careful not to slip on the damp stones. To the west you can make out a stone door. ~ 17 8 1 D0 ~ ~ 0 0 2010 -1 D2 ~ ~ 0 0 2008 -1 D3 ~ stone door~ 1 0 2012 -1 S #2010 Damp Hallway~ You have reached a T in the hallway. Doors lead off both west and east, the hallway continues off in the darkness south. ~ 17 8 1 D1 ~ stone door~ 1 0 2014 -1 D2 ~ ~ 0 0 2009 -1 D3 ~ stone door~ 3 0 2013 -1 S #2011 Dark Room~ This appears to be a room used by one of the pyramid priests. There is a small pallet made in the corner of the room, near that is a few scrolls that hold more pictures of a snake like creature. The air in this room seems less damp and the floor is actually clean. ~ 17 8 1 D3 ~ stone door~ 3 0 2008 -1 S #2012 Priest's Room~ Total devoid of slime and muck along with the absense of damp air this rooms has to be one of the higher priests of the pyramid. A comfortable looking cot is settled near the wall. A small wooded desk covered in scrolls (some with writting and pictures), and a small candle. Near the door a wooden chair leans against the wall. ~ 17 8 1 D1 ~ stone door~ 1 0 2009 -1 S #2013 Simple Room~ Four walls and a stone door complete this room. Other than a few mundane items lieing on the floor the room is empty. ~ 17 8 1 D1 ~ stone door~ 3 0 2010 -1 E mundane item items~ You dig through the debris on the floor and manage to find a fairly detailed picture of the snake creature again, but this one shows the creature lying down dead and a glowing portal above it's body leading to Shadowdale. You can only guess at it's meaning. ~ S #2014 Dark Room~ Blackness, utter darkness covers this room. The musky smell in here is almost overpowering. Standing silently you hear what sounds like something breathing. ~ 17 9 1 D3 ~ stone door~ 1 0 2010 -1 S #2015 Edge of a River~ The ledge you stand upon gives you a clear view of a quickly moving river below. The river flows in from the north and then exits to the south. It would be hard for someone to swim it that quickly moving water. If someone where up to swimming it in, this would be the best place near the river to leap in. ~ 17 13 1 D4 ~ trapdoor~ 11 0 2002 -1 D5 ~ ~ 0 0 2016 -1 S #2016 Swimming On the River~ You can barely make out the cavern celling high above you. The water appears to get rougher the farther south you go. Darkness prevents you from seeing much else. ~ 17 9 6 D2 ~ ~ 0 0 2019 -1 D4 ~ ~ 64 0 2015 -1 D5 ~ ~ 0 0 2017 -1 S #2017 Underwater~ You can barely see anything at all. ~ 17 9 9 D4 ~ ~ 0 0 2016 -1 S #2018 Underwater~ The blackness in the water is almost complete. ~ 17 9 9 D4 ~ ~ 0 0 2019 -1 S #2019 Swimming on the River~ The current pulls harder the farther you swim south, you wonder if you will be able to swim back north at all. The cavern celling looks to be a bit closer now. ~ 17 9 6 D0 ~ ~ 0 0 2016 -1 D2 ~ ~ 0 0 2020 -1 D5 ~ ~ 0 0 2018 -1 S #2020 Pulled Along by the Current!~ The fast flowing current has pulled you away from the safe waters! It is all you can do to keep your head above the water to breath. You wonder if you will be able to keep it up for very much longer. ~ 17 9 6 D2 ~ ~ 0 0 2021 -1 S #2021 Waterfall!~ You are pulled along the rivers current, smashed on the rocks jutting out here and there. Just when you think the cavern celling is going to force you underwater completely your body gets a quick sinking feeling and you are shot over a short water fall! ~ 17 9 -1 15 2022 1 6 S #2022 Bottom of the Waterfall~ Water pours over your head trying to force you down. To the south the river continues on into the darkness of the cavern. To the west you can see a confortable looking sandy beach. The cavern celling here is several feet up, you would guess at least a dragon length or two. ~ 17 9 6 D3 ~ ~ 0 0 2023 -1 S #2023 Sandy Beach~ The sandy beach is very comfortable and it looks like you are pretty much stuck here anyway. There appears to be no way out of here, the river south is just to quick flowing and narrow for you... climbing the waterfall would be suicide. ~ 17 9 0 D1 ~ ~ 0 0 2022 -1 S #2101 Temple Enterance~ You have entered the Temple of Laterday Bandits the wall are coved with fine saffron coloured marble, with fine triangular columns supporting the ceiling of the temple. You feel a strong sense of Equality here. It is very neutralizing. Torches like the walls of this enterance. ~ 18 0 0 D0 ~ ~ 0 -1 2105 -1 D1 ~ door gate ~ 1 2101 2187 -1 D3 ~ ~ 0 -1 2102 -1 S #2102 Western Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 18 1 0 D0 ~ ~ 0 -1 2104 -1 D1 ~ ~ 0 -1 2101 -1 S #2103 Eastern Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 18 0 0 D0 ~ ~ 0 -1 2106 -1 D3 ~ ~ 0 -1 2101 -1 S #2104 Western Foyer~ This is the Western Foyer for the temple it overlooks the Pit and you can see the altar to the far north of the room that is raised from the ground that you stand on. The wings of a long all can be seen to both the east and west. Triangluar columns support the temple all along the halls. ~ 18 0 0 D0 ~ ~ 0 -1 2109 -1 D1 ~ ~ 0 -1 2105 -1 D2 ~ ~ 0 -1 2102 -1 S #2105 Central Foyer~ This is the Central Foyer for the temple it overlooks the Pit and you can see the altar to the far north of the room that is raised from the ground that you stand on. The wings of a long all can be seen to both the east and west. Triangluar columns support the temple all along the halls. ~ 18 0 0 D1 ~ ~ 0 -1 2106 -1 D2 ~ ~ 0 -1 2101 -1 D3 ~ ~ 0 -1 2104 -1 S #2106 Eastern Foyer~ This is the Eastern Foyer for the temple it overlooks the Pit and you can see the altar to the far north of the room that is raised from the ground that you stand on. The wings of a long all can be seen to both the east and west. Triangluar columns support the temple all along the halls. ~ 18 0 0 D0 ~ ~ 0 -1 2110 -1 D2 ~ ~ 0 -1 2103 -1 D3 ~ ~ 0 -1 2105 -1 S #2107 SouthWest Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 18 0 0 D0 ~ ~ 0 -1 2113 -1 S #2108 Center Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 18 0 0 D1 ~ ~ 0 -1 2109 -1 D3 ~ ~ 0 -1 2107 -1 E sign~ You can bearly make of the cryptic letting on the sign. It translates to something along the lines of " Those of Law and Chaos are not welcome here, those of the true faith shall fear not for there is no returning beyond this point. You shall complete thy quest before seeing the light of Sol again. ~ S #2109 Sacrificial Altar~ As you enter this room you notice a long slab of marble with dark stains worn into the fine stone. There are ropes tied around the edges of the stone that are frayed and old. The room has a very musty smell that reminds you of a butcher shop or someplace where animals are killed brutally and left to smell up the place for days. Along the wall you see many fine cutting weapons covered in a red stain. ~ 18 128 0 D2 ~ ~ 0 -1 2104 -1 D3 ~ ~ 0 -1 2108 -1 D5 ~ ~ 0 -1 2116 -1 E slab~ Well, if you don't know now it is a place where they lay people like you down to be hacked up into tiny little bits to be given to the great God Saffron, in hope that he will forgive there sins. ~ E weapons~ Sorry the weapons have been locked up in a rack, to many people have been taking them without asking. ~ S #2110 Sacrificial Altar~ As you enter this room you notice a long slab of marble with dark stains worn into the fine stone. There are ropes tied around the edges of the stone that are frayed and old. The room has a very musty smell that reminds you of a butcher shop or someplace where animals are killed brutally and left to smell up the place for days. Along the wall you see many fine cutting weapons covered in a red stain. ~ 18 128 0 D1 ~ ~ 0 -1 2111 -1 D2 ~ ~ 0 -1 2106 -1 D5 ~ ~ 0 -1 2116 -1 E slab~ Well, if you don't know now it is a place where they lay people like you down to be hacked up into tiny little bits to be given to the great God Saffron, in hope that he will forgive there sins. ~ E weapons~ Sorry the weapons have been locked up in a rack, to many people have been taking them without asking. ~ S #2111 Center Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 18 0 0 D1 ~ ~ 0 -1 2112 -1 D3 ~ ~ 0 -1 2110 -1 E sign~ You can bearly make of the cryptic letting on the sign. It translates to something along the lines of " Those of Law and Chaos are not welcome here, those of the true faith shall fear not for there is no returning beyond this point. You shall complete thy quest before seeing the light of Sol again. ~ S #2112 SouthEast Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 18 0 0 D0 ~ ~ 0 -1 2114 -1 S #2113 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 18 0 0 D0 ~ ~ 0 -1 2115 -1 S #2114 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 18 0 0 D0 ~ ~ 0 -1 2117 -1 S #2115 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 18 0 0 D0 ~ ~ 0 -1 2118 -1 S #2116 Sacrificial Pit~ You fool! You have fallen into the Sacrificial Pit. Do you have a death wish or something. You will surely die here. This pit is dark, real dark so dark that you wish you couldn't see anything. There are skeletons of humans, dwarvens, elves, dogs, cats, sheep and even dragons. Grubs cover the floor of this room, and are having a battle with the worms over who will have your corpse for dinner. You notice that some of the corpses seem to be moving. ~ 18 65 0 D5 ~ ~ 0 -1 2150 -1 S #2117 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 18 0 0 D0 ~ ~ 0 -1 2124 -1 S #2118 NorthWest Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 18 0 0 D1 ~ ~ 0 -1 2119 -1 S #2119 North Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. ~ 18 0 0 D1 ~ ~ 0 -1 2120 -1 S #2120 Altar Staircase~ Before you lies a fine marble staircase up leading up to the Temple Altar you see smoke and light to the north. A strange smell wafts down the stairs. ~ 18 0 0 D1 ~ ~ 0 -1 2121 -1 D4 ~ ~ 0 -1 2125 -1 S #2121 Sacrificial Altar~ As you enter this room you notice a long slab of marble with dark stains worn into the fine stone. There are ropes tied around the edges of the stone that are frayed and old. The room has a very musty smell that reminds you of a butcher shop or someplace where animals are killed brutally and left to smell up the place for days. Along the wall you see many fine cutting weapons covered in a red stain. ~ 18 128 0 D0 ~ ~ 0 -1 2130 -1 D5 ~ ~ 0 -1 2116 -1 E slab~ Well, if you don't know now it is a place where they lay people like you down to be hacked up into tiny little bits to be given to the great God Saffron, in hope that he will forgive there sins. ~ E weapons~ Sorry the weapons have been locked up in a rack, to many people have been taking them without asking. ~ S #2122 Altar Staircase~ Before you lies a fine marble staircase up leading up to the Temple Altar you see smoke and light to the north. A strange smell wafts down the stairs. ~ 18 0 0 D3 ~ ~ 0 -1 2121 -1 D4 ~ ~ 0 -1 2126 -1 S #2123 North Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. ~ 18 0 0 D3 ~ ~ 0 -1 2122 -1 S #2124 NorthEast Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 18 0 0 D3 ~ ~ 0 -1 2123 -1 S #2125 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D0 ~ ~ 0 -1 2127 -1 D1 ~ ~ 0 -1 2131 -1 D5 ~ ~ 0 -1 2120 -1 S #2126 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D0 ~ ~ 0 -1 2128 -1 D2 ~ ~ 0 -1 2122 -1 S #2127 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D0 ~ ~ 0 -1 2129 -1 D2 ~ ~ 0 -1 2125 -1 S #2128 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D0 ~ ~ 0 -1 2132 -1 D2 ~ ~ 0 -1 2126 -1 S #2129 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D1 ~ ~ 0 -1 2130 -1 D2 ~ ~ 0 -1 2127 -1 S #2130 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D1 ~ ~ 0 -1 2132 -1 D2 ~ ~ 0 -1 2131 -1 D3 ~ ~ 0 -1 2129 -1 S #2131 Altar of the Temple of Laterday Bandits~ This is the altar that overlooks the Pit that the High Priest of Saffron offers his offerings to the great God Saffron. The High Priest condems all non followers of Saffron only the followers of the Balance may be allowed to leave this place of holyness alive. ~ 18 0 0 D1 ~ ~ 0 -1 2128 -1 D3 ~ ~ 0 -1 2127 -1 S #2132 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 18 0 0 D2 ~ ~ 0 -1 2128 -1 D3 ~ ~ 0 -1 2130 -1 S #2139 2139~ Empty ~ 18 0 0 S #2150 Catacombs Entrance~ You have entered the Catacombs. This is were all the followers of the Gods of Balance have been buried over the years. It is rumored that these paths go on for miles. You should map your way through the catacombs for if you don't you shall not find your way out. Watch out for moving walls. ~ 18 1 0 D0 ~ ~ 0 -1 2157 -1 D1 ~ ~ 0 -1 2151 -1 D2 ~ ~ 0 -1 2153 -1 D3 ~ ~ 0 -1 2152 -1 S #2151 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2150 -1 S #2152 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D3 ~ ~ 0 -1 2150 -1 S #2153 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2155 -1 D3 ~ ~ 0 -1 2154 -1 S #2154 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D3 ~ ~ 0 -1 2156 -1 S #2155 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D4 ~ ~ 0 -1 2116 -1 S #2156 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2159 -1 S #2157 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2158 -1 D3 ~ ~ 0 -1 2156 -1 S #2158 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2157 -1 D1 ~ ~ 0 -1 2155 -1 S #2159 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2160 -1 S #2160 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2161 -1 S #2161 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2162 -1 S #2162 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2163 -1 D2 ~ ~ 0 -1 2158 -1 S #2163 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D2 ~ ~ 0 -1 2164 -1 S #2164 Catacombs~ The catacombs lead in random directions, you cannot seem to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D2 ~ ~ 0 -1 2165 -1 S #2165 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D2 ~ ~ 0 -1 2166 -1 S #2166 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2167 -1 D2 ~ ~ 0 -1 2153 -1 D3 ~ ~ 0 -1 2164 -1 S #2167 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2168 -1 S #2168 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2169 -1 D1 ~ ~ 0 -1 2175 -1 D3 ~ ~ 0 -1 2171 -1 S #2169 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2170 -1 D1 ~ ~ 0 -1 2159 -1 S #2170 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2162 -1 D3 ~ ~ 0 -1 2163 -1 S #2171 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 -1 40 2101 0 0 D0 ~ ~ 0 -1 2176 -1 S #2172 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2171 -1 D3 ~ ~ 0 -1 2173 -1 S #2173 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2174 -1 S #2174 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D0 ~ ~ 0 -1 2177 -1 S #2175 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D2 ~ ~ 0 -1 2172 -1 D3 ~ ~ 0 -1 2174 -1 S #2176 Catacombs Exit~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D2 ~ ~ 0 -1 2171 -1 D3 ~ ~ 0 -1 2175 -1 D4 ~ ~ 0 -1 2101 -1 S #2177 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2178 -1 S #2178 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2179 -1 D2 ~ ~ 0 -1 2175 -1 S #2179 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 18 1 0 D1 ~ ~ 0 -1 2150 -1 D2 ~ ~ 0 -1 2176 -1 S #2180 A narrow path through the trees.~ You have found a small path that winds through the dark woods. You feel and overwheming sense of balance in this area. The path leads north. ~ 18 0 3 D0 ~ ~ 0 -1 2181 -1 D2 ~ ~ 0 -1 21009 -1 S #2181 A narrow path through the trees.~ As you continue down the path you sense a stronger feeling of overwelling peace riddle through out your soul. The path begins to wind toward the west, and of course to the south. ~ 18 0 3 D0 ~ ~ 0 -1 2182 -1 D1 ~ ~ 0 -1 2183 -1 D2 ~ ~ 0 -1 2180 -1 D3 ~ ~ 0 -1 2184 -1 S #2182 Pagen ritual altar.~ As you enter this clearing you notice a large stone slab in the middle of the clearing. There are deep blood-red stains covering the slab. A pair of shackles for both the feet and the hands are rivetted into the stone. You see the remains of humans, dwarves, elves and other beasts laying around, but you can't find any skulls. ~ 18 0 0 D2 ~ ~ 0 -1 2181 -1 S #2183 A old camp fire.~ You have entered a well used camp fire, The coals are still warm in the center of the pit. It seems as if someone has recently found shelter here under the trees. ~ 18 0 3 D3 ~ ~ 0 -1 2181 -1 S #2184 A westwardly path through the trees.~ As you pass westward you notice that trees start to get thicker and it becomes darker as you follow the path westward. ~ 18 0 3 D1 ~ ~ 0 -1 2181 -1 D3 ~ ~ 0 -1 2185 -1 S #2185 A westwardly path through the trees.~ It has now become pitch dark, no light falling through the trees you can't tell if it is day or night anymore. ~ 18 1 3 D1 ~ ~ 0 -1 2184 -1 D3 ~ ~ 0 -1 2186 -1 S #2186 A decaying temple gate.~ Before you stands an old and decaying wall. It is old and sturdy and cannot be circumvented, even in its decaying state. Whomever build this wall built it to last for eons. ~ 18 1 3 D1 ~ ~ 0 -1 2185 -1 D3 ~ gate wall ~ 33 2186 2187 -1 S #2187 Inside the temple walls.~ You stand inside the temple walls, to the north and south you see small courtyards and to the west an doorway. Back to the east is the wall that you passed through to get here. It was created to protect the dwellers of the temple from the enfan's that room the old city and the dark woods to the east. ~ 18 1 3 D0 ~ ~ 0 -1 2188 -1 D1 ~ gate wall ~ 33 2186 2186 -1 D2 ~ ~ 0 -1 2189 -1 D3 ~ door gate ~ 1 2101 2101 -1 S #2188 Inside the temple walls.~ You are inside the temple walls, to the east you see the walls that are decaying as the years pass by, but they have stood ofr eons and will last for at least another eon. To the west you see a large temple rising above you, but you see no windows. Before you stands an old fountain with a small pool of dark blood red water. ~ 18 1 3 D2 ~ ~ 0 -1 2187 -1 S #2189 Inside the temple walls.~ You are inside the temple walls, to the east you see the walls that are decaying as the years pass by, but they have stood for eons and will last for at least another eon. To the west you see a large temple rising above you, but you see no windows. Before you stands an old fountain with a small pool of dark green water. ~ 18 1 3 D0 ~ ~ 0 -1 2187 -1 S #2250 Temple of Laterday Bandits~ You have entered the peaceful Church of the Laterday Bandits, where all lost souls come to rest. It is rumored that these holy walls hold the secrets to life itself. You can see stairs leading both up and down into the tower. An altar stands at the far end of the room. A stairway leading down to the Wine Cellar is to your east. ~ 18 0 0 D0 ~ ~ 0 -1 2101 -1 D1 ~ ~ 0 -1 2252 -1 D4 ~ ~ 0 -1 2251 -1 S #2251 Tower Stairway~ This is the stairway leading from the inner church to the Observation Deck where you can view the great town. You can see a small window that you might be able to see out over the square from. As you gaze through the wind you can see the out-lines of the town, you can see the post office to the west, a large park to south, and the town shops around the square. The sky is red with fire, and in all directions you can see rifts on the horizon, for some reason it looks like the world is fighting against a time vortex. ~ 18 0 0 D4 ~ ~ 0 -1 2253 -1 D5 ~ ~ 0 -1 2250 -1 S #2252 Wine Room~ Here is the storage room for the church, it seems quite empty, not much is stored here any longer, up leads to back into the base of the tower. Old dusty wine racks line the walls. ~ 18 0 0 D4 ~ ~ 0 -1 2250 -1 S #2253 Observation Deck~ You are standing on an observation deck at the top of the Church. Four shimmering blue columns support the bell tower above you, and a shimmering blue staircase leads up. As you gaze from the deck, you see the silhouette of the town against the burning red sky, with time rifts on all horizons. Stairs lead back down into the tower. ~ 18 0 0 D5 ~ ~ 0 -1 2251 -1 S #2299 Saffron's Spicerack~ Saffron's Office, a really messy room. ~ 18 8 0 D0 ~ ~ 0 -1 3001 -1 D1 ~ ~ 0 -1 3156 -1 D4 ~ ~ 0 -1 1000 -1 D5 ~ ~ 0 -1 2253 -1 S #2300 Narrow road~ You stand on a fairly well used road. Wagon ruts run the full length of the road, stretching out as far as the eyes can see. To the south you can see an intersection in the road. ~ 19 0 3 D0 ~ ~ 0 0 2301 -1 S #2301 Narrow Road~ You have been travelling for a couple of dozen leagues. The road has not varied much in all the distance you have come. Right now, you stand at a bend in the road, where the road takes a turn to the east. ~ 19 0 3 D1 ~ door~ 0 0 2302 -1 D2 ~ door~ 0 0 2300 -1 S #2302 Bend in road~ After several hours of travel, you come upon a bend in the road. Off to the north it seems to stretch to infinity and you can barely make out a faint haze on the horizon. To the east, the road curves yet again. ~ 19 0 3 D0 ~ door~ 0 0 2303 -1 D3 ~ door~ 0 0 2301 -1 S #2303 Narrow Road~ A long featureless stretch of road. From the deep ruts carved into the ground by hundreds of passing wagons over the years, you can tell that it has been heavily used. Looking north you can see what appears to be a small city nestled in the trees. To the south, the road stretches on to almost infinity. ~ 19 0 3 D0 ~ door~ 0 0 2304 -1 D2 ~ door~ 0 0 2302 -1 S #2304 Entrance to Geldor~ Tucked away in a little valley lies the village of Geldor. I seems to be quite a lovely little town. The worn dirt road you've been following has been cleaned up some, though there are still wagon tracks carved into it. Trees have been planted along the sides of it, making a sort of entryway into the town. Further ahead you hear the faint sounds of laughter and dogs barking. You catch a whiff of freshly baked bread on the breeze. The road continues north into the village and to the south it leads back to the lonely road. There is a signpost here. ~ 19 0 1 D0 ~ door~ 0 0 2305 -1 D2 ~ door~ 0 0 2303 -1 E sign~ This sign must have been here since the town's founding, the original inscription long since worn away by the elements. However, a new message has been freshly painted on it: Welcome to Geldor Due to the recent attacks by bandits, travellers are strongly advised NOT to go beyond the town's outer gates until we resolve the situation. The Town Council ~ E note~ Stic, Women..... bleh. Starlight ~ S #2305 Intersection~ You stand at an intersection leading to the small town of Geldor. You can hear the sounds of small children playing and dogs barking at your approach. The road on which you travel is well worn by the passing of wagons over the ages. To the east and west you can see small farms and to the north lies the main part of town. ~ 19 0 1 D0 ~ door~ 0 0 2311 -1 D1 ~ door~ 0 0 2308 -1 D2 ~ door~ 0 0 2304 -1 D3 ~ door~ 0 0 2306 -1 S #2306 Small road~ You follow a cute little road that twists and turns. Along the sides are well trimmed bushes and hedges. You can hear the chirping of birds as they flit about in the trees. Farther ahead to the west, you can make out two structures. ~ 19 0 1 D1 ~ door~ 0 0 2305 -1 D3 ~ door~ 0 0 2307 -1 S #2307 Prosperous Farm Cottage and Large Barn~ You've come across a quaint little house with a neighboring barn. The cottage is a small but sturdy looking little building. It has obviously been well cared for by its owners, for you can see the roof has been freshly thatched and the outer walls covered with a new coat of white plaster. Adjacent to the cottage stands a large barn from which you can smell horses and the scent of freshly cut hay. A small cobblestone path leads up to the front porch of the cottage where you can make out the form of a plump woman smiling at you. As you are standing there, two huge dogs come running out from behind the barn and bark at you menacingly. ~ 19 8 0 D1 ~ door~ 0 0 2306 -1 S #2308 Modest Farmhouse~ Clean but slightly run-down buildings indicate that this farm is not very prosperous. However, the stock appears quite healthy and plump. Two active lads of 12 or so can be seen working in the field to your northwest, supervised by a man who must be their father. Nothing appears of particular interest. ~ 19 8 0 D0 ~ door~ 0 0 2310 -1 D1 ~ door~ 0 0 2309 -1 D3 ~ door~ 0 0 2305 -1 S #2309 Barn~ The barn is larger than many that you have seen. It is full of some horses and a cow, waiting to be milked. Some chickens also wander around here, pecking at the ground occasionally. The barn is also well stocked with farming impliments, none of which would be of any use to you. ~ 19 8 0 D3 ~ door~ 0 0 2308 -1 S #2310 Field of Wheat~ You stand at the edge to a large field of wheat. Tending the field are some youths, supervised by an older man. The only attention they pay to you is to look up at you and smile. To the south you can see their house. ~ 19 0 2 D2 ~ door~ 0 0 2308 -1 S #2311 St. Cuthbert Road~ After talking to the locals for a bit, you learn that this road is named after the patron god of the small town, St. Cuthbert. To the west you can hear the sounds of a blacksmith hard at work, the sounds of his hammers ringing throughout this part of town. To the north you can see a sign hanging over the largest building in town, swaying ever so slightly in the small breeze that is blowing. The few people walking along the road smile at you as they pass. ~ 19 0 1 D0 ~ door~ 0 0 2313 -1 D2 ~ door~ 0 0 2305 -1 D3 ~ door~ 0 0 2312 -1 S #2312 Blacksmith's Shop~ A small wooden forge nailed onto the sign above the door declares this to be the local blacksmith. You enter the shop to see a forge sitting at the back and bellows. A short but brawny man is vigorously pounding away at a piece of red-hot iron. ~ 19 8 0 D1 ~ door~ 0 0 2311 -1 S #2313 St. Cuthbert Road~ The sign above the building to the west declares the building to be an inn. Pictured on the sign is a voluptuous female toting a tray of food and mugs. To the east and north, the roads continue. ~ 19 0 1 D0 ~ door~ 0 0 2334 -1 D1 ~ door~ 0 0 2325 -1 D2 ~ door~ 0 0 2311 -1 D3 ~ door~ 0 0 2314 -1 S #2314 Inn of the Welcome Wench~ This is the dining room of the Welcome Wench. All around you are people eating, laughing, and having a good time. A waitress gracefully navigates her way through the crowded room, carrying a large platter of steaming hot food. Your stomach rumbles at the mere sight of it. Over in the corner sits a young man playing a lute. Occasionaly one of the patrons tosses a coin in his direction. To the south you can see another dining room while to the west you can see the bar itself. ~ 19 8 0 D1 ~ door~ 0 0 2313 -1 D2 ~ door~ 0 0 2315 -1 D3 ~ door~ 0 0 2316 -1 S #2315 Private Dining Room~ This is a small, well furnished room. A large oak table sits in the center of the room. Unlike the others, this one has a tablecloth and is equipped with silverware, napkins, and candles. Sitting in a plush velvet lined chair sits a very large man. He is just about to take a bite of food when you stumble into the room. He pauses, looks up at you with angry eyes and growls menacingly. You can see his knuckles whiten as he clenches his fork. The only way out of the room is back the way you came in. ~ 19 8 0 D0 ~ door~ 0 0 2314 -1 S #2316 Bar Room~ The inside of the inn is brightly lit by torches. A large fireplace is in the corner warming the room with its heat. The air is thick with smoke and the smell of food. There are a few empty barstools at the bar, the others are occupied by large hairy men that occasionaly burst out into bellowing laughter. A bartender stands behind the bar, dexterously refilling drinks and collecting money. As you enter the room, he glances up at you expectantly. To the west, you can see the door to the kitchen A wooden staircase leads upstairs. ~ 19 8 0 D1 ~ door~ 0 0 2314 -1 D3 ~ door~ 1 0 2317 -1 D4 ~ door~ 0 0 2319 -1 S #2317 Kitchen~ This kitchen must be the busiest place you've ever seen. A cook stands in front of a chopping board cutting vegetables and demonstrating such skill with a knife that you'd never want to cross him. Several serving boys and girls rush around the kitchen darting in and out of the room carrying glasses and dirty dishes. As you enter the room, the cook looks up at you with an angry glare and motions with his knife for you to get out. The southern wall holds a thick wooden door, denying you entry to the room beyond. ~ 19 8 0 D1 ~ door~ 1 -1 2316 -1 D2 ~ door~ 1 1 2318 -1 S #2318 Storage Room~ You walk into a small dimly lit storeroom. Along the sides of the room are sacks of grain and flour piled up in neat stacks. On the walls are shelves stocked with assorted jars of pickled jams and jellies. A rack on the wall holds numerous spare cooking utensils. The only exit from the room is through the door you used to come into the room. Beyond it you can hear the chaotic din of the kitchen. ~ 19 8 0 D0 ~ door~ 33 1 2317 -1 S #2319 Upper story of Inn~ You stand at the top of the stairs, from below you hear the sounds of the bar. The hallway you are in is bare and nondescript aside from the doors along both walls. The hall continues to the west. ~ 19 8 0 D0 ~ door north~ 1 1 2320 -1 D2 ~ door south~ 1 1 2321 -1 D3 ~ door~ 0 0 2322 -1 D5 ~ door~ 0 0 2316 -1 S #2320 Occupied room~ This small room is very plain and efficient. A small somewhat comfortable looking bed sits in the corner. Next to the bed is a table and chair at which a person sits, hunched over some books and papers. ~ 19 8 0 D2 ~ door~ 1 0 2319 -1 S #2321 Unoccupied room~ This room is currently unoccupied. The bed has been freshly made and there are fresh flowers set in a vase on the dresser. You feel tempted to lie down and take a nap for a few hours. The only exit is to the north. ~ 19 8 0 D0 ~ door~ 1 0 2319 -1 S #2322 End of hallway on the second story of Inn.~ This is the end of the hallway. To the north and south there are doors while the hall itself continues to the east. ~ 19 8 0 D0 ~ door north~ 1 1 2324 -1 D1 ~ door~ 0 0 2319 -1 D2 ~ door south~ 1 1 2323 -1 S #2323 Room of a Drunken Patron~ An overpowering stench of alcohol assaults your senses as you walk in. A simple white bed has been tipped over on its side, its sheets scattered on the floor. The mirror on the dresser is cracked and broken. Over at the desk sits a large individual whose face is a bright cherry red. Around him are scattered bottles of wine and ale. As you walk into the room he squints up at you with bloodshot eyes. Without warning, he suddenly shouts, 'Invaders!' leaping towards you in a drunken rage! ~ 19 8 0 D0 ~ door~ 1 0 2322 -1 S #2324 Occupied room~ This room is much like all the others. Sparsely furnished with a bed and dresser, nothing much is out of the ordinary. A small man wearing spectacles is here, pacing about the room mumbling something about the price of fish nowadays. He seems to be completely oblivious to your presence. ~ 19 8 0 D2 ~ door~ 1 0 2322 -1 S #2325 Druid's Way Road~ A small sign denotes this as the beginning of Druid's Way. There is a small trail leading off to the north that has been marked by stones and flowers. The road continues to the east and west. ~ 19 0 1 D0 ~ door~ 0 0 2327 -1 D1 ~ door~ 0 0 2329 -1 D2 ~ ~ 0 0 2326 -1 D3 ~ door~ 0 0 2313 -1 S #2326 Leatherworker's Shop~ You can immediately sense that this is the town's leatherworking shop by the strong smell of chemicals in the air. You imagine that you could preserve a body for weeks with some of the foul smelling stuff that the leatherworker uses. Looking over the wares, you see various leather goods, all of them in excellent condition. They look as if they could easily withstand the hardships of adventuring. ~ 19 8 0 D0 ~ door~ 0 0 2325 -1 S #2327 Small dirt road through the woods~ A small trail branches off from the main road. It appears to be well travelled but still looks as if it were a natural trail. It leads off into a small copse of huge ancient trees. From the trees you hear the singing of hundreds of birds and the rustling of little animals. To the south lies the main road. ~ 19 256 3 0 D0 ~ door~ 0 0 2328 -1 D2 ~ door~ 0 0 2325 -1 S #2328 Small clearing~ This is obviously a place of worship. The trees are neatly pruned, and the grass is well tended. A carefully placed line of bluish stones set off the path leading to a rock cairn where flowers, nuts, berries, and garlands of leaves are placed. A small path leads beyond the shrine to a low-roofed wooden building placed under the great boughs of the central oaks of the copse. As you enter the clearing, a very wise looking man exits the house with a large black bear at his side and waits expectantly. ~ 19 0 3 D0 ~ door~ 0 0 2328 -1 D1 ~ door~ 0 0 2328 -1 D2 ~ door~ 0 0 2327 -1 D3 ~ door~ 0 0 2328 -1 S #2329 Druid's Way Road~ You've reached an intersection in the road. A small shop has been built to the north and to the south stands a tall tower. Easily the tallest structure in the town, the tower appears to be built as if for a siege. Looking eastwards, you see the eastern entrance to the town. ~ 19 0 1 D0 ~ door~ 0 0 2330 -1 D1 ~ door~ 0 0 2333 -1 D2 ~ gate~ 1 -1 2331 -1 D3 ~ door~ 0 0 2325 -1 S #2330 Moneychanger Shop~ The sign outside this shop displays three yellow balls; this must be the town's moneychanger shop. A guard in chain mail stands by the door, wearing a sword and cradling a light crossbow in his arms, with a quarrel ready. Two large dogs are sniffing in your direction as you enter the shop. ~ 19 8 0 D2 ~ door~ 0 0 2329 -1 S #2331 High Tower~ This structure is some 55 feet tall, a smaller tower rising inside the greater at about 35 feet above the ground. Its entrance is accessible only by going up a curving flight of stone stairs which terminate in a landing about 10 feet above the ground. The outer door of the tower lowers to form a bridge to the stone landing. There are numbers of arrow slits around the tower, and it has a splay around the base to about 6 feet in height. The lower and upper battlements are machicolated, the merlonds being pierced for archery as well. A very formibable place indeed. Upon entering the tower, you find yourself facing a rather large fighter and a mage, who both look at you inquisitivly. ~ 19 8 0 D0 ~ gate~ 1 -1 2329 -1 D1 ~ door~ 1 -1 2332 -1 S #2332 Construction site of a castle~ A small keep is being built here for the two champions of the town. Right now there is only a small work crew working here with a foreman to overwatch them. With all the tools here, it would appear that several times those that are here actually work here. ~ 19 2048 1 D3 ~ door~ 0 0 2331 -1 S #2333 Entrance to Geldor~ You are standing before the entrance to Geldor. The road you are on twists and bends throughout this little village. Small wisps of smoke drift upwards into the sky from various houses and shops within. You can sense the life and vitality contained within as people go about their daily chores. There is a sign here. ~ 19 0 1 D1 ~ door~ 0 0 2338 -1 D3 ~ door~ 0 0 2329 -1 E sign~ You are now leaving Geldor The town takes no responsiblity for the welfare of travellers beyond this point due to the increase in bandits and robbers along the road to Midir. Safe travelling, The Town Council ~ S #2334 St. Cuthbert Road~ The wind whips up a little dust devil that swirls in front of you. You look about and see the local trading post where people buy and sell stuff. The road continues to the south and a small path splits off towards the west, leading to a small stone house and a large church. ~ 19 0 1 D0 ~ door~ 0 0 2335 -1 D2 ~ door~ 0 0 2313 -1 D3 ~ door~ 0 0 2336 -1 S #2335 Trade Post~ The whole front of this building is filled with various goods. Two traders stand here, with a small complement of men-at-arms guarding them. They look at you warily as you enter their shop, never taking their eyes off of you. ~ 19 8 0 D2 ~ door~ 0 0 2334 -1 S #2336 Small Path~ This is little more than a trail branching off of the main road. It leads farther north into the woods, twisting and turning through the trees. To the east lies the main road. ~ 19 0 3 D0 ~ door~ 0 0 2337 -1 D1 ~ door~ 0 0 2334 -1 D3 ~ door west~ 1 -1 2551 -1 S #2337 Stone House~ This well-crafted stone dwelling seems recently built. It is set off from the road by a low stone wall. No animals are seen, but a man is out in the yard playing with his children. He stands and walks over to the gate as you approach his residence. ~ 19 8 0 D2 ~ door~ 0 0 2336 -1 S #2338 Rolling Hills~ The cozy little town of Geldor sits off to the west, inviting you inside its gates and away from the dangers of travel. The terrain around you is full of gently sloping hills and green grass. Towards the east you can see the beginnings of a forest. ~ 19 0 4 D0 ~ door~ 0 0 2339 -1 D1 ~ door~ 0 0 2345 -1 D3 ~ door~ 0 0 2333 -1 S #2339 Secret Trail~ You are on what seems to be an unused game trail that connects to the main road. All around you the woods are dark and silent. To the north, the path seems to open up into a small clearing and you get a faint whiff of flowers wafting in from it. The bushes to the south have rendered the path back to the road nearly invisible. ~ 19 0 3 D0 ~ door~ 0 0 2340 -1 D2 ~ door~ 0 0 2338 -1 S #2340 Small Meadow~ The sun's weak rays still have dominion in this little clearing, giving you a look at your surroundings. To the north stands an old decrepit building that has almost been swallowed by the forces of nature. Vines and moss cover nearly every surface on it. A faint path to the south leads you back into the forest. ~ 19 0 2 D0 ~ door~ 0 0 2341 -1 D2 ~ door~ 0 0 2339 -1 S #2341 Old drawbridge ~ You find yourself standing on an old drawbridge. You can hear the boards shifting and breaking under your feet, and expect the bridge to give at any moment. You feel that it would be best to get off as soon as possible. To the south you can see a small field filled with flowers. To the north is an old moathouse in ruins. Below you is the moat. You can see something moving about the old moat, but can't see from here what it might be. ~ 19 0 -1 30 2342 1 1 D0 ~ door~ 0 0 2343 -1 D2 ~ door~ 0 0 2340 -1 D5 ~ door~ 0 0 2342 -1 S #2342 Moat~ Uh oh. You have fallen into the moat. You feel stabbing pain as the slime starts to bite into your flesh. You hear something in the water swimming towards you. Suddenly, you feel at peace with the world as your life passes in front of your eyes. ~ 19 66 -1 40 2342 2 1417596 0 S #2343 Main Chamber~ This chamber stands at 60 feet by 60 feet. Tattered tapestries hang from the walls and furniture lies rotting in a small pool or smashed up into pieces upon the floor. Leaves and dirt cover the floor, cobwebs hang from the walls and ceiling above. Looking up, you can see that the second floor to the moathouse is totally destroyed, with it looking like it could collapse at and minute now. ~ 19 8 0 D0 ~ ~ 0 0 2390 -1 D2 ~ door~ 0 0 2341 -1 D3 ~ ~ 0 0 2367 -1 S #2344 Dark path~ The road here curves off to the east and west. Both paths seem to disappear into the gloom. A faint, chilling breeze tickles the back of your neck as you stand here making you uneasy. ~ 19 1 3 D1 ~ door~ 0 0 2346 -1 D2 ~ door~ 0 0 2345 -1 S #2345 Dark path~ You've come to the entrance of the forest. Enormous trees tower above you, their leaves forming a canopy overhead. Every so often, a faint trickle of sunlight will find its way through the maze of leaves and strike the ground, illuminating it for an instant. The road here continues to the north. ~ 19 1 3 D0 ~ door~ 0 0 2344 -1 D3 ~ door~ 0 0 2338 -1 S #2346 Dark path~ You can't help but feel lost in these woods, for the road looks the same in both directions. Off to the east however, a faint smell drifts towards you carried by an unseen breeze and bringing the sickly sweet smell of decay with it. ~ 19 5 3 D1 ~ door~ 0 0 2347 -1 D3 ~ door~ 0 0 2344 -1 S #2347 Entrance to Midir ~ You are standing at the entrance to Midir, within you see cookfires being lit for the coming dusk, the wafting aroma of roast and freshly baked bread makes your mind drift to the thought of a comfortable bed and a real meal for a change... Yet you sense that something is amiss in this sleepy little community, something dark and sinister... You shake your head to clear it, attributing these thoughts to road weariness and your sometimes overactive imagination. To the north of here lies the waterside hostel and to the east is the infamous Boatmens' Tavern. ~ 19 0 1 D0 ~ ~ 0 0 2350 -1 D1 ~ ~ 0 0 2349 -1 D2 ~ ~ 0 0 2359 -1 D3 ~ door~ 0 0 2346 -1 S #2348 Brigand Den~ No pc should be here, but if you do find yourself here, then it's a fluke. ~ 19 1 3 D2 ~ ~ 0 0 2344 -1 S #2349 Road~ You are standing on an unkept dirt road. To the north is a large stone building. From a chimmney in the back, a dark black smoke issues out. As you stand there, the sound of metal banging on metal shatters the silence. Your hand instinctively goes to your sword when you realize that it is only the smithy going to work. The road continues to the south, east and west. ~ 19 0 1 D0 ~ ~ 0 0 2360 -1 D1 ~ ~ 0 0 2363 -1 D2 ~ ~ 0 0 2361 -1 D3 ~ ~ 0 0 2347 -1 S #2350 The Waterside Hostel~ A thick cloud of black greasy smoke billows out as you open the door. Stepping inside you hear the shouts of drunken patrons and above that the screaming voice of the cook who is desperately trying to put out a grease fire in the kitchen. As you look about a disgusting brute of a man shoulders you aside on his way out reeking of sour ale and smoke. Off in the rear of the room is a rickety old staircase leading upstairs. To the north is the bar. ~ 19 8 0 D0 ~ ~ 0 0 2351 -1 D2 ~ ~ 0 0 2347 -1 D4 ~ ~ 0 0 2352 -1 S #2351 Bar~ You claim the last remaining stool at the far end of the bar and look around. Sitting next to you is a small and thouroughly drunk gnome muttering in his drink. A large balding man, presumably the bartender, finally wanders over to where you are sitting. He looks you up and down, assessing you and calculating just how much he can charge you for a drink. He wipes his mouth with the sleeve of his shirt and tells you to order something or get out. ~ 19 8 0 D2 ~ ~ 0 0 2350 -1 S #2352 Hallway~ You say a brief prayer of thanks for reaching the top of the stairs alive. For a moment there, you thought that they were going to collapse on you, sending you to a grisly demise. The hallway you're in doesn't look much safer though, the smell of stale beer and urine permeates the entire place. It seems to be emanating from the room to the north. The hall continues to the west and there is a door to the south. The only other exit is back down those stairs... ~ 19 8 0 D0 ~ door north~ 1 2 2353 -1 D2 ~ door south~ 1 2 2354 -1 D3 ~ ~ 0 0 2355 -1 D5 ~ ~ 0 0 2350 -1 S #2353 Trashed room~ A hideous stench assaults you as you make your way past the rubble blocking the entrance to this room. All the furniture here has been torn to pieces. The mattress is nothing more than a soggy pile of stuffing, reeking of ale. You wonder just what went on here. The only way out is to the south. ~ 19 8 0 D2 ~ door~ 1 2 2352 -1 S #2354 Occupied room~ This is a run down old room. There is a mattress lying on the floor in the corner of the room and a small desk against the wall. An ugly, scarred man looks up at you as you enter and tells you to get out. ~ 19 8 0 D0 ~ ~ 0 0 2352 -1 S #2355 Hallway~ This is the western half of the hallway. The smell isn't so bad here, except to the west where you can smell bad tobacco being smoked in vast quantities. The door to the west is a little nicer than the others in this hall and you can hear noises from the other side. There are also doors to the north and south. The hallway continues to the east. ~ 19 8 0 D0 ~ door north~ 1 2 2357 -1 D1 ~ ~ 0 0 2352 -1 D2 ~ door south~ 1 2 2356 -1 D3 ~ ~ 0 0 2358 -1 S #2356 Occupied Room~ This room is much like all the others complete with a battered up old desk and a lice ridden mattress. The room's occupant doesn't seem to mind it much though, he looks far worse than the mattress does. ~ 19 8 0 D0 ~ ~ 0 0 2355 -1 S #2357 Empty Room~ This room is exactly the same as the others except that there isn't anyone in here. You could, if you REALLY wanted to, lie down and take a nap for a while. Just remember to keep one eye on the door at all times. ~ 19 8 0 D2 ~ ~ 0 0 2355 -1 S #2358 Meeting room~ This appears to be a makeshift meeting room. There is a large table in the center of the room and even a small window in the far wall. The room is hot and full of smoke. Large men with greasy beards sit at the table laughing and talking to each other. Occasionaly, one will drive the tip of his dagger into the table to emphasize a point. The only way out is back to the east. ~ 19 8 0 D1 ~ ~ 0 0 2355 -1 S #2359 Small Run Down House~ This is a small run down shack built on the outskirts of the town. It looks as if it has been abandoned by its owners for quite some time, yet there are still a few signs of someone living here. A kettle sits on an old iron stove, half full of water, and there is a hunk of stale bread in the pantry. ~ 19 8 0 D0 ~ ~ 0 0 2347 -1 S #2360 Smithy~ This building is fairly well kept, unlike most the others in Midir. Over by the forge is a large brute of a man hammering away at a red hot horeshoe. He looks up at warily as you enter, then continues to beat on the metal. ~ 19 8 0 D0 ~ ~ 0 0 2362 -1 D2 ~ ~ 0 0 2349 -1 S #2361 Winding Road~ You follow a small windy road through the trees. It continues to the north and south. You hear a noise to your left and turn to look at it. There, in the trees staring at you, is a giant two-hundred pound squirrel with an acorn the size of a small child! It chitters at you angrily and disappears into the trees. You shake your head in disbelief, maybe you'd better keep moving. ~ 19 0 2 D0 ~ ~ 0 0 2349 -1 D2 ~ ~ 0 0 2392 -1 S #2362 Stables~ The stables are also fairly well kept. After seeing the other buildings in town, this makes you curious as to why this one man is different that the others. There are several horses here, and the necessary riding equipment for them. To the south is the smithy from which you came. ~ 19 8 0 D2 ~ ~ 0 0 2360 -1 S #2363 Road~ The laughter is audibly louder now as you near the Boatmen's Tavern and if you look carefully enough you can make out two cheery fires greeting you at the windows to the east. From this vantage point you can also see a dilapidated building to the north and you feel a sense of disquiet as you strain to see more, however to the south of here is Mother Screng's herb shop and the aroma's of her herbs that are hanging from the shops rafters makes you giddy in the head. ~ 19 0 1 D0 ~ ~ 0 0 2365 -1 D1 ~ ~ 0 0 2366 -1 D2 ~ ~ 0 0 2364 -1 D3 ~ ~ 0 0 2349 -1 S #2364 Mother Screng's Herb Shop~ This building is filled with the strong odors of various herbs and spices, all packed into bottles that lie on shelves throughout the room. Every kind of spice and herb you have ever heard of(and then some!) are here. You look around and spot and old and bent lady, with scraggly gray locks sticking out from beneath the aged shawl she wears drawn about her head. Another old woman, who appears to be the first's daughter watches you from behind her mother. They both stand behind a counter in the back of the room. ~ 19 8 0 D0 ~ ~ 0 0 2363 -1 S #2365 Dirty Run Down House~ This room is in an appalling state of disrepair. Whoever lives here must not be much for tidiness. Broken pottery, cobwebs, and the ceiling about to cave in, it's a wonder that this place hasn't been torn down already. You notice a table hidden in a shadowy corner of the room. At it are two humanoid shapes lying face down on it. As you stare, you see a hand slide down to its side and see a glint of cold steel being drawn. ~ 19 8 0 D2 ~ ~ 0 0 2363 -1 S #2366 Boatmen's Tavern and Nulb Market~ This very large building looks like an old warehouse. At the back you can see and hear a tavern full or people on their way to getting totally blasted. The rest of the building is filled with people selling and buying produce. ~ 19 8 0 D3 ~ ~ 0 0 2363 -1 S #2367 Side Tunnel~ Here lies a side tunnel to the main chamber to the east. The hallway is cluttered with various debris, including some rotting furniture and mildewed taperstries. To the north you can see a small chamber. To the south lies the entrance to the only standing tower in the moathouse. ~ 19 1 0 D0 ~ ~ 0 0 2368 -1 D1 ~ ~ 0 0 2343 -1 D2 ~ door~ 1 -1 2369 -1 S #2368 Storeroom and Stairway~ Upon entering this room, you are assaulted by the smell of rats. The smell of their urine and feces permiates this room. The squeaking and rustling betrays to you that their presence is still here, lying under the trash strewn throughout this room. While pondering this, they leap to the attack. To the north side of the room is a set of stairs leading down. ~ 19 1 0 D2 ~ ~ 0 0 2367 -1 D5 ~ ~ 0 0 2375 -1 S #2369 Tower~ The upper portion of this tower have collapsed and the interior is dark. Rubble and trash lie throughout the area. Peering up into the darkness above you can barely make out some rafters that hold up the roof above. They look like they could collapse at any moment. While watching, a huge spider rushes out from the darkness and attacks. ~ 19 1 0 D0 ~ ~ 0 0 2367 -1 S #2370 Stairway Arch~ Besides an ornate arch in the center of the room, this room is devoid of anything but trash. On the west wall lies a heap of rubble, that you decide must have been furniture at one time. From the broken containers strewn throughout the room, you guess that this might have been a storage room and armory at one time in the distant past. ~ 19 1 0 D0 ~ door north~ 1 -1 2372 -1 D2 ~ ~ 0 0 2373 -1 D3 ~ door west~ 9 0 2371 -1 D5 ~ ~ 0 0 2466 -1 S #2371 Storeroom~ This room was obviously a storage room in times gone by. The room still contains a lot of mudane objects, all in a state of disrepair. Searching the room, all you find of value is a couple of bows, a bunch of arrows, and a few other assorted other implements of war. ~ 19 1 0 D1 ~ door east~ 1 -1 2370 -1 S #2372 Large Room~ This room measures 40 feet by 40 feet, with 5 normal, stone pillars rising from the floor to meet the ceiling. At the north side of the room is a bed of furs and old clothing. When you enter the room, an ogre rises up from where it was sitting, grunts and rushes to attack. ~ 19 1 0 D1 ~ door east~ 1 -1 2375 -1 D2 ~ door south~ 1 -1 2370 -1 S #2373 Room with Cells~ This chamber measures 50 feet by 20 feet. Along the right wall are a number of cells. When you go to investigate their contents, you notice that all the cells are unlocked and a number of zombies step out, their horrifying smell causing you to gag. You turn around to flee, and notice that more zombies have circled around you. You are now surrounded by 12 zombies. Before you get a chance to shout a warning, they all let out a low moaning sound and rush to the attack. ~ 19 1 0 D0 ~ ~ 0 0 2370 -1 D1 ~ ~ 0 0 2374 -1 S #2374 Torture Chamber~ You stand in what appears to be an old torture chamber. It appears that the room has not been used in some time. Cobwebs hang from the ceiling and rust coats all the metal in the room. At closer inspection, you notice that some of the torturing devices have been used recently...who, or what, used these you can not fathom. You begin to wonder if this is the safest place to stop... ~ 19 1 0 D3 ~ ~ 0 0 2373 -1 S #2375 Tunnel~ This chamber is small, measuring at 10 feet by 10 feet. No noticeable exits exist, although after careful inspection you notice that the floor below the south wall appears well used all the way up to the wall. ~ 19 1 0 D1 ~ door east~ 9 0 2376 -1 D2 ~ door south~ 9 0 2378 -1 D3 ~ door west~ 9 0 2372 -1 D4 ~ ~ 0 0 2368 -1 S #2376 Large Chamber~ The original use of this room is unclear. There are two small rooms with there doors ripped off on the east side of the room, each measuring 10 feet by 10 feet. They appear to have been closets at one time. The room itself measures 30 feet by 50 feet. To the north you can hear the sounds of gutteral growling, from a beast(or beasts) that you can't recognize. ~ 19 1 0 D0 ~ ~ 0 0 2377 -1 D3 ~ door~ 1 -1 2375 -1 S #2377 Diamond Shaped Room~ This room is shaped like a diamond, with you entering at the lower end of the diamond. Like the room to the south, the original purpose of this room is a mystery, but the current inhabitants of 6 bugbears have put it to a use as their room. They seem to enjoy privacy and attack as soon as you enter the room. The room is void of anything but them and their beds. ~ 19 1 0 D2 ~ ~ 0 0 2376 -1 S #2378 Tunnel~ You stand in a tunnel that runs for about 120 feet, with one branch to the west at about 110 feet from the north. This echoes with the sounds of water dripping and the ocassional burst of laughter from one of the denizens of the moathouse basement. ~ 19 1 0 D0 ~ 2.door~ 1 -1 2375 -1 D2 ~ door south~ 1 -1 2380 -1 D3 ~ ~ 0 0 2379 -1 S #2379 Odd Shaped Room~ This chambers walls curve this way and that, with almost no order. It makes you wonder whether the architect of this room was drunk when designing it. It right now is home to 9 gnolls who seem to like their room enough to defend it with their lives if they have to. ~ 19 1 0 D1 ~ ~ 0 0 2378 -1 S #2380 Tunnel~ This tunnel goes on and on with exits to the north, east, and south. In every direction you can see more tunnels stretching into the darkness. The walls around you are covered in a slimy green mold that sticks to your hands and clothing. You catch a faint whiff of rotting fish. ~ 19 1 0 D0 ~ door north~ 1 -1 2378 -1 D1 ~ ~ 0 0 2384 -1 D2 ~ ~ 0 0 2381 -1 S #2381 Tunnel~ A long, featurless tunnel stretches off towards the north. On the western wall, various holy symbols have been carved around an archway leading off into a darkened room. Though you cannot hear anything from that direction, a dry dusty smell drifts in from it, brining memories of something long forgotten. The tunnel bends at a right angle to the south where a crude opening has formed. From there you can hear the sounds of dripping water. ~ 19 1 0 D0 ~ ~ 0 0 2380 -1 D2 ~ ~ 0 0 2391 -1 D3 ~ ~ 0 0 2383 -1 S #2382 Twisting Tunnels~ You have entered some tunnels that twist and turn, soon leaving you utterly lost. Panic stricken, your pace quickens, getting you further lost. ~ 19 1 0 D0 ~ ~ 0 0 2382 -1 D1 ~ ~ 0 0 2382 -1 D2 ~ ~ 0 0 2382 -1 D3 ~ ~ 0 0 2382 -1 S #2383 Crypt~ Apparently the original builders of the moathouse planned on a long tenancy because they included this crypt. Most of the niches are empty, with a few containing splintered coffins, wrappings, and gnawed and split bones. As you enter into the room, you notice an awful stench and see four ghouls squatting in the north end of the room. They stand as you enter and grin evilly at you. At the back of one of the niches, on the western half of the chamber, you notice a tunnel leading off to the west. ~ 19 1 0 D1 ~ ~ 0 0 2381 -1 D3 ~ ~ 0 0 2382 -1 S #2384 Tunnel~ This is a short little side tunnel that stretches to the east and west. The tunnel seems to come to an end farther off to the east, while to the west you can see an intersection. ~ 19 1 0 D1 ~ door~ 1 -1 2385 -1 D3 ~ ~ 0 0 2380 -1 S #2385 Tunnel~ This is a short stretch of tunnel leading east and west. To the east there is a small wooden door. ~ 19 1 0 D1 ~ ~ 0 0 2386 -1 D3 ~ door~ 1 -1 2384 -1 S #2386 Tunnel~ The tunnel takes a bend to the north here. To the west is a small wooden door. ~ 19 1 0 D0 ~ door north~ 1 -1 2387 -1 D1 ~ ~ 0 0 2389 -1 D3 ~ ~ 0 0 2385 -1 S #2387 Barracks~ Eight guards stand here guarding the entrance to this room and the room to the east. They are garbed all in black with gold eyes of fire embroidered upon tunic and cloak. They fearlessly rush to attack you as you enter the room, giving off a low hooting sound. At this sound, more guards rush into the room. ~ 19 8 0 D1 ~ door east~ 1 -1 2388 -1 D2 ~ door south~ 1 -1 2386 -1 S #2388 Chamber~ This chamber is lavishly furnished, with thick rugs, wall hangings, and soft chairs, couch, and cushions. Wines, liquors, and dishes of sweetmeats abound. A brazier glows brightly in the center of the room, giving it light and the strong odor of incense. A ornatly carved cabinet sits in the back of the room, with goblets and plates of various kinds inside. A large man stands in the center of the room, near the bed, wearing plate mail and toting a mace and a long staff. He is obviously the man who controls the moathouse. ~ 19 8 0 D3 ~ door~ 1 -1 2387 -1 S #2389 Tunnel~ You wander around in the tunnels for what seems like hours, suddenly from the east, you catch a breath of fresh air. the tunnel continues to the east and west. ~ 19 1 0 D1 ~ ~ 0 0 2340 -1 D3 ~ ~ 0 0 2386 -1 S #2390 Upper Main Chamber~ This was a great audience chamber, as shown by the tattered banners and tapestries on the walls, destroyed furniture, and heaps of rotting cloth thrown into corners. Once richly appointed, it has been thoroughly searched, sacked, and despoiled. Leaves and dirt cover the floor, and cobwebs hang from walls and the ceiling above. Looking up, you see that pieces of beams and chunks of stone poke through, indicating that the upper stories on the place are totally destroyed and likely to be impassible to anything large than a rat. ~ 19 0 0 D2 ~ ~ 0 0 2343 -1 S #2391 Dark Pool~ In this room lies a large, deep pool. You can see nothing in it's murky depths, but the water does look potable. The pool takes up most of the room. After a little more careful inspection, you notice that many bones lie around the pool, making you wonder if the pool is safe after all. In answer to your questions, a large crayfish bursts forth from the water... ~ 19 1 0 D0 ~ ~ 0 0 2381 -1 S #2392 Winding Road~ This is a small windy dirt road that twists and turns its way through the trees. It continues to the north and south. ~ 19 0 2 D0 ~ ~ 0 0 2361 -1 D2 ~ ~ 0 0 2393 -1 S #2393 Winding Road~ This is a small windy dirt road that twists and turns its way through the trees. It continues to the north and east. ~ 19 0 2 D0 ~ ~ 0 0 2392 -1 D1 ~ ~ 0 0 2394 -1 S #2394 Twisting Road~ This is a small windy dirt road that twists and turns its way through the trees. The road continues to the east and west. ~ 19 0 2 D1 ~ ~ 0 0 2395 -1 D3 ~ ~ 0 0 2393 -1 S #2395 Gate~ You stand before a large gate that is bound with an intricate lock. It is unlike any gate you have seen before. Carved upon it's surface are a number of wards and such. Whether to keep what is in from getting out, or to keep you from getting in is unclear. To the west is the way back to Nulb. ~ 19 72 1 D1 ~ gate~ 33 3 2396 -1 D3 ~ ~ 0 0 2394 -1 S #2396 Grand Entrance~ You stand in a large entryway with columns and vile stained glass windows flanking you on either side. The stained glass windows depict varies acts of evil being perpetrated by demons and other minions of evil. To the south lies a set of gates standing 23 feet tall and 20 feet wide. To the north is a vestibule and the way further into the temple. ~ 19 73 0 D1 ~ ~ 0 0 2397 -1 D3 ~ gate~ 33 3 2395 -1 S #2397 Vestibule~ The floor of this area consist of reddish brown slate-like squares. The walls are plastered and painted with scenes of despicable acts of torture, maiming, killing, and other which are too disturbing to look at for long. The beliefs of the worshippers is all to evident: Evil is to be flaunted, practiced, and praised. A dim light filters through the stained glass windows, casting revolting colors on the greenish stones to the north. In that direction you can see the nave of the temple. The pillars there have been constructed from a pinkish mineral, shot through with worm-colored veins. The arches they form lead to two lesser aisles and are worked in a bas relief that mimics the imagery of the walls. Most likely this area was reserved for the lowliest of the Temple's disciples. ~ 19 72 0 D1 ~ ~ 0 0 2398 -1 D3 ~ ~ 0 0 2396 -1 S #2398 Central Altar~ The pillars here are white marble, veined with ugly red. The altar block of pinkish white marble is roughly oval something over 7 feet long by 5 feet wide. Its top has a hollowed out portion resembling a human form, with legs apart and arms away from the body. This depression is stained a darker color thank the rest. Just north of the altar is a circular, marble-lined pit-a well of sorts-20 feet in diameter. Shards of broken crystal vessels lie about the well, near the altar, and scattered about the floor. A crystal knife with a broken blade lies atop the stone block. ~ 19 73 0 D0 ~ ~ 0 0 2399 -1 D1 ~ ~ 0 0 2403 -1 D2 ~ ~ 0 0 2401 -1 D3 ~ ~ 0 0 2397 -1 D5 ~ gate~ 33 4 2430 -1 S #2399 West Altar~ The supporting pillars in this wing are sandstone, resting on a red slate floor. Bits of broken pottery and sharp bits of rock cover the floor here, making walking about a risky business. The stump of a granite monolith, and chunks of brownish-red rock around its base, indicate that the altar was violently assaulted and destroyed. A few links of bronze chain, a twisted manacle, and a bronze-wood maul with a snapped haft add to the impression that the enemies of the Temple who did this must have found the altar very hateful indeed. ~ 19 73 0 D2 ~ ~ 0 0 2398 -1 D3 ~ door~ 1 -1 2400 -1 S #2400 West Vestry~ This seems to be a vestry. A broken rhondite bowl and ewer lie in a corner, apparently flung in anger and now shattered and useless. The interior of each is caked with a dry brown substance. Pieces of furniture are also scattered about, as are the torn remains of some brown garmants and three stubs of brown candles. A flight of stairs descends to the southeast. ~ 19 73 0 D1 ~ door~ 1 -1 2399 -1 D5 ~ ~ 0 0 2405 -1 S #2401 East Altar~ The thick stone columns here are deep green, with blood-red striations. The paving blocks are mossy green, with a circular dais-like area about 20 feet in diameter in the center part of the wing. The dais is two-tiered; each rises about 18 inches, the inner being 14 feet in diameter, thus forming a three feet wide step along the rim of the lower tier. The lower disc is greenish black stone, the upper blackish green. The center of this altar is a depression about eight feet across, filled with scummed-over black liquid. Several pieces of smashed shells are scattered around the area, along with a broken bronze knife. ~ 19 73 0 D0 ~ ~ 0 0 2398 -1 D3 ~ door~ 1 -1 2402 -1 S #2402 East Vestry~ This area was apparently a vestry. Bits of broken altar service are present here also, with a broken trident and pieces of torn, scorched robes of a moss-green hue. Other rubble includes several smashed benches, a small broken table, and a thrown-down wardrobe with one side kicked in and the doors torn off. A flight of stairs descends to the southwest. ~ 19 1 0 D1 ~ door~ 1 -1 2401 -1 D5 ~ ~ 0 0 2447 -1 S #2403 High Altar~ A huge bronze vessel chased with copper stands here. Its six legs hold it slightly more than a foot above the floorstones. The basin-like pot is eight feet in diameter. Its bottom is filled with old charcoal, bits of blackened bone, and undefinable lumps. A piece of chain still hangs over this altar, and evidently others similar over hung there, but their bronze links were broken, and short pieces lie on the floor around the area. The altar's rim is dented and cut, as if struck by many hard blows. ~ 19 73 0 D2 ~ door~ 1 -1 2404 -1 D3 ~ ~ 0 0 2398 -1 S #2404 Large Vestry~ The portal to this room is finely carved, but most of the vile and obscene work has been hacked and chopped so as to efface its evil. You stand now in a large vestry, measuring at 30 feet wide by 60 feet long. It once must have been the scene of debauched revels, for the remains of great couches, tables, and padded chairs are strewn about. Charcoal and several broken barrels lie nearby. A stack of resinous faggots near the door seem to be the only things not broken or disarrayed. Amidst the litter are several skeletons, probably human. One wears the tattered remains of a scarlet robe. ~ 19 73 0 D0 ~ door~ 1 -1 2403 -1 S #2405 Intersection~ You have reached a large stone chamber. The air here is stale and musty, dust clogs your nose as you breathe. Over in the corner of the room is a small staircase leading upwards. To the north, east and south are large archways leading off into dark tunnels. ~ 19 73 0 D0 ~ ~ 0 0 2411 -1 D1 ~ ~ 0 0 2406 -1 D2 ~ ~ 0 0 2408 -1 D4 ~ ~ 0 0 2400 -1 S #2406 Stone Corridor~ You stand in a long narrow corridor with a vaulted ceiling. The stone walls are cold and dry. In the darkness above you, you can hear the high pitched squeaking of bats. The corridor extends to the east and west. ~ 19 73 0 D1 ~ ~ 0 0 2407 -1 D3 ~ ~ 0 0 2405 -1 S #2407 Frescoed Corridor~ This passage is evidently one of importance, for it is plastered and painted with the evil scenes typical of the Temple. To the north is a gradually sloping corridor that goes down into a lower level. ~ 19 73 0 D1 ~ ~ 0 0 2446 -1 D3 ~ ~ 0 0 2406 -1 D5 ~ ~ 0 0 2499 -1 S #2408 Stone Corridor~ You have reached the tunnel's end. There are two doorways here, one to the east and another to the west. The doors themselves look as if they are ready to fall off their hinges. Dust on the floor is over an inch thick in places, piling up against the walls in little drifts. The only other exit from here is to the north. ~ 19 73 0 D0 ~ ~ 0 0 2405 -1 D1 ~ ~ 0 0 2409 -1 D3 ~ ~ 0 0 2410 -1 S #2409 Armory~ This plain chamber is filled with wooden racks for various spears, pole arms, and smaller weapons. The walls have many pegs indicating where other weapons and shields once hung. All that remains now are broken weapons, sundered shields, and ruined coats of mail. Several skeletons, both human and gnolls, lie scattered here and there, as well as odd skulls and bones. Cobwebs hang in places; if any creatures have been here, visits are not frequent. ~ 19 73 0 D3 ~ ~ 0 0 2408 -1 S #2410 Armory~ This plain chamber is filled with wooden racks for various spears, pole arms, and smaller weapons. The walls have many pegs indicating where other weapons and shields once hung. All that remains now are broken weapons, sundered shields, and ruined coats of mail. Several skeletons, both human and gnoll, lie scattered here and there, as well as odd skulls and bones. Cobwebs hang in places; if any creatures have been here, visits are not frequent. To the east is the way from which you came. ~ 19 73 0 D1 ~ ~ 0 0 2408 -1 S #2411 Stone Corridor~ This room has corridors branching off in all directions. The walls are constructed of the same grey stone and the ceiling is vaulted high above your head. The archway to the east however seems a little more elaborate than the others. You cannot tell where any of them lead, they all seem to stretch off into darkness... ~ 19 73 0 D0 ~ ~ 0 0 2417 -1 D1 ~ ~ 0 0 2454 -1 D2 ~ ~ 0 0 2405 -1 D3 ~ door~ 1 -1 2412 -1 S #2412 Room with a Broken Altar~ The south wall of this chamber bears a bas relief of a hideous head, a human-like face with squashed features, the face low upon a mushroom-shaped cranium. Various humanoids, monsters, and demonic creatures prance and jape in the background. The remains of a sandstone altar lie in fragments before this sculpture. All furnishings are gone, but six heaps of old clothing, rags, and what-not remain, indicating that something yet dwells herin. As you look, 6 ghouls stand and approach you. ~ 19 73 0 D0 ~ door north~ 1 -1 2414 -1 D1 ~ door east~ 1 -1 2411 -1 D3 ~ door west~ 1 -1 2413 -1 S #2413 Banquet Hall~ This huge place is over 100 feet long and 30 feet wide in the main portion. The litter of tables, trestles, benches, chairs, and stools scattered about the place show that great revelries of Evil were once conducted here. Bits of tapestries and drapes still hang here and there from the walls. Bones and whole skeletons can be seen on the floor and under the heaped broken furniture. A skirmish in the greater battle for the Temple was surely fought in this place! Nothing of apparent worth remains. ~ 19 73 0 D0 ~ ~ 0 0 2421 -1 D1 ~ door~ 1 -1 2412 -1 S #2414 Old Servants Dining Hall~ The stench of ghouls lies heavily here, as well. Parts of rotting tapestries still adorn the east and west walls. A battered table and two stools occupy the center of the room. Mounds of cloth line the walls, apparently beds for the occupants. A water barrel is near the south door, and a full sack rests near the north door. ~ 19 73 0 D0 ~ door north~ 1 -1 2415 -1 D2 ~ door south~ 1 -1 2412 -1 S #2415 Alcove~ A ten-foot alcove is in the northeast corner of the room. Its walls were once plastered and painted, but where the covering still remains, some sort of mold or similar growth has discolored it sufficiently to make the colors and subject matter undistinguishable. Bones are heaped in a pile in the alcove, and a disgusting odor lingers about the place. Torn cloth and old cushions are piled to form two tangled nests of bedding near the south door. A large iron-bound chest with a heavy padlock stands in the southeast corner. ~ 19 73 0 D0 ~ door north~ 1 -1 2416 -1 D2 ~ door south~ 1 -1 2414 -1 S #2416 Trophy Room~ This area is plastered and wainscoated in some(now ruined) wood. It was evidently some form of trophy or museum room, and several broken cases are shoved against the walls. A serviceable but moldy shield hangs on the west wall. Two great heaps of old cloth and pillows and like material are formed to serve as beds. ~ 19 73 0 D1 ~ door east~ 1 -1 2418 -1 D2 ~ door south~ 1 -1 2415 -1 S #2417 Stone Corridor~ The corridor stretches off to the north and south. To the east is an archway made entirely of the bones of some strange creature. Scattered around the entrance are small teeth and bones. Peering into the room, you can see only darkness. ~ 19 73 0 D0 ~ ~ 0 0 2418 -1 D1 ~ ~ 0 0 2437 -1 D2 ~ ~ 0 0 2411 -1 S #2418 Stone Corridor~ The tunnel continues to the north and south. To the east is a doorway flanked by two stone pillars. The air from that direction smells of mold and dust. ~ 19 73 0 D0 ~ ~ 0 0 2419 -1 D2 ~ ~ 0 0 2417 -1 D3 ~ door~ 1 -1 2416 -1 S #2419 Stone Corridor~ You stand at a T junction. To the east and south the corridor continues into the darkness. To the west is an old rotted door leading into another room. From within, you hear the occasional clank of metal and odd scraping sounds. ~ 19 73 0 D1 ~ door east~ 1 -1 2420 -1 D2 ~ ~ 0 0 2418 -1 D3 ~ door west~ 1 -1 2421 -1 S #2420 Stone Corridor~ The stone corridor seems to stop here. To your east is a closed door, beyond which can be heard some faint noises. The air is ever so slightly damp here, and you can smell some food cooking off in the distance. ~ 19 73 0 D0 ~ door north~ 9 0 2423 -1 D1 ~ door east~ 1 -1 2422 -1 D3 ~ door west~ 1 -1 2419 -1 S #2421 Kitchen~ This place is 20 feet by 30 feet. A high, broad fireplace with numerous side ovens dominates the north wall. The fireplace is large enough to roast a whole ox. The room is littered with broken containers and dishes, trash of an unidentifiable sort, and pieces of wooden tables, counter tops, and the like. Several skeletons are visible, including one which appears to be that of an ogre. From the depths of the fireplace comes to warning sound of a large snake hissing, one who does not appear to like you. ~ 19 73 0 D1 ~ door east~ 1 -1 2419 -1 D3 ~ ~ 0 0 2413 -1 S #2422 Guard Room~ The light in this 30 foot square room comes from four torches, one on each wall, and several large candles standing on long trestle tables. Also on the tables, which are flanked by benches, are food, drink, and knucklebones. The dishes and vessels are ordinary pottery. Narrow three-tiered bunks line the north walls and weapons racks indicate that this room was originally allocated as a place for guards. The racks are full of various weapons and shields. A fountain in the south wall flows into a wall basin, under which are four large knobs. The corridor to the south curves to the east after exiting the room. The exit to the north curves off to the west. ~ 19 72 0 D0 ~ door north~ 1 -1 2423 -1 D2 ~ door south~ 1 -1 2436 -1 D3 ~ door west~ 1 -1 2420 -1 S #2423 Stone Corridor~ This tunnel is like all the others you have been travelling on, with the high vaulted ceilings, the smooth stonework on the sides, and the somewhat fresh, if not evil smelling, air. Off towards the east, the tunnel curves off to the south. To the west the tunnel continues. ~ 19 73 0 D1 ~ door east~ 1 -1 2422 -1 D2 ~ door south~ 9 0 2420 -1 D3 ~ ~ 0 0 2424 -1 S #2424 Stone Corridor~ The room here branches off in all directions. In the center of the room here is a large stone well with a ladder inside of it. Looking down into it you can see only a smoky grey haze. A room to the south flickers with torchlight. All the other directions lead off into seemingly endless tunnels. ~ 19 73 0 D0 ~ ~ 0 0 2426 -1 D1 ~ ~ 0 0 2423 -1 D2 ~ ~ 0 0 2435 -1 D3 ~ ~ 0 0 2477 -1 D5 ~ door down~ 1 -1 2425 -1 S #2425 Torture Chamber~ Lurid light from a flaming cresset and a glowing brazier full of charcoal reveals a 30 foot by 20 foot chamber containing a rack, iron maiden, cage, and all the other unspeakable devices common to a torture chamber. Two adjacent 10 foot square alcoves, one to the south and one east, are barred, their doors held fast by chain and padlock. Two prisoners are in each, obviously await the tender mercies of the torturers. Two female humans are in the south alcove, and two orcs in the east. ~ 19 72 0 D4 ~ u door up~ 1 -1 2424 -1 S #2426 Cells~ This seems to be a line of gaol cells. Each door has a small barred window, and a large lock and bar as well. As you enter the room, 9 zombies pour out of one of the eastern rooms and approach you. ~ 19 73 0 D1 ~ ~ 0 0 2427 -1 D2 ~ ~ 0 0 2424 -1 S #2427 Hall of Triangles~ This corridor is sheathed in polished brown marble, veined with black. Inlaid in the floor are triangular pieces of polished yellow marble, forming a definite path leading to the east. The brown of the marble shades toward beige as it proceeds eastwards, but deepens to a dark chocolate hue to the south. Large bronze cressets are staggered at 10 foot intervals on either side of the hall; someone or something obviously keeps them fueled and burning brightly. ~ 19 72 0 D1 ~ ~ 0 0 2430 -1 D2 ~ door south~ 1 -1 2428 -1 D3 ~ ~ 0 0 2426 -1 D5 ~ ~ 0 0 2429 -1 S #2428 Small Dining Room~ This plain room contains little of interest. A peg shoved between the blocks of stone on the west wall holds a robe of dull black cloth adorned with a pale brown pattern, a pair of triangles one atop the other. In the southeast corner of the room stands an old battered table with two chairs, a stool, and a bench clustered around it. A cask is on the table, with some earthenware mugs and bits and pieces of food. Three torches burn in wall sconces, and eight fresh ones lie on the floor. An open cupboard in the northeast corner displays old plates, several mugs, lumpy sacks, and a string of small dried sausages. ~ 19 72 0 D0 ~ door north~ 1 -1 2427 -1 S #2429 Pit Chamber~ A relatively short flight of stairs leads down to a 20 foot long walkway, 10 feet wide. To the north of the walkway is a pit, 20 foot square and 30 feet deep. The floor of the pit is slimy and covered with bones and filth. The rough stone walls are pocked with small openings near the floor, but they become smooth and unclimbable four feet about the floor of the pit. You soon discover just how unclimbable they are when the passage way tilts up, spilling you right into the pit. You are trapped. The sound of your falling attracts some rats, who rush out of the walls. The rats are easy to kill, but for every one you kill, another pours out of the wall. You see that death might come soon. ~ 19 72 0 S #2430 Earth Temple~ This great open area is obviously the one in which the principle of the Elemental Evil of Earth is served. The walls are rough-hewned sandstone, but the entire floor is dark brown earth. Light is given off by some sort of phosphorescent lichen spread throughout the room. In the center of the room, occupying a 20 foot square area, is a pyramid of hard packed dirt; the sides rise about six feet, and the top is flat. Atop it is a stone column, each of its four faces bearing a carved triangle and sporting a pair of bronze manacles dangling from bolted rings. The only door, to the south of the room, has a window in the face of it and is barred by a heavy lock. Through the window you can see a stairway leading up. As you look around the room, the dirt around you rises up to and starts to form into four creatures. ~ 19 72 0 D1 ~ ~ 0 0 2431 -1 D3 ~ ~ 0 0 2427 -1 D4 ~ gate~ 33 4 2398 -1 D5 ~ gate~ 33 5 2467 -1 S #2431 Hall of Triangles~ This corridor is sheathed in polished brown marble, veined with black. Inlaid in the floor are triangular pieces of polished yellow marble, forming a definite path leading to the west. The brown of the marble shades toward beige as it proceeds westward, but deepens to a dark chocolate hue southward. Large bronze cressets are staggered at 10 foot intervals on either side of the hall; someone or something obviously keeps them fueled and burning bright. ~ 19 72 0 D1 ~ ~ 0 0 2461 -1 D2 ~ door south~ 1 -1 2432 -1 D3 ~ ~ 0 0 2430 -1 S #2432 Sleeping Apartment~ The southern face of the door to this place is sheathed in bronze, and bears a peep hole. The bar on the inside is very thick. The walls herein are hung with tapestries and rugs, and the floor is covered with several layers of carpets. A pair of bronze lamps light the place, suspended on chains from the ceiling. A brass brazier on a tripod makes the room both too warm and too stuffy from the smoke of incense. A divan, small table, two chairs, and a cupboard stand along the east wall. A large armoire with side drawers stands by the west wall. The table holds a silver flask, several ceramic dishes and cups, and some foodstuffs. ~ 19 72 0 D0 ~ door north~ 1 -1 2431 -1 D2 ~ door south~ 1 -1 2433 -1 S #2433 Inner Chamber~ Two cressets illuminate this room. The area was once lavishly decorated. Two plush couches, a wardrobe, a small table with inlaid wood top, and two two padded armchairs still remain. A large chest stands near the couch, by the eastern wall. On the table are a few dented pewter dishes and some food. An unlit candle in a wooden candlestick stands atop the wardrobe. ~ 19 72 0 D0 ~ door north~ 1 -1 2432 -1 D2 ~ door south~ 1 -1 2628 -1 S #2434 Inner Chamber~ This 20 foot, square plastered room is lit by two torches and a lantern, the latter is is fixed so that it shines upon the southern door. The room has been converted into a barracks, as can be seen from the four double bunks to each side. A mantlet stands between this room and that to the north, giving solid protection to the defenders. Several brown cloaks hang from pegs driven through the plaster into wall cracks. A jug and several cups are on the table. ~ 19 72 0 D0 ~ door north~ 1 -1 2628 -1 D2 ~ door south~ 1 -1 2435 -1 S #2435 Anteroom~ This 10 foot by 20 foot hall is lit by two torches, and contains a bench, and a stool. The walls are plastered. Several pegs and hooks have been recently added, from the look of them, and support a brown cloak, a quiver with some arrows, and a hand axe. Several eye bolts are mounted horizontally along the west wall; a wire runs through them and into the north wall. ~ 19 73 0 D0 ~ door north~ 1 -1 2434 -1 D2 ~ door south~ 1 -1 2436 -1 S #2436 Stone Corridor~ Another junction in this gloomy den of evil. The tunnels here twist and turn off in every direction. Standing perfectly still, you can hear faint whispers and noises echoing throughout the room. Occasionally, you see faint flickers of light dancing down the tunnels. When you take a closer look though, it disappears. ~ 19 73 0 D0 ~ door north~ 1 -1 2435 -1 D1 ~ door east~ 1 -1 2438 -1 D2 ~ ~ 0 0 2437 -1 D3 ~ ~ 0 0 2422 -1 S #2437 Corridor of Bones~ For at least 100 feet of its length, this 20 foot wide corridor is covered with bones. Skeletons of humans and humanoids are mixed in a terrible jumble. Many skulls and loose bones seem gnawed. The complete skeletons though, still wear sundered armor, dented caps, or sprawl by broken shields. Bent and broken weapons likewise testify to a great melee having taken place here; a hundred, two, perhaps more...all met death here. Further progress along the corridor requires carefully picking a path between these grim remains of the Temple hordes. As you get about half way through the room, 10 human skeletons and 6 gnoll skeletons rise up from the ground and surround you. ~ 19 73 0 D0 ~ ~ 0 0 2436 -1 D2 ~ ~ 0 0 2444 -1 D3 ~ ~ 0 0 2417 -1 S #2438 Room with Trapezoidal Annex~ The former purpose of this room cannot be ascertained, but the four bunks in the south end obviously show that it now houses troops of some sort. Pegs on the wall are many, and one holds a brown cape. A bench is near the door to the west. Two torches give light to the area. A trapezoidal area through the archway to the north contains four narrow cots four small wooden chests, and a small wall fountain which dribbles smelly water into its basin. A long table with two benches and a chair at head and foot complete the furnishings. Light comes from a lantern, held aloft above the table by a thin chain; two unlit torches are mounted on the walls. An open cupboard by the table holds various dishes and four jugs. ~ 19 72 0 D2 ~ door south~ 0 0 2439 -1 D3 ~ door west~ 1 -1 2436 -1 S #2439 Guardroom~ This 20 foot square room was obviously a guard room. Racks for weapons still remain on the eastern wall. A table with four chairs takes up the northwest corner. A water barrel, nearly full, stands beside the west door, with a bundle of torches beside it. A single torch is burning on the southern wall and two more light the table. Some rectangular bone markers are on the table scattered between a jug and several ceramic mugs. Several pegs and hooks on the south wall hold old brown cloaks, a leather bag and a shortbow with a quiver containing a few loose arrows. ~ 19 72 0 D0 ~ door north~ 0 0 2438 -1 D3 ~ door west~ 1 -1 2440 -1 S #2440 Stone Corridor~ You have stumbled upon an intersection. The tunnel continues off into the darkness towards the west and off to the east is a faint flickering light. To the south you can see more tunnel. ~ 19 73 0 D1 ~ door east~ 1 -1 2439 -1 D2 ~ ~ 0 0 2450 -1 D3 ~ door west~ 1 -1 2441 -1 S #2441 Wrecked Reception Room~ Perhaps this was once a reception room or minor council chamber. Bits of wall coverings still dangle here and there, and a once fine hardwood sideboard is centered along the north wall. Atop it are various dirty dishes, a cask of beer, and bits of stale bread and dried meat. The entire length of the west wall is lined with piles of bedding, divided into eight pallets. A small wall font still trickles a sulphurous smelling water into a stone basin in the northwest corner. A stack of wood lies by the south door, possibly for use in some nearby fireplace. A 5 foot wide alcove can be seen in the east wall, near the northeast corner. ~ 19 73 0 D1 ~ door east~ 1 -1 2440 -1 D2 ~ ~ 0 0 2442 -1 S #2442 L-Shaped Room~ The fireplace on the west wall of this room shows that special folk were housed here. Three battered old chairs are still in place, by a broken bed of large size. A wooden box stands near the bed, with a small keg nearby. Several old cloaks hang from wall hooks. ~ 19 73 0 D0 ~ door north~ 1 -1 2441 -1 D3 ~ door west~ 1 -1 2443 -1 S #2443 Old Visitor's Chamber~ This place appears to have been another visitors' chamber, but the plastered walls are broken and smoke-stained from the struggles of the past. Several couches have been shoved together to form a huge bed in the northeast corner. Several empty sacks lie on the floor, and a nearly full barrel of ale is near the west door. A large table and rude chair are in the northwest corner; a big, yellowish cheese and several hard sausages lie atop the table. beside an empty gallon jug. A large assortment of mudane weapons are piled up near the east door. Most are in a state of disrepair. ~ 19 73 0 D1 ~ door east~ 1 -1 2442 -1 D3 ~ door west~ 1 -1 2444 -1 S #2444 Large Chamber~ You have entered an incredibly large chamber. The ceiling is lost in the darkness above you. The walls here have been cut from a granite-like stone and have been polished to a mirror finish. The floor here is covered in a thick layer of dust. Looking closer you can see hundreds of tiny footprints from the rodents that infest this foul place. To the north is an archway lined with bones. To the east and west are small archways, both leading off into the inky blackness. ~ 19 73 0 D0 ~ ~ 0 0 2437 -1 D1 ~ door east~ 1 -1 2443 -1 D3 ~ door west~ 1 -1 2453 -1 S #2445 Sentry Room~ The bare stone walls of this place have only a peg or two here and there, and three brackets with unlit torches in them. The floor likewise is plain stone blocks. A rude wooden table is against the east wall, just south of the eastern door, with three stools nearby. A small keg full of water stands in the northwest corner, and next to it is a mound of ordinary looking dirt. Like the exit to the east, the exit to the south also contains a door. ~ 19 1 0 D1 ~ door east~ 1 -1 2451 -1 D2 ~ door south~ 1 -1 2454 -1 S #2446 Stone Corridor~ Unlike most of the other tunnels in here, this one is straight. It goes east and west without a single curve. You stand here for a moment and wonder why the designers of this place made such a simple passage in an otherwise insane maze. ~ 19 73 0 D1 ~ ~ 0 0 2447 -1 D3 ~ ~ 0 0 2407 -1 S #2447 Intersection~ This is a small room with a flight of rickety stairs in the far corner. A crumbled archway opens up to the west and another to the north. From the opening above you, the ghostly sounds of chanting float through the air. ~ 19 73 0 D0 ~ ~ 0 0 2448 -1 D3 ~ ~ 0 0 2446 -1 D4 ~ ~ 0 0 2402 -1 S #2448 Stone Corridor~ A sense of deja vu suddenly strikes you. Have you been here before? The tunnels have all started looking the same ever since this morning. You long for the fresh clean air and sunny skies above. The cold, damp chill of this place saps your strength, making you irritable and jumpy. The tunnels here branch off in all directions, each one leading off into the unknown. ~ 19 73 0 D0 ~ ~ 0 0 2457 -1 D1 ~ ~ 0 0 2449 -1 D2 ~ ~ 0 0 2447 -1 D3 ~ ~ 0 0 2450 -1 S #2449 Pillared Room~ This 70 foot by 30 foot chamber appears deserted. It has probably served as a privy, for the place has a foul fecal odor and filth is scattered here and there on the floor. The columns which support the ceiling 40 feet overhead are thick, four or five feet in diameter. A few skulls and bones lie around the pillar bases. As you enter the room, from the above comes a horrible singing of voices and two bird like creatures, with human faces decend. ~ 19 73 0 D2 ~ door south~ 1 -1 2550 -1 D3 ~ ~ 0 0 2448 -1 S #2450 Stone Corridor~ The endless tunnels here are starting to get on your nerves. You look around at the faces of your party members suspiciously. Are they REALLY your friends, or are they out to get you like all the others in here? A bead of sweat drips down into your eye. Exits lie to the north, east or west. ~ 19 73 0 D0 ~ ~ 0 0 2440 -1 D1 ~ ~ 0 0 2448 -1 D3 ~ ~ 0 0 2455 -1 S #2451 Gnoll Sleeping Chamber~ The walls of this place are of plain stone. Doors to the north and west are normal. Four heaps of bedding, made up of rags, torn tapestries, rugs, etc, lie by the south wall. Two stools stand near the entrance to the south passage. Opposite this entrance, along the wall, is a crude shelf, supporting several samples of pottery, bottles, and mugs. Under it, in the northwest corner, stand four spears. As you enter the room, you see four gnolls standing around talking. The look up at your approach. ~ 19 73 0 D0 ~ door north~ 1 -1 2452 -1 D2 ~ door south~ 0 0 2455 -1 D3 ~ door west~ 1 -1 2445 -1 S #2452 Room With Alcove~ Carpets and tapestries cover the plain stone walls of this room, and a few rugs are on the floor as well. From the appearance of all this, the room was once the quarters of some fairly important person - an underpriest of the Earth Temple, from the scenes depicted on several tapestries. Whatever furniture was once here is now gone. Heaps of cloth lie near the walls, showing where the inhabitants sleep. A small brazier stands in the northeast corner. A small keg of cheap beer is in the center of the room. The only exit is the door in the south wall of the alcove. ~ 19 72 0 D1 ~ secret door~ 9 0 2453 -1 D2 ~ door south~ 1 -1 2451 -1 S #2453 Trashed Plush Guest Chamber~ This place is plastered and the floor paved with polished brown granite slabs. It is now dirty and cluttered, but must once have been a plush guest chamber. Many cushions and pillows are piled so as to make beds in the northeast and northwest corners of the room. A half-empty wine barrel and a like container with a few salted fish stand along the south wall. Another barrel there holds seven long spears. Pegs on the wall hold one shortbow and three quivers, each containing 10 arrows. ~ 19 73 0 D1 ~ door east~ 1 -1 2444 -1 D3 ~ secret door~ 9 0 2452 -1 S #2454 Stone Corridor~ The tunnel here is cold and dry. A faint layer of eroded stone crumbles at your touch as you run your hand along the wall. The air here sucks the moisture from your body and you long for a drink of water. The tunnel continues to the east and west and to the north is a doorway. ~ 19 73 0 D0 ~ door north~ 1 -1 2445 -1 D1 ~ ~ 0 0 2456 -1 D3 ~ ~ 0 0 2411 -1 S #2455 Stone Corridor~ You wander into the room, your mind numbed and unfocused from the gloom and evil that pervades this place. A noise behind you makes you jump. You quickly turn around to see what it is and only to find the same inky blackness. The tunnels go on to the north, east and west. ~ 19 73 0 D0 ~ door north~ 0 0 2451 -1 D1 ~ ~ 0 0 2450 -1 D3 ~ ~ 0 0 2456 -1 S #2456 Stone Corridor~ A seemingly straight tunnel that stretches on and on. You've been walking down this same stretch for quite some time now and have yet to come to a bend, a curve, or anything else that would signal some sort of change. You can go either east or west from here. ~ 19 73 0 D1 ~ ~ 0 0 2455 -1 D3 ~ ~ 0 0 2454 -1 S #2457 Stone Corridor~ The tunnel twists and turns, eventually leading off towards the east and south. The walls are stained with the smoke of torches from denizens long since past. ~ 19 73 0 D1 ~ ~ 0 0 2458 -1 D2 ~ ~ 0 0 2448 -1 S #2458 Hexagonal Room~ A partially destroyed stone chair dominates this place. It is hewn of brown marble, veined with black, and stands near the middle of the north wall. Both arms have been broken off, and the seat is chipped. A piece is missing from the back, and the whole is fractured. Rubble and broken furniture are strewn about the room. The ceiling overhead is at least 35 feet high - possibly more, lost in the shadows of the supporting arches. The stench of rotting flesh faintly lingers throughout the area. ~ 19 73 0 D0 ~ secret north~ 9 0 2459 -1 D3 ~ ~ 0 0 2457 -1 S #2459 Augury Chamber~ This 30 foot diameter chamber is finished in polished black stone, similar to the room immediatly to the north. The phosphorescent gleaming 40 feet or so above have a bluish cast. In the center of the floor is a circular depression about one foot deep and ten feet in diameter. Around it is a low stone seat, so low that only a halfling could comfortably sit upon it - or human if they sat facing inward. To the south is a hexagonally shaped chamber. ~ 19 72 0 D0 ~ ~ 0 0 2460 -1 D2 ~ secret door~ 9 0 2458 -1 S #2460 Black Chamber~ All of the stonework here is black, the surfaces being polished to a smooth, glossy texture. The domed ceiling 30 feet overhead shows phosphorescent gleams, each small dot obviously representing a star and the combinations making miniature constellations. A broken obsidian altar stone stands in the center of the chamber; the place is otherwise empty. An arched exit, about 7 feet wide and 12 feet tall, breaks the smooth curve to the south. Something is scribed into the archway. ~ 19 72 0 D0 ~ ~ 0 0 2461 -1 D2 ~ ~ 0 0 2459 -1 E archway~ EXHAULTED CHAMBER OF HIGH AUGURY ~ S #2461 Stone Corridor~ This place is more like a labyrinth than a place of worship. The tunnels in this room all look the same, all leading off into the dark. This room seems colder than the others, a creepy coldness emanating from its stone walls seems to suck the life from your body. ~ 19 73 0 D0 ~ door north~ 1 -1 2463 -1 D1 ~ door east~ 1 -1 2462 -1 D2 ~ ~ 0 0 2460 -1 D3 ~ ~ 0 0 2431 -1 S #2462 Crypt~ This is a rough-hewn crypt, with a small passage leading north to a secondary burial place. The bodies are resting in niches carved into the rough stone walls. All of the bodies are in various states of decomposition. ~ 19 73 0 D3 ~ door west~ 1 -1 2461 -1 S #2463 Stone Corridor~ The tunnel here continues to the north and branches off to the east. From the north a powerful acrid smell assaults your senses and makes your eyes water. A cold breeze floats in from the south and to the east there is only silence. ~ 19 73 0 D0 ~ door~ 0 0 2465 -1 D1 ~ ~ 0 0 2464 -1 D2 ~ door south~ 1 -1 2461 -1 S #2464 Meditation Room~ This chamber is plastered and painted with disgusting scenes and adages. It was apparently used as a restful(?) place to which the clerics of the cult might retreat and ponder the glories of Earthy Elemental Evil. A huge eye is painted on the ceiling and seems to glare down upon all in the place. Padded benches still line the walls, and several chairs remain intact. From the condition of these seats and the look of the floor, this ghastly chamber is still frequented on occassion. ~ 19 73 0 D3 ~ ~ 0 0 2463 -1 S #2465 Storeroom~ This area was evidently one where strange and potent stuffs were once kept. This place is a welter of smashed flasks, broken pottery vessels, glass shards all amidst the scattered remains of the contents of these containers - herbs, spices, chemicals, and other strange mixtures and substances now unidentifiable. Even the shelves and benches which held these things are now broken and strewn about. The wreckage is total. ~ 19 73 0 D2 ~ ~ 0 0 2463 -1 S #2466 Pool Filled Room~ You can not figure out what this rooms original purpose was. It is now filled to a depth of about three feet by stagnant water. As you wade around trying to find anything of worth, two slimes decide you would make a tasty morsel and attack. ~ 19 73 0 D4 ~ ~ 0 0 2370 -1 S #2467 Octagonal Chamber~ Illumination in this octagonal room seems to come from everywhere - ceiling, walls, floor - a milky radiance which gives a dim and eerie glow to the whole scene. The floor of this place is 15 feet below the level of the normal dungeon floor, with short broad stairways leading to it. The ceiling vaults to a height of 40 feet. The walls and floor of the room is partially obscured by swirling, eddying, softly glowing mist. In the center of the area is a great pierced square of bronze, ten feet on a side. A dome is pierced in the northern ceiling, a circular shaft some 20 feet wide opening directly over a pit of the same diameter and five feet depth. Immediately to the south of the pit is a block of alabaster two feet wide, four feet high, and eight feet long. Atop it are two knives and a bowl of finest crystal. Flanking the pit are two crystal braziers, suspended from tripods by chains of silver. Each emits a faint sickly-sweet perfumed smoke. ~ 19 72 0 D1 ~ door east~ 1 -1 2468 -1 D2 ~ door south~ 1 -1 2481 -1 D3 ~ door west~ 1 -1 2478 -1 D4 ~ gate~ 33 5 2430 -1 D5 ~ door down~ 9 0 2580 -1 S #2468 Processional Corridor~ The walls of this 20 foot wide passage are painted with scenes of gross evil, death, and destruction. Some also depict parties of worshippers and their sacrificial captives; each led by a robed cleric. The great doors along the southern part of each wall are polished brass, with many more vile scenes and runes. Huge rings hang from their centers, for opening and closing. ~ 19 73 0 D0 ~ ~ 0 0 2469 -1 D1 ~ door east~ 1 -1 2504 -1 D2 ~ door south~ 1 -1 2492 -1 D3 ~ door west~ 1 -1 2467 -1 S #2469 Hall of Triumphal Evil~ This huge, echoing hall was evidently once the scene of great revels celebrating the triumphs of the Temple. The floor of the place is littered with skeletons, skulls, and bones of humans and humanoids. Here and there are parts of broken chairs, stools, tables, benches, sideboards, buffets, cabinets, and cases. Much of the wreckage has probably been carted off for firewood. Tapestries and trophies still remain on the walls in spots. The former show scenes of raiding, looting, pillage, and raping; trophies include mummified heads, torn battle standards, hides and skins, battered shields, sundered armor, and a broken broadsword. Dozens of empty cressets and sconces line the walls. The broad steps at the northwest wall are dull black stone, and the descending stair seems most depressing and horrible - though passable. ~ 19 1 0 D1 ~ ~ 0 0 2512 -1 D2 ~ ~ 0 0 2468 -1 D3 ~ ~ 0 0 2470 -1 D5 ~ gate~ 33 6 2522 -1 S #2470 Hall of Triumphal Evil~ This huge, echoing hall was evidently once the scene of great revels celebrating the triumphs of the Temple. The floor of the place is littered with skeletons, skulls, and bones of humans and humanoids. Here and there are parts of broken chairs, stools, tables, benches, sideboards, buffets, cabinets, and cases. Much of the wreckage has probably been carted off for firewood. Tapestries and trophies still remain on the walls in spots. The former show scenes of raiding, looting, pillaging, and raping; trophies include mummified heads, torn battle standards, hides and skins, battered shields, sundered armor, and a broken broadsword. Dozens of empty cressets and sconces line the walls. The broad steps in the middle of the north wall are of dull black stone, and the descending stair seems most depressing and horrible - though passable. ~ 19 73 0 D0 ~ ~ 0 0 2517 -1 D1 ~ ~ 0 0 2469 -1 D2 ~ ~ 0 0 2478 -1 D3 ~ door west~ 1 -1 2471 -1 D5 ~ gate~ 33 6 2522 -1 S #2471 Lounge~ The plastered walls, paintings, wall hangings, two couches, and unholstered chairs in this room indicate that it was once a well-appointed place for important Temple guests. A heaby drape hangs on the eastern portion of the south wall. A brazier and pair of torches(in sconces) both light and warm the room. The 10 foot square alcove to the north contains a pair of rude cots and a small table; the latter holds a flagon and several ceramic mugs. The exit the the south soon curves the the east after exiting the room. ~ 19 73 0 D1 ~ door east~ 1 -1 2472 -1 D2 ~ door south~ 1 -1 2470 -1 S #2472 Bandit Room~ This 20 foot by 30 foot room is lit by four torches in wall sconces. This place contains a pair of beds, a trestle table, two benches, two chairs, a writing table, a wardrobe, and four stools. At the foot of each bed is a large chest. A small fire burns in the fireplace in the south wall, over which part of a sheep is cooking on a spit. A flowing water fountain in the east wall spills into a basin below it. Rush mats cover the floor, and a few ragged tapestries adorn the walls. Two small kegs(of beer, by their aroma) are on the table; numerous drinking vessels and dishes are on wall shelves. ~ 19 72 0 D0 ~ door north~ 9 0 2473 -1 D3 ~ door west~ 1 -1 2471 -1 S #2473 Crooked Corridor~ This passage is lined with double bunks, ten in all. Each has a straw mattress, and two small boxes are tucked underneath, head and foot. Three torches are mounted in wall sconces, but only one, on the south wall, is lit. A not-very-secret door is in the west wall at the bend in the corridor. Above it, positioned horizontally, is a large beam, studded with sharp spikes. It seems to be fastened to a hinge at the west end, and supported by a cord at the east, which connects to a fastening on the door. None of the bunks block the door or stand below the beam. ~ 19 72 0 D1 ~ door east~ 1 -1 2516 -1 D2 ~ door south~ 9 0 2472 -1 D3 ~ door west~ 9 0 2474 -1 S #2474 Reception Hall~ This 40 foot by 50 foot chamber was evidently one in which new arrivals were hosted to the delights of the Temple; at least, this is what the wall murals depict. A few pieces of battered furniture - couches, chairs, and stands - remain along the walls. In the center of the room is a shallow pool, its fountain apparently stopped and the decorative statue, of a minotaur sitting on a throne, much dirtied. Several skeletons lie about the place, and some odd skulls and bones as well - mostly humans, but some humanoids also. None of the many cressets and wall sconces are lit; no torches remain. ~ 19 73 0 D0 ~ ~ 0 0 2475 -1 D1 ~ door east~ 9 0 2473 -1 D2 ~ door south~ 1 -1 2489 -1 S #2475 Stone Corridor with a Staircase~ This room is dominated by a large staircase in the center of the room. It spirals upwards into the gloom, its wooden railings rotting and falling apart. A large archway lies to the south leading into a large dark chamber. To the east a tunnel stretches off into the dark. ~ 19 73 0 D1 ~ ~ 0 0 2476 -1 D2 ~ ~ 0 0 2474 -1 D4 ~ ~ 0 0 2477 -1 S #2476 Stone Corridor~ A large intersection. Chips of stone are scattered on the floor here along with bits of metal and bone. It looks as if there's been a battle in this room. Tracks lead off in all directions and the floor has several spots which are stained a dark crimson. ~ 19 73 0 D0 ~ door north~ 1 -1 2506 -1 D1 ~ ~ 0 0 2517 -1 D2 ~ door south~ 1 -1 2515 -1 D3 ~ ~ 0 0 2475 -1 S #2477 Stone Corridor with a Staircase~ This room contains a spiral staircase which decends into the depth of the Temple. It is 10 feet wide. It circles clockwise down a shaft 20 feet in diameter. The stairs have no rail, but otherwise appear safe and sound. ~ 19 73 0 D1 ~ ~ 0 0 2424 -1 D5 ~ ~ 0 0 2475 -1 S #2478 Processional Corridor~ The walls of this 20 foot wide passage are painted with scenes of gross evil, death, and destruction. Some also depict parties of worshippers and their sacrificial captives; each led by a robed cleric. The great doors along the southern part of each wall are polished brass, with more vile scenes and runes. Huge rings hang from their centers, for opening and closing. ~ 19 73 0 D0 ~ ~ 0 0 2470 -1 D1 ~ door east~ 1 -1 2467 -1 D2 ~ door south~ 1 -1 2479 -1 D5 ~ ~ 0 0 2543 -1 S #2479 Hall of Verdigris~ This whole room is damp, reeking of rotting seaweed and salt air. A sense of evil prevades the room. The room itself stands 40 feet by 90 feet, with an arched ceiling which is at least 30 feet high. Soft cloudy greenish luminosity seeps from the walls and floors, seeminly floating in the air, making the whole chamber appear as if deep underwater. Several weird things in this room come to your immediate attention. In the middle of the west wall is a great sheet of bronze, a bas relief of an underwater vista - seaweed, shells, and various forms of marine life. The head of a fish-like thing projects from this, a most hideous visage. Its ghastly maw emits a stream of water, which falls into a tiered series of four basins. The fourth and largest never overflows, so it must have drainage. Each corner of the room contains a column surmounted with a gargoyle-like statue of bronze and coated with verdigris. There is a large idol here. ~ 19 72 0 D0 ~ door north~ 1 -1 2478 -1 D1 ~ door east~ 1 -1 2481 -1 D2 ~ curtain~ 1 -1 2480 -1 D3 ~ door west~ 9 0 2485 -1 E idol~ In the mouth of a 20 foot wide alcove south of the altar basin stands this idol or statue of serpentine stone, expertly sculpted to depict a writhing, amorphous, agglomeration of fish, eels, octupi, and other marine monsters. This horrid thing is about eight feet high and nearly as broad, the whole forming a globular mass standing about four feet from the altar basin. The statue is so realistic that it almost seems alive. ~ S #2480 Small Room Behind Curtain~ This room is tucked away behind the masses of curtains adorning the walls. From here, you could go in almost any direction you chose. Listening carefully, you can hear strange noises, bits of whispered conversation and sounds of dripping water. ~ 19 73 0 D0 ~ curtain~ 1 -1 2479 -1 D1 ~ ~ 0 0 2482 -1 D2 ~ ~ 0 0 2483 -1 D3 ~ ~ 0 0 2484 -1 S #2481 Corridor of the Elements~ This 20 foot wide passageway is strangely lit by some obviously magical means. In the center and the short northern extensions it pulses with a disgusting gray luminosity; to the west it glows with a green radiance; and to the east, bands of dull red light seem to float in the air. Each pair of double doors(to the north, west, and east) is a great brass construction, covered with horrible scenes and leering faces. To the south is a huge slab of bronze, a solid portcullis. A mighty windlass flanking it to the east obviously raises and lowers this barrier. You notice that the slab isn't conterbalanced though, so as soon as you let go of the windlass, the door soon falls back down to meet the floor. ~ 19 72 0 D0 ~ door north~ 1 -1 2467 -1 D1 ~ door east~ 1 -1 2492 -1 D2 ~ door south~ 1 -1 2499 -1 D3 ~ door west~ 1 -1 2479 -1 S #2482 Lounge~ This 20 foot by 30 foot room is furnished in rich green - rugs, carpets, draperies, furniture, etc. Four bronze pedestals(one in each corner of the room) hold green globes of some odd sort, which provide a greenish illumination for the area. Two unholstered armchairs and side tables are to the north. The center of the room is dominated by a long table with four chairs. Upon the table are green vessels - a decanter, six goblets, several bowls and plates, a basin, and a small box. A high desk stands against the west wall just south of the door; upon it are a few scraps of parchment and writing tools. A large wardrobe stands by a door in the south wall. You notice that the exit to the south curves west as soon as it leaves the room. ~ 19 72 0 D2 ~ ~ 0 0 2483 -1 D3 ~ ~ 0 0 2480 -1 S #2483 Pool Chamber~ This large room is fashioned of great blocks of polished serpentine, save the domed ceiling of polished crystal - made to reflect everything in the room in a distorted way, concentrating light upon the center of the large oval pool of water in the center of the chamber. The whole place seems to be lit with a blue-green light from this pool, and at the same time the pool seems to absorb light, capturing it in its heart. Pale green flames come from eight bronze cressets, four on the east wall and four west; the flames shed light but not heat. Tapestries of vilest sort cover the east and west sections of the north wall. The south wall shows a mosaic of some great ten-armed octopoid monster, holding a sacrificial victim in each tentacle. The monster fashioned from dark tiles, with reddish highlights and green orbs. The pool is an oval, 20 feet across and 30 feet long, set in a basin of small lapis lazuli tiles. The crystal-clear water allows vision to the very bottom ~ 19 72 0 D0 ~ ~ 0 0 2480 -1 D1 ~ ~ 0 0 2482 -1 D3 ~ ~ 0 0 2484 -1 S #2484 Salon~ This place is swathed in rich green, even the ceiling being obscured by gossamer green hangings. Tapestries on the walls show scenes of undersea cruelty and death. A large bronze brazier stands in the middle of the floor, sending off curls of sweetish fishy-smelling smoke, flanked by hanging bronze lamps which shed a green glow throughout the room. Six plush armchairs are here, each with a matching footstool and low table. On each table is a small decanter, a bowl of nuts and fruits, and a stemmed cup of serpentine. In the center of the west wall is a couch of green velvet piled with pillows. A round table before it holds an ivory tray, upon which are heaped many seashells. An armoire stands to each side of the south door. ~ 19 72 0 D1 ~ ~ 0 0 2480 -1 D2 ~ ~ 0 0 2483 -1 S #2485 Side Room~ This small room was evidently meant for minor functionaries of the Water Temple, for shreds of green draperies still hang from the walls, and part of a dirty green carpet remains in the southwest corner. Four heaps of material, evidently used as sleeping mats, are evenly spaced on the floor. A long bench stands by the east wall, under which is a small keg. A large barrel stands near the north door, with a lumpy sack nearby. Several green cloaks hang from wall pegs. ~ 19 73 0 D0 ~ door north~ 1 -1 2486 -1 D1 ~ door east~ 9 0 2479 -1 D3 ~ door west~ 1 -1 2487 -1 S #2486 Inner Chamber~ This room is much like the one to the south. A pair of beds are shoved together. A large table and chair are the only other furnishings. Three barrels stand along the south wall. ~ 19 73 0 D2 ~ door south~ 1 -1 2485 -1 S #2487 Water Temple Forces~ This room is definantly a guard room for the Water Temple. The 5 bugbears in here all wear the symbol of the Water Temple on their leather armor. One of the bugbears looks larger than most that you have seen. He looks like he might be their leader. ~ 19 73 0 D1 ~ door east~ 1 -1 2485 -1 D3 ~ door west~ 1 -1 2490 -1 S #2488 Jumbled Room~ This 20 foot by 30 foot chamber contains many odds and ends of furniture - three wooden chairs, two armchairs, a large table, two small tables, a desk, three couches, a cot, and countless cushions and pillow. What use this room used to have can not be discerned from casual observation. ~ 19 73 0 D3 ~ door west~ 1 -1 2489 -1 S #2489 Stone Corridor~ You stand in a corridor flanked by doorways to the north and south, and a blank wall to the west and south. A musty odor wafts in from the north along with the sound of dripping water. ~ 19 73 0 D0 ~ door north~ 1 -1 2474 -1 D1 ~ door east~ 1 -1 2488 -1 D2 ~ door south~ 9 0 2490 -1 S #2490 Stone Corridor~ This tunnel appears well trafficked. To the east is a door that has some sort or animals in it apparently, for you can hear many gutteral growls and such emanating from within. To the south, the corridor extends into the darkness. ~ 19 73 0 D0 ~ door north~ 9 0 2489 -1 D1 ~ door east~ 1 -1 2487 -1 D2 ~ ~ 0 0 2491 -1 S #2491 Stone Corridor with Staircase~ A pair of stairs descend here to the third floor of the temple. To the north the corridor continues and to the south, the corridor curves to the east after exiting the room. ~ 19 73 0 D0 ~ ~ 0 0 2490 -1 D2 ~ ~ 0 0 2503 -1 D5 ~ door down~ 1 -1 2538 -1 S #2492 The Temple of Fire~ There can be no doubt that this huge hall of red granite, lit by scores of flambeaux and pervaded by the odor of heated metal and sulfur, is the Fire Temple. Tapestries adorn the walls of the north(wider) section, depicting scenes of fire in evil form. Despite the many torches and flaming cressets, theair seems to carry motes of rust-colored luminescence, and the streaks of blue and mica flakes in the polished granite walls appear to leap and dance as if flames, caught within the rock. A brass tube, 20 feet long and 2 feet in diameter, is suspended from the ceiling by chains of the same metal. Just to the north of it is a shallow fire pit; and to either side of the tube are low stands of brass, upon which are many small blocks of charcoal. To either hand, east and west beyond lines of pillarsare great copper cauldrons, flanking the main area of the Temple. Before each such vessel is an octagonal brass table; on each table are 16 bowls. There is a large pot here. ~ 19 72 0 D0 ~ door north~ 1 -1 2468 -1 D1 ~ door east~ 9 0 2493 -1 D3 ~ door west~ 1 -1 2481 -1 E pot~ A glance into the huge pots find them filled with some sort of glowing amber liquid. At the south end of the Temple stands a translucent block of golden apatite, three feet wide and high and nine feet long. Skulls grin from its sides, their forms inlaid with hammered gold. Atop the altar is the eight-pointed fire symbol, set in wrought gold. Before this altar is a fire pit of diamond shape, ten feet long north-south and eight feet broad. It appear to be several feet deep, and its bottom is covered with glowing hot coals. Tiny forms seem to cavort atop these coals - perhaps small denizens of the Elemental Plane of Fire. ~ S #2493 Audience Chamber~ This lavishly furnished 30 foot square chamber is dimly lit by torches in sconces on the east and west walls. The many cressets and candelabras are unlit. Colors here are hot, bright ones - reds, oranges, and yellows. The tapestries on the walls depict scenes of the triumph of the Elemental Evil of Fire. Cushions, low tables, and stools are all about, but only one chair is here - a huge wooden seat, laquered red and gilt. A gold skull appears on the arm rests and above the back. ~ 19 72 0 D0 ~ door north~ 1 -1 2494 -1 D3 ~ door west~ 9 0 2492 -1 S #2494 Main Chamber~ This 20 foot by 30 foot chamber is thickly strewn with rugs; carpets and tapestries cover the walls. Illumination comes from several candelabra, hanging lamps, and a fireplace. Plush furniture and soft cushions are everywhere. The colors are all bright - scarlet, hot orange, fiery gold, and brilliant blue. Small tables hold ewers and cups, and dishes of nuts and sweetmeats. The plastered ceiling is painted with scenes of demons and humans in lewd activities. Under a heap of pillows is a hooded robe of scarlet hue. There is a picture hanging on the wall here. ~ 19 72 0 D1 ~ door east~ 1 -1 2495 -1 D2 ~ door south~ 1 -1 2493 -1 E picture~ The picture hanging on the wall here shows three huge, evil looking demons standing on a fiery plane with scorched rocks around their feet. They appear to be somewhere in hell more than likely. They each are having their fun with three human peasants. One of the demons is in the act of raping a beautiful female. She is sprawled over a rock, her hands scratching in vain at the demon holding her down. The demon has a look of total bliss on it's face. Another demon is holding a male child by his neck, his claws drawing bloody from the young child's neck, while his other hand is debowling the child, spilling his innards on the floor. The third demon holds an adult male from behind. You gather that this man is the wife of the women and the child's father from the look of pure agony that graces his face. The demon is forcing him to watch all the preceedings. All the demons wear an evil looking sneer on their snouts. ~ S #2495 Bugbear Room~ A fireplace on the east wall and a flowing fountain and basin on the west wall are the most remarkable features of this plastered but unpainted chamber. A large table stands in the center of the room, flanked by a pair of benches; all are a bit too large to be comfortable to humans. A sizeable haunch of some sort of cold meat is on the table. An old barrel stands in the center of the north wall, and holds seven spears. Heaps of bedding lie along the south passageway to the west. ~ 19 73 0 D2 ~ ~ 0 0 2496 -1 D3 ~ door west~ 1 -1 2494 -1 S #2496 Stone Corridor~ The tunnel bends at a ninety degree angle to the west here. A door is in the northern wall. From under it wafts a smell that reminds you vaguely of a wet dog. ~ 19 73 0 D0 ~ ~ 0 0 2495 -1 D3 ~ ~ 0 0 2497 -1 S #2497 Stone Corridor~ There is a door here in the western wall which is covered with claw marks and scratches as if somebody wanted in very badly. A strange pungent odor comes from underneath it. To the north is a half crumbled archway leading into a large chamber. The tunnel continues to the east. ~ 19 73 0 D0 ~ ~ 0 0 2498 -1 D1 ~ ~ 0 0 2496 -1 D3 ~ ~ 0 0 2501 -1 S #2498 Domed Chamber~ This 40 foot diameter area has an arched ceiling some 30 feet high. Its polished stones indicate that it was once meant for some special purpose, lost now under a litter of refuse, bones, and dung. A huge metal ring has been cemented into the center of the floor, and a heavy iron chain of about eight feet length is fastened to the ring. ~ 19 73 0 D2 ~ ~ 0 0 2497 -1 D3 ~ ~ 0 0 2499 -1 S #2499 Room with a Great Bronze Gate~ The passage to the north is barred by a huge sheet of bronze, the surface of which is covered with bas relief of evil leering creatures. It is evidently placed to bar further progress north, though 10 foot wide corridors lead east and west. This portal is too massive to even attempt to raise by brute strength. You can go east or west. ~ 19 73 0 D1 ~ ~ 0 0 2498 -1 D3 ~ ~ 0 0 2500 -1 D4 ~ ~ 0 0 2407 -1 S #2500 Triangular Chamber~ This area was once of some importance, for its walls are plastered and painted, and evidence of carpeting can be seen in the corners, though such is now ruin. The floor is covered with litter, filth, bones, and possibly much more. The walls are dirty and stained, with great chunk of plaster pulled off and gouge marks everywhere else below ten foot height. The room stinks. An eight-foot long chain is bolted to the center of the floor with an owlbear on it ~ 19 73 0 D1 ~ ~ 0 0 2499 -1 D2 ~ ~ 0 0 2503 -1 S #2501 Old Storeroom~ Boxes, crates, and barrels line the walls of this 30 foot by 20 foot chamber. Spilled contents - flour, grain, broken crockery, and who knows what else - are mixed with old bones, broken furniture, splintered wood, rags, and ordure up to a depth of at least a foot. The whole area stinks of troll. ~ 19 73 0 D1 ~ ~ 0 0 2497 -1 D3 ~ door west~ 1 -1 2502 -1 S #2502 Room of Bones~ Something has taken considerable pains to decorate this disused storeroom. The walls are covered with a plastering of excrement and bones, to form both patterns and shelf-like bone ledges. Skulls leer from these shelves - human, humanoid, dwarven, and various sorts of other creatures as well. The floor is a conglomerate of bones and ordure. A large armchair and crude table of sorts, each fashioned from bones, stand in the northwest corner. In the southeast corner is a heap of torn cloth, leather scraps, bits of tapestries, and pieces of rugs. Suddenly the pile moves, and something rises - a huge troll! He does not look happy at your intrusion. ~ 19 73 0 D1 ~ door east~ 1 -1 2501 -1 D3 ~ door west~ 1 -1 2503 -1 S #2503 Abandoned Storeroom~ This 20 foot by 30 foot chamber is a mess in every respect. It reeks of troll, is covered with dirt and rubbish, and is littered with bits of decaying meat and many bones, strewn haphazardly about the place. Some shelves remain on the walls, and a few boxes, crates, barrels, and bales are intact, still standing along the walls where they were placed - who knows how many years ago! There is nothing of value in the place. The exit to the west curves again to the north after exiting the chamber. ~ 19 73 0 D0 ~ ~ 0 0 2500 -1 D1 ~ door east~ 1 -1 2502 -1 D3 ~ ~ 0 0 2491 -1 S #2504 Pearlescent Room~ The floor here is of white marble, the walls and vaulted ceiling sheathed in pearly alabaster. There is a "right feel" to the place, as a place of safety in a storm of evil. The room is bare and clean. A sheet of cloudy crystal substance seems to be set into the northern portion of the east wall. As you look, it begins to brighten, its radiance actually lighting the room! Two manlike creatures with wings of snowy feathers and radiant faces, robed in purest white, appear amidst golden tinted, cloud-like billows. A pale blue sky can be seen behind them. The step through the crystal which clouds back up. They first peer at you, and then one speaks in dulcet tones, "What are fair and just folk such as you doing in this foul place of pain and base wickedness?" ~ 19 72 0 D1 ~ door east~ 9 0 2505 -1 D3 ~ door west~ 1 -1 2468 -1 S #2505 Secret Room~ This bare-walled 20 foot square room is permeated by a feral odor. A pair of nestlike heaps of cloth and pillow lie by the east wall; bones and litter cover the floor. A large cupboard stands against the north wall. A pair of rust-red cloaks hang on pegs by the secret door, the only apparent entrance. A few pieces of dirty pewterware are on the cupboard shelves, along with two bottles of wine and a bunch of cooking herbs in a glass bottle. You notice a jumble of weapons and other items in the northwest corner. ~ 19 73 0 D3 ~ door east~ 1 -1 2504 -1 S #2506 Side Chamber~ This 20 foot square room shows signs of having been the sleeping chamber of some personage of importance. The walls are plastered and bear murals, albeit the plaster is now broken and stained and most of the painting is ruined. Rugs are still on the floor, and a huge bed stands in the southwest corner. Another heap of bedding and pillows stands beside the bed, along with small table, a large wardrobe, and a brazier. Two lamps hang from ceiling chaings, and four sconces adorn the walls. The room is home now to two rather large male bugbears and 3 female bugbears slaves who supply the formers entertainment. ~ 19 72 0 D1 ~ door east~ 1 -1 2507 -1 D2 ~ door south~ 1 -1 2476 -1 S #2507 Salon~ This 30 foot by 40 foot room was once quite splendid, if its wall hangings, carpet remnants, and battered furnishings are any gauge. Cressets and sconces of bronze line the walls. Four small tables, six chairs, two couches, and two sideboards are here, as well as several boxes and chests. A large iron pot hangs from a bronze chain in the middle of the room(suspended from the place some filagreed lamp once hung) over a charcoal fire in a bronze bowl, its original purpose unknown. A large group of bugbears have now taken over the room and now call it their home. ~ 19 72 0 D0 ~ door north~ 1 -1 2508 -1 D2 ~ door south~ 9 0 2509 -1 D3 ~ door west~ 1 -1 2506 -1 S #2508 Room of the Elements~ The walls of this small room are covered with scenes showing all four principles of Elemental Evil in their most horrible and disgusting forms. Some battered and torn furnishings also indicate that this place was probably once a sitting room or lounge for some high Temple official. The wall sconces are of bronze, as is the wall basin set in a hemispherical alcove in the east wall. A small table, two chairs, a couch, and a broken cabinet are also in the room. Four bugbears have taken up residence here. ~ 19 73 0 D2 ~ door south~ 1 -1 2507 -1 S #2509 Garbage Room~ This plastered and painted chamber, probably a secluded place for relaxation when the Temple was in its heyday, is now filled with rubbish. The room is a heap of rotting, stinking garbage, offal, dung, and who knows what else; bones and skulls are visible here and there. Part of a bronze-bound coffer of some sort can be seen near the middle of a large pile of refuse in the center of the room. Rising up from the pile as you enter the room is a rather large otyugh who's arms flail at your entry. ~ 19 73 0 D0 ~ door north~ 9 0 2507 -1 D3 ~ ~ 0 0 2510 -1 S #2510 Stone Corridor~ This is a stone corridor much like all the others. Cut out of the living rock, the gray walls seem lifeless and, in a way, sad. The tunnel leads to the north from which a foul smell emanates, and to the south and west. ~ 19 73 0 D1 ~ ~ 0 0 2509 -1 D2 ~ ~ 0 0 2512 -1 D3 ~ ~ 0 0 2511 -1 S #2511 Storage Chamber~ This oddly shaped chamber is crammed with containers of all sorts - large clay jars, boxes, barrels, crates, chests, sacks, casks, bales, bags, hampers, and others. Some are obviously broken or empty, buy many seem full. Bales contain black cloth and some finished garments(cloaks, capes, kilts, etc.). Scores of arrows, quarrels, javelins, spears, and several dozen hand weapons are in the 10 foot by 30 foot alcove to the northeast, with most weapons in a state of disrepair. At the south end of the place are boxes and several huge pottery jars, but near them are three humanoid skulls and a few bones. ~ 19 73 0 D1 ~ ~ 0 0 2510 -1 S #2512 Stone Corridor~ You have stumbled upon a major intersection of the temple. To the west is a large archway, from which you can sense something odd coming from beyond. There is an set of stairs leading down here also, into darkness. The other directions have corridors leading to places that are nondescript(as far as you can tell from here at least). ~ 19 73 0 D0 ~ ~ 0 0 2510 -1 D1 ~ ~ 0 0 2513 -1 D2 ~ door south~ 1 -1 2514 -1 D3 ~ ~ 0 0 2469 -1 D5 ~ door down~ 1 -1 2569 -1 S #2513 Storage Room~ This place is filled with broken containers of all sorts. The littered mess on the floor shows that there has been some fairly recent traffic, probably to carry off any remaining foodstuffs. ~ 19 73 0 D3 ~ ~ 0 0 2512 -1 S #2514 Prison Room~ An outsided table and two matching chairs stands in the northeast, along the the diagonal wall. A cask and several leather jacks are on the table, almongst small hunks of cheese and dried meat; some food scraps have fallen to the floor. Nearby is a barrel and a huge pot. Brackets and torches line the walls, but only 3 contain torches, none lit. A great pile of hides and skins is in the southeast corner - a bed of sorts. Four bronze-bound oaken doors, each with a heavy bar, padlock, and small barred port, mark the cells. All cells appear empty. The jailers, a large ogre and bugbear stand and rush towards you as you enter. ~ 19 73 0 D0 ~ door north~ 1 -1 2512 -1 S #2515 Junk Room~ This place is filled with old furniture, mostly wardrobes, cabinets, armoires, and chests. Two chairs, a stool, a small table, and a couch are in the southeast corner. A shabby carpet is on the floor, and various types of hangings adorn the walls. The place is a hodgepodge of junk, obviously altered since the overthrow of the Temple. ~ 19 73 0 D0 ~ door north~ 1 -1 2476 -1 D2 ~ door south~ 9 0 2516 -1 S #2516 Side Corridor~ The corridor here is shaped in a right angle. There is a door both to the north and to the west. From beyond both can be heard sounds of an unidentifiable sorts. ~ 19 73 0 D0 ~ door north~ 1 -1 2515 -1 D3 ~ door west~ 1 -1 2473 -1 S #2517 Stone Corridor~ The battle seems to have raged on into this room as well. Pieces of broken armor and the bones of creatures lie strewn about here. Over in one corner is a human hand, still clutching the remains of an old rusty sword that is half crumbled to dust. To the south there lies the remains of a once might archway. Stone pillars have collapsed and fallen to the ground where they almost completely block the exit. The tunnels to the north, east and west are unadorned and lead off into the unknown. ~ 19 73 0 D0 ~ ~ 0 0 2519 -1 D1 ~ ~ 0 0 2518 -1 D2 ~ ~ 0 0 2470 -1 D3 ~ ~ 0 0 2476 -1 S #2518 Storage Chamber~ This place evidently once held many sorts of supplies; much of the foodstuffs are now scattered and ruined, rotting on the floor. Broken containers are tossed about, mixed with many bones. ~ 19 73 0 D3 ~ ~ 0 0 2517 -1 S #2519 Stone Corridor~ You have reached the end of the tunnel. There are wooden doors on either side of you. You notice that the floor in front of the easter door has a thick layer of black dust. The door to the west looks to have seen a good bit of use in its time as it has almost fallen off its hinges. ~ 19 73 0 D1 ~ door east~ 1 -1 2520 -1 D2 ~ ~ 0 0 2517 -1 D3 ~ ~ 0 0 2521 -1 S #2520 Storage Room~ This room is 20 foot square. Several large hampers stand along the south wall. Propped along the other walls and scattered around the floor are eight shields and many human-sized suits of armor. ~ 19 73 0 D3 ~ door west~ 1 -1 2519 -1 S #2521 Storeroom~ This large chamber is evidently used for storing wood and lumber. Stacks of firewood stand near the entrance, planks and beams at the west end. Just inside the entry are several large lumpy sacks filled with charcoal. ~ 19 73 0 D1 ~ ~ 0 0 2519 -1 S #2522 The Hall of Dread~ This place is horrible and disgusting, loathsome and fearsome. The stonework seems leprous and mottled. Everywhere are sculpted fungous shapes of nightmare form and coloration. Each column rising to the roof above writhes and squirms with intertwined fungi. The walls drip with slimes and ooze revolting exudation The bizarre reds, disgusting yellows, rotten grays and browns, and other colors blend in a vertiginous swirl in the center of the northern part of the place, wherein squats a huge sprawling purple throne. The demoness must have used this area to view captives and servants, the former going to whatever unspeakable fates awaited them, the latter exalting in the fact that no similar prospect awaited them, as long as they served Zuggtmoy well. ~ 19 72 0 D0 ~ ~ 0 0 2524 -1 D1 ~ ~ 0 0 2523 -1 D2 ~ door south~ 1 -1 2536 -1 D3 ~ door west~ 1 -1 2534 -1 D4 ~ gate~ 33 6 2470 -1 D5 ~ ~ 0 0 2535 -1 S #2523 Hall of Elemental Magic~ This huge echoing hall is constructed of polished black stones, which give black odd reflections of your light. The most striking features here are the symbols set into the chamber floor. To the north is a triangle of dull ecru stone, outlined with some sort of gray metal; a throbbing radiance seems to spread in dun-colored pulses that wash over the area. To the east is a great 10 foot square of translucent stone, blue at the edges and shading to a deep green at the center, bordered by a strip of pale green; the whole gives out undulating sheets of blue-green light. To the south is a circle of transclucent crystal ringed by a silvery band; the whole sends forth slowly rising clouds of pale light, that spread and disappear. To the west is a long diamond shape with four points radiating from the sides of the lozenge. The whole is fashioned of translucent stone mottled red and amber, outlined in red gold. It sends up sudden tongues of brightness, planes of pale ~ 19 72 0 D3 ~ ~ 0 0 2522 -1 S #2524 The Hall of Dread~ This hall is attired much like the last, with the same leprous and mottled stonework, same sculpted fungous shapes of nightmare form and coloration, and colums rising from the floor to the ceiling with fungous intertwined around them. The walls drip with slimes and ooze revolting exudations. The bizzare reds, disgusting yellows, rotten grays and browns, nauseous greens, and hideous blues blend in a vertiginous swirl in the center of the northern wall, wherein squats a huge sprawling purple throne. Projections resembling blighted vegetation line the walls, and each gives off a dim but pervasive illumination. Passages and doors are in the east and north walls. The floor makes a squashing, wet sound as you walk upon it, getting softer and softer to the north end of the hall. There is a throne here. ~ 19 72 0 D0 ~ ~ 0 0 2526 -1 D1 ~ ~ 0 0 2525 -1 D2 ~ ~ 0 0 2522 -1 D3 ~ door west~ 9 0 2528 -1 E throne~ This great chair is sculpted to display fungi and human forms, but those depicted are shown crying out in pain as fungi shoot up from their flesh, feed upon their dead and decomposing bodies, or grow rampant in their bony remains. Even the shape of the throne is abominable; its seat is broad and round, with a concave surface and four hemispherical indentations, two in front, two behind. It has wide arm rests but no back whatsoever. It stands upon a four-tiered dais, the top and 2 foot high steps of which are carved in bas-relief to depict fungi, smut, slimes, molds, jellies, and other horrible growths devouring a compacted mass of living and dead humans. ~ S #2525 Place of Earth and Golden Chains~ This 30 foot by 40 foot chamber is a strange composite of polished pink stone, golden chains, and a floor of loose earth. Deep black earth covers the entire floor, save for a four-foot-wide walkway which edges the room. The bright metal chains hang from the walls, affixed by rings to the walkway as well. The room is dark; the walls show neither cressets nor sconces. ~ 19 73 0 D3 ~ ~ 0 0 2524 -1 S #2526 Room of Crowned Skulls~ The plastered walls of this 30 foot by 20 foot room are decorated with many murals, depicting scenes in which humans, demihumans, and humanoids are being robed in finery of various sorts and given crowns of gold, adorned by devices of skulls. Above all are paintings of a golden-skull wearing a silvery crown, in which are set gems of red, blue-green, crystal, and orange-brown. The floor is tiled in black and yellow squares each a foot across. The west wall shows scenes of elemental devastation, and under each depiction is a chair. Save for cressets, the room is otherwise bare. ~ 19 72 0 D1 ~ ~ 0 0 2527 -1 D2 ~ ~ 0 0 2524 -1 S #2527 Hall of Merriment~ The plastered walls here show scenes of revelry and debauchery, involving coronated individuals similar to those in the previous chamber. Those rewarded in the antechamber were evidently taken here to be feted. Couches, cushions, and pillows surround small tables. The place is in disorder, as if those once here left hurriedly. Several stands are tipped over, as are chairs; stains on the carpets show where food and drink were spilled and never cleaned. Dishes, ewers, and drinking vessels lie in scattered profusion. All of the furnishings are of excellent workmanship and materials, but all are disgusting in what they depict. The walls have many cressets, and bronze candelabra and hanging lamps are in the corners. ~ 19 72 0 D3 ~ ~ 0 0 2526 -1 S #2528 Pleasure Chamber~ This spacious chamber is filled with opulent furnishings: carpets of rich golden hue, nine plush chairs, five green velvet divans, ten cushions of gray watered silk, eight satin ones of deep orange, and six ottomans of shining black leather. Wall murals and tapestries show scenes of debauchery amidst a forest of fungi upon beds of mold and like places. A throne-like golden seat stands in the room's center. One tapestry shows the round-bodied, elephant-legged, fungi-headed bulbous thing seated on the throne chair, amidst a revelry of fungoid forms. ~ 19 73 0 D1 ~ door east~ 9 0 2524 -1 D3 ~ door west~ 1 -1 2529 -1 S #2529 Hall of Sculpture~ This place is filled with cabinets, lined with shelves, and even the walls have many alcoves and niches. All bear sculptures of ceramic, bone, stone, shell, and other material. These figures depict mushrooms of all sorts - toadstool, fungus, blight, etc. - in all colors, sizes, and shapes. Some dozen or so larger sculptures are made of ivory, inlaid with translucent materials, and stand on the floor, apparently for use as stools by those who wish to rest while viewing the gallery's offerings. ~ 19 73 0 D1 ~ door east~ 1 -1 2528 -1 D3 ~ ~ 0 0 2530 -1 S #2530 Earth-Floored Room~ This place is fashioned of polished brown stone. The ceiling overhead is 12 feet high. No cressets are here, nor any other place to put torch or candle. The floor is dirt from wall to wall - a rich dark soil, loosely compacted. The room is otherwise empty. ~ 19 73 0 D1 ~ ~ 0 0 2529 -1 D3 ~ door west~ 9 0 2531 -1 S #2531 Corridor Behind Curtain~ This corridor is 80 feet long and 10 feet wide. It is unlit and has no furnishings. A recess in the west wall forms a shelf about two feet deep and ten feet long, the niches being about four feet tall. On the shelf are only four dusty stones. The exit to the north and south soon curve to the east after leaving the room. ~ 19 73 0 D0 ~ door north~ 9 0 2530 -1 D1 ~ ~ 0 0 2535 -1 D2 ~ door south~ 9 0 2532 -1 S #2532 Disused Room~ This plain room is unfurnished, save for a thick carpet on the floor and many empty wall sconces. Its walls are solid stone blocks, closely set and polished. The room has no occupants. You notice that the exit to the south curves to the east after exiting the room and the exit to the west curves to the north after leaving this room. ~ 19 73 0 D1 ~ door east~ 1 -1 2533 -1 D2 ~ ~ 0 0 2537 -1 D3 ~ door west~ 9 0 2531 -1 S #2533 Lavish Chamber~ This place is decorated in purples and reds: rugs, cushions, upholstered furniture, wall hangings, etc. A large divan, covered in plum silk worked with nauseating green and orange figures, dominates the north wall. Behind this couch is a tapestry depicting the spherical creature with the mushroom neck and head. Before the couch are several stools of cinnabar. All of the wood is inlaid with mother-of-pearl, showing demons, fungi, or worse. The wall cressets and sconces are of bright copper, either recently attended or magically kept polished. Before a throne, a gold bowl contains some offerings. ~ 19 72 0 D1 ~ door east~ 1 -1 2534 -1 D3 ~ door west~ 1 -1 2532 -1 S #2534 Purple Hall~ The stones here are of deep purple color, and all furnishings are of a similar hue: a mauve carpet, lilac and puce wall hangings, even a long table with 12 chairs and a larger one at its head are lacquered violet. Bronze candelabrea are on the table, and bronze wall sconces are placed at regular intervals. This place was probably a council chamber. The south wall bears a large map of Shadowdale, with the Temple at its center. It shows the conquests of the Temple shaded in purple, along with dots of purple, black, red, green, white, and brown. Some cryptic marks are by each dot, shown by most cities and towns. ~ 19 72 0 D1 ~ door east~ 1 -1 2522 -1 D3 ~ door west~ 1 -1 2533 -1 S #2535 Great Hall~ Some odd looking pillars stand flanking the first part of this large hall. 30 feet beyond the pillars, the hall broadens to 60 feet width. A huge dais of translucent alabaster commands the west end of the place. Before this stepped platform is a magical device, set in the floor - a hexagon whose two interlocking equilateral triangles and the circle that rings them, seem to be made of molten electrum. Tips protruding from the sides of the central hexagon glow different colors. The center of the device pulses a pure purple light. Atop the dais to the west is a huge throne of silver, adorned with hundreds of precious gems. These are set to form leering demon faces, skulls, fungi, and like patterns; they are of all colors, sizes, and shapes. Behind this seat is a huge tapestry of deep purple, worked in red, green, and ochre to show various fungi. You find it difficult to see details of the west hall because it's enshrouded in a black mist. ~ 19 72 0 D3 ~ ~ 0 0 2531 -1 D4 ~ ~ 0 0 2522 -1 S #2536 Room of Demons~ This plastered room is decorated with wall murals. All show demons of lesser sorts paying homage to humans of evil mien. Here are also scenes of killing and destruction, obviously showing the deeds which made such homage due. A plain armchair of black wood is centered against the east wall, opposite a 10 foot wide exit to the west. Many bronze cressets line the walls, but no other furniture is here. ~ 19 73 0 D0 ~ door north~ 1 -1 2522 -1 D3 ~ ~ 0 0 2537 -1 S #2537 Hall of Glory~ The walls of this 20 foot by 40 foot room are frescoed. Two suits of plate armor hang from each long wall, north and south; each is of black metal, enameled with strange glyphs in pigments of red, white, green, and brown, surrounding a golden skull. The armor is strangely fluted and spiked; the helmets are wrought to give the wearer a most frightening appearance. Each of the four suits of armor also bears a huge two-handed sword. There are some frescoes here. ~ 19 73 0 D1 ~ ~ 0 0 2536 -1 D3 ~ ~ 0 0 2532 -1 E frescoes~ The frescoes show crowned and robed humans, attended by demons of minor sorts and slaves bearing rich rewards parading in triumph before a horrible bloated figure upon a throne-like seat. The mottled fungous body-sphere of this creature is topped by a toadstool-like growth with a face upon it. The body has four elephantine legs, but no visible arms. Seated beside this abomination is an obese male demonic figure, also seated on a throne. ~ S #2538 Earth-Floored Area~ The whole floor of this chamber is covered with a noisome earth, soil that contains much manure and other rotting things. From this sickening humus spring numerous thin-stalked fungi growths, thicker ones bearing strange caps, spongy-looking growths, and various shelf-fungi and tumerous spherical blobs growing from niches and shelves placed along the walls. These latter growths, as well as a few of those growing from the floor, give off a ghostly phosphorescent illumination. As you set foot in the place, you hear a female voice call out a warning to "stand still! Some of the fungi are dangerous. I know the path, and will come to guide you". You see a comely head moving this way and that through the huge fungi, evidently following a winding course through the growths. ~ 19 73 0 D0 ~ ~ 0 0 2540 -1 D1 ~ door east~ 1 -1 2539 -1 D4 ~ door up~ 1 -1 2491 -1 S #2539 Stairwell~ You are at the top of a stairwell. A cave-like opening lies to the west from which comes a very earthy smell. You peer off into the darkness and can see a faint glow coming from that direction. ~ 19 73 0 D3 ~ door west~ 1 -1 2538 -1 D5 ~ ~ 0 0 2594 -1 S #2540 Chamber of Statues~ This circular chamber, some 40 feet in diameter, is lit by four weirdly glowing globular cressets of ancient bronze. The light reveals nine monstrous statues, whose stoney visages are still sufficient to strike fear into the heart of even the brave such as yourselves. Beyond a smallish blue dragon is a beholder; a fire giant, manticore, and medusa seem to stand in frozen conversation; and off to one side are a mummy, an ogre mage, a wight, and a rakshasa. ~ 19 72 0 D0 ~ ~ 0 0 2541 -1 D1 ~ ~ 0 0 2547 -1 D3 ~ ~ 0 0 2538 -1 S #2541 Stone Corridor~ The tunnel here continues to the north, south, and west. To the north there is an archway with a great eye carved into the top. You get an eerie feeling as you stare at it. ~ 19 73 0 D0 ~ door north~ 1 -1 2543 -1 D2 ~ ~ 0 0 2540 -1 D3 ~ ~ 0 0 2542 -1 S #2542 Circular Shaft~ This area is not in use; the floor is covered with dried husks, castings, and other less definable litter. Heavy webs mask the ceiling, but they are at least 20 feet up, so it must be some distance beyond. The dust and dirt collected on the strands of spidersilk show that the monster which made them is probably no longer here...at least you hope. ~ 19 73 0 D0 ~ door north~ 1 -1 2585 -1 D1 ~ ~ 0 0 2541 -1 S #2543 Chamber of Eyes~ The plastered walls of this triangular room are covered with paintings of eyes and the symbol of the Eye of Fire - an equilateral triangle with a "Y" shape within, the branches at the base corners and the stem meeting the apex. The eyes are of all sorts - human and monstrous, blind-looking, multi-faceted, and of various colors - and all seem to stare in hatred, hunger, or fright. The chamber has seen rather rough use of late, for there are piles of rubbish scattered about, gnawed bones, and signs of a large fire apparently frequently burned in the middle of the floor. Two smoky cressets burn on the east and west walls, about midway between each pair of doors. ~ 19 72 0 D0 ~ door north~ 1 -1 2544 -1 D1 ~ door east~ 1 -1 2584 -1 D2 ~ door south~ 1 -1 2541 -1 D3 ~ door west~ 1 -1 2545 -1 D4 ~ ~ 0 0 2478 -1 S #2544 Pleasure Chamber~ The walls of this colorful 30 foot square room are covered with mosaics, depicting all sorts of weird and depraved scenes. The floor is a mosaic of like scenes. A few pieces of broken furniture are stacked near the fireplace in the west wall. Two heaps of rugs, skins, etc. are by the east wall, with two more near the southeast corner. Between them is a large barrel. Two small pots stand near the fireplace, and a large kettle is suspended over the dead ashes. Two unlit cressets are on each wall except the west. ~ 19 73 0 D2 ~ door south~ 1 -1 2543 -1 S #2545 Pleasure Chamber~ The walls of this colorful 30 foot square rooms are covered with mosaics, depicting all sorts of weird and depraved scenes. The floor is a mosaic of like scenes. The room is furnished with a few pieces of battered furniture and a rather large pile of rugs, skins, tapestries, and like piled into the northeast corner in a bed of sorts. Two unlit cressets are on each wall except the east. There are six in all. ~ 19 73 0 D1 ~ door east~ 1 -1 2543 -1 D2 ~ door south~ 1 -1 2546 -1 S #2546 Hexagonal Chamber~ Torch brackets are affixed to the walls of this hexagonal chamber, but without torches. The stone here is of mottled rust and moss-green hue. The ceiling arches to a height of about 25 feet in the center. A large iron brazier stands in the center of the room, and a rude table by the south wall, with a cabinet nearby. Two heaps of pillows, cushions, and old cloth(rugs, tapestries, etc.) lie on the floor. ~ 19 73 0 D0 ~ door north~ 1 -1 2545 -1 S #2547 Room with a Fountain~ Horrid faces, carved from the same rock as the passage, snarl and vomit forth thin streams of water which are caught in a multi-tiered basin. The liquid has an evil smell, and the basin has become lined with some sort of aquatic growth. However, the water is probably drinkable. ~ 19 73 0 D0 ~ ~ 0 0 2548 -1 D1 ~ ~ 0 0 2560 -1 D2 ~ ~ 0 0 2549 -1 D3 ~ ~ 0 0 2540 -1 S #2548 Bronze Pit~ The corridor, thus far unremarkable, suddenly drops off. You stand at the brink of an area of 16 foot depth, its sides and floor sheathed in smoth, highly polished bronze. The corridor continues east 20 feet, opening into a chamber likewise adorned. Further progress is impossible. A few scraps of trash litter the floor - a bit of cloth, a small bone, and possibly a broken dagger. You lights reflect well from the mirror-like sheets of bronze. ~ 19 73 0 D2 ~ ~ 0 0 2547 -1 S #2549 Sunlit Room~ This room is lit as bright as a sunlit day. You notice many dim figures moving about the room, the haze of the room distorts the images but they appear to be giant rats and foxes. The room is 20 feet by 30 feet, the ceiling, (if there is one) is impossible to see, due to the bright light. Blue sky and a hot sun seem to be overhead, but the sky appears close - only 20 feet up. In the center of the room are some jackalweres, jackals, and gargoyles taunting some prisoners. They approach the prisoners, who are armed only with small impotent clubs, and scratch them with their sharp claws, or bite them. Just out of reach of the prisoners is a tantalizing image for them: a large ring with a key in it, a dagger, a longsword, and a rod of some sort. When the prisoners see you, they cry out for your aid! ~ 19 72 0 D0 ~ ~ 0 0 2547 -1 S #2550 Room of Ghouls~ Besides the door from which you came, there are no apparent exits from this room. The place reeks of carrion, filth, and bones litter the floor. Heaps of old cloth along the walls indicate where the occupants of the place once nested. Old garments hang from pegs in the wall. ~ 19 73 0 D0 ~ door north~ 1 -1 2449 -1 S #2551 Hall~ This long hall is lined with pillars and filled with long benches from which the faithful sit to listen to the sermons. At the end of the hall, there is a dais from which the head priest stands to give his sermons on Godsday Eve. The whole hall is floored in well-polished wood, with wooden ceiling and pillars extending all the way to the roof from high overhead. The walls are painted in pastoral scenes, and tinted glass mosaic windows of many shades of color allow light into the hall. ~ 19 8 0 D1 ~ door east~ 1 -1 2336 -1 D3 ~ ~ 0 0 2552 -1 S #2552 Processional~ This hallway is floored with a lighter colored wood. The walls are deep blue, sprinkled with starbursts in silver leaf. This room is most probably used for those to be confirmed, married, and so forth. ~ 19 8 0 D0 ~ ~ 0 0 2553 -1 D1 ~ ~ 0 0 2551 -1 D2 ~ ~ 0 0 2555 -1 D3 ~ ~ 0 0 2554 -1 S #2553 Vestry~ This room is used for rest and relaxation by the clerics, as well as to dress for services. The wardrobe here is filled with vestements and such items. ~ 19 8 0 D2 ~ ~ 0 0 2552 -1 D4 ~ ~ 0 0 2652 -1 S #2554 Altar and Sanctuary~ The exit to the east is covered by a drape of deep green velvet. Upon entering, you are startled to see a large man, smiling and with a great cudgel held high(almost looking like he's about to bash your brains in!). You then notice that it is but a statue, a very life like statue. Behind that statue, various types of ferns and other plants grow. An altar of carved bronzewood is here, with billets, star bursts, and the sacred sign of the crumpled hat carved into it's surface. ~ 19 8 0 D1 ~ ~ 0 0 2552 -1 S #2555 Study and Audience Chamber~ The chamber here is rather large and austere. Cushioned chairs adorn the area around the fireplace, but that is the only sign of comfort this room has to offer. The rest of the benches are hard, without backs, and look extremely uncomfortable. A poorbox resides in the room also, it being set into the floor to keep any would be thieves from taking it. The priest here asks for a donation to his church. ~ 19 8 0 D0 ~ ~ 0 0 2552 -1 D5 ~ ~ 0 0 2556 -1 S #2556 Church Kitchen~ This room is obviouly the church kitchen. The kitchen is filled with all the bare necessities needed to cook any meager meal. Sacks of grain lie in a small room off to the east. A set of stairs leads up here. ~ 19 8 0 D0 ~ ~ 0 0 2557 -1 D4 ~ ~ 0 0 2555 -1 S #2557 Sacred Trophies Gallery~ The hall here is lined with trophies. On shelves lining the hall are many dented helmets, maces, clubs, and knobbed cudgels of fame with a plaque underneath telling the story of what made the weapon of such known. ~ 19 8 0 D0 ~ ~ 0 0 2559 -1 D1 ~ ~ 0 0 2651 -1 D2 ~ ~ 0 0 2556 -1 D3 ~ ~ 0 0 2558 -1 S #2558 Meditation Room~ This room is formed into a perfectly round chamber measuring 25 feet in diameter. The room is void of any objects that might distract you from meditation. The walls are a soothing light green color. A portrait of Cuthbert hangs straight ahead of you, on the far west wall. A cleric is here, deep in meditation. ~ 19 8 0 D1 ~ ~ 0 0 2557 -1 S #2559 Exercise Room~ This room is floored in hardwood. Stacked up in racks are various kinds of blunt weapons. The majority of the weapons are clubs of various sizes and shapes, but a few hammers and other blunt weapons are here also. The walls are decorated with various scenese of moves that can be used with blunt weapons. Right now, there are two clerics utilizing the room. ~ 19 8 0 D2 ~ ~ 0 0 2557 -1 S #2560 Stone Corridor~ A short narrow tunnel that leads east and west. To the east emanates a faint gray light and a cold breeze drifts in from that direction. From the west you can hear the sound of running water. ~ 19 73 0 D1 ~ ~ 0 0 2561 -1 D3 ~ ~ 0 0 2547 -1 S #2561 Grotto~ This circular chamber, some 40 feet in diameter and 40 feet high at the apex of its dome, is made to appear as if it were a natural setting(albeit bleak and disquieting). The walls are hewn to appear as boulders, and detritus is spread by the walls. Jagged rocks likewise protrude from the perimeter in seemingly natural manner. Even in the relatively open center, the floor is uneven, with cracks, ledges, and loose rock. The whole area is dimly lit by a gray light, with no apparent source but nonetheless leaving pools of shadows near the walls. A cold, damp breeze moans and sighs throughout, and the air smells foul. A bone projects from a fissure to the east, and near it is a full skeleton clad in chain mail. A leering skull atop a low slab of rock to the northwest seems to taunt you. A staircase leads down here. ~ 19 72 0 D0 ~ door north~ 9 0 2562 -1 D3 ~ ~ 0 0 2560 -1 D5 ~ ~ 0 0 2596 -1 S #2562 Small Jail~ The room is 20 foot square, with some filthy straw scattered on the floor, a small drain hole in the northwest corner, and a water-filled barrel. Herein are two humans, an orc, a hobgoblin, and three goblins. ~ 19 73 0 D0 ~ door north~ 1 -1 2563 -1 D2 ~ door south~ 9 0 2561 -1 S #2563 Stone Corridor~ This is a cramped intersection of tunnels. Each one bends off into the gloom and you cannot make out anything in any direction. However, at the spot you are standing, you can hear various whipsers of sound carried along by the various tunnels and brought here. ~ 19 73 0 D0 ~ ~ 0 0 2565 -1 D1 ~ door east~ 1 -1 2564 -1 D2 ~ door south~ 1 -1 2562 -1 D3 ~ door west~ 1 -1 2574 -1 S #2564 Small Prison~ The room is 20 feet by 30 feet, littered with straw. Herein are a gnoll, a bugbear, and two ogres. The exit to the north soon turns west after exiting the cell. Born out of despiration, the prisoners attack. ~ 19 73 0 D0 ~ door north~ 1 -1 2563 -1 S #2565 Hall of Black Feasting~ This 40 foot square room is floored in blocks of alternating red and black stone. The supports and ceiling are all black. The walls are plastered and decorated with scenes of horrid feasts - a banquet where ghouls, ghasts, shadows, and vampires join Temple clerics and demons in an unspeakable repast. The many cressets along the walls are unlit, for this place seems to have been deserted for some time. Several long tables, chairs, and sideboards are here, all dusty but otherwise in good condition. The tables still hold many dishes, platters, drinking vessels, and containers. ~ 19 73 0 D0 ~ ~ 0 0 2566 -1 D2 ~ ~ 0 0 2563 -1 S #2566 Hall of Armored Skeletons~ This 30 foot wide area is lined with disquieting guardians - or trophies. Thirteen human skeletons stand at attention along each wall, all clad in various forms of armor. Each holds a different pole arm or missle weapon. Four large bronze stands are by each wall, evidently candle holders, though no candles remain. Six pairs of crossed swords and six shields decorate the north wall. ~ 19 73 0 D0 ~ ~ 0 0 2568 -1 D1 ~ ~ 0 0 2567 -1 D2 ~ ~ 0 0 2565 -1 D3 ~ door west~ 9 0 2569 -1 S #2567 Scarlet Room~ This chamber is red. The floor, walls, and curved ceiling are each of a subtly different hue, to jar the vision of the onlooker. The overall impression is bloody and disgusting. Rotting cushions and divans, all of red cloth and again each slightly different from another, are scattered here and there. A low round table of wood lacquered in orange-red stands near the west end of the room; upon it is a red serving set of several cups and a bowl. Each of the two candelabra nearby holds 13 candle stubs. ~ 19 73 0 D3 ~ ~ 0 0 2566 -1 S #2568 Black Room~ The walls, floor, and ceiling of this 20 foot by 40 foot area are dull black stone; heavy velvet hangings of ebony hue cover the walls, and even the torch brackets along uncovered sections are made of a blackish metal. Couches and chairs of black wood remain here in good condition, unholstered in cloth of the same somber hue. A large black cabinet stands by the west wall. ~ 19 73 0 D2 ~ ~ 0 0 2566 -1 S #2569 Storage Room~ This oddly shaped chamber is lined with shelves which still contain many empty containers; here are bottles, flasks, alembics, retorts, and other such paraphernalia typical to an alchemist's or wizard's laboratory. On the floor are more mundane items - a large box of chalk, sacks of charcoal, jugs of turpentine and fuel oil, candles of various colors, etc. Sufficient material seems herein to stock a small shop and supply a magic-user or two as well. ~ 19 73 0 D1 ~ door east~ 9 0 2566 -1 D3 ~ ~ 0 0 2570 -1 D4 ~ door up~ 1 -1 2512 -1 S #2570 Stone Corridor~ A grey featureless tunnel runs to the north, east and west. To the north you can see brightly flickering lights and can smell various incenses and other strange odors. ~ 19 73 0 D0 ~ ~ 0 0 2571 -1 D1 ~ ~ 0 0 2569 -1 D3 ~ ~ 0 0 2572 -1 S #2571 Alchemy Workroom~ The merest glance herein reveals the past purpose of this circular room as a place for alchemical experimentation. The walls and floor are covered with graven symbols, glyphs indicating the elements, metals, and other stuff of alchemy. Benches and work tables line the walls; upon them are flasks, retorts, crucibles, etc. Three braziers, each of a different size, are aligned in the middle of the room, piled with plates and dishes which hold heaps of strange powders, granules, and crystals. Beakers and flasks here and there are filled with odd substances. The exit to the west soon curves to the south after it leave the room. ~ 19 73 0 D3 ~ ~ 0 0 2570 -1 S #2572 Stone Corridor~ You have entered a small cramped room with exits leading off in all directions. Each tunnel looks exactly the same and you're not really sure of which one you just came from. ~ 19 73 0 D0 ~ door north~ 1 -1 2573 -1 D1 ~ ~ 0 0 2570 -1 D2 ~ door south~ 1 -1 2574 -1 D3 ~ ~ 0 0 2589 -1 S #2573 Laboratory~ This area, 10 feet wide and 50 feet long, seems to have been meant principally for the reading and writing of spells. Cressets are fitted to the walls at ten foot intervals. A long, slanted shelf is along the north wall, with many stools spaced along its 30 foot length. Sheets of vellum and parchment still lie upon the shelf, accompanied on an upper ledge by quills of many sorts, small pots with oddly carved stoppers, and candlesticks. A small writing desk stands at the west end, and a lectern at the far east. Several small chairs are nearby, along the south wall. ~ 19 73 0 D2 ~ door south~ 1 -1 2572 -1 S #2574 Square Chamber~ The ceiling of this large 50 foot square chamber is at least 40 foot high. Over a great fire pit(now cold) in the center of the room hang several large chains, one of which suspends a great iron pot. Several eye bolts are set in the walls, to each of which is attached a 10 foot long chain. Beside each door is an empty torch bracket. Each of the four iron doors leading out of the chamber - one at each wall - stands open. A great heap of cloth, pillows, and skins lies in the southwest corner, with a tun, barrel, and sack nearby. ~ 19 73 0 D0 ~ door north~ 1 -1 2572 -1 D1 ~ door east~ 1 -1 2563 -1 D2 ~ door south~ 1 -1 2575 -1 D3 ~ door west~ 1 -1 2580 -1 S #2575 Stone Corridor~ Empty This is a long twisty tunnel that branches off to the north, east and south. You can hear running water echoing down the corridor and you catch a faint whiff of food. ~ 19 73 0 D0 ~ ~ 0 -1 2574 -1 D1 ~ ~ 0 0 2576 -1 D2 ~ ~ 0 0 2577 -1 S #2576 Kitchen~ From the appearance of a huge fireplace in the north end of this room, and the condition of various containers of foodstuffs - flour, meal, salt, oil, preserved meats and cheeses - it is apparent that this kitchen is still used occasionally. Enough food is here to feed several score people for many days. Shelves and long counters hold containers, foodstuffs, and cooking utensils: spits, skewers, long forks and spoons, ladles, etc. ~ 19 73 0 D3 ~ ~ 0 0 2575 -1 S #2577 Fountain~ Horrid faces, carved from the same rock as the passage, snarl and vomit forth thin streams of water which are caught in a multi-tiered basin. The liquid has an evil smell, and the basin has become lined with some sort of aquatic growth. However, the water is probably drinkable. ~ 19 73 0 D0 ~ ~ 0 0 2575 -1 D1 ~ door east~ 1 -1 2579 -1 D3 ~ ~ 0 0 2578 -1 S #2578 Dining Salon~ Above a long wooden table in the middle of this plastered and decorated room hangs a large chandelier. Twelve chairs flank the table. Two sideboards, a cabinet, and a wheeled cart complete the furnishings. ~ 19 73 0 D1 ~ ~ 0 0 2577 -1 S #2579 Opulent Bedchamber~ This place is covered with thick carpets, with many cushions spread about. Upon it lies the mummified body of an elf, face down just beyond the entryway with the hilt of a dagger protruding from the back. It remains are clad in rotting splendor; the garments are of silk and brocade, and the garments are of silk and brocade, and jewels gleam from earrings, a necklace, a bracelet, and two rings. The skeletal right hand clutches a carved stone of some sort. Near the body is a large curio cabinet, its door slightly ajar. The cabinet contains mummified portions of human, demi-humans, and humanoids. The dark room has many unused candelabra and wall sconces. Its plastered walls are painted with scenes of decadence, and the tapestries hanging here and there show similar scenes of depravity. A huge bed stands against the north wall, with a table on each side. ~ 19 73 0 D3 ~ door west~ 1 -1 2577 -1 S #2580 Domed Hexagonal Chamber~ This large chamber is empty and bare. The polished stones of its floor, walls, and vaulted ceiling are exceptionally smooth and closely fitted, and also seem to be of remarkable hardness. Each sound - footfall or spoken word - echoes alarmingly in this place. Though two brakets for torches are mounted on each wall(flanking the doors), all are empty. ~ 19 73 0 D0 ~ door north~ 1 -1 2581 -1 D1 ~ door east~ 1 -1 2574 -1 D2 ~ door south~ 1 -1 2582 -1 D3 ~ door west~ 1 -1 2583 -1 D4 ~ ~ 0 0 2467 -1 S #2581 Jail Cell~ This bare room reeks of troll. The floor is covered with a filthy litter of dung, bones, trash, and bits of cloth. An iron hook protrudes from the far wall, from which a large piece of rotting meat hangs. A huge iron eye bolt is sunk in the stone of this same wall, and from it runs a thich iron chain, five feet long, its end broken. The glint of metal can be seen when the rubbish on the floor is moved. ~ 19 73 0 D2 ~ door south~ 1 -1 2580 -1 S #2582 Jail Cell~ This bare room reeks of troll. The floor is covered with a filthy litter of dung, bones, trash, and bits of cloth. An iron hook protrudes from the far wall. A huge iron eye bolt is sunk in the stone of this same wall, and from it runs a thick iron chain, five feet long, its end broken. The glint of metal can be seen when the rubbish on the floor is moved. ~ 19 73 0 D0 ~ door north~ 1 -1 2580 -1 S #2583 Jail Cell~ This bare room reeks of troll. The floor is covered with a filthy litter of dung, bones, trash, and bits of cloth. An iron hook protrudes from the far wall, from which a cloak decends. A huge iron eye bolt is sunk in the stone of this same wall, and from it runs a thick iron chain, five feet long, its end broken. The glint of metal can be seen when the rubbish on the floor is moved. ~ 19 73 0 D1 ~ door east~ 1 -1 2580 -1 D3 ~ door west~ 9 0 2584 -1 S #2584 Hexagonal Chamber~ Torch brackets are affixed to the walls of this hexagonal chamber, but without torches. The stone here is of dull ocher. The ceiling arches to a height of about 25 feet in the center. A large iron brazier stands in the center of the room, and a rude table by the south wall. Six heaps of old cloth(rugs, tapestries, clothing, and badly cured animal skins) lie on the floor. ~ 19 73 0 D1 ~ door east~ 9 0 2583 -1 D3 ~ door west~ 1 -1 2543 -1 S #2585 Secret Passage~ The secret passage leads into a 20 foot by 30 foot room where you are horrified - perhaps petrified - to see a huge pale green basilisk gazing at you. Suddenly, a runnel of flame begins from the eastern portion of the chamber and spreads rapidly from the center, going both north and south. The moving flame creates a line of brightness along the east and west walls of the place, and then sends fiery streams into a pair of large cressets just at the corners where the north and south passages enter the basilisk's lair. The cressets spring into leaping flames, illuminating the whole area. ~ 19 72 0 D0 ~ door north~ 1 -1 2586 -1 D1 ~ door east~ 1 -1 2587 -1 D2 ~ door south~ 1 -1 2542 -1 D3 ~ ~ 0 0 2393 -1 S #2586 North Room~ This plainly furnished 20 foot square room is obviously the residence of someone intereseted in weapons of unusual sorts. Hanging on the wall are a man-catcher and several sorts of punching daggers(sprouting from metal gauntlets, double-bladed with sharkskin crossgrips, and others). Here are wave-bladed knives, double-pointed knives, center-hilted knives, falchions, and a buckler with a wicked center spike. Barbed javelins, an array of maces with oddly shaped heads(a wolf with an open mouth, a clenched draconian forepaw, and others) are also here. Furnishings include a narrow cot, a small stand, a table, two chairs, a bench, a stool, a bucket with lid, a wardrobe and a weapons rack with assoted other weapons. Dishes and foodstuffs are on the table and on a nearby shelf. Several bottles are also on the shelf. ~ 19 72 0 D2 ~ door south~ 1 -1 2585 -1 S #2587 South Room~ This room is obviously the chamber of a magic-user. A thaumaturgic triangle stands at the threshold. The shelving which girdles the place is filled with all sorts of stuffed and mummified animals and such. A cloak with strange runes hangs near the east wall. A large bed is here, with a small cabinet, a stool, a writing table with an oddly branched candle holder, a brazier, and a pair of hanging lamps near the bed. A wall cresset is in the southest corner, opposite the bed. A rush mat covers the plain floor. A parchment with runes hangs on the east wall; another, on the south wall opposite the entrance, seems to be a map of the dungeon level. ~ 19 72 0 D1 ~ door east~ 9 0 2588 -1 D3 ~ door west~ 1 -1 2585 -1 S #2588 Hidden Room~ This 10 foot by 30 foot room is certainly where the magic-user inhabiting the room to the west actually studied his works. Here are all manner of magical apparatus. To the north, a workbench runs about 15 feet along the wall near the door. The wall here is lined in shelves, with all sorts of bins and containers. Over a small fireplace hang several kettles; a brazier, furnace and bellows are nearby. Along the south wall is a high writing desk, flanked by a pair of bookstands, each with an unopened tome. At the far end of the room are a table, high-backed chair, and an open cabinet. Upon the table are a green cup, an iron box, a scattering of gems, several potion bottles, and a leather case. The cabinet holds three iron coffers, a crystal ball, a tall pointed black hat, a box of reddish wood, a long brass wand, five large books, and a small ceramic statuette. ~ 19 72 0 D3 ~ door west~ 9 0 2587 -1 S #2589 Stone Corridor~ You have entered a small cramped room with exits leading off in all directions. Each tunnel looks exactly the same and you're not really sure of which one you just came from. ~ 19 73 0 D0 ~ ~ 0 0 2590 -1 D1 ~ ~ 0 0 2572 -1 D2 ~ door south~ 9 0 2592 -1 D3 ~ ~ 0 0 2591 -1 S #2590 Storeroom~ A few remaining containers and bales indicate that this place was once one in which mundane items were stored. It now contains a number of gnawed bones, torn garments, and broken weapons; the latter items have been tossed into a pile Someone or something has purposely used this place as a grisly repository for unwanted remains of meals. The remains are primarly bugbear, though the remains of an ogre, a gnoll, and a human are also here. ~ 19 73 0 D2 ~ ~ 0 0 2589 -1 S #2591 Museum Room~ This 30 foot square room contains many exhibits of grim sort, hung on the walls or displayed in glass cases. Here are heads of all sorts, a few skulls, withered and bony hands, flayed skins, banners of many types, several plain crowns for wear atop helms or helmet, holy symbols of Good deities(Stic, Immort, Trafford, etc), surcoats, jupons, tabards bearing arms and shields with like decorations, and small items such as rings, seals, and sigils. One case bears several maces and similar items, though these are obviously ceremonial and not meant for use as weapons. Cabinets in the center of the room are smashed and broken; many bones litter the floor. ~ 19 73 0 D1 ~ ~ 0 0 2589 -1 S #2592 Chapel~ The black stone of this small area is draped with several white hangings, one edged in purple, one fringed with gold, and one cornered in silver. A small altar here is made of wood, painted white; nearby is a reliquary, containing ashes of some sort. A silver votive lamp hangs over the altar. Upon the altar is a snowy cloth with red runes, written in common. There is a cloth here. ~ 19 73 0 D0 ~ door north~ 9 0 2589 -1 D3 ~ door west~ 1 -1 2593 -1 E cloth~ Venerate This Shrine Of Good, Then Haste Away, All Ye Of True And Good Faith! ~ S #2593 Inky Chamber~ This bare hexagonal room is dusty, cobwebbed, and forgotten. Near the door is a rag-clad skeleton - probably some cleric who met his end herein, from unknown causes. The remains obviously harbor no treasure. A vague feeling of unease creeps over all who gaze into this place of darkness overlong. The place is empty, except for a black iron coffin by the northwest wall; its iron lid, in which a silver cross has been inlaid, lies beside it. After a little searching, you discover a sarcophagus with no top. You see a vampire, clad in black and appearing hale lying within. As you watch, he starts to move. ~ 19 73 0 D1 ~ door east~ 1 -1 2592 -1 S #2594 Staircase~ A staircase spirals up into the gloom here. From above you can hear strange echoing laughter and screaming. A dark tunnel leads off to the east. ~ 19 73 0 D1 ~ ~ 0 0 2595 -1 D4 ~ ~ 0 0 2539 -1 S #2595 Promenade~ This long hallway is filled with mosaic murals depicting a nauseating scene of frolicking demons, vile goops and molds, and giant humanoids, all capering about amidst a field of their fallen, torn, and tortured victims. The room seems often traveled, with fresh and old footprints of large humanoids and small alike, all over the floor. Small scraps of food and bits of bone lie in the dusty corners of the room. ~ 19 73 0 D0 ~ ~ 0 0 2597 -1 D1 ~ ~ 0 0 2596 -1 D3 ~ ~ 0 0 2594 -1 S #2596 Staircase~ A slimy gray staircase spirals up into the darkness. Occasionaly you hear a loud booming sound echoing throughout the room. A small tunnel leads off to the west. ~ 19 73 0 D3 ~ ~ 0 0 2595 -1 D4 ~ ~ 0 0 2561 -1 S #2597 Stone Corridor~ This is a large chamber with exits in all directions. The one to the north however, is an exit among exits. A huge archway dominates the whole northern half of the wall. Glyphs and runes are engraved all over it, leaving not the slightest stretch of bare stone. A feeling of dark evil and wrongness emanates from it. The other exits seem much more inviting all of a sudden. ~ 19 73 0 D0 ~ ~ 0 0 2613 -1 D1 ~ ~ 0 0 2606 -1 D2 ~ ~ 0 0 2595 -1 D3 ~ ~ 0 0 2598 -1 S #2598 West Wing~ On the east wall of this chamber is a huge painted mural depicting a great battle, apparently between the forces of Good and Evil. Therein, shining humans and winged humanoids are being blasted to the ground by blue bolts issuing forth from the fingers of a tall horned humanoid in wizard's garb. Piled up in the northwest corner of the room are rags and such, formed into some beds for the four trolls who occupy this chamber. ~ 19 73 0 D1 ~ ~ 0 0 2597 -1 D2 ~ ~ 0 0 2603 -1 D3 ~ door west~ 1 -1 2599 -1 S #2599 Planning Room~ Ornate wall hangings and twin fireplaces reveal that this room is often used by those at the highest levels of command. A magnificent oak table fills the center of the room, flanked by a dozen plush chairs, both normal and giant-sized On the table are several book, a dozen sheets of parchement, and quills with ink pots. Also in to room, adorning the east and west wall, are four rich tapestries, two crystal chandeliers hanging from the ceiling, and a large map covering the north wall. ~ 19 72 0 D1 ~ door east~ 1 -1 2598 -1 D2 ~ door south~ 1 -1 2601 -1 D3 ~ door west~ 1 -1 2600 -1 S #2600 Private Room~ This chamber is truly impressive. The floor is covered with thick rugs, the walls are inlaid with tapestries of ornate geometric designs, involving circles, squares, triangles, and the eight-pointed fire symbol. Two engraved braziers shed light and heat from the western corners of the room, and a large fireplace in the east wall adds its radiance. By the latter are brass andirons and matching fireplace tools. Atop a marble mantelpiece are several knicknacks, and hanging on the wall above them is an excellent painting. The latter depicts the united forces of the Greater Temple in full battle garb standing before the great altar, with their human leaders before them. All around the room are bookshelves, a few tables, and a truly massive bed in the center of the room piled high with rich sheets and blankets. ~ 19 72 0 D1 ~ door east~ 1 -1 2599 -1 S #2601 Stone Corridor~ You follow the twisting tunnels until you reach another intersection. Off to the east you see a flickering light. The tunnel branches off to the north and west. ~ 19 73 0 D0 ~ door north~ 1 -1 2599 -1 D1 ~ ~ 0 0 2603 -1 D3 ~ ~ 0 0 2602 -1 S #2602 Large Room~ This large and undecorated room is empty except for 3 rather large sleeping mats on the floor and a fireplace in the west wall. The fireplace is lit, supplying light and heat for the occupants. ~ 19 72 0 D1 ~ ~ 0 0 2601 -1 S #2603 Common Room~ A large bed made out of rags and tapestries stands by the west wall. One long and huge table fills the center of the room, bordered by ten wooden chairs of similar size. A fireplace in the south wall burns merrily, spreading light and heat around the room. The exit to the south curves to the east after leaving the room. ~ 19 72 0 D0 ~ ~ 0 0 2598 -1 D1 ~ door east~ 1 -1 2605 -1 D2 ~ door south~ 1 -1 2604 -1 D3 ~ ~ 0 0 2601 -1 S #2604 South Storeroom~ This room is filled with crates, barrels, boxes, and the like. The boxes and other containers are filled with foodstuffs, enough to feed an army. The only exit, the exit to the west soon curves to the north after leaving the room. ~ 19 73 0 D0 ~ door north~ 1 -1 2605 -1 D3 ~ door west~ 1 -1 2603 -1 S #2605 North Storeroom~ The room is filled with crates, barrels, boxes, and the like. Nothing is unpacked. The containers are filled with foodstuffs. Nothing else of value remains in the room. ~ 19 73 0 D2 ~ door south~ 1 -1 2604 -1 D3 ~ door west~ 1 -1 2603 -1 S #2606 East Wing~ The walls of this room are covered by a huge tapestry which depicts a great battle, apparently between the forces of Good and Evil. Therein, shining humans and winged humanoids are being blasted to the ground by magical rays issuing forth from the eyes of a gigantic, rotund, wrinkled face. Other than the tapestry...and the four trolls who snarl at your approach, the room is empty. ~ 19 73 0 D1 ~ door east~ 9 0 2607 -1 D2 ~ ~ 0 0 2611 -1 D3 ~ ~ 0 0 2597 -1 S #2607 Study~ The east wall of this room is dominated by a great brick fireplace with marble mantle, upon which are various knickknacks - shrunken human heads, religous paraphernalia, carved figurines, and other interesting items. Decorative tapestries flank the fireplace on the east wall. They depict a large battle between the forces of Good and Evil, where large demons are ripping some human paladins apart with their claws. A larger demon than the other stands watching, with a totally evil grin on his face. ~ 19 72 0 D1 ~ door east~ 9 0 2608 -1 D3 ~ door west~ 9 0 2606 -1 S #2608 Secret Passage~ This is a small, cramped passageway. You have to keep your head bent low to keep from hitting the ceiling. The passage is dark and unlit and continues to the north, south and west. ~ 19 73 0 D0 ~ door north~ 1 -1 2609 -1 D2 ~ door south~ 1 -1 2610 -1 D3 ~ door west~ 1 -1 2607 -1 S #2609 Well Furnished Bedroom and Laboratory~ The room is well-appointed, with tapestries on the walls and furnishings made of ebony and rosewood. The bed stands in the southeast corner, adjacent to a small fireplace in the east wall. A wardrobe stands at the foot of the bed between it and the door. The north wall is filled by a long workbench, with beakers bubbling over small flames, bottles and boxes of various rare substances, and other laboratory paraphernalia. On the west wall is an oaken shelf unit, upon which are three large and heavily bound books, a group of twelve pieces of assorted skulls, and two small medallions. ~ 19 73 0 D2 ~ door south~ 1 -1 2608 -1 S #2610 Ogre Chieftan's Room~ This room is better furnished than the others you have seen. Four large bugbears are here discussing events that have unfolded recently. They notice your entry, and with a little bit of fear in their eyes, they attack. ~ 19 73 0 D0 ~ door north~ 9 0 2608 -1 D3 ~ ~ 0 0 2611 -1 S #2611 Common Room~ This area is obviously a sleeping and eating place. Spread evenly along the walls are small rooms that contain sleeping mats. In the center of the main room is a huge cauldron and a small fire burning underneath it. A large bugbear is currently stiring the mixture in the pot and several other bugbears stand around waiting to eat. ~ 19 72 0 D0 ~ ~ 0 0 2606 -1 D1 ~ ~ 0 0 2610 -1 D2 ~ ~ 0 0 2612 -1 S #2612 Barracks~ This room is full of bugbears in various states of relaxation. They notice your entry into the room and all jump to secure their weapons with a loud hooting noise from the majority of them. The room is void of anything of value. ~ 19 73 0 D0 ~ ~ 0 0 2611 -1 S #2613 The Greater Temple~ You stand in a large hall with a raised altar to the northern section of the hall. The ceiling rises up a full sixty feet above you, flanked by buttresses with a statue of a gargoyle scowling down upon you. The walls are lined in smoth black marble or onyx, of such fine craftmanship that the joints are barely visible. On the ceiling can be seen dots depicting the stars and constellations. Draped across the altar is a sheet of red silk, with the eight-pointed fire symbol embroidered upon it in golden thread. Situated behind the altar is a curtain depicting the same symbol. To your west and east, the hall continues, forming a U, with the open area towards the north. ~ 19 2120 0 D0 ~ ~ 0 0 2626 -1 D1 ~ ~ 0 0 2620 -1 D2 ~ ~ 0 0 2597 -1 D3 ~ ~ 0 0 2614 -1 S #2614 West Hall of Greater Temple~ The walls and ceiling of this side of the hall are covered in a black stone which you think to be either onyx or black marble. The ceiling rises vaulted up to a height that is not visible. On the ceiling can be seen many small dots that you notice look like the constellations. Also on the walls, about 50 feet about the floor, are some buttresses with statues of gargoyles on them. Two trolls stand about this room guarding it from folks like yourself. There are five exits from this room, one of which leads back to the main part of the hall to the east. ~ 19 2120 0 D0 ~ ~ 0 0 2615 -1 D1 ~ ~ 0 0 2613 -1 D2 ~ ~ 0 0 2619 -1 D3 ~ ~ 0 0 2617 -1 D5 ~ ~ 0 0 2618 -1 S #2615 Foyer~ The green corridor to the south suddenly opens into a wide ceremonial area. The walls bear the same decoration, of water creatures amidst a chaotic sea of square and rectangular symbols. The ceiling is painted to resemble the view upwards from under water, the surface swirls and eddies reflecting light from above. Two large ceremonial urns stand in the north corners of the room. A doorway in the center of the north wall is 10 feet wide and 15 feet high, and opens into a sunken pool area to the north. A short stair, only 5 feet wide, leads down into the pool through the doorway. ~ 19 72 0 D0 ~ ~ 0 0 2616 -1 D2 ~ ~ 0 0 2614 -1 S #2616 West Water Gate~ The floor of this room is about 8 feet below that of the previous room, and the room is nearly filled with water. On each wall you can see a nearly perfect and simple square symbol, about three feet across. A large circle that causes the water to hum is inscribed in the center of the room, at the bottom of the pool, and within it is yet another square. You can breath normally in this room by struggling to keep your head above the water. ~ 19 73 0 D2 ~ ~ 0 0 2615 -1 D5 ~ ~ 0 0 2629 -1 S #2617 West Fire Gate~ The red corridor opens into a room shaped like the eight-pointed fire symbol that you have seen at the altar to the east. A circle is inscribed in the center of the floor, crackling with energy. The walls here are a riot of flaming color, with fourteen other fire symbols of various sizes inscribed on the walls of the room and two facing each other at the entrance. ~ 19 72 0 D1 ~ ~ 0 0 2614 -1 D5 ~ ~ 0 0 2665 -1 S #2618 West Earth Gate~ The brown corridor opens into a triangular room. The walls here are unmarked save for a huge triangle on each wall, and a baleful red and white eye in each figure. A large circle is inscribed in the center of the floor of the room, and within it is another triangle, but without the eye. ~ 19 72 0 D4 ~ ~ 0 0 2614 -1 D5 ~ ~ 0 0 2627 -1 S #2619 West Air Gate~ The gray corridor opens into a circular room. The walls here are elaborately painted to resemble the view of a storm from a peaceful spot within it - the eye of a hurricane. A large circle is inscribed in the center of the floor of the room, with another plainer circle within it. ~ 19 72 0 D0 ~ ~ 0 0 2614 -1 D5 ~ ~ 0 0 2689 -1 S #2620 East Hall of Greater Temple~ The walls and ceiling of this side hall are covered in a black stone which you think to be either onyx or black marble. The ceiling rises vaulted, up to a height that is not visible. On the ceiling are many luminous dots that you recognize to be positions of the stars and the constellations that they form. Also, on the wall at a height of around 50 feet up are buttresses that are mounted with statues of gargoyles scowling at you from above. Two trolls guard this room from folks like youselves. They waste no time in attacking you. ~ 19 2120 0 D0 ~ ~ 0 0 2621 -1 D1 ~ ~ 0 0 2623 -1 D2 ~ ~ 0 0 2625 -1 D3 ~ ~ 0 0 2613 -1 D5 ~ ~ 0 0 2624 -1 S #2621 Foyer~ The green corridor to the south opens suddenly into a wide ceremonial area. The walls bear the same decoration, of water creatures amidst a chaotic sea of square and rectangular symbols. The ceiling is painted to resemble the view upwards from under water, the surface swirls and eddies reflecting light from above. Two large ceremonial urns stand in the north corners of the room. A doorway in the center of the north wall is 10 feet wide and 15 feet high, and opens into a sunken pool area to the north. A short stair, only 5 feet wide, leads down into the pool through the doorway. ~ 19 72 0 D0 ~ ~ 0 0 2622 -1 D2 ~ ~ 0 0 2620 -1 S #2622 East Water Gate~ The floor of this room is about 8 feet below that of the previous room, and is nearly filled with water. You are able to breath normally with much difficulty by struggling to the surface. On each wall is a perfect and simple square symbol, about three feet across. A large circle with a square inscribed in the center is sending a wave of energy through the water, causing the water to humm in a way that you have never seen before. ~ 19 72 0 D2 ~ ~ 0 0 2621 -1 D5 ~ ~ 0 0 2676 -1 S #2623 East Fire Gate~ The red corridor opens into a room shaped like the same eight-pointed fire symbol that was gracing the altar to the west. There is an indentical symbol inscribed on the floor in the center of a circle that pulses with crackling energy. The walls here are a riot of flaming color, with fourteen other fire symbols of various sizes inscribed on the walls of the room and two facing each other at the entrance. ~ 19 72 0 D3 ~ ~ 0 0 2620 -1 D5 ~ ~ 0 0 2632 -1 S #2624 East Earth Gate~ The brown corridor from which you came gives way to a triangular room. The walls here are unmarked save for a huge triangle on each wall, and a baleful red and white eye in each figure. A large circle is inscribed in the center of the floor of the room, and within it is another triangle, but without an eye. The circle is giving off waves of scents that smells of fresh earth. ~ 19 72 0 D4 ~ ~ 0 0 2620 -1 D5 ~ ~ 0 0 2635 -1 S #2625 East Air Gate~ The gray corridor from which you came opens into a circular room. The walls here are elaborately painted to resemble the view of a storm from a peaceful spot within it - the eye of a hurricane. A large humming circle is inscribed in the center of the floor, with another plainer circle within it. ~ 19 72 0 D0 ~ ~ 0 0 2620 -1 D5 ~ ~ 0 0 2638 -1 S #2626 Inner Chamber~ The area behind the main altar is adorned with three smaller plain altars. Each altar stands 10 feet long ovoid, and stands at 4 feet high. The altars are made of stone. Two small rooms flank the tunnel-room and are closed off by a black curtain. Inside each of the room is a wardrobe filled with vestements. ~ 19 73 0 D2 ~ ~ 0 0 2613 -1 S #2627 Plane of Earth~ You are standing on a large plain. The horizon fades off farther than your petty eyes can see. In every direction is the same, dirt. There are all types of dirt under you - loose dirt, packed dirt, clay, stony earth, etc. The only relief from the same flat earth is the occassional hill, or tunnels leading to god knows where. There are paths leading in all directions, but to where they lead you can only guess. ~ 19 72 0 D0 ~ ~ 0 0 2656 -1 D1 ~ ~ 0 0 2658 -1 D2 ~ ~ 0 0 2662 -1 D3 ~ ~ 0 0 2657 -1 S #2628 Lounge~ Four walls cressets send smoky light through this room. The place is plastered, the floor covered with mosaic tiles. The paintings on the walls display scenes indicating that this room was meant for drinking and debauching (though whether for the clerics of the Temple or its guests remains uncertain) Eight double bunks are here. A long and well-made table in the middle of the room is flanked by long benches, plus a chair at each end. Cloaks on pegs are apparent, as are chest under the bunks. Three barrels stand just inside the south door, two containing liquids and the other some lumpy objects. Several large smoked sausages hang from a rope tossed over a ceiling truss. A small cabinet between the bunks on the east wall holds dishes. ~ 19 72 0 D0 ~ door north~ 1 -1 2433 -1 D2 ~ door south~ 1 -1 2434 -1 S #2629 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 2120 9 D0 ~ ~ 0 0 2630 -1 D1 ~ ~ 0 0 2630 -1 D2 ~ ~ 0 0 2631 -1 D3 ~ ~ 0 0 2629 -1 S #2630 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 2120 9 D0 ~ ~ 0 0 2630 -1 D1 ~ ~ 0 0 2629 -1 D2 ~ ~ 0 0 2631 -1 D3 ~ ~ 0 0 2629 -1 S #2631 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 2112 9 D0 ~ ~ 0 0 2629 -1 D1 ~ ~ 0 0 2630 -1 D2 ~ ~ 0 0 2631 -1 D3 ~ ~ 0 0 2629 -1 S #2632 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 2120 0 D0 ~ ~ 0 0 2634 -1 D1 ~ ~ 0 0 2632 -1 D2 ~ ~ 0 0 2633 -1 D3 ~ ~ 0 0 2633 -1 S #2633 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 2120 0 D0 ~ ~ 0 0 2634 -1 D1 ~ ~ 0 0 2634 -1 D2 ~ ~ 0 0 2633 -1 D3 ~ ~ 0 0 2632 -1 S #2634 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 2120 0 D0 ~ ~ 0 0 2632 -1 D1 ~ ~ 0 0 2634 -1 D2 ~ ~ 0 0 2634 -1 D3 ~ ~ 0 0 2633 -1 S #2635 Plane of Earth~ You are standing on a large plain. The horizon fades off farther than your petty eyes can see. In every direction is the same, dirt. There are all types of dirt under you - loose dirt, packed dirt, clay, stony earth, etc. The only relief from the same flat earth is the occassional hill, or tunnels leading to god knows where. There are paths leading in all directions, but to where they lead you can only guess. ~ 19 2120 0 D0 ~ ~ 0 0 2635 -1 D1 ~ ~ 0 0 2637 -1 D2 ~ ~ 0 0 2636 -1 D3 ~ ~ 0 0 2635 -1 S #2636 Plane of Earth~ You are standing on a large plain. The horizon fades off farther than your petty eyes can see. In every direction is the same, dirt. There are all types of dirt under you - loose dirt, packed dirt, clay, stony earth, etc. The only relief from the same flat earth is the occassional hill, or tunnels leading to god knows where. There are paths leading in all directions, but to where they lead you can only guess. ~ 19 2120 0 D0 ~ ~ 0 0 2637 -1 D1 ~ ~ 0 0 2637 -1 D2 ~ ~ 0 0 2636 -1 D3 ~ ~ 0 0 2635 -1 S #2637 Plane of Earth~ You are standing on a large plain. The horizon fades off farther than your petty eyes can see. In every direction is the same, dirt. There are all types of dirt under you - loose dirt, packed dirt, clay, stony earth, etc. The only relief from the same flat earth is the occassional hill, or tunnels leading to god knows where. There are paths leading in all directions, but to where they lead you can only guess. ~ 19 2120 0 D0 ~ ~ 0 0 2635 -1 D1 ~ ~ 0 0 2636 -1 D2 ~ ~ 0 0 2636 -1 D3 ~ ~ 0 0 2635 -1 S #2638 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 64 8 D0 ~ ~ 0 0 2650 -1 D1 ~ ~ 0 0 2649 -1 D2 ~ ~ 0 0 2649 -1 D3 ~ ~ 0 0 2638 -1 S #2639 In Jail~ There is a Jailer here to keep you company and to make sure that you are not bored while you stay. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So it would be advisable to stay for the given duration. When you have served your term you will be released. Murderers generally stay longer, thieves stay about one hour (one tick) maybe a bit more. ~ 19 2264 0 S #2640 Hall of Rules~ RULES FOR SHADOWDALE 1) Pkills are NOT allowed. Punishment is level drop or freezing. 2) No STORAGE characters. Punishment EQ removal and possible level drop. 3) Keep the language clean on public channels (gossip,shout,auction). 4) If ya get caught stealing EQ from a player you will be delt with as a criminal of Shadowdale, judgment is on a case by case basis. 5) Please be kind to newbies, newbies do not bother high level players to much (tell once to them if you need assistance and hope for a responce). High level people can help newbies, but it is up to them so do not expect them to help you always. 6) Be sure to read NEWS and help NEWBIE for more information on the mud. Use your best judgment on the rest and have fun! ~ 19 0 0 D5 ~ ~ 0 -1 3054 -1 S #2641 Newbie Immortal Hall of Rules~ 1) NEVER EVER HELP MORTALS IN ANYWAY THAT CAN BE CONSTREWED AS CHEATING! 2) DO NOT go 'check out' areas in places your mortals could not do. THIS INCLUDES casting know monster/identify and such. It ruins the excitement of the game when you tell others about such things. 3) If you interact with the MORTALS you MUST BE IN CHARACTER, this means act like an immortal. Unless there is a code problem, or something that would require you to act different. Immortals must keep thier distance from mortals. 4) NEVER use spells on people on prays, use potions if you are granting a prayer. IF you can't load then do not answer a prayer. 5) NEVER kill a mob for items or for any reason! You have no NEED to do so! 6) If you wanna run a quest, see the Questmaster, s/he MUST approve ANY quest before it can be run, PERIOD! ~ 19 0 0 D4 ~ ~ 0 -1 2642 -1 D5 ~ ~ 0 -1 2640 -1 S #2642 Newbie Immortal Hall of Rules~ 1) PRAYER GUIDLINES: a)Do not answer prayers if you cannot do it IN CHARACTER. b)Do not answer a prayer if you MUST cast to give the person the 'request'. c)Do not answer a prayer if it is simular to this : :*:Celestian:*: prays 'Cel, gimme a sanc.' Make them ask nicely and in character, and make sure they ask for it FROM someone, not just a generic prayer. d)Do not give EQ out or enchant items for a prayer. e)* Lastly, DO NOT ANSWER a prayer if they are annouying to * you or you just do not like the person. We are suppose to be * immortal and we CAN be subject to whims! ~ 19 0 0 D4 ~ ~ 0 -1 2643 -1 D5 ~ ~ 0 -1 2641 -1 S #2643 QUEST Hall of Rules~ 1) All quests must have a purpose, not simply go kill XX mobs for a reward. 2) STAT changing WILL NOT BE DONE FOR ANY QUESTS! 3) EQ enchanting for a quest on SPECIAL OKAY ONLY. 4) Items to be given out at the end of a quest must be approved BEFORE the quest! 5) NO EXP RESTORES FOR ANY QUEST. 6) Make it fun, new and interesting, if it ain't we ain't gonna let ya do it. 7) ALL QUESTS MUST BE OKAYED BEFORE YOU CAN RUN ONE, IF YOU DO RUN ONE WITHOUT OKAY, YOUR LIFE WILL NEVER EVER EVER BE THE SAME! ~ 19 0 0 D4 ~ ~ 0 -1 2644 -1 D5 ~ ~ 0 -1 2642 -1 S #2644 Starlight's Forest Sanctuary~ You find yourself standing in the middle of a gigantic forest. Small trails and pathways wind their way into the woods. Overhead, weak beams of sunlight shine through the thick canopy of leaves. Off in the distance you hear the sounds of splashing water and decide to investigate. An obscure little trail leads you into the middle of a clearing surrounded by several ancient oak trees. A tiny stream ends here, forming a crystal clear pool of water. At the waters edge sits Starlight, dangling her feet in the water and stroking the fur of a black cat that's curled up in her arms. As you enter the clearing, the cat looks up at you with wise golden-green eyes, studies you for a moment, then goes back to watching the fish. ~ 19 0 0 E pool~ You edge closer to the pool of water, trying not to disturb Starlight. As you reach the edge and peer into it, you can see all of Shadowdale as if you were thousands of feet up in the air. As you concentrate on the picture, it begins to zoom in on a small patch of forest in a part of the world you've never seen before. The picture has finally zoomed in far enough that you can make out two tiny figures sitting by the side of a small pool of water. One of the figures is sitting by the edge of the pool and the other is knelt down beside it peering down into it. You realize with a start that the picture is of you from above! Your concentration broken, the image disappears in a wave of ripples leaving an ordinary pool of water... ~ S #2645 Instruction Room for Jail~ This is the room where you figure out how to use the Jails. The time a person must spend in jail is as follows: You must be of an editing level to set the duration of the room. This is done by editing the teleport function of the room. The formula is as follows. edit tele <time> 3001 1 time is set as follows: 300 = 1 tick the duration of the sentence doubles with the offense. It starts at 4 ticks. Such that first offense is 4 ticks, second eight, third sixteen, etc. For a 3 offense the time would be: 16 * 300 = 4800 The fine a person gets is as follows: 10% of gold carried and or in bank, depending on which you can tell. Take the best weapon the person has away from them. And you fine them a number of items equal to one less than the offense. Example: If this is a person's fourth offense they get fined as follows: 40% of their gold is taken (round up) The person's best weapon is taken The person looses their 3 best items. ~ 19 0 0 S #2646 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 19 80 0 S #2647 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 19 80 0 S #2648 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 19 80 0 S #2649 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 8 0 D0 ~ ~ 0 0 2638 -1 D1 ~ ~ 0 0 2649 -1 D2 ~ ~ 0 0 2650 -1 D3 ~ ~ 0 0 2649 -1 S #2650 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 8 0 D0 ~ ~ 0 0 2650 -1 D1 ~ ~ 0 0 2650 -1 D2 ~ ~ 0 0 2649 -1 D3 ~ ~ 0 0 2638 -1 S #2651 Cells~ The cells in this church are clean compared to most you have seen. Each is furnished with a peg, pallet, and a pail. The tiny windows on the front of the cells are barred from this side and the doors are likewise bound with a heavy metal bar. None of the cells are currently occupied, but some of them contain clerical paraphenalia so you believe that the cells are also sleeping quarters for the acolytes. ~ 19 73 0 D3 ~ ~ 0 0 2557 -1 S #2652 Church Library~ This is a well stocked, well cared for library. Almost all of the books deal with religion...it's a clerics dream come true. Leading down from here is a set of stairs. ~ 19 8 0 D2 ~ ~ 0 0 2653 -1 D5 ~ ~ 0 0 2553 -1 S #2653 Upper Hall~ This plain hall is void of any furnishings save some unholstered chairs and couches which line the hall. Like other parts of the church, the floor is made of hardwood, polished smooth by the labors of the acolytes. ~ 19 8 0 D0 ~ ~ 0 0 2652 -1 D2 ~ ~ 0 0 2655 -1 D3 ~ ~ 0 0 2654 -1 S #2654 Assistant Cleric's Chambers~ This room is fairly well furnished. The room has one thing that catches your interest. There are many cords and ropes hanging down from the ceiling. Looking up, you see that the ropes extend through the ceiling above and up to a set of bells. You are tempted to pull the rope. ~ 19 8 0 D1 ~ ~ 0 0 2653 -1 S #2655 Chief Priest's Chamber~ This room is well appointed and comfortably furnished. A fireplace is burning merrily in the western part of the room. The mantle above the fireplace holds many religious paraphenalia. ~ 19 8 0 D0 ~ ~ 0 0 2653 -1 S #2656 Plane of Earth~ You are standing on a large plain. The horizon fades off farther than your petty eyes can see. In every direction is the same, dirt. There are all types of dirt under you - loose dirt, packed dirt, clay, stony earth, etc. The only relief from the same flat earth is the occassional hill, or tunnels leading to god knows where. There are paths leading in all directions, but to where they lead you can only guess. ~ 19 2060 0 D0 ~ ~ 0 0 2627 -1 D1 ~ ~ 0 0 2657 -1 D2 ~ ~ 0 0 2637 -1 D3 ~ ~ 0 0 2656 -1 S #2657 Plane of Earth~ You are in a tunnel that was burrowed into the side of a hill. The sides of the tunnel are in some spots granite, in others dirt, and yet in other spots, being made of some other material. The effect is rather strange. A low rumbling is coming from the west, from what manner of creature you can not fathom. You could always go east also, towards the light. ~ 19 72 0 D1 ~ ~ 0 0 2627 -1 D3 ~ ~ 0 0 2661 -1 S #2658 Plane of Earth~ You stand on some kind of path. The path is made of some small stones of various kinds, some normal, others semi-precious. To your east is a cave of some sorts, it's mouth swallowing what meager light is here. To the north the path continues. ~ 19 72 0 D0 ~ ~ 0 0 2660 -1 D1 ~ ~ 0 0 2659 -1 S #2659 Plane of Earth~ You have fallen in to what amounts to a trap. There seems to be no way out. You look in vain for an exit, running this way and that, but the walls just recede from in front of you, and draw towards you from behind. Even burrowing into the lose soil at your feet is futile as the roof just comes down to meet your efforts. Now, how do you cast that astral spell... ~ 19 72 0 D0 ~ ~ 0 0 2659 -1 D1 ~ ~ 0 0 2659 -1 D2 ~ ~ 0 0 2659 -1 D3 ~ ~ 0 0 2659 -1 D5 ~ ~ 0 0 2659 -1 S #2660 Plane of Earth~ The path here takes a turn to the west, soon passing out of view around a small hill. There is a large portal hanging parallel to the ground, parallel to the ground. You think that if you jump, you can enter it. ~ 19 72 0 D3 ~ ~ 0 0 2656 -1 D4 ~ ~ 0 0 2672 -1 S #2661 Plane of Earth~ The tunnel ends here suddenly in a smooth rock face. The surface of the rock is totally smooth. In the face of the rock is a key hole, the only thing that mars the surface of the rock face. There is also a large rock here. ~ 19 72 0 D1 ~ ~ 0 0 2657 -1 D3 ~ door west~ 33 7 2535 -1 D5 ~ rock down~ 1 0 2694 -1 E rock~ A strange pulsing energy is coming from around the edges of the rock, a kind of energy that you have yet to see on the plane. The rock looks like it could almost be moved...<hint, type open rock. :) >~ S #2662 Plane of Earth~ You stand on the side of a large hill. A hole extends into the ground below you. Above you, the hill continues at a grade that is too steep for you to climb. You fear to try and fly up also, for there is a large horde of rather large birds that swoop down upon anything airborne here, quickly stripping and tearing up all that flies around here which is not another bird. ~ 19 72 0 D0 ~ ~ 0 0 2627 -1 D5 ~ ~ 0 0 2663 -1 S #2663 Plane of Earth~ Well, hope you didn't want to go back out of this tunnel. You can't. You now stand in a damp earthen tunnel. To the west, an unearthly greenish glow is cast about the tunnel. ~ 19 72 0 D3 ~ ~ 0 0 2664 -1 S #2664 Plane of Earth~ A bright greenish portal is set into the floor here. Nothing can be seen beyond the bright green glow. The earth around the portal crackles and hisses in some strange way that you can not understand. ~ 19 72 0 D1 ~ ~ 0 0 2663 -1 D5 ~ ~ 0 0 2683 -1 S #2665 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2666 -1 D1 ~ ~ 0 0 2668 -1 D2 ~ ~ 0 0 2669 -1 D3 ~ ~ 0 0 2667 -1 S #2666 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2669 -1 D1 ~ ~ 0 0 2672 -1 D2 ~ ~ 0 0 2665 -1 D3 ~ ~ 0 0 2670 -1 S #2667 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2670 -1 D1 ~ ~ 0 0 2665 -1 D2 ~ ~ 0 0 2671 -1 D3 ~ ~ 0 0 2668 -1 S #2668 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2672 -1 D1 ~ ~ 0 0 2667 -1 D2 ~ ~ 0 0 2673 -1 D3 ~ ~ 0 0 2665 -1 S #2669 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2665 -1 D1 ~ ~ 0 0 2673 -1 D2 ~ ~ 0 0 2675 -1 D3 ~ ~ 0 0 2671 -1 S #2670 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2671 -1 D1 ~ ~ 0 0 2666 -1 D2 ~ ~ 0 0 2667 -1 D3 ~ ~ 0 0 2672 -1 S #2671 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2667 -1 D1 ~ ~ 0 0 2669 -1 D2 ~ ~ 0 0 2670 -1 D3 ~ ~ 0 0 2673 -1 S #2672 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2673 -1 D1 ~ ~ 0 0 2670 -1 D2 ~ ~ 0 0 2668 -1 D3 ~ ~ 0 0 2666 -1 S #2673 Plane of Fire~ You stand on a large field, filled with various fires. The fires cover every shade of the rainbow, from bright bluish-purple fires to dull red fires. Some of the fires seem to have a source, while others seem to burn under their own accord. Various creatures walk in and among the flames, picking at this and that. ~ 19 72 0 D0 ~ ~ 0 0 2668 -1 D1 ~ ~ 0 0 2674 -1 D2 ~ ~ 0 0 2672 -1 D3 ~ ~ 0 0 2669 -1 S #2674 Plane of Fire~ This area is just like those that you have seen elsewhere, except that there is a large pulsing portal set into the floor here. It pulses a dull brown color and gives off a smell of freshly turned over earth, which mixes with the brimstone-sulfer smell of the fire plane to make a stench of charred earth. ~ 19 76 0 D3 ~ ~ 0 0 2673 -1 D5 ~ ~ 0 0 2662 -1 S #2675 Plane of Fire~ This chamber stands alone on the field of fire. It is so hidden that you did not see it until you were right in front of it. Upon entering the room, you immdediatly notice the large portal on the south wall. The door is shrouded in flames and is void of any marks or signs except for a keyhole in it's face. ~ 19 72 0 D0 ~ ~ 0 0 2670 -1 D2 ~ door south~ 33 9 2535 -1 S #2676 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2677 -1 D1 ~ ~ 0 0 2679 -1 D2 ~ ~ 0 0 2677 -1 D3 ~ ~ 0 0 2679 -1 D4 ~ ~ 0 0 2685 -1 D5 ~ ~ 0 0 2680 -1 S #2677 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2676 -1 D1 ~ ~ 0 0 2678 -1 D2 ~ ~ 0 0 2676 -1 D3 ~ ~ 0 0 2678 -1 D4 ~ ~ 0 0 2686 -1 D5 ~ ~ 0 0 2686 -1 S #2678 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2679 -1 D1 ~ ~ 0 0 2677 -1 D2 ~ ~ 0 0 2679 -1 D3 ~ ~ 0 0 2677 -1 D4 ~ ~ 0 0 2687 -1 D5 ~ ~ 0 0 2682 -1 S #2679 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2678 -1 D1 ~ ~ 0 0 2676 -1 D2 ~ ~ 0 0 2688 -1 D3 ~ ~ 0 0 2676 -1 D4 ~ ~ 0 0 2684 -1 D5 ~ ~ 0 0 2683 -1 S #2680 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2681 -1 D1 ~ ~ 0 0 2683 -1 D2 ~ ~ 0 0 2681 -1 D3 ~ ~ 0 0 2683 -1 D4 ~ ~ 0 0 2676 -1 D5 ~ ~ 0 0 2685 -1 S #2681 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2680 -1 D1 ~ ~ 0 0 2682 -1 D2 ~ ~ 0 0 2680 -1 D3 ~ ~ 0 0 2682 -1 D4 ~ ~ 0 0 2677 -1 D5 ~ ~ 0 0 2686 -1 S #2682 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2683 -1 D1 ~ ~ 0 0 2681 -1 D2 ~ ~ 0 0 2683 -1 D3 ~ ~ 0 0 2681 -1 D4 ~ ~ 0 0 2678 -1 D5 ~ ~ 0 0 2687 -1 S #2683 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2682 -1 D1 ~ ~ 0 0 2680 -1 D2 ~ ~ 0 0 2682 -1 D3 ~ ~ 0 0 2680 -1 D4 ~ ~ 0 0 2679 -1 D5 ~ ~ 0 0 2684 -1 S #2684 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2687 -1 D1 ~ ~ 0 0 2685 -1 D2 ~ ~ 0 0 2687 -1 D3 ~ ~ 0 0 2685 -1 D4 ~ ~ 0 0 2683 -1 D5 ~ ~ 0 0 2679 -1 S #2685 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2686 -1 D1 ~ ~ 0 0 2684 -1 D2 ~ ~ 0 0 2686 -1 D3 ~ ~ 0 0 2684 -1 D4 ~ ~ 0 0 2680 -1 D5 ~ ~ 0 0 2676 -1 S #2686 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2685 -1 D1 ~ ~ 0 0 2687 -1 D2 ~ ~ 0 0 2685 -1 D3 ~ ~ 0 0 2687 -1 D4 ~ ~ 0 0 2681 -1 D5 ~ ~ 0 0 2677 -1 S #2687 Plane of Water~ You are swimming in a large body of water. As far as you can see is water with a slightly greenish tint to it. Various shapes can be seen moving about but what they are, you can not tell. I hope for your sake that your water breath spell is in good working order because an exit is not readily apparent. ~ 19 72 9 D0 ~ ~ 0 0 2684 -1 D1 ~ ~ 0 0 2686 -1 D2 ~ ~ 0 0 2684 -1 D3 ~ ~ 0 0 2686 -1 D4 ~ ~ 0 0 2682 -1 D5 ~ ~ 0 0 2678 -1 S #2688 Plane of Water~ You stand in a room submerged by water. The room is filled with very salty water that hums with the energy from the two portals in the room, one on the north wall that is opaque and another on the east wall which is various shades of red and bubbles and makes an audible hiss spread through the water. On the south wall is growing some sort of aquatic plant with a large, broad trunk. In the face of the trunk is a keyhole. To the west is the 'ocean' from which you came. ~ 19 72 9 D0 ~ ~ 0 0 2694 -1 D1 ~ ~ 0 0 2666 -1 D2 ~ door south~ 33 10 2535 -1 D3 ~ ~ 0 0 2680 -1 S #2689 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2690 -1 D1 ~ ~ 0 0 2696 -1 D2 ~ ~ 0 0 2691 -1 D3 ~ ~ 0 0 2695 -1 S #2690 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2691 -1 D1 ~ ~ 0 0 2697 -1 D2 ~ ~ 0 0 2689 -1 D3 ~ ~ 0 0 2694 -1 S #2691 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2689 -1 D1 ~ ~ 0 0 2692 -1 D2 ~ ~ 0 0 2690 -1 D3 ~ ~ 0 0 2693 -1 S #2692 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2696 -1 D1 ~ ~ 0 0 2693 -1 D2 ~ ~ 0 0 2697 -1 D3 ~ ~ 0 0 2691 -1 S #2693 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2695 -1 D1 ~ ~ 0 0 2691 -1 D2 ~ ~ 0 0 2694 -1 D3 ~ ~ 0 0 2692 -1 S #2694 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2693 -1 D1 ~ ~ 0 0 2690 -1 D2 ~ ~ 0 0 2695 -1 D3 ~ ~ 0 0 2698 -1 S #2695 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2694 -1 D1 ~ ~ 0 0 2689 -1 D2 ~ ~ 0 0 2693 -1 D3 ~ ~ 0 0 2696 -1 S #2696 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2697 -1 D1 ~ ~ 0 0 2695 -1 D2 ~ ~ 0 0 2692 -1 D3 ~ ~ 0 0 2689 -1 S #2697 Plane of Air~ You stand on a flat plane, which stretches infinitly into the distance. A strong wind blows this way and that. In the distance, in several directions, can be seen tornadoes and dust devils. Various types of strange beings are also wandering here and there. Some eye you curiously, others seem angered at your presence in their domain. ~ 19 2120 8 D0 ~ ~ 0 0 2699 -1 D1 ~ ~ 0 0 2694 -1 D2 ~ ~ 0 0 2696 -1 D3 ~ ~ 0 0 2690 -1 S #2698 Plane of Air~ This chamber is formed from four pillars standing upright on the otherwise bleak, featureless plain. Spread between the pillars on the south side of the chamber is a portal of some kind that glows a bright red color and heats the air in this chamber. ~ 19 2116 0 D0 ~ ~ 0 0 2689 -1 D1 ~ ~ 0 0 2693 -1 D2 ~ ~ 0 0 2668 -1 D3 ~ ~ 0 0 2694 -1 S #2699 Plane of Air~ The room here is composed of four pillars on each of the four corners and a large portal thrusting up from the ground to the north. The portal is made of some crystaline material that you have never seen before. In the center of the portal is a large keyhole. The strange thing about this portal is, you can look right through it! It appears to go no where! To the west is a portal of some sort which is a strange bluish-green color. ~ 19 2124 0 D0 ~ door north~ 33 8 2535 -1 D1 ~ ~ 0 0 2695 -1 D2 ~ ~ 0 0 2689 -1 D3 ~ ~ 0 0 2677 -1 E cow~ Thought for today: Life is Shit. ~ E tree~ An oak tree taller than any other tree here towers above you. On one of the lower branches lounges a red and white striped cat. Noticing the sudden attention you're giving it, the Cheshire Cat grins at you and slowly fades out of existence piece by piece until all that's left is a set of grinning white teeth. After a few moments, these too disappear and the faint sound of laughter echoes in your ears. ~ E pool~ Gazing down into its watery depths, you see glimpses of brightly colored fish swimming and darting about playfully. The water is so clear you can see straight to the bottom which is made of a fine white sand. When you finally tear your eyes away from the enchanting beauty of this pool, you notice that several hours have gone by. ~ S #2700 Stic's Chamber of War~ You find yourself deep in an underground bunker illuminated by a single red lightbulb dangling from the celing. Occasionally there will be a loud THUMP! and plaster chunks fall from the celing and break on the floor into little white clouds of dust. Somewhere towards the back of the room you see a shadow of movement. Peering closer into the shadows you can make out a large desk with a figure behind it. Suddenly the desk lights up with a pale yellow glow, illuminating the figure behind it. Stic cackles insanely as he moves a little figure across a large sheet of parchment. As you watch the figure explodes into a miniature ball of fire, leaving nothing behind but a smoking corpse. Stic looks up at you and grins evilly. ~ 19 2048 0 D1 ~ ~ 0 0 11345 -1 D3 ~ ~ 0 0 2 -1 D4 ~ ~ 0 0 1000 -1 D5 ~ ~ 0 0 3008 -1 S #2701 Edge of the Astral Void~ Strange colors swirl around in whisps. Your body floats lightly and with minimal effort from your mind. Looking around you see 'tunnels' leading off into different directions. Where they led you cannot tell, you just hope it leads to your destination. ~ 20 64 0 D0 You see a swirling mist. ~ ~ 9 0 2702 -1 D1 You see a swirling mist. ~ ~ 9 0 2703 -1 D2 You see a swirling mist. ~ ~ 9 0 2704 -1 D4 You see a swirling mist. ~ ~ 9 0 2705 -1 S #2702 Formless Void of the Astral Plane~ Complete and utter nothingness surrounds you. You try and pierce the darkness but can only see black. Even as you float you loose the direction that you once knew and float listlessly lost. ~ 20 64 0 D1 ~ ~ 9 0 2704 -1 D2 ~ ~ 9 0 2705 -1 D3 ~ ~ 9 0 2703 -1 D4 ~ ~ 9 0 2701 -1 S #2703 Pulsing Red Area~ Deep red pulsing lights bounce around here playfully. Smoke like substances trails the lights giving a pink color to the area. Bright points of light do manage to poke themselves out now and then. ~ 20 64 0 D3 ~ ~ 9 0 2701 -1 S #2704 Strange Campsite~ This seems to be a campsite, but floating along in the astral plane. Whom- ever set this up did a good job. A neat pile of wood, a small sand pile which could be used as a tent site and several good log seats are all that are here. ~ 20 68 0 D0 ~ ~ 9 0 2701 -1 S #2705 Wide Expanse~ The vastness of the astral plane stuns you. It seems as though from here you can see into the future and the past. Several paths can be seen leading off into the blue green light of the astral plane. ~ 20 64 0 D0 ~ ~ 9 0 2706 -1 D5 ~ ~ 9 0 2701 -1 S #2706 Split in the Path~ The small 'trail' splits off into two directions. If you could see the stars you would guess they where to the east and west. ~ 20 64 0 D1 ~ ~ 9 0 2707 -1 D2 ~ ~ 9 0 2705 -1 D3 ~ ~ 9 0 2708 -1 S #2707 Edge of the Astral Plane~ The swirling colors of the plane seem to slow here and almost form something solid. If you did not know better you would think you where at the edge of the astral plane ~ 20 64 0 D3 ~ ~ 9 0 2706 -1 S #2708 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2709 -1 D1 ~ ~ 9 0 2706 -1 D3 ~ ~ 9 0 2710 -1 S #2709 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D2 ~ ~ 9 0 2708 -1 S #2710 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2712 -1 D1 ~ ~ 9 0 2708 -1 D2 ~ ~ 9 0 2711 -1 S #2711 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2710 -1 S #2712 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2714 -1 D1 ~ ~ 9 0 2713 -1 D2 ~ ~ 9 0 2710 -1 D3 ~ ~ 9 0 2715 -1 D4 ~ ~ 9 0 2716 -1 S #2713 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D3 ~ ~ 9 0 2712 -1 S #2714 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D2 ~ ~ 9 0 2712 -1 S #2715 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D1 ~ ~ 9 0 2712 -1 S #2716 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2717 -1 D1 ~ ~ 9 0 2718 -1 D2 ~ ~ 9 0 2719 -1 D3 ~ ~ 9 0 2720 -1 D5 ~ ~ 9 0 2712 -1 S #2717 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D2 ~ ~ 9 0 2716 -1 S #2718 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D3 ~ ~ 9 0 2716 -1 S #2719 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2716 -1 S #2720 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D1 ~ ~ 9 0 2716 -1 D4 ~ ~ 9 0 2721 -1 S #2721 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 -1 2722 -1 D1 ~ ~ 9 -1 2723 -1 D2 ~ ~ 9 -1 2724 -1 D3 ~ ~ 9 -1 2725 -1 D4 ~ ~ 9 -1 2726 -1 D5 ~ ~ 9 -1 2720 -1 S #2722 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D2 ~ ~ 9 0 2721 -1 S #2723 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D3 ~ ~ 9 0 2721 -1 S #2724 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D0 ~ ~ 9 0 2721 -1 S #2725 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D1 ~ ~ 9 0 2721 -1 S #2726 Astral Plane~ The twisting turning mists of the astral plane confuse you. Pink and light white dots blink and disappear before your eyes. Sometimes sounds are deafening then total silence. Strange shadows flick across the sky making you wonder if there are some very large monsters around somewhere. ~ 20 64 0 D5 ~ ~ 9 0 2721 -1 S #3001 The Temple Of Lathander~ You are in the southern end of the temple hall in the Temple of Lathander. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. ~ 21 28 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 3054 -1 D1 ~ ~ 0 -1 99 -1 D2 You look down the huge stone steps at the temple square below. ~ ~ 0 -1 3005 -1 D3 You can see a small wooden door. ~ ~ 0 -1 100 -1 D5 You see the temple square. ~ ~ 0 -1 3005 -1 S #3002 Cleric's Inner Sanctum~ This is the inner sanctum. A picture of the mighty Lathander, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 21 12 0 D1 You see your favorite place, the bar of divination. ~ ~ 0 -1 3003 -1 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7026 -1 S #3003 Cleric's Bar~ The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall. ~ 21 88 0 D2 You see the entrance. ~ ~ 0 -1 3004 -1 D3 You see the inner sanctum. ~ ~ 0 -1 3002 -1 E sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. ~ S #3004 Entrance to Cleric's Guild~ The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall. ~ 21 8 0 D0 You see the bar, richly decorated with really stylish furniture. ~ ~ 0 -1 3003 -1 D1 You see the Temple Square. ~ ~ 0 -1 3005 -1 D2 You see the Paladins Guild Hall. ~ ~ 0 -1 3089 -1 S #3005 The Meeting Square~ You are standing on the meeting square. Huge marble steps lead up to the temple gate. The entrance to the Clerics Guild is to the west, and the old Skull Inn, is to the east. Just south of here you see the market square, the center of Shadowdale. ~ 21 8 1 D0 You see the temple. ~ ~ 0 -1 98 -1 D1 You see the good old Skull Inn Inn. ~ ~ 0 -1 3006 -1 D2 You see the Market Square. ~ ~ 0 -1 3014 -1 D3 You see the entrance to the Clerics Guild. ~ ~ 0 -1 3004 -1 S #3006 Entrance to the Old Skull Inn~ You are standing in the entrance hall of the old Skull Inn. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the reception and the bar is to the east. ~ 21 8 0 D1 Surprise! You see the bar. ~ ~ 0 -1 3007 -1 D3 You see the temple square. ~ ~ 0 -1 3005 -1 D4 You see the reception room. ~ ~ 0 -1 3008 -1 S #3007 The Old Skull~ You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the meeting square. This place makes you feel like home. You can see a sitting area to the north. A small sign with big letters is fastened to the bar. ~ 21 72 0 D0 The Adventures Lodge lies in that direction ~ ~ 0 -1 3066 -1 D3 You see the exit to the entrance hall. ~ ~ 0 -1 3006 -1 E sign~ The sign reads: Free instructions provided by the Old Skull Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each. ~ E writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs. ~ S #3008 The Reception~ You are standing in the reception. The staircase leads down to the entrance hall. To the east you can see a short hallway leading off to the scribes office. There is a small sign on the counter. ~ 21 92 0 D1 You see a short hallway leading towards the scribe's office. ~ ~ 0 -1 3065 -1 D5 You see the entrance hall. ~ ~ 0 -1 3006 -1 E sign~ Rooms are expensive but good! You may: Offer - get an offer on a room - Time is in real life days. Rent - Rent a room (saves your stuff, and quits the game), minimum charge is one day. MY WAY OR THE HIGHWAY PAY YOUR RENT! WE WON'T THINK TWICE BEFORE KICKING YOU OUT. ~ S #3009 The Stone House Food Supplies~ You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter. ~ 21 28 0 D2 You see the main street. ~ ~ 0 -1 3013 -1 E danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. ~ E sign~ Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery. ~ S #3010 Weregund Trading~ You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall. ~ 21 28 0 D2 You see the main street. ~ ~ 0 -1 3015 -1 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3011 Weapons by Bronn Selgard~ You are inside the weapon shop. There is a small note on the counter. ~ 21 28 0 D2 You see the main street. ~ ~ 0 -1 3016 -1 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3012 Main Street~ You are at the end of the main street of Shadowdale. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate. ~ 21 8 1 D0 You see the magic shop. ~ ~ 0 -1 3033 -1 D1 You see the main street. ~ ~ 0 -1 3013 -1 D2 You see the entrance to the Guild of Magic Users. ~ ~ 0 -1 3017 -1 D3 You see the city gate. ~ ~ 0 -1 3040 -1 S #3013 Main Street~ You are on the main street passing through the City of Shadowdale. South of here is the entrance to the Bronn Jr.'s Armory, and the smell of food comes the north. East of here is the market square. ~ 21 8 1 D0 You see the bakery. ~ ~ 0 -1 3009 -1 D1 You see the market square. ~ ~ 0 -1 3014 -1 D2 You see the armory. ~ ~ 0 -1 3020 -1 D3 You see the main street. ~ ~ 0 -1 3012 -1 S #3014 Market Square~ You are standing on the market square, the famous Square of Shadowdale. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square and east and westbound on the main street. ~ 21 8 1 D0 You see the temple square. ~ ~ 0 -1 3005 -1 D1 You see the main street. ~ ~ 0 -1 3015 -1 D2 You see the common square. ~ ~ 0 -1 3025 -1 D3 You see the main street. ~ ~ 0 -1 3013 -1 E statue~ What you see is the Shadowdale Worm, stretching around the Palace of Shadowdale. ~ S #3015 The Main Street~ You are on the main street crossing through town. To the north is the local grocer and to the south you can see a stage loading dock. The road continues west towards the market square and east to the city gates. ~ 21 8 1 D0 You see the general store. ~ ~ 0 -1 3010 -1 D1 You see the main street. ~ ~ 0 -1 3016 -1 D2 ~ door~ 0 0 3087 -1 D3 You see the market square. ~ ~ 0 -1 3014 -1 S #3016 The Main Street~ The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square. ~ 21 8 1 D0 You see the weapon shop. ~ ~ 0 -1 3011 -1 D1 You see the city gate. ~ ~ 0 -1 3041 -1 D2 You see the swordpeople's guild. ~ ~ 0 -1 3021 -1 D3 You see the main street leading to the market square. ~ ~ 0 -1 3015 -1 S #3017 Entrance to Mage's Guild~ The entrance hall is a small, poor lighted room. ~ 21 8 0 D0 You see the main street. ~ ~ 0 -1 3012 -1 D2 You see your favorite place, the Mage's Bar. ~ ~ 0 -1 3018 -1 S #3018 Mage's Bar~ The bar is one of the wierdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. ~ 21 28 0 D0 You see the lobby. ~ ~ 0 -1 3017 -1 D1 You see the laboratory. ~ ~ 0 -1 3019 -1 S #3019 Mage's Laboratory~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 21 12 0 D3 You see the bar. ~ ~ 0 -1 3018 -1 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7017 -1 S #3020 The Armory of Bronn Jr.~ The armory with all kinds of armors on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note. ~ 21 28 0 D0 You see the main street. ~ ~ 0 -1 3013 -1 E note~ You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. ~ S #3021 Entrance Hall to the Guild of Swordspeople~ The entrance hall to the Guild of Swordspeople. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street. ~ 21 8 0 D0 You see the main street. ~ ~ 0 -1 3016 -1 D1 You see the swordspeople's bar, many noises comes from there. ~ ~ 0 -1 3022 -1 S #3022 The Bar of Swordspeople~ The bar of swordspeople, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall. ~ 21 28 0 D2 You see the practice yard. ~ ~ 0 -1 3023 -1 D3 You see the entrance hall to the thieves' guild. ~ ~ 0 -1 3021 -1 S #3023 The Tournament and Practice Yard~ The practice yard of the fighters. To the north is the bar. A well leads down into darkness. ~ 21 12 0 D0 You see the bar. ~ ~ 0 -1 3022 -1 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7048 -1 S #3024 Eastern End of Poor Alley~ You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. The alley continues further west. ~ 21 0 1 D1 You see the common square. ~ ~ 0 -1 3025 -1 D2 You see the Inn. ~ ~ 0 -1 3048 -1 D3 You see the poor alley. ~ ~ 0 -1 3044 -1 S #3025 The Common Square~ The common square, people pass by, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell. ~ 21 0 1 D0 You see the market square. ~ ~ 0 -1 3014 -1 D1 You see the dark alley. ~ ~ 0 -1 3026 -1 D2 You see the city dump. ~ ~ 0 -1 3030 -1 D3 You see the poor alley. ~ ~ 0 -1 3024 -1 D4 You see the bridge traversing the city dump and river. ~ ~ 0 -1 3056 -1 S #3026 The Dark Alley~ The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east. ~ 21 0 1 D1 The alley continues east. ~ ~ 0 -1 3045 -1 D2 You see the entrance to the thieves' guild. ~ ~ 0 -1 3027 -1 D3 You see the common square. ~ ~ 0 -1 3025 -1 E guild~ It is the thieves guild, don't enter if you care about your health or money. ~ S #3027 Entrance Hall to the Guild of Thieves~ The entrance hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar. ~ 21 8 0 D0 You see the alley. ~ ~ 0 -1 3026 -1 D1 You see the thieves' bar, where everything disappears. ~ ~ 0 -1 3028 -1 S #3028 The Thieves' Bar~ The bar of the thieves. Once upon a time this place must have been beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. ~ 21 28 0 D2 You see the secret yard. ~ ~ 0 -1 3029 -1 D3 You see the entrance hall to the thieves' guild. ~ ~ 0 -1 3027 -1 E furniture~ As you look at the scant remaining furniture, the chair you sit on disappears. ~ S #3029 The Secret Yard~ The secret practice yard of thieves and assassins. To the north is the bar. A well leads down into darkness. ~ 21 12 0 D0 You see the bar. ~ ~ 0 -1 3028 -1 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7043 -1 S #3030 The Dump~ The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. South of here you see the Shadowdale Zoo and to the north is the common square. ~ 21 4 2 D0 You see the common square. ~ ~ 0 -1 3025 -1 D5 You see the sewers. ~ ~ 0 -1 7030 -1 S #3031 The Pet Shop~ The Pet Shop is a small crowded store, full of cages and animals of various sizes. There is a sign on the wall. ~ 21 8 0 D0 You see the main street. ~ ~ 0 -1 3015 -1 E sign~ The sign reads: Use 'List' to see the available pets. Use 'Buy <pet>' to buy yourself a pet. Instructions for having pets: You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers <instructions>' You can name the pet you buy as : "buy <pet> <name>" Regards, The Shopkeeper ~ S #3032 Pet Shop Store~ This is the small dark room in which the Pet shop keeps his pets. It is vital that this room's virtual number is exactly one larger than the Pet Shop number. ~ 21 8 0 S #3033 Magic Items by Mystra~ Behind the counter you see various items, neatly placed in racks, presumably most of them are magic. ~ 21 28 0 D2 You see the main street. ~ ~ 0 -1 3012 -1 S #3040 Inside the West Gate of Shadowdale~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here. ~ 21 8 1 D1 You see Main Street. ~ ~ 0 -1 3012 -1 D2 You see the road running along the inner side of the city wall. You notice that it is called Wall Road. ~ ~ 0 -1 3042 -1 D3 The city gate is to the west. ~ gate~ 0 3133 3052 -1 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3041 Inside the East Gate of Shadowdale~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here, a pretty white stone road leads north. ~ 21 8 1 D0 You see the road to the palace.~ ~ 0 -1 8000 -1 D1 You see the city gate. ~ gate~ 0 3133 3053 -1 D3 You see Main Street.~ ~ 0 -1 3016 -1 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3042 Wall Road~ You are walking next to the western city wall. The road continues further south and the city gate is just north of here. ~ 21 0 1 D0 You see the city gate. ~ ~ 0 -1 3040 -1 D2 The road continues further south. ~ ~ 0 -1 3043 -1 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3043 Wall Road~ You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. A huge tower stands to the west. Some letters have been written on the wall here. ~ 21 0 1 D0 The road continues further north. ~ ~ 0 -1 3042 -1 D1 The alley leads east. ~ ~ 0 -1 3044 -1 D2 The road continues further south. ~ ~ 0 -1 3047 -1 D3 The ivory tower stands to the west ~ ~ 0 -1 1499 -1 E letters~ They read ' Try Milliways, the Restaurant at the End of the Universe. ' ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3044 Poor Alley~ You are in the poor alley, which continues further east. You see the city wall to the west. ~ 21 0 1 D1 The alley leads east. ~ ~ 0 -1 3024 -1 D3 The alley leads west. ~ ~ 0 -1 3043 -1 S #3045 Alley at Levee~ You are standing in the alley which continues east and west. South of here you see the levee. ~ 21 0 1 D1 The alley leads east. ~ ~ 0 -1 3046 -1 D2 You see the levee. ~ ~ 0 -1 3049 -1 D3 The alley leads west. ~ ~ 0 -1 3026 -1 S #3046 Eastern end of Alley~ You are standing at the eastern end of the alley, the city wall is just east, blocking any further movement. A small warehouse is directly south of here. ~ 21 0 1 D0 You see the entrance to the Psionist Guild Hall. ~ ~ 0 -1 3090 -1 D2 You see the warehouse. ~ ~ 0 -1 3050 -1 D3 You see the alley. ~ ~ 0 -1 3045 -1 S #3047 Wall Road~ You are standing on the road next to the western city wall, which continues north. South of here is a bridge across the river. ~ 21 0 1 D0 You see the road. ~ ~ 0 -1 3043 -1 D2 You see the bridge. ~ ~ 0 -1 3051 -1 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3048 Grubby Inn~ You are inside the old Grubby Inn. This place has not been cleaned for several decades, the vile smells make you dizzy. ~ 21 8 0 D0 You see the alley. ~ ~ 0 -1 3024 -1 S #3049 Levee~ You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river. ~ 21 16 1 D0 You see the Alley. ~ ~ 0 -1 3045 -1 D2 You see the river flowing west. ~ ~ 0 -1 3203 -1 S #3050 Warehouse~ You are inside the warehouse. The room is decorated with various old items from ships. ~ 21 8 0 D0 You see the Alley. ~ ~ 0 -1 3046 -1 S #3051 On the Bridge~ You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge. ~ 21 0 1 D0 You see the road. ~ ~ 0 -1 3047 -1 D2 You see the Concourse. ~ ~ 0 -1 3100 -1 E bridge~ It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall. ~ E opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3052 Outside the West Gate of Shadowdale~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. A small path leads north. ~ 21 0 1 D0 You see a path leading along the side of the city. ~ ~ 0 -1 50 -1 D1 The city gate is to the east. ~ gate~ 0 3133 3040 -1 D2 You see the Ranger's Practicing area~ ~ 0 -1 3088 -1 D3 The forest edge is to the west. ~ ~ 0 -1 6000 -1 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3053 Outside the East Gate of Shadowdale~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. A small path leads north ~ 21 0 1 D0 You see a path stretching northward ~ ~ 0 -1 58 -1 D1 You see the plains.~ ~ 0 -1 3503 -1 D3 You see the city gate. ~ gate~ 0 3133 3041 -1 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3054 By the Temple Altar~ You are by the temple altar in the northern end of the Temple of Shadowdale. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. ~ 21 1032 0 D2 You see the southern end of the temple. ~ ~ 0 -1 98 -1 D4 The Tower of Rules Stretches above you. ~ ~ 0 -1 2640 -1 E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. ~ E statue Odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ S #3055 Odin's Store~ This is the small dark room in which Odin keeps the player items that he takes care of. It is vital that this room's virtual number is exactly one larger than the room by the temple altar. ~ 21 8 0 S #3056 Shadowdale Bridge~ This bridge is made of gray stone, probably assembled by a crew of dwarves. Below you can see parts of the dump as well as the river that the bridge traverses. The bridge continues south, to the north you can see the Square. ~ 21 8 0 D0 ~ ~ 0 0 3025 -1 D2 ~ ~ 0 0 3057 -1 D5 You see the common square. ~ ~ 0 -1 3025 -1 S #3057 Southern End of Bridge~ The bridge slowly slopes down to the south gates of Shadowdale. The waters of the river gently slap against the bottom of the bridge. You catch the smell of fish cooking somewhere. ~ 21 0 0 D0 ~ ~ 0 0 3056 -1 D2 ~ ~ 0 0 3058 -1 S #3058 Southern Gates of Shadowdale~ The stone walls merge with the gates as if they where one, must be that dwarven workmanship showing up again. To the south the unexplored wild lands spreads out and into the Spider Haunt Forest. To the north lies the center of Shadowdale. ~ 21 0 0 D0 ~ ~ 0 0 3057 -1 D2 ~ wood gates gate~ 1 0 3059 -1 S #3059 Outside the South Gate of Shadowdale~ The grand city of Shadowdale lies directly north, behind the wood gates before you. To the south, the unexplored lands of Spider Haunt Forest and other areas only talked about around the campfire. You can see the edges of the forest farther south and west. ~ 21 0 2 D0 ~ wood gates gate~ 1 0 3058 -1 D2 ~ ~ 0 0 3060 -1 S #3060 Southern Road~ The road is paved with small stones. To the north the town of Shadowdale looms and to the south-west you can see the forest of Spider Haunt. ~ 21 0 2 D0 ~ ~ 0 0 3059 -1 D2 ~ ~ 0 0 3061 -1 S #3061 Southern Road~ The road begins to look as though it has been taken care of more here. To the north the town of Shadowdale awaits you. ~ 21 0 2 D0 ~ ~ 0 0 3060 -1 D1 ~ ~ 0 0 19081 -1 D2 ~ ~ 0 0 3062 -1 S #3062 Southern Road~ The road begins to look a bit more cared for and is even edged with a few large stones here and there. Back to the south-west you can still see the foreboding forest of Spider Haunt. ~ 21 0 2 D0 ~ ~ 0 0 3061 -1 D2 ~ ~ 0 0 3063 -1 S #3063 Southern Road~ The Spider Haunt woods loom near, you can still catch an errie sound or two on the winds. To the north you can see far off wizard towers and the gates of a city. ~ 21 0 2 D0 ~ ~ 0 0 3062 -1 D2 ~ ~ 0 0 3064 -1 S #3064 End of the Southern Road~ A path from the Spider Haunt woods to the west seems to turn into a wagon road as it turns north. The path to the west however seems to narrow. There is not much activity here, must be the reputation of the Spider Haunt forest. ~ 21 0 2 D0 ~ ~ 0 0 3063 -1 D1 ~ ~ 0 0 27000 -1 D3 ~ ~ 0 0 9601 -1 S #3065 Scribe's Office~ Stacks and stacks of scrolls are lined along the walls organized into single rows on shelves. You can only guess at what all the scrolls contain and it would take ages to read them all. Yet, you get the feeling that the scribe behind the desk could tell you what each one held. This is where the well thought adventures leave notes to their companions. There is a sign on the wall with a small notice. A short hallway leads off to the west. ~ 21 8 0 D3 You can see the reception off down the hall. ~ door~ 0 0 3008 -1 E sign notice mail help~ SCRIBE SERVICES AVALIBLE The scribe will let you do three things. You can MAIL <name>, to send a message, CHECK, to check for waiting mail or RECEIVE to get your waiting mail from the scribe. Mailing a message costs ya, it ain't free so bugger off if you want a free ride! The Managment. ~ S #3066 Adventures Lodge~ Trophes line the walls here, stuffed heads of many different types of creatures, some more nasty than others. Scuffed tables are spread out roughly about the room with sturdy chairs about them. This is where all the adventures of Shadowdale come to rest to brag... err chat about thier adventures to other resting adventures. ~ 21 60 0 D2 ~ ~ 0 0 3007 -1 S #3087 Stage Loading~ A large coach is being loaded for a trip to the local sights of Shadowdale. Some folks are already loaded aboard, the driver motions you up. ~ 21 28 0 D0 You see the main street. ~ door~ 0 0 3015 -1 D4 Comfortable looking seats almost tease you to take a ride. ~ door~ 0 0 5 -1 S #3088 Small Clearing~ Small brush has been cleared away and convient logs are placed here and there to sit upon. Archery targets are set on a few of the farther off stumps. ~ 21 16 3 D0 ~ ~ 0 0 3052 -1 S #3089 Paladin Guild~ The walls are bleach white and spotless, it could only be the Guild of Paladins you now stand in. Small icons to a few of the most prominate paladin dieties are setup here and there. This is where all paladins come for training. ~ 21 24 0 D0 ~ ~ 0 0 3004 -1 S #3090 Psionic Guild Hall~ Devoid of all extras this guild is plain and simple. Dark brown wooden furniture is all that is here, covered in scrolls and other writting tools. The silence here is only broken now and then by a priest humming in meditation. ~ 21 28 0 D2 ~ ~ 0 0 3046 -1 S #3100 Northwest end of Concourse~ You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall. ~ 22 0 1 D0 You see the Bridge. ~ ~ 0 -1 3051 -1 D1 You see the promenade. ~ ~ 0 -1 3101 -1 D2 The promenade continues far south. ~ ~ 0 -1 3127 -1 D3 You see a hole in the wall. ~ hole~ 39 100 3156 -1 S #3101 Promenade~ The river gently flows west just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here. ~ 22 0 1 D0 A small cottage ~ ~ 0 -1 3146 -1 D1 The promenade. ~ ~ 0 -1 3102 -1 D2 Park Road leads south. ~ ~ 0 -1 3131 -1 D3 You see the Concourse. ~ ~ 0 -1 3100 -1 S #3102 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance. ~ 22 0 1 D0 A small cottage. ~ ~ 0 -1 3145 -1 D1 You see the promenade. ~ ~ 0 -1 3103 -1 D2 You see the park entrance. ~ ~ 0 -1 3105 -1 D3 You see the promenade. ~ ~ 0 -1 3101 -1 S #3103 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. A small path leads south. A cozy cottage lies north of here, and looking across the river you see the levee. ~ 22 0 1 D0 You see a cozy cottage. ~ door wooden n~ 39 750 3142 -1 D1 You see the Concourse. ~ ~ 0 -1 3104 -1 D2 The small path leads south. ~ ~ 0 -1 3132 -1 D3 You see the promenade. ~ ~ 0 -1 3102 -1 S #3104 Northeast end of Concourse~ You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall. ~ 22 0 1 D0 ~ door wooden n~ 33 753 3155 -1 D2 The Concourse continues south. ~ ~ 0 -1 3130 -1 D3 You see the promenade. ~ ~ 0 -1 3103 -1 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3105 Park Entrance~ You are standing just inside the small park of Shadowdale. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. ~ 22 0 1 D0 You see the promenade. ~ ~ 0 -1 3102 -1 D1 You see Park Cafe. ~ ~ 0 -1 3106 -1 D2 You see the park. ~ ~ 0 -1 3108 -1 S #3106 Park Cafe~ You are inside Park Cafe, a very well lighted, cozy place. The cafe is built from large logs. Through the windows in the northern wall you see the river, and through the southern window you see many vigorous colorful plants. ~ 22 24 0 D3 You see the park entrance. ~ ~ 0 -1 3105 -1 S #3107 Small path through the park~ You are walking along a small path through the park. The path continues south and east. ~ 22 0 1 D1 ~ ~ 0 -1 3108 -1 D2 ~ ~ 0 -1 3113 -1 S #3108 Small path in the park~ You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west. ~ 22 0 1 D0 You see the northern park entrance. ~ ~ 0 -1 3105 -1 D1 ~ ~ 0 -1 3109 -1 D3 ~ ~ 0 -1 3107 -1 S #3109 Small path in the park~ You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe. ~ 22 0 1 D2 ~ ~ 0 -1 3115 -1 D3 ~ ~ 0 -1 3108 -1 S #3110 Cityguard Head Quarters~ You are inside a tidy office. ~ 22 8 0 D1 You see the park road. ~ door~ 7 3120 3111 -1 S #3111 Park Road~ The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east. ~ 22 0 1 D0 ~ ~ 0 -1 3131 -1 D1 You see the park entrance. ~ ~ 0 -1 3112 -1 D2 ~ ~ 0 -1 3118 -1 D3 You see the cityguard head quarters. ~ door~ 7 3120 3110 -1 E building door sign~ The sign on the door says:- Cityguard Head Quarters WARNING: Authorized Personnel Only! ~ S #3112 Western Park Entrance~ You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road. ~ 22 4 1 D1 ~ ~ 0 -1 3113 -1 D3 ~ ~ 0 -1 3111 -1 S #3113 A path in the park~ You are in the park. The paths lead north and west. Westwards is the park entrance and to the east you see a small pond. ~ 22 0 1 D0 ~ ~ 0 -1 3107 -1 D1 You see the pond. ~ ~ 0 -1 3114 -1 D3 You see the western park entrance. ~ ~ 0 -1 3112 -1 S #3114 The Pond~ You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond. ~ 22 0 6 D1 ~ ~ 0 -1 3115 -1 D3 ~ ~ 0 -1 3113 -1 S #3115 A path in the park~ You are in the park. The paths lead north and east. Eastwards is the park entrance and to the west you see a small pond. ~ 22 0 1 D0 ~ ~ 0 -1 3109 -1 D1 ~ ~ 0 -1 3116 -1 D3 ~ ~ 0 -1 3114 -1 S #3116 Eastern Park Entrance~ You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue. ~ 22 4 1 D1 ~ ~ 0 -1 3117 -1 D3 ~ ~ 0 -1 3115 -1 S #3117 Emerald Avenue~ You are standing on the north end of Emerald Avenue. To the north is the promenade and to the west is the park entrance. To the east is the not very big Town Hall of Shadowdale. ~ 22 0 1 D0 ~ ~ 0 -1 3132 -1 D1 ~ ~ 0 -1 3137 -1 D2 ~ ~ 0 -1 3119 -1 D3 ~ ~ 0 -1 3116 -1 S #3118 Park Road~ You are on Park Road which leads north and south. A cottage is just east of here. ~ 22 0 1 D0 ~ ~ 0 -1 3111 -1 D2 ~ ~ 0 -1 3135 -1 E plate name~ The name 'Papi Llon' has been carved into the name plate. ~ S #3119 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads north and west. ~ 22 0 1 D0 ~ ~ 0 -1 3117 -1 D3 ~ ~ 0 -1 3133 -1 S #3120 Road Crossing~ You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the center of the road cross. Its other end leads directly upwards towards the sky. A road sign is here. ~ 22 0 1 D0 ~ ~ 0 -1 3133 -1 D1 ~ ~ 0 -1 3136 -1 D2 ~ ~ 0 -1 3134 -1 D3 ~ ~ 0 -1 3135 -1 D4 The chain disappears in the clouds.~ ~ 0 -1 7914 -1 E chain~ The the chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place. ~ E sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel. ~ S #3121 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads south and east. ~ 22 0 1 D1 ~ ~ 0 -1 3134 -1 D2 ~ ~ 0 -1 3125 -1 S #3122 Park Road~ You are on Park Road which leads south and north. Elm Street is east of here. ~ 22 0 1 D0 ~ ~ 0 -1 3136 -1 D1 ~ ~ 0 -1 3123 -1 D2 ~ ~ 0 -1 3126 -1 S #3123 Elm Street~ You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction. ~ 22 0 1 D1 ~ ~ 0 -1 3124 -1 D3 ~ ~ 0 -1 3122 -1 S #3124 End of Elm Street~ You are at the end of Elm Street. An old elm tree grows here. ~ 22 0 1 D3 ~ ~ 0 -1 3123 -1 E elm tree~ The fresh young leaves of the elm tree wave gently in the wind. ~ S #3125 Emerald Avenue~ You are on Emerald Avenue which continues north. The Concourse is south of here. ~ 22 0 1 D0 ~ ~ 0 -1 3121 -1 D2 ~ ~ 0 -1 3128 -1 S #3126 Park Road~ You are on Park Road which continues north. The Concourse is south of here. An old two-story house is to the east. ~ 22 0 1 D0 ~ ~ 0 -1 3122 -1 D2 ~ ~ 0 -1 3129 -1 E door knocker~ As you look at it, the goblin door knocker comes alive! The head splutters 'Tiz iz da houze uff Kwiff... Kuiffe... Qwiff... Erhm...' The head splutters 'Quiff... Quiffil... Ne'er mind! Quiffy livez ere!' It opens its mouth wide and gobbles 'Unlokk me!' ~ E house~ The house is obviously very old and needs painting. The heavy oaken door is equipped with a brass door knocker shaped as a goblin's head. No name plate is to be seen anywhere. ~ S #3127 On the Concourse~ You are at the southwest corner of the city wall. The Concourse leads both north and east. ~ 22 0 1 D0 ~ ~ 0 -1 3100 -1 D1 ~ ~ 0 -1 3128 -1 S #3128 On the Concourse~ The Concourse continues both east and west. Emerald Avenue is north of here. ~ 22 0 1 D0 ~ ~ 0 -1 3125 -1 D1 ~ ~ 0 -1 3129 -1 D3 ~ ~ 0 -1 3127 -1 S #3129 On the Concourse~ The Concourse continues both east and west. Park Road is north of here and an iron grate leads south to the graveyard. ~ 22 0 1 D0 ~ ~ 0 -1 3126 -1 D1 ~ ~ 0 -1 3130 -1 D2 Through the solid iron bars you see the graveyard. ~ grate~ 7 3121 3400 -1 D3 ~ ~ 0 -1 3128 -1 S #3130 On the Concourse~ You are at the southeast corner of the city wall. The Concourse leads both north and west. ~ 22 0 1 D0 ~ ~ 0 -1 3104 -1 D1 ~ door wooden e~ 7 3161 3161 -1 D3 ~ ~ 0 -1 3129 -1 S #3131 Park Road~ You are at Park Road which continues north and south. To the west is a small pub. ~ 22 0 1 D0 ~ ~ 0 -1 3101 -1 D1 ~ door wooden e~ 1 3162 3162 -1 D2 ~ ~ 0 -1 3111 -1 D3 ~ door west pub andy's ~ 1 3952 3940 -1 S #3132 Emerald Avenue~ You are at Emerald Avenue which continues north and south. Penny Lane leads east from here. There is a small dwelling to the west. ~ 22 0 1 D0 ~ ~ 0 -1 3103 -1 D1 ~ ~ 0 -1 3139 -1 D2 ~ ~ 0 -1 3117 -1 D3 ~ ~ 0 -1 3163 -1 S #3133 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing. ~ 22 0 1 D1 ~ ~ 0 -1 3119 -1 D2 ~ ~ 0 -1 3120 -1 S #3134 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing. ~ 22 0 1 D0 ~ ~ 0 -1 3120 -1 D3 ~ ~ 0 -1 3121 -1 S #3135 Park Road~ You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. ~ 22 0 1 D0 ~ ~ 0 -1 3118 -1 D1 ~ ~ 0 -1 3120 -1 S #3136 Park Road~ You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing. To the north is a brick house with a shaggy lawn. ~ 22 0 1 D0 ~ ~ 0 -1 3900 -1 D2 ~ ~ 0 -1 3122 -1 D3 ~ ~ 0 -1 3120 -1 S #3137 The Waiting Room~ You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk with a typewriter is placed in the middle of the room. ~ 22 8 0 D1 It looks like some kind of office. ~ ~ 0 -1 3138 -1 D3 The exit west leads to Emerald Avenue. ~ ~ 0 -1 3117 -1 E typewriter~ It is an ancient Quifatronic T-1000 mk I. These machines are known for their incredible durability, and for their even more incredible weight. They make a Cray II look like a laptop. ~ E desk~ An extremely heavy desk. It is so large that it doesn't even need drawers. Everything can be stored on its top. ~ E chair chairs~ Not the very least comfortable. ~ S #3138 The Mayors Office~ You are in the not very big office of the Mayor of Shadowdale. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly. ~ 22 8 0 D3 The waiting room is to the west. ~ ~ 0 -1 3137 -1 E chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All auditoriums should be equipped with these things. A shame that there wouldn't be room for the students too, though. ~ E desk~ This desk is obviously very old. Nevertheless it looks as if has never been used. ~ S #3139 Penny Lane~ You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. ~ 22 0 1 D1 ~ ~ 0 -1 3140 -1 D3 ~ ~ 0 -1 3132 -1 S #3140 Penny Lane~ You are on Penny Lane. The narrow road continues north and west. To the south there is a strange metal cylinder with a open doorway. ~ 22 0 1 D0 ~ ~ 0 -1 3141 -1 D3 ~ ~ 0 -1 3139 -1 S #3141 End of Penny Lane~ You are at the end of Penny Lane. The only exit appears to be south. ~ 22 0 1 D2 ~ ~ 0 -1 3140 -1 S #3142 A cozy cottage~ You are in the main room of a cozy little cottage. It is about the sweetest, nicest, and most pleasant little place you have ever been in. There is a wooden door to the south, and hallways leading east and west. To the north is a beautiful view of the river of Shadowdale. ~ 22 512 1 D1 You see Justine's room ~ ~ 0 -1 3143 -1 D2 ~ door wooden s~ 39 750 3103 -1 D3 ~ ~ 0 -1 3144 -1 S #3143 Justine's room~ This is Justine's bedroom. It is in equisitely good taste. There is a hallway to the west. ~ 22 512 1 D1 ~ ~ 0 -1 3147 -1 D3 ~ ~ 0 -1 3142 -1 S #3144 Zip's room~ This is Zip's bedroom. It is in very good taste. There is a hallway to the East. ~ 22 512 1 D1 ~ ~ 0 -1 3142 -1 S #3145 Crimson's house~ This is Crimson's bedroom. It is in very good taste. There is an exit to the south. ~ 22 512 1 D2 ~ ~ 0 -1 3102 -1 S #3146 Bane's Tower~ This is Bane's Tower. It is in very good taste. There is an exit to the south. ~ 22 512 1 D1 ~ ~ 0 -1 3149 -1 D2 ~ ~ 0 -1 3101 -1 D3 ~ ~ 0 -1 3150 -1 S #3147 Salamander's room~ This is Salamander's bedroom. It is in very good taste. There is an exit to the west. ~ 22 512 1 D3 ~ ~ 0 -1 3143 -1 S #3148 Darktural's room~ This is Zip's bedroom. It is in very good taste. There is a hallway to the East. ~ 22 512 1 D1 ~ ~ 0 -1 3142 -1 S #3149 Bane's Tower~ This is a room in bane's tower ~ 22 512 1 D3 ~ ~ 0 -1 3146 -1 S #3150 Bane's Tower~ this is a room in banes tower ~ 22 512 1 D1 ~ ~ 0 -1 3146 -1 S #3153 The hills of MacAllister~ You walk out onto a wide open field in the hills of Scotland. Not far to the west is the great ocean, where limestone cliffs plunge hundreds of feet to the shore below. Atop a nearby hill stands a proud stone tower, from which flags and pennons fly from its battlements. A fallow deer wanders about. ~ 22 512 4 D0 ~ tartan ~ 33 6914 6145 -1 D2 ~ ~ 0 -1 3154 -1 S #3154 Magnus MacAllister's Tower~ This large spacious stone hall is well lit and very warm, welcoming home the tired journeyman. Many well stuffed seats are arranged about a longtable in the middle of the hall. The tartans of the MacAllister clans cover the walls as would tapestries, and on the far eastern wall a fire blazes in a great granite fireplace. Sit and rest, the day is done. ~ 22 604 0 D0 ~ ~ 0 -1 3153 -1 S #3155 Rincewind's room~ You are standing in the domain of rincewind. He lives here. ~ 22 8 0 D2 ~ door wooden s~ 33 753 3104 -1 S #3156 Compton's War Room~ You have entered the humble home of Compton. There are various freeze dried animals lying around the room, some of Compton's conquests. ~ 22 8 0 D1 ~ hole~ 39 100 3100 -1 S #3157 A small house~ This is a quaint, 2 bedroom house, right on delving lane. Its well made, using the latest in hobbit technology, and just the right size for a small human. To the north is one of the bedrooms, and another is to the south. To the east, you see delving lane, and the bright green door of Bag End. ~ 22 0 0 D0 ~ ~ 0 -1 3158 -1 D1 ~ door wooden e~ 7 3157 1134 -1 D2 ~ ~ 0 -1 3159 -1 S #3158 Cuban's bedroom~ This is the north bedroom. It is large, and spacious, with big walk in closets, a lovely bath, and nice big windows. ~ 22 0 0 D2 ~ ~ 0 -1 3157 -1 S #3159 Vester's Bedroom~ This is the south bedroom. It is large, and spacious, with big walk in closets, a lovely bath, and nice big windows. ~ 22 0 0 D0 ~ ~ 0 -1 3157 -1 S #3160 Eddie's Mage Bar and Grill~ The room you are standing in has a slight odor to it... Barbeque flavors assualt the senses. The walls are covered with soot, a testament to Eddie's lack of skill with the fireball spell, as applied to barbequing chickens... ~ 22 12 0 D0 ~ door wooden n~ 39 3160 6017 -1 S #3161 Rodgrim's house~ You are standing in a small, but cozy dwelling. To the west, you can see the concourse, and watch people wander by, living thier virtual lives. The house is unfurnished, but the walls, carpets, ceilings, etc, are all in perfect shape. There is a door to the west. ~ 22 0 0 D3 ~ door wooden w~ 7 3161 3130 -1 S #3162 Riffraff's house~ You are standing in a small, but cozy dwelling. To the west, you can see the concourse, and watch people wander by, living thier virtual lives. The house is unfurnished, but the walls, carpets, ceilings, etc, are all in perfect shape. There is a door to the west. ~ 22 0 0 D3 ~ door wooden w~ 1 3162 3131 -1 S #3163 Fanchon's house~ You are standing in a small, but cozy dwelling. To the east, you see Emerald avenue, and beyond that, Penny lane. Although the house is unfurnished, it is in perfect shape. There is a door to the east. ~ 22 0 0 D1 ~ door wooden w~ 1 3163 3132 -1 S #3200 Under the Bridge~ The arch under the bridge is covered by seaweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. ~ 23 0 7 30 3 D1 ~ ~ 0 -1 3201 -1 D3 You see the river flowing west into the Forest of Haon-Dor.~ ~ 0 -1 13672 -1 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. ~ S #3201 On the River~ North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. ~ 23 0 7 30 3 D1 ~ ~ 0 -1 3202 -1 D3 ~ ~ 0 -1 3200 -1 S #3202 On the River~ North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. ~ 23 0 7 30 3 D1 ~ ~ 0 -1 3203 -1 D3 ~ ~ 0 -1 3201 -1 S #3203 On the River~ The levee is directly north of here. The river flows in an east west direction. ~ 23 0 7 30 3 D0 ~ ~ 0 -1 3049 -1 D1 ~ ~ 0 -1 3204 -1 D3 ~ ~ 0 -1 3202 -1 S #3204 On the River~ You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee. ~ 23 0 7 30 3 D1 ~ ~ 0 -1 3205 -1 D3 ~ ~ 0 -1 3203 -1 S #3205 On the River~ The river enters from a hole in the eastern city wall. The hole has been blocked by several vertically positioned iron bars set into the wall. ~ 23 0 7 30 3 D1 The iron bars make it impossible to pass through the hole in the wall. Beyond the bars you see the great plains. ~ ~ 0 -1 13671 -1 D3 ~ ~ 0 -1 3204 -1 S #3300 Papi's Cosy Cottage~ You are inside Papi's living room, a light room at around three by four meters in size. The nicely carved oaken front door is set in the middle of the western wall, just between two windows. A small fire crackles in the fireplace which is set against the northern wall. ~ 24 8 0 D3 ~ door~ 33 3300 3118 -1 S #3400 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. An iron grate is to the north. ~ 25 4 2 D0 Through the solid iron bars you see the Concourse. ~ grate~ 7 3121 3129 -1 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3406 -1 D2 The gravel road continues southwards. ~ ~ 0 -1 3401 -1 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 -1 S #3401 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 25 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3400 -1 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3407 -1 D2 The gravel road continues southward. ~ ~ 0 -1 3402 -1 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 -1 S #3402 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 25 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3401 -1 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3408 -1 D2 The gravel road continues southward. ~ ~ 0 -1 3403 -1 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 -1 S #3403 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 25 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3402 -1 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3409 -1 D2 The gravel road continues southward to an open space before a small building. ~ ~ 0 -1 3404 -1 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 -1 S #3404 In front of the Old Church~ You are on an open space before a large church. A gravel road leads north through the graveyard and the church entrance is to the south. ~ 25 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3403 -1 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3410 -1 D2 The chapel door is made of dark wood. ~ door~ 0 0 3405 -1 S #3405 On the steps of the Old Church~ You are standing on the steps of an old church. The church looks very old and is in decay. You have the impression that the church is not nearly what is used to be, as you have the distinct feeling taht evil now lies within. It is very quiet here. There is a massive wooden door south. The door has been desecrated with unknown markings. ~ 25 0 1 D0 The chapel door is made of dark wood. ~ door~ 0 0 3404 -1 D1 ~ door~ 0 0 3415 -1 D2 ~ door~ 1 0 3414 -1 D3 ~ door~ 0 0 3416 -1 E glass windows~ The windows must be meant to be dark. At least they are completely clean. ~ E benches rows~ The benches are not of the comfortable kind. ~ S #3406 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. ~ 25 0 1 D2 You can see more of the graveyard. ~ ~ 0 -1 3407 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3400 -1 E tombstone tomb~ 'Here lies dear old Fred A big rock fell on his head.' ~ S #3407 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. ~ 25 0 1 D0 You can see more of the graveyard. ~ ~ 0 -1 3406 -1 D2 You can see more of the graveyard. ~ ~ 0 -1 3408 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3401 -1 E tombstone tomb~ 'Here lies uncle Jack A big rock fell on his head.' ~ S #3408 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. You can see a large hole to the east ~ 25 0 1 D0 You can see more of the graveyard. ~ ~ 0 -1 3407 -1 D1 You can see a large hole in the side of a hill. ~ ~ 0 -1 24760 -1 D2 You can see more of the graveyard. ~ ~ 0 -1 3409 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3402 -1 E tombstone tomb~ 'Here lies Grandpa Joe A big rock fell on his head.' ~ S #3409 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. ~ 25 0 1 D0 You can see more of the graveyard. ~ ~ 0 -1 3408 -1 D2 You can see more of the graveyard. ~ ~ 0 -1 3410 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3403 -1 E tombstone tomb~ 'Here lies Auntie Mae A big rock fell on her head.' ~ S #3410 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 25 0 1 D2 You can see more of the graveyard to the south ~ ~ 0 -1 3411 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3401 -1 E tombstone tomb~ 'Here lies dear old Buck He died while he was starting to XXXX.' ~ S #3411 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 25 0 1 D0 You can see more of the graveyard ~ ~ 0 -1 3410 -1 D2 You can see more of the graveyard to the south ~ ~ 0 -1 3412 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3402 -1 E tombstone tomb~ 'Here lies dear old Buck He died while he was starting to XXXX.' ~ S #3412 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 25 0 1 D0 You can see more of the graveyard ~ ~ 0 -1 3411 -1 D2 You can see more of the graveyard to the south ~ ~ 0 -1 3413 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3403 -1 E tombstone tomb~ 'Here lies dear old Buck He died while he was starting to XXXX.' ~ S #3413 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 25 0 1 D0 You can see more of the graveyard ~ ~ 0 -1 3412 -1 D3 You can see the gravel road through the trees ~ ~ 0 -1 3404 -1 E tombstone tomb~ 'Here lies dear old Mike He was an illiterate peasant.' ~ S #3414 The Foyer~ Here is the foyer of the grand church of the GOD of ATOR. The foyer is large and at one time ornately decorated with religous symbols. Now the foyer has been severly shredded with unspeakable evil. On the west wall still visible is a painting of an old man. While the painting has been shredded you can still make out the likeness of on old man you seem to recognize. He has a white beard and very wise, forgiving eyes that seem to pierce you soul. You almost notice a tear in his eye. Below the painting is a book or rather what once was a registry. To the north you may leave the church, or to the east you may visit the classrooms of ATOR. Or to the South you may visit the grand cathedral. ~ 25 12 0 D0 ~ door~ 1 0 3405 -1 D1 ~ door~ 0 0 3417 -1 D2 ~ door~ 0 0 3430 -1 S #3415 The Orchard~ The orchard at one time must have been a beautiful, very peaceful place. You might have have come here to relax on the well manicured grass, enjoying the majestic oak, pecan, and magnolia trees. However, now they are all dead, and decaying branches and stumps liter the ground. The air smells of death - You just hope it is not yours. An exit west would be the prudent choice. ~ 25 0 3 D3 ~ door~ 0 0 3405 -1 S #3416 The Garden~ There is a large garden here that at one time looked to be very peaceful and a place to commune with the god of your choice. Now the ground is overgrown with thorn bushes and vines making for a dark, rank smelling place. The apple trees that once grew here are dead with many branches lying scattered along the ground. You notice in one corner of the garden a hole, recently dug. When you move closer to the hole you shiver to think what must be down there. ~ 25 0 2 D1 ~ door~ 0 0 3405 -1 D5 ~ door~ 0 0 3423 -1 S #3417 The Hallway~ Here is the hallway that connects the Foyer with the classrooms where true religous teachings were at on time a regular occurance. The walls are shredded and the floor is dirty, smelling very bad. It is dark as the torches have been removed or burned down to stubbs. There are exits west and east. ~ 25 9 0 D1 ~ door~ 0 0 3418 -1 D3 ~ door~ 0 0 3414 -1 S #3418 End of the Hallway~ Here is the end of the hallway. It still smells very bad and looking at the floor and walls you see the works of the evil beings have been very productive for them. There are doors north and south which are obviously classrooms and a door to the east. Or you could take the safe path and exit west leading to the hallway. ~ 25 9 0 D0 ~ door~ 1 0 3419 -1 D1 ~ door~ 1 0 3421 -1 D2 ~ door~ 1 0 3420 -1 D3 ~ door~ 0 0 3417 -1 S #3419 The Schoolroom~ The schoolroom has been used and is now decorated with a different kind of religion. The teachings here now fill you with dread as you realize the evil things that were once here were learning how to welcome YOU to their world of the undead. You grimace and decide you better take the exit south before they return to further their education. ~ 25 8 0 D2 ~ door~ 1 0 3418 -1 S #3420 The Schoolroom~ Here is a schoolroom that has only recently been converted to a different, very evil type of religion. There are drawings, pictures, and writings that you find pleasing and comforting that are in disarray and being torn to shreds while being replaced by images of things that will do you great harm. You fight the feeling of upset and try to hold your lunch down. For your own safety you better exit back north. ~ 25 8 0 D0 ~ door~ 1 0 3418 -1 S #3421 The Bottom of the Belltower~ The bottom of the Belltower is here. It is dark, dank, and smells like a sewer here. It is now very quiet and you know at one time this room must have lead to a pleasing, musical place that called all surrounding Shadowdale patrons to their church. Up is the top of the Belltower and to the west is another exit to this now deserted room. ~ 25 13 0 D3 ~ door~ 1 0 3418 -1 D4 ~ door~ 64 0 3422 -1 S #3422 The Top of the Belltower~ You struggle to reach this room as it has been a long climb. There is a large bell here, still intact. The room amazingly is undamaged and your heartbeat quickens as you realize that there still is a place in the church untouched by evil. The windows here overlook the massive orchard that looks like a warzone, and beyond you see the graveyard. The feeling of dread returns as you are aware that you must past these places to return to your home. Looking closer at the bell you notice the intricate, ornate carvings and are overcome with grief at the realization of all the wonderous things in the church that must have been destroyed. The only exit is down. ~ 25 28 0 D5 ~ door~ 0 0 3421 -1 S #3423 The small crypt~ You find what dug the hole. The wight decided the graveyard just wasn't good enough for him and he had to have a better home than what the living could have made for him. The small crypt smells terrible and is small even for something that is dead! You could always just leave back up. ~ 25 9 0 D4 ~ door~ 0 0 3416 -1 S #3424 3424~ Empty ~ 25 0 0 S #3430 Back of the Church~ As you enter this room you get a full realization of how large and intricate the cathedral really is - or was. All around you are excrements and vile smelling pools of slime. The pews of the church at ripped and beat to small bits of timber and ripped cloth. You begin to notice skeletons and half rotted cadavers. There is a stench that is apparently stronger further inside the church. Very little light filters in from the broken stained glass windows. There are exits to the south, east, and west. There is always the way back to the foyer to the north. ~ 25 8 0 D0 ~ door~ 0 0 3414 -1 D1 ~ door~ 0 0 3431 -1 D2 ~ door~ 0 0 3433 -1 D3 ~ door~ 0 0 3432 -1 S #3431 Back of the Church~ You are in the right side of the back of the church. The stench is strong. There is a corpse here hacked to pieces by the conquerors of the church. You just hope there are not others that met the same fate but your sixth sense tells you otherwise. A little light filters in through the window here that has been shattered and is lying in small pieces of glass on the floor. You can exit to the west. ~ 25 8 0 D3 ~ door~ 0 0 3430 -1 S #3432 Back of the Church~ This room is the back, left side of the cathedral. As before the stench is strong. The lighting here is faint and you wonder why the bad things that took this place over would shatter what was once hand crafted stained glass. There is an exit to the east. ~ 25 8 0 D1 ~ door~ 0 0 3430 -1 S #3433 Middle Row of Pews~ You stand in the very center of the massive cathedral. The light here is very weak, but can see the ceiling which towers several meters above your head. The timbers holding the church upright are huge and ornately carved and appear to have been assembled a long time ago to stand up to the passing times. The floor is polished oak that was built by hands of caring. The pews here appear to be made of the same strong oak while the velvet cushions are ripped to shreds. The stench is very strong and you think you may really loose your lunch before you can find your way to the next rooms. There are exits to the north, east, south, and west. ~ 25 8 0 D0 ~ door~ 0 0 3430 -1 D1 ~ door~ 0 0 3434 -1 D2 ~ door~ 0 0 3436 -1 D3 ~ door~ 0 0 3435 -1 S #3434 The Side Row of Pews~ Here is the right side of the massive cathedral. As you have seen before the stained glass windows are broken out. You look out the window and see why very little light filters through - the church is overgrown with vines and thorn bushes essentially covering all the windows. The smell is strong and you wish you were back in the safety of Shadowdale. There is an exit to the west. ~ 25 8 0 D3 ~ door~ 0 0 3433 -1 S #3435 The Side Row of Pews~ As you look out the window here you notice the overgrown garden and the hole in the ground there. As you move the vines to get a closer look at the vines you notice in that hole may hold some key to what caused this destruction. As before the smell is terrible and is becoming even more overpowering as you near the altar. The is an exit east. ~ 25 8 0 D1 ~ door~ 0 0 3433 -1 S #3436 In Front of the Altar~ You stand before a large altar. The stench is now overpowering but the great destruction that has been brought to bear here is even more so. The pews are ripped and charred and the velvet cushions are in small shreds and scattered. There are many humanoid corpses that have been stabbed and hacked repeatedly. The lighting is faint however you notice a small glow the comes from atop the altar. The glow seems to give you hope and you have a strange feeling to move forward toward the altar. There are exits north and south. ~ 25 8 0 D0 ~ door~ 0 0 3433 -1 D2 ~ door~ 0 0 3439 -1 S #3437 In front of the Altar~ Empty ~ 25 8 0 S #3438 In Front of the Altar~ Empty ~ 25 8 0 S #3439 The Altar of ATOR~ Here is the altar of ATOR. The altar itself is hacked, broken, charred, severely desecrated. The marble the altar was made of has broken off into chunks and fallen onto the floor. The stench here is more overpowering than ever before and you choke to breathe. But what is most amazing is the statue that stands upon the altar. The statue is of the likeness of the old man you saw in the picture in the foyer. The statue glows with a faint light and has been obviously untouched. As you move you hand to touch the statue a voice in your mind forces you to withdraw. You can readily see what has kept this statue free from all harm - the blessings of the god himself. You begin to realize that whatever protects this statue may reward you for defeating the evil that conquered this holy place. There are exits to the north, east, south, and west. ~ 25 8 0 D0 ~ door~ 0 0 3436 -1 D1 ~ door~ 0 0 3440 -1 D2 ~ door~ 0 0 3446 -1 D3 ~ door~ 0 0 3443 -1 S #3440 The Choir Pit~ There is a large area here that was once used by the choir. There are songbooks ripped to shreds, robes in scraps, and several corpses lying scattered about. As usual the pews are ripped to shreds and the lighting here is very faint. The smell here is not as bad as before but you still have a hard time breathing. There are exits to the east, west, and and door to the south. ~ 25 8 0 D1 ~ door~ 0 0 3441 -1 D2 ~ door~ 0 0 3442 -1 D3 ~ door~ 0 0 3439 -1 S #3441 The Organ~ Standing before you is a massive organ. The organ is still impressive despite the pounding it has taken at the hands of the intruders. Finely polished and ingraved wood are meticulous in construction as the organ surrounds itself on three sides the organ player. The keyboards are multi-leveled and the footpedals are multi tiered. The pipes are most impressive as the surround and blend into the walls around this immense room. However sitting at the organ appears to be your worst nightmare. ~ 25 8 0 D3 ~ door~ 0 0 3440 -1 S #3442 The Choir Dressing Room~ This is the choirs dressing room. Here the choir obviously put on their robes as there are many lying about the room. The room is dark and the ever present smell seems to have died away here. ~ 25 8 0 D0 ~ door~ 0 0 3440 -1 S #3443 The Alcolyte Chamber~ Here the alcolytes sit until called upon by the priest to help in the services of the church. There are collection plates with broken instruments of torture lying about. The floor is stained with blood and you see several corpses dressed in solid white robes that have been hacked and stabbed until they died a most unpleasent death. The lighting is very dim but you do see what might have killed the underserving victims. There are exits east and west. ~ 25 8 0 D1 ~ door~ 0 0 3439 -1 D3 ~ door~ 0 0 3444 -1 S #3444 Alcolyte's Alcove~ Here the alcolytes dressed in their white robes and prepared themselves for the church service. As you guessed the robes are ripped and the floor and walls are stained with blood. The exits are to the east and west. ~ 25 8 0 D1 ~ door~ 0 0 3443 -1 D3 ~ door~ 0 0 3445 -1 S #3445 Alcolyte's closet~ Here the alcolytes kept neat and hanging in the closet their robes, and vassals for the church when not in use. The closet is now empty, save the usual havoc wrecked upon the walls and floor by the invaders. There is an exit to the east. ~ 25 8 0 D1 ~ door~ 0 0 3444 -1 S #3446 Behind Altar~ This is a small area immediately behind the altar. There is evidence of a great battle here. The floor is charred and there are broken weapons, scraps of cloth, cracked helmets, and many corpses. You are very surprised to see the corpses belong to what looks like the invaders and there is no sign of any dead church members. You are very puzzled what this may mean. The obvious exits are to the north and west. ~ 25 8 0 D0 ~ door~ 0 0 3439 -1 D3 ~ door~ 0 0 3447 -1 D5 ~ door~ 41 3451 3451 -1 S #3447 The Priest's Office~ Here is the office of the mighty priest. A desk sits in the middle of the room that has been ransacked. There are many books, scrolls, and a few potions lying about the bookcase - all broken and destoyed. The invaders were looking for something here and you wonder if they found what they were looking for. There is an exit to the east and a door to the west. ~ 25 8 0 D1 ~ door~ 0 0 3446 -1 D3 ~ door~ 0 0 3448 -1 S #3448 The Priest's Closet~ Here is where the priest kept his robes, crowns and other instuments of the priesthood. You notice on the wall a map that has been ripped making it unreadable. The closet otherwise is empty, but you feel great power and strength coming - or used to come from this room. The only exit is to the east ~ 25 8 0 D1 ~ door~ 0 3447 3447 -1 D3 ~ door~ 9 0 3449 -1 S #3449 The Priest's Hidden Closet!~ You have found the real closet of the priest. On the back wall is a finely crafted cabinet with solid glass door. As you look in the cabinet your heart stops as you realize the value of the equipment the priest left behind. You now understand what the invaders were looking for and feel relieved you have discovered this treasure first. There is a door to the east. ~ 25 8 0 D1 ~ door~ 9 0 3448 -1 S #3450 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 25 0 1 D1 You can see the gravel road through the trees ~ ~ 0 -1 3404 -1 E tombstone tomb~ 'Here lies dear old Fred A big rock fell on his head.' ~ S #3451 Beneath the Church~ Here is the final rally point for the undead hordes that overran the church. Laying in scattered piles are maps, discarded equipment, and written instructions on the attack upon the church. The room is very large and it is apparent that whoever planned the attack dispatched a great many warriors to sacrifice themselves, so others behind them may be succesful. The smells that overcome you are from the evil beings bent on destruction. There are exits up, north and south. ~ 25 2056 0 D0 ~ door~ 0 0 3452 -1 D2 ~ door~ 0 0 3453 -1 D4 ~ door~ 41 3451 3446 -1 S #3452 Wide Hallway~ Here is a large hallway that connects some rooms used to instruct and rally the attackers with a final checkpoint beneath the church. To the north is the bank of a large body of water. The floor here is smooth and you can tell the hordes that took the church all came this way. The smell here is awful. There are exit to the north, south, east, and west. ~ 25 8 0 D0 ~ door~ 0 0 3459 -1 D1 ~ door~ 0 0 3455 -1 D2 ~ door~ 0 0 3451 -1 D3 ~ door~ 0 0 3454 -1 S #3453 Wide Hallway~ Here is a large hallway that connects several "holding rooms" to the entrance beneath the church. The hallway has had much activity as you see broken weapons of all kinds discarded on the floor. There are hastily drawn maps on the walls that indicate further instructions to the invaders. There are exits north, south, east, and west. ~ 25 2056 0 D0 ~ door~ 0 0 3451 -1 D1 ~ door~ 0 0 3457 -1 D2 ~ door~ 0 0 3458 -1 D3 ~ door~ 0 0 3456 -1 S #3454 Rally Point~ Many benches line the walls and the middle of the room. In one corner is a large board with a drawing of an old man with the name ATOR on the back of his robe. An arrow points to him with the word ALIVE printed very plainly next to it. You finally realize that the attack on the church was not to destroy it but to capture the old man. And the attackers that gathered here had this as there goal. These attackers must have been very grim and determined and you now know they were succesful. There is an exit west. ~ 25 8 0 D1 ~ door~ 0 0 3452 -1 S #3455 Rally Point~ This room has no furnishings whatsoever. The room is very large and from the center you can barely see the walls with this reduced lighting. As you move closer to the walls you see scratched patrol A patrol B patrol C, etc. This room is very clean but as you look around you see a few weapons of war that have been left behind. There is an exit west. ~ 25 8 0 D3 ~ door~ 0 0 3452 -1 S #3456 Rally Point~ The room here is several large wooden benches all facing a large board. On the board you see a map of the church above with checkpoints drawn on the map. You can tell the attack was well organized and would overwhelm the peaceful church. Written under the map you can make out the words TAKE ONLY ONE PRISONER. At that your heartbeat quickens when you know that there might be someone left alive. There is an exit to the east. ~ 25 8 0 D1 ~ door~ 0 0 3453 -1 S #3457 Rally Point~ The room here is used as a place where troops gather to await the assault. Instructions for the assualt and capture are posted on a board which stands in one corner of the room. The troops that gathered here were wipped into a killing frenzy as there are signs of slash and stab marks on the benches that face the board. There is an exit to the west. ~ 25 8 0 D3 ~ door~ 0 0 3453 -1 S #3458 Rally Point~ Here is a large room that has benches that face an instruction board. On the board you see a map of part of the church. The map indicates which area this "group" of soldiers are to capture and hold. A leader of the group stands in front of the board with a mischevious smile. As you enter the room the smile turns to terror and he screams at you with hate. For your own safety you could return north. ~ 25 8 0 D0 ~ door~ 0 0 3453 -1 S #3459 Wide Deep Pool~ You ar on a large, deep body of water. The calm waters are dark, almost like a black ink. However you think you see something moving just below the surface of the water. You can exit to the north, south, or try your chances down. ~ 25 2057 7 -1 0 D0 ~ door~ 0 0 3460 -1 D2 ~ door~ 0 0 3452 -1 D5 ~ door~ 0 0 3461 -1 S #3460 Vertical Shaft~ As you enter the room here the first you notice is a long tunnel that angles down at a severe angle into the hel of below. To the south is a large pool of water, and anchored on the shore is a very large barge. The barge is secured so thoroughly, you have no chance of making use of it. The floor here is well worn as a great many people, or things have passed here. ~ 25 8 0 D2 ~ door~ 0 0 3459 -1 D5 ~ door~ 0 0 3462 -1 S #3461 The Deep, Dark Pool~ Anyone or thing that fell into here was meant to stay here for a long time. It is very dark here but as you swim around you can sense corpses, equipment, and SOMETHING else. Swimming up quickly would be a very good idea. ~ 25 73 9 D4 ~ door~ 0 0 3459 -1 S #3462 Bottom of the shaft~ You have arrived at the bottom of a long shaft that slopes sharply up from here. The temperature is markedly cooler than the top of the shaft and it feels more humid. There is not a sound to be heard except from a drop of water striking the ground every few seconds. As you look around you spot an exit to the south or you may be able to climb back up. ~ 25 13 0 D2 ~ door~ 0 0 3463 -1 D4 ~ door~ 0 0 3460 -1 S #3463 Tunnel~ Here is a long tunnel which is very quiet and almost peaceful. As you enter the room you cannot see to the other side, however as you move to the middle you can make out exits to the north and south. ~ 25 257 0 0 D0 ~ door~ 0 0 3462 -1 D2 ~ door~ 0 0 3464 -1 S #3464 Tunnel~ Here is a long tunnel which is very quiet and almost peaceful. As you enter the room you cannot see to the other side, but as you move toward the middle of the room you can see exits to the north and south. ~ 25 257 0 0 D0 ~ door~ 0 0 3463 -1 D2 ~ door~ 0 0 3465 -1 S #3465 Tunnel~ As soon as you enter here you can hear faint noises from the east and west. You are not alone and a feeling a dread returns. It is cool and dank and you begin to wonder if you have made the right choice in your search. There are exits to the north, south, east, and west. ~ 25 257 0 0 D0 ~ door~ 0 0 3464 -1 D1 ~ door~ 0 0 3467 -1 D2 ~ door~ 0 0 3468 -1 D3 ~ door~ 0 0 3466 -1 S #3466 Wight Warren~ This is a large room that is obviously the home for something you would rather not think about. As you look around you can see dead and decaying corpses all over the room. As you look into one corner you notice one of these corpses raise and begin to move toward you. There is still an exit to the east. ~ 25 257 0 0 D1 ~ door~ 0 0 3465 -1 S #3467 Home of the Skeleton King~ As you enter this room the first thing you see is the biggest, baddest, meanest, boneiest, skeleton you ever saw. Before you can look around the bones start moving toward you. ~ 25 2049 0 D3 ~ door~ 0 0 3465 -1 S #3468 Tunnel~ As you enter the room here you notice quiet has returned. When you look around you can see the walls and floor are smooth and the ceiling is several feet above your head. There are exits to the north and south, and smaller exits to the east and west. ~ 25 257 0 0 D0 ~ door~ 0 0 3465 -1 D1 ~ door~ 0 0 3470 -1 D2 ~ door~ 0 0 3471 -1 D3 ~ door~ 0 0 3469 -1 S #3469 Ghast Cave~ As you enter the cave here the first thing you see are two ghast's fighting over the remains of something less fortunate than yourself. Unless you wish to be in the middle of another fight you better exit east quickly. ~ 25 2049 0 D1 ~ door~ 0 0 3468 -1 S #3470 Ghoul's Place~ Scattered around the small cave here are bones and decaying flesh. Poking around the bones is a ghoul who looks up and slowly begins moving toward YOU. Unless you want a fight you should go west quickly. ~ 25 2049 0 D3 ~ door~ 0 0 3468 -1 S #3471 Slimy Maze~ The slimy maze continues. ~ 25 1 0 D0 ~ door~ 0 0 3471 -1 D1 ~ door~ 0 0 3471 -1 D2 ~ door~ 0 0 3468 -1 D3 ~ door~ 0 0 3472 -1 S #3472 Slimy Maze~ The slimy maze continues. ~ 25 1 0 D0 ~ door~ 0 0 3473 -1 D1 ~ door~ 0 0 3471 -1 D2 ~ door~ 0 0 3471 -1 D3 ~ door~ 0 0 3468 -1 S #3473 Slimy Maze~ The slimy maze continues. ~ 25 1 0 D0 ~ door~ 0 0 3474 -1 D1 ~ door~ 0 0 3471 -1 D2 ~ door~ 0 0 3471 -1 D3 ~ door~ 0 0 3472 -1 S #3474 Slimy Maze~ The slimy maze continues. ~ 25 1 0 D0 ~ door~ 0 0 3475 -1 D1 ~ door~ 0 0 3473 -1 D2 ~ door~ 0 0 3472 -1 D3 ~ door~ 0 0 3472 -1 S #3475 Entrance to Slimy Maze~ You stand at a junction between a maze and a downward slopping path. It is very, very quiet here and you sense great evil and harm upon your body as you move downward. ~ 25 13 0 D0 ~ door~ 0 0 3474 -1 D5 ~ door~ 0 0 3476 -1 S #3476 Slopping Path~ The large tunnel levels out here. The ground is covered by a shallow layer of water providing for ankle deep mud. Water drips from the walls and it smells of rank and decaying flesh. You can make out some light to the west or climb back up. ~ 25 9 0 D3 ~ door~ 0 0 3477 -1 D4 ~ door~ 0 0 3475 -1 S #3477 Glowing Cave~ You have come upon a cave that is lit from a light that you cannot determine the source. The cave is very large and there seems to be a dead end here. As you look you spot something evil that rather than rushing to attack, rathers seems to defend something. You can exit safely to the east. ~ 25 2056 0 D1 ~ door~ 0 0 3476 -1 D2 ~ door~ 0 0 3478 -1 S #3478 Beginning of the END~ As soon as you step into this room the door behind slams shut and disappears. The only way back to the safety of the surface is now down rather than the way you came. After looking around the room you suddenly hear a loud, hideous laugh that echoes along the walls. You cannot tell from where the source of the laugh is but you are sure it did come from behind you. The only exit now is to the west. ~ 25 2057 0 D3 ~ door~ 0 0 3479 -1 S #3479 Tunnel Junction~ Here is a junction that connects the tunnel with a ledge to the north and another, larger room to the east. You can barely make out a faint noise to the north. ~ 25 9 0 D0 ~ door~ 0 0 3480 -1 D1 ~ door~ 0 0 3478 -1 D2 ~ door~ 0 0 3481 -1 S #3480 Narrow Ledge~ As you move toward the ledge you can see that there appears to be no bottom. It would be dangerous to try to levitate over the cavern and try to find an exit further north even though there might be one. There is not much room to manuever here and there is always the way back south. ~ 25 9 0 D0 ~ door~ 0 0 3499 -1 D2 ~ door~ 0 0 3479 -1 S #3481 Twisting Tunnel~ Here is a long twisting tunnel. As you make your way through the tunnel you become confused with the directions but as you reach what seems to be the ends you think you see exits to the north and west. ~ 25 9 0 D0 ~ door~ 0 0 3479 -1 D3 ~ door~ 0 0 3482 -1 S #3482 Twisting Tunnel~ As you move along the tunnel here you become very confused as it winds in several directions including up and down. You do seem to remember exits to the north and east. ~ 25 9 0 D0 ~ door~ 0 0 3483 -1 D1 ~ door~ 0 0 3481 -1 S #3483 Large Dark Cave~ You have come upon a large cave that has a very high ceiling. You notice along the north wall a small exit and on the west wall a crack that you may be able to get through. There is also an exit south. ~ 25 9 0 D0 ~ door~ 0 0 3484 -1 D2 ~ door~ 0 0 3482 -1 D3 ~ door~ 0 0 3485 -1 S #3484 Small Dark Cave~ Here is a smaller cave that can be the home to something that you would probably not like to meet. There are old gnawed bones here which confirms your fear of bad things to come. There is an exit south. ~ 25 9 0 D2 ~ door~ 0 0 3483 -1 S #3485 Crack in the Wall~ You have found a crack in the wall just large enough for you to make your way through. As you squeeze your way through the sharp rocks poke into your skin making your armor very uncomfortable. Just as you leave the tiny crawlspace an earthquake takes place closing off the exit west. You have a distinct feeling that this was not a random event. There is now only an exit south. ~ 25 265 0 0 D2 ~ door~ 0 0 3486 -1 S #3486 Hallway~ You have discovered a hallway that is clean and well cared for. The walls and floor are polished stone and there are lit torches along the walls. There is a room to the west and the hallway continues to the south. ~ 25 8 0 D0 ~ door~ 0 0 3485 -1 D2 ~ door~ 0 0 3488 -1 D3 ~ door~ 0 0 3487 -1 S #3487 Demons Quarters~ This room is decorated with weapons, and armor taken in battle and mounted upon the walls. The weapons have nicks and the armor is bashed and there are notes by each with the victims name and date of death. There are chairs and other furnishings fashionably placed. But what disturbes you is the presence that is also here. There is always the exit back east. ~ 25 8 0 D1 ~ door~ 0 0 3486 -1 S #3488 Hallway~ The hallway continues here. Lit torches line the walls and the lighting is good. Whoever built this place was intelligent and has a purpose to his life - or life after death. There are exits north, south, east, and west. ~ 25 8 0 D0 ~ door~ 0 0 3486 -1 D1 ~ door~ 0 0 3489 -1 D2 ~ door~ 0 0 3491 -1 D3 ~ door~ 0 0 3490 -1 S #3489 Devils Quarters~ This room is very nicely decorated. But instead of decorating with equipment of battle this "devil" decorated his with stuffed heads of vanquished foes. Beside each head as before is a note as to name and date of death. Another unique thing in this room is the devil. He motions for you to draw your weapons and prepare yourself. He truly enjoys a good fight. ~ 25 8 0 D3 ~ door~ 0 0 3488 -1 S #3490 Demons Quarters~ The demon here is not nearly as neat as the others. There is still equipment with notes beside them but they are scattered about the room. The room is dusty and you spot the owner sitting comfortably in a chair on the west wall. You may quickly be able to exit east. ~ 25 8 0 D1 ~ door~ 0 0 3488 -1 S #3491 End of Hallway~ You have reached the end of the hallway. You can make out sounds of movement all around you, - You are not alone! There are exits north, east, and west. ~ 25 8 0 D0 ~ door~ 0 0 3488 -1 D1 ~ door~ 0 0 3492 -1 D3 ~ door~ 0 0 3493 -1 S #3492 Devils Home~ This devils home is not decorated with anything - he feels he doesnt have to. His place in this fortress is second only to his master. When he sees you enter he doesnt give you a chance to prepare but instead attacks immediately! ~ 25 8 0 D1 ~ door~ 0 0 3494 -1 D3 ~ door~ 0 0 3491 -1 S #3493 Planning Room~ In the center of this room is a large table with many chairs pulled up close. On the table are maps, troop strenghts, chain of command, etc., all the details of waging war on something - or someone. On one wall is a large banner which reads in large print ... NO VICTORY - NO RETURN. Whatever planning in this room that took place was determined and very well executed. There are exits to the east and west. ~ 25 8 0 D1 ~ door~ 0 0 3491 -1 D3 ~ door~ 0 0 3495 -1 S #3494 Treasure Room~ There are weapons and other instuments of war here. The chests here are closed and locked with care. The room is small with very little room for anything other than this equipment and chests. ~ 25 8 0 D1 ~ door~ 0 0 3498 -1 D3 ~ door~ 0 0 3492 -1 S #3495 Guardians Chamber~ Well youve done it now! Along the north wall are two large gaurdians that rush to attack as soon as you make your presence known. There are signs of others that have tried as the room is scarred with battle marks. There are no signs, howevere of any that have succeded. Your fight here will be brutal with little chance of success. The only exit appears to be east. ~ 25 72 0 D0 ~ door~ 33 0 3496 -1 D1 ~ door~ 0 0 3493 -1 S #3496 Arch Devils Lair~ Centered squarely in this room is a throne. Made of gold and silver the throne is exquisitely decorated with gems and jewels. On the throne sits a large grinning devil which smiles and motions you closer. You feel compelled to obey as as you step up to the throne his smile deepens. Your coming was foreseen - even watched. But now, finally...... YOU MUST DIE! ~ 25 8 0 S #3497 Jail~ Chained in one corner is the priest. As you enter the chains break and the priest slumps to the floor. In is very weak and looks as if he would welcome death. He smiles a grim smile at you and you see admoration and respect in his eyes. He motions toward the exit and drops a key here. He says to take his earthly posessions as he should know go meet his GOD and atone for his failures. He then utters a few words and disappears in a fine mist. A deep resonant bell rings - the sound coming from the exit. ~ 25 8 0 D4 ~ door~ 0 0 3439 -1 S #3498 Treasure Room~ You have found the real treasure that the arch devil craves and protects. When de discovers that you have found this place he is likely to be rather upset. For your own safety you better tiptoe back west. ~ 25 8 0 D3 ~ door~ 0 0 3494 -1 S #3499 A Long Fall~ OH NO..When you stepped off the ledge any magic spells you had were quickly dispelled and you begin a rapid trip.........DOWNWARD. Just before you make a red puddle at the bottom you realize that...... YOU HAVE DIED ~ 25 10 0 S #3500 The Plains~ You are on the plains, to the north you notice a small path into the hills. ~ 26 0 1 D0 ~ ~ 0 0 4000 -1 D1 ~ door~ 1 -1 13100 -1 D2 ~ ~ 0 0 3501 -1 S #3501 The Lane~ You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south. ~ 26 0 1 D0 ~ ~ 0 0 3500 -1 D2 ~ ~ 0 0 3502 -1 S #3502 The Crossroad~ Four roads meet here, and a large signpost labels each of them. To the west, you can see the smoke and haze of a city. To the north is a hilly area, to the east, another hilly area that looks like it heads into the mountains, and to the south is a spooky forest. ~ 26 0 1 D0 ~ ~ 0 0 3501 -1 D1 You see a path, winding into the eastern mountains. ~ ~ 0 0 16000 -1 D2 You see a path, leading into the spooky forest. ~ ~ 0 0 15000 -1 D3 ~ ~ 0 0 3503 -1 E post signpost sign~ The sign reads : North - Moria East - The eastern mountains South - Southern Swamps West - Shadowdale ~ S #3503 City Entrance~ You stand on the outskirts of a large city - Shadowdale; the capital of this land. The road leads east into the peace and quiet - and dangers - of the forest; and to the west it becomes the main street of the town; surrounded by a confusion of shops, bars, and market places. ~ 26 4 1 D1 ~ ~ 0 0 3502 -1 D3 ~ ~ 0 0 3053 -1 S #3700 Felix's Workshop ~ This is where Felix works on ideas for the Arena. The room has a desk and some chairs. There is very little light! There is a complete suit of black armor in the corner. ~ 26 8 0 D0 ~ Theres a black door on the northern wall. ~ 0 -1 3701 -1 E armor~ You see a well worn suit of armor. The name Felix is imprinted on the right side of the chest. This is not a normal suit of armor! ~ S #3701 Felix's Living Area ~ This is where Felix lives, when he isnt working on the Arena or adventuring. There is a bed, desk, and a bathroom here. There is a computer on the desk with a note on it. ~ 26 8 0 D0 ~ Slab~ 33 17002 3702 -1 D2 ~ There is a black door set in the southern wall. ~ 0 -1 3700 -1 E note~ Mr. Bunny, Be back later! I love you! Mrs. Bunny ~ E computer~ You notice that this computer is old. It's a XT! Felix jacks into the CIS and Circa computers through this computer! ~ S #3702 Entrance to the Arena~ You see an old and deserted Arena to the north. There are ornate iron gates in front of the entrance. As to prevent something from escaping into country side. You notice that the gates have been destroyed! Torn off their hinges and smashed! You see a large new sign in front of the gates. ~ 26 12 0 D0 ~ door~ 1 -1 3703 -1 D3 ~ ~ 0 -1 18280 -1 E gates~ You see what remains of the gates. There is a note here. Note says: Kojiro and Ripper destroyed the gates! Your Welcome.. ~ E sign~ The Arena is designed by levels. Level 1 part 1 is for adventurers 1 to 5 approx. Level 1 part 2 is for adventurers 6 to 12 approx. Level 2 is for adventurers 12 to 20 approx. Level 3 is for adventurers 20 to 30 approx. Note: Numbers are in levels. I would suggest grouping especially in lower levels. Signed, The Master of the Arena, Felix ~ S #3703 Southern End of Arena~ You notice that the arena is mostly made up of marble and such. You see stands, where once the public viewed the battles between man and monster. The floor is made up of hard packed dirt. There are signs of blood and bones ages old all around you. ~ 26 0 0 D0 ~ ~ 0 -1 3707 -1 D1 ~ ~ 0 -1 3705 -1 D2 ~ door~ 1 -1 3702 -1 D3 ~ ~ 0 -1 3704 -1 S #3704 South Western end of Arena~ You are standing ankle deep in bones. Someone must be piling bones here. There are broken weapons and equipment scattered around in the piles of bones. You can go North or East. ~ 26 0 0 D0 ~ ~ 0 -1 3708 -1 D1 ~ ~ 0 -1 3703 -1 S #3705 South Eastern end of Arena~ You can better see the stands from here. The ancient skeletons of an and monsters who once fought here can be seen. You can go North or West. ~ 26 0 0 D0 ~ ~ 0 -1 3706 -1 D3 ~ ~ 0 -1 3703 -1 S #3706 East end of Arena~ You are standing at the eastern end of the Arena. You can tell that this place was built to last. The ever present signs of ancient battles are still present on the walls and the ground. You can go North, South, or West. ~ 26 0 0 D0 ~ ~ 0 -1 3711 -1 D2 ~ ~ 0 -1 3705 -1 D3 ~ ~ 0 -1 3707 -1 S #3707 Center of the Arena~ You are in the very center of the Arena. You see stands all around you. There are more signs of violent death here. Blood and bones can be find here and there. You can go in all directions from here. ~ 26 0 0 D0 ~ ~ 0 -1 3710 -1 D1 ~ ~ 0 -1 3706 -1 D2 ~ ~ 0 -1 3703 -1 D3 ~ ~ 0 -1 3708 -1 S #3708 Western end of Arena~ You are standing at the western side of Arena. You can see alot of bones and equipment in the stands and around you on the floor. You can go North, South, or East. ~ 26 0 0 D0 ~ ~ 0 -1 3709 -1 D1 ~ ~ 0 -1 3707 -1 D2 ~ ~ 0 -1 3704 -1 S #3709 North Western end of Arena~ You are in the north western corner of the Arena. This corner looks like there was a blood bath here years ago. Someone has tried to clean the walls with little success. You can go South or East. ~ 26 0 0 D1 ~ ~ 0 -1 3710 -1 D2 ~ ~ 0 -1 3708 -1 S #3710 Northern end of Arena~ You are at the northern end of Arena. You now notice that another section of the Arena is north through a tunnel. This area looks like someone has been trying to clean up. You see a sign on the wall. You can go in all directions. ~ 26 0 0 D0 ~ door~ 1 -1 3712 -1 D1 ~ ~ 0 -1 3711 -1 D2 ~ ~ 0 -1 3707 -1 D3 ~ ~ 0 -1 3709 -1 E sign~ WARNING!!!! Dont go North if you are under 6th level or not in a group!! WARNING!!!! ~ S #3711 North Eastern end of Arena~ You notice that this end of the Arena is not as badly damaged or worn. There are fewer bones and other items on the floor and stands. You can go South or West. ~ 26 0 0 D2 ~ ~ 0 -1 3706 -1 D3 ~ ~ 0 -1 3710 -1 S #3712 Tunnel between Arenas~ You have entered a stone tunnel. It's damp and cool here. There is moss growing on the walls. You can see a sign on the wall. You can go in all directions. ~ 26 13 0 D0 ~ A sturdy wooden door is set in northern wall.~ 0 -1 3715 -1 D1 ~ ~ 0 -1 3713 -1 D2 ~ ~ 0 -1 3710 -1 D3 ~ ~ 0 -1 3714 -1 E sign~ East - Fighters quarters West - Supply Room/Clerical Aid ~ S #3713 Fighters Quarters~ This was a room where fighters/Gladiators could rest between matches. There are beds, chairs, tables, and a big mat for training. This room is Big! Most of the stuff is in bad condition due to age. You can go West. ~ 26 9 0 D3 ~ ~ 0 -1 3712 -1 D5 ~ secret~ 1 -1 3720 -1 E mat~ You notice the mat is loose on the floor! Hmmm, theres a trap door here. ~ S #3714 Supply/Clerical Healing Room ~ This was once a supply room. There were racks that held weapons and armor. Most of the racks are now broken on the floor. You can see beds that were for the injured. The place is a mess! You can go East. ~ 26 9 0 D1 ~ ~ 0 -1 3712 -1 S #3715 South end Advanced Arena~ You enter a smaller arena. There are stands all around you. The place is slowly being over grown with plants. There are cracks in the walls. You can go in all directions. ~ 26 0 0 D0 ~ ~ 0 -1 3716 -1 D1 ~ ~ 0 -1 3718 -1 D2 ~ ~ 0 -1 3712 -1 D3 ~ ~ 0 -1 3717 -1 S #3716 Center of Advanced Arena~ You are standing in a mini-jungle. It's hard to see the stands. You can hear noises coming from animals or is that monsters? You might need a machette to get out of here! You can go in all directions. ~ 26 0 0 D0 ~ ~ 0 -1 3721 -1 D1 ~ ~ 0 -1 3719 -1 D2 ~ ~ 0 -1 3715 -1 D3 ~ ~ 0 -1 3722 -1 S #3717 South Western end of Advanced Arena~ The grass is not as bad here. Someone has tried to mow the grass with some luck. You can see faint traces of blood of the walls. You can go East. ~ 26 0 0 D1 ~ ~ 0 -1 3715 -1 S #3718 South Eastern end of Advanced Arena~ The lack of care is obvious. You see where a fountain above you is spilling water on to the floor. The grass is very thick here! You can go West. ~ 26 0 0 D3 ~ ~ 0 -1 3715 -1 S #3719 Eastern end of Advanced Arena~ You are now sure you' re in a jungle! Anything can or could be hiding in here! You can just see the wall of the Arena. Plants now cover just about everything. You can go West. ~ 26 0 0 D3 ~ ~ 0 -1 3716 -1 S #3720 Passage~ You are standing in a worked tunnel. It's cool and you can feel the dampness in your bones. The walls are made of a black material and are very smooth. It's quiet. You can tell this place hasn't been used in years. You can go North. ~ 26 8 0 D0 ~ ~ 0 -1 3725 -1 S #3721 North End of Advanced Arena~ You see alot of plants and thick grass here. You can just make out a door in the northern wall. There are two men (?) standing in front of the door as if on guard duty. The men look very skilled and are in plate armor. They carry large battleaxes! You can go South, East, or West. ~ 26 0 0 D0 ~ Door~ 35 17002 3750 -1 D1 ~ ~ 0 -1 3724 -1 D2 ~ ~ 0 -1 3716 -1 D3 ~ ~ 0 -1 3723 -1 S #3722 Western end of Advanced Arena~ You are swimming through the grass and other plant life. You are sure, you heard a noise around here somewhere. You can go East. ~ 26 0 0 D1 ~ ~ 0 -1 3716 -1 S #3723 North Western end Advanced Arena~ You note that the plant problem is much better here. You can actually see the marble wall! You feel better knowing monsters cant hide here so easily. Again you wonder is this a sign of a cleanup attempt? You can go East. ~ 26 0 0 D1 ~ ~ 0 -1 3721 -1 S #3724 North Eastern end of Advanced Arena~ You swore you just saw something move! You feel the hair on the back of your neck raise. The wall is covered that much, you'll swear its made of plants and vines. You can go West. ~ 26 0 0 D3 ~ ~ 0 -1 3721 -1 S #3725 Passage~ You are standing in a long abandoned tunnel. There are cobwebs on the walls. There's some writing on the wall. You can go South or East. ~ 26 9 0 D1 ~ ~ 0 -1 3726 -1 D2 ~ ~ 0 -1 3720 -1 E writing~ Thieves' Den the only place for Thieves to be! ~ S #3726 Passage~ You are in a quiet tunnel. You can hear a pin drop here. You can go North or West. ~ 26 9 0 D0 ~ ~ 0 -1 3727 -1 D3 ~ ~ 0 -1 3725 -1 S #3727 Passage~ You are standing in a tunnel. The walls are polished made of a black material(s)? You can see traces of animal life down here. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3728 -1 D2 ~ ~ 0 -1 3726 -1 S #3728 Water Spring~ You have entered a room with a natural water spring in the center of the floor. You can see water bubbling up. The water looks good enough to drink. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3729 -1 D2 ~ ~ 0 -1 3727 -1 S #3729 Passage~ You have come to the end of the tunnel. the end of the tunnel is rough and unworked. Maybe someone planned to continue it someday. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3728 -1 D3 You see a rough and unworked wall. ~ secret~ 1 -1 3730 -1 E wall~ You see a rough and unworked wall. ~ S #3730 Passage~ You have standing in a tunnel. You can see ancient traces of blood and bones. There has been a fight here. You can see the skeleton of an adventurer to one side. You can go South, East, or West. ~ 26 9 0 D1 ~ secret~ 1 -1 3729 -1 D2 ~ ~ 0 -1 3731 -1 D3 ~ ~ 0 -1 3732 -1 E skeleton~ You see the old bones of a mage on the floor. The left hand is pointing to the wall. You can see a faint message. "..ware the King Cat's Cla...." ~ E remains~ The skeleton is wearing chain armor. There are a few rotting bags by the skeleton. You see a rusted longsword in the skeleton's hand. ~ S #3731 Passage~ You have come to a deadend. You can go North. ~ 26 9 0 D0 ~ ~ 0 -1 3730 -1 S #3732 Passage~ You have entered a deserted tunnel. You can go North, East, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3735 -1 D1 ~ ~ 0 -1 3730 -1 D3 ~ Wall~ 0 -1 3733 -1 S #3733 Passage~ You are standing in a tunnel. You can see tracks in the dust. You can't be sure if the tracks are of creatures or bodies being carried away. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3734 -1 D1 ~ ~ 0 -1 3732 -1 D3 ~ secret~ 1 -1 3738 -1 S #3734 Passage~ You are standing in a tunnel. You hear dripping water. You can go South or East. ~ 26 9 0 D1 ~ ~ 0 -1 3735 -1 D2 ~ ~ 0 -1 3733 -1 S #3735 Passage~ You are in a 4 way tunnel. You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3747 -1 D1 ~ ~ 0 -1 3736 -1 D2 ~ ~ 0 -1 3732 -1 D3 ~ ~ 0 -1 3734 -1 S #3736 Passage~ You are standing in a tunnel. It's damp. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3737 -1 D3 ~ ~ 0 -1 3735 -1 S #3737 Passage~ You are standing in a tunnel. You see water leaking out of the wall. It's cool and damp here. You can go North or West. ~ 26 9 0 D0 ~ 1 -1 3749 D3 ~ 0 -1 3749 -1 D3 ~ ~ 0 -1 3736 -1 S #3738 Passage~ You have opened the the Wall to discover a passage beyond! You can see tracks in the dust. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3739 -1 D1 ~ secret~ 1 -1 3733 -1 S #3739 Passage~ You are standing in a tunnel. You hear few noises in the distance. You see evidence of tracks/trails in the floor. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3740 -1 D2 ~ ~ 0 -1 3738 -1 S #3740 Passage~ You are standing in a tunnel. There are faint tracks going south and east. You can go South or East. ~ 26 9 0 D1 ~ ~ 0 -1 3741 -1 D2 ~ ~ 0 -1 3739 -1 S #3741 Passage~ You are standing in a tunnel. You can hear faint noises off and on. The tracks continue north. You can go North or West. ~ 26 9 0 D0 ~ ~ 0 -1 3742 -1 D3 ~ ~ 0 -1 3740 -1 S #3742 Passage~ You are standing in a damp tunnel. You can hear the noises clearly now. You can see tracks going in all directions. You can go North, South, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3743 -1 D2 ~ ~ 0 -1 3741 -1 D3 ~ ~ 0 -1 3745 -1 S #3743 Passage~ You are standing in a damp tunnel. There is blood on the walls. The noises are getting more frequent and getting louder. You can go South or West. ~ 26 9 0 D2 ~ ~ 0 -1 3742 -1 D3 ~ ~ 0 -1 3744 -1 S #3744 Passage~ You are in a tunnel. You see some bones on the floor. The noises are pretty close now. Tracks and blood traces are seen going south. You can go South or East. ~ 26 9 0 D1 ~ ~ 0 -1 3743 -1 D2 ~ ~ 0 -1 3745 -1 S #3745 Entrance to Lair of Cat People~ You are standing in the mouth of the lair. Someone has written CAT PEOPLE BEWARE! on the wall. You can see bones and blood on the floor. You can go North, East, and West. ~ 26 9 0 D0 ~ ~ 0 -1 3744 -1 D1 ~ ~ 0 -1 3742 -1 D3 ~ ~ 0 -1 3746 -1 S #3746 Eastern End of Main Hall~ You have entered a Great Hall. The hall is used for feasts and meetings. You can see shields and odd weapons on the walls around you. There is a huge table in the center of the hall with many chairs around it. You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3768 -1 D1 ~ ~ 0 -1 3745 -1 D2 ~ ~ 0 -1 3762 -1 D3 ~ ~ 0 -1 3765 -1 S #3747 Passage~ You are standing at a T junction. You can go North, South, or East. ~ 26 9 0 D0 ~ ~ 0 -1 3752 -1 D1 ~ ~ 0 -1 3748 -1 D2 ~ ~ 0 -1 3735 -1 S #3748 Passage~ You are standing in a tunnel. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3749 -1 D3 ~ ~ 0 -1 3747 -1 S #3749 Passage~ You hear noises coming from the north. Could a monster be there? You can go North, South, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3751 -1 D2 ~ ~ 0 -1 3737 -1 D3 ~ ~ 0 -1 3748 -1 S #3750 Stair Well~ You are standing in a small square room. Its damp and cool here. You can see plants growing on the walls. There is a ladder on the northern wall. The ladder looks old but solid. You can go South or Down. ~ 26 9 0 D2 ~ Door~ 35 17002 3721 -1 D5 ~ ~ 0 -1 3757 -1 S #3751 WereWolves' Lair~ You have entered a room thats a MESS! It looks like a creature has made its room here. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3753 -1 D2 ~ ~ 0 -1 3749 -1 S #3752 Passage~ You are standing in a tunnel. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3760 -1 D2 ~ ~ 0 -1 3747 -1 S #3753 Passage~ You are standing in a tunnel. You can hear noises to the south. Maybe there's a creature in there! You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3754 -1 D2 ~ ~ 0 -1 3751 -1 S #3754 Passage~ You are standing in a tunnel. It's damp and cool here. You can go South or West. ~ 26 9 0 D2 ~ ~ 0 -1 3753 -1 D3 ~ ~ 0 -1 3755 -1 S #3755 Passage~ You are standing in a tunnel. You can't hear any noise. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3754 -1 D3 ~ ~ 0 -1 3756 -1 S #3756 Passage~ You are standing in a tunnel. Its cold and damp here. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3755 -1 D3 ~ ~ 0 -1 3757 -1 S #3757 Bottom of Ladder~ You are standing at the bottom of a iron ladder. You are in a small room. Doesn't look like anyone has been here in awhile! There is a sign on the wall! You can go South, East, or Up. ~ 26 9 0 D1 ~ ~ 0 -1 3756 -1 D2 ~ ~ 0 -1 3758 -1 D4 ~ ~ 0 -1 3750 -1 E sign~ Welcome! The lower levels are holding areas for monsters and prisoners to be used in the arena. Enter at Your Own Risk! ~ S #3758 Passage~ You are standing in a tunnel. You hear noises to the east. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3757 -1 D1 ~ ~ 0 -1 3759 -1 S #3759 Passage~ You are in a tunnel. There are pools of water on the floor. You see moss growing on the walls. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3760 -1 D3 ~ ~ 0 -1 3758 -1 S #3760 Passage~ You are standing in a tunnel. You can go South or West. ~ 26 9 0 D2 ~ ~ 0 -1 3752 -1 D3 ~ ~ 0 -1 3759 -1 S #3761 West Guard Room~ You have walked in a guard room. You see racks of weapons and armor on the walls. You see beds and tables w/ chairs to either side of the room. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3765 -1 D2 ~ ~ 0 -1 3763 -1 S #3762 East Guard Room~ You have walked into a guard room. There are weapons on racks. You see suits of armor on the walls waiting to be used. There are beds and tables with chairs as well. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3746 -1 D2 ~ ~ 0 -1 3764 -1 S #3763 Throne Room~ You enter a reception/meeting hall. There is a large marble throne on a dais at the southern end. You can see seats to either side of the room. This is where The Cat King holds his court. There are weapons and suits of armor on the walls. A standard of a closed paw is above the throne. You can go North. ~ 26 9 0 D0 ~ ~ 0 -1 3761 -1 D2 ~ secret~ 33 17002 3769 -1 S #3764 Common Room~ You have entered the living area of most of the Cat People. There are beds, tables, chairs, and crude cabinets. There are heads of monsters and humans on the walls. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3762 -1 D2 ~ ~ 0 -1 3766 -1 S #3765 Western End of Main Hall~ You are standing in the west end of the main hall. The huge table ends here. There are many chairs all around. You see a statue of a cat man (?) against the western wall. You see suits of armor on stands around you. You can North, South, or East. ~ 26 9 0 D0 ~ ~ 0 -1 3767 -1 D1 ~ ~ 0 -1 3746 -1 D2 ~ ~ 0 -1 3761 -1 S #3766 Supply Room/Armory~ You can entered a supply room. There are many bags and barrels everywhere. You see shelves of weapons and parts of armor. There is even a small forge here. You can go North ~ 26 9 0 D0 ~ ~ 0 -1 3764 -1 S #3767 Kitchen~ You have entered the kitchen. There are great stoves and fireplaces all around. Great pots are bubbling on stoves. Who knows what these creatures are cooking. Pans and other cooking utensils are on racks all around you. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3765 -1 S #3768 Slave Pen~ You have entered the living quarters of the slaves. You see crude beds on the floors. There are cells in the back of the pen. The slaves are chained to the wall. The slaves look like they are in very poor shape. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3746 -1 S #3769 Cat King's Living Quarters~ You have entered a royal apartment. There is a great bed in the center. You see closets, dressers, and a mirror on the west wall. Everything here looks new and very crafted. You can go North. ~ 26 9 0 D0 ~ door~ 1 -1 3763 -1 D2 ~ secret~ 1 -1 3772 -1 S #3770 Passage~ You have standing in a tunnel. It's a deadend. You see a sign on the wall. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3771 -1 E sign~ There are "secret" passages abound in the Arena! ~ S #3771 Passage~ You are standing in a L-shaped passage. This tunnel looks like it hasn't been used in years. There's alot of dust on the floor. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3770 -1 D1 ~ ~ 0 -1 3772 -1 D2 ~ secret~ 1 -1 3782 -1 S #3772 Passage~ You are standing in a tunnel. You can go East or West. ~ 26 9 0 D0 ~ secret~ 33 17002 3769 -1 D1 ~ ~ 0 -1 3773 -1 D2 ~ ~ 0 -1 3775 -1 D3 ~ ~ 0 -1 3771 -1 S #3773 Passage~ You are standing in a tunnel. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3774 -1 D2 ~ ~ 0 -1 3780 -1 D3 ~ ~ 0 -1 3772 -1 S #3774 Passage~ You are standing in a tunnel. You can go South or West. ~ 26 9 0 D2 ~ ~ 0 -1 3777 -1 D3 ~ ~ 0 -1 3773 -1 S #3775 Passage~ You are standing in a tunnel. You can hear faint sounds to the south. You can go North, South, or East. ~ 26 9 0 D0 ~ ~ 0 -1 3772 -1 D1 ~ ~ 0 -1 3777 -1 D2 ~ ~ 0 -1 3779 -1 S #3777 Passage~ You are standing in a tunnel. You hear few sounds to the south. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3774 -1 D2 ~ ~ 0 -1 3781 -1 D3 ~ ~ 0 -1 3775 -1 S #3779 Passage~ You are standing in a tunnel. You are at a T. You can hear noises to the south. You can go North, South, or East. ~ 26 9 0 D0 ~ ~ 0 -1 3775 -1 D1 ~ ~ 0 -1 3780 -1 D2 ~ ~ 0 -1 3798 -1 S #3780 Passage~ You are standing in a tunnel. You can hear faint noises to the west. You can go North, East, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3773 -1 D1 ~ ~ 0 -1 3780 -1 D3 ~ ~ 0 -1 3779 -1 S #3781 Passage~ You are standing in a tunnel. You can hear faint sounds coming from the west. You can go North or West. ~ 26 9 0 D0 ~ ~ 0 -1 3777 -1 D3 ~ ~ 0 -1 3780 -1 S #3782 Passage~ You are standing in a barren tunnel. No ones been here in a while! You can go the way you came. ~ 26 9 0 D0 ~ secret~ 1 -1 3771 -1 D2 ~ secret~ 1 -1 3783 -1 S #3783 Orange Knight's Room~ You are standing in a hexagonal room. You see there is a tall knight standing protectly in front of a ladder going down into the darkness. You can go North, South, or Down. ~ 26 9 0 D0 ~ secret~ 1 -1 3782 -1 D2 ~ secret~ 1 -1 3784 -1 S #3784 Passage~ You have come to a deadend. The passage looks like it has collapsed. You can go South. ~ 26 9 0 D0 ~ secret~ 1 -1 3783 -1 D2 ~ ~ 0 -1 3785 -1 S #3785 Passage~ You are standing in a tunnel. You see faint tracks. You can not tell where the tracks are leading. You can go North or West. ~ 26 9 0 D0 ~ ~ 0 -1 3784 -1 D3 ~ ~ 0 -1 3786 -1 S #3786 Passage~ You are standing in a tunnel. It's pretty quiet here. You can go South or East. ~ 26 9 0 D1 ~ ~ 0 -1 3785 -1 D2 ~ ~ 0 -1 3787 -1 S #3787 Entrance to Thieves' Den~ You are standing in room. There are some dark clothed people you see standing in the shadows. You can just make them out. You can go North, South, or East. ~ 26 9 0 D0 ~ ~ 0 -1 3786 -1 D1 ~ ~ 0 -1 3788 -1 D2 ~ ~ 0 -1 3790 -1 S #3788 Kitchen~ You have entered the Kitchen. It's fairly clean and organized. There a few pots on a stove. You can smell coffee in the air. You can go South, East, or West. ~ 26 9 0 D1 ~ ~ 0 -1 3789 -1 D2 ~ ~ 0 -1 3791 -1 D3 ~ ~ 0 -1 3787 -1 S #3789 Sleeping Quarters~ You are in the sleeping quarters of the thieves. There are beds, closets, and dressers against the walls. You can go South or West. ~ 26 9 0 D2 ~ ~ 0 -1 3792 -1 D3 ~ ~ 0 -1 3788 -1 S #3790 Master Thieves' Sleeping Quarters~ You have entered another sleeping room. There are few beds here. Everything looks to be of higher quality than other sleeping room. Place looks cleaner as well. You can go North, South, or East. ~ 26 9 0 D0 ~ ~ 0 -1 3787 -1 D1 ~ ~ 0 -1 3791 -1 D2 ~ ~ 0 -1 3793 -1 S #3791 Meeting Hall~ You are standing in the hall. You see a large table with alot of chairs around it. There are daggers and short swords on the wall. You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3788 -1 D1 ~ ~ 0 -1 3792 -1 D2 ~ ~ 0 -1 3794 -1 D3 ~ ~ 0 -1 3790 -1 S #3792 Practice Room~ You have entered a weird room. There are many doors without walls, dummies that are clothed, and pits around the room. You see thieves working on improving themselves. You can go North, South, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3789 -1 D2 ~ ~ 0 -1 3795 -1 D3 ~ ~ 0 -1 3791 -1 S #3793 Loot Room~ You are standing in the treasure room of the thieves. You see chests, bags, coffers, and loose coins everywhere. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3790 -1 D1 ~ ~ 0 -1 3794 -1 S #3794 Weapons and Armor Room~ You are standing in the room where weapons and armor is made and stored. You can see raw materials for various weapons and armor in bins against the walls. There is a small forge here as well. You can go North, East, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3791 -1 D1 ~ ~ 0 -1 3795 -1 D3 ~ ~ 0 -1 3793 -1 S #3795 Entrance to the Thieves' Den~ You are standing in the entrance. You can see a table with chairs around it. Four thieves are here relaxing and drink beer. You can go North, South, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3792 -1 D2 ~ ~ 0 -1 3796 -1 D3 ~ ~ 0 -1 3794 -1 S #3796 Passage~ You are standing in a tunnel. You hear laughter ahead. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3795 -1 D1 ~ ~ 0 -1 3797 -1 S #3797 Passage~ You are standing in a tunnel. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3821 -1 D3 ~ ~ 0 -1 3796 -1 S #3798 Guard Room~ You have entered a guard room. You can see a few crude beds and a table with some chairs. This place isn't the cleanest. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3779 -1 D1 ~ ~ 0 -1 3802 -1 S #3799 Vistor's Quarters~ You have entered a room with some beds and dressers. There is a closet or two against the walls. It's cleaner here. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3802 -1 S #3800 Kitchens of the Ogres~ You have entered a huge kitchen. There are pots and pans everywhere! Big pots are cooking on the stoves. God knows whats in them! If you aren't careful, it might be you! You can South. ~ 26 9 0 D2 ~ ~ 0 -1 3803 -1 S #3801 Slave Quarters~ You have entered the slaves quarters. There is hay on the floor. There are chains attached to the walls. This place is full of poor slaves of many races. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3804 -1 S #3802 Western End of Ogre's Main Hall~ You have entered a feast hall. There is a large table with many chairs around it. There is food and bones still on the table. The chairs are in a mess. The place needs a janitor! There's not much on the walls except food! You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3799 -1 D1 ~ ~ 0 -1 3803 -1 D2 ~ ~ 0 -1 3807 -1 D3 ~ ~ 0 -1 3798 -1 S #3803 Eastern End of Ogre's Main Hall~ You are in main hall. The great table ends here. The place is really a MESS! But ogre's aren't known for cleanliness. The smell is bad here. Food is everywhere but on the plates. You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3800 -1 D1 ~ ~ 0 -1 3804 -1 D2 ~ ~ 0 -1 3808 -1 D3 ~ ~ 0 -1 3802 -1 S #3804 Guard Room~ You have entered a guard room. You see cots next to the wall. There is a table in the center of the room. There's guards playing a game at the table. You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3801 -1 D1 ~ ~ 0 -1 3805 -1 D2 ~ ~ 0 -1 3809 -1 D3 ~ ~ 0 -1 3803 -1 S #3805 King Ogre's Room~ You have entered a ROYAL mess! The place is cleaner, but is totally unorganized. There is a place for a sword and shield on the wall. There is a chest in one corner. You can go West. ~ 26 9 0 D1 ~ secret~ 1 -1 3806 -1 D2 ~ ~ 0 -1 3810 -1 D3 ~ ~ 0 -1 3804 -1 S #3806 Passage~ You are standing in a tunnel. You have come to a deadend. You can go South. ~ 26 9 0 D2 ~ ~ 0 -1 3811 -1 D3 ~ secret~ 1 -1 3805 -1 S #3807 Common Area~ You have entered the living quarters of most of the Ogres. There are mounds of clothes, hay, dirt, and who knows what all around. The room is in bad shape. You can go North. ~ 26 9 0 D0 ~ ~ 0 -1 3802 -1 S #3808 Armory/Storage Room~ You have entered a room full of items. There are foodstuffs, armor, weapons , barrels, and boxes all over the room. Only the Gods could inventory this room! If you look long enough you might find it here! You can go North. ~ 26 9 0 D0 ~ ~ 0 -1 3803 -1 S #3809 Trash Room~ You have entered a room full of trash! There are many piles of trash all around the room. It stinks! You can go North. ~ 26 9 0 D0 ~ ~ 0 -1 3804 -1 S #3810 Ogres' Treasure Room~ You have entered a treasure room. There are bags and some chests thrown around the room. Yeah, It's a mess! You can go North. ~ 26 9 0 D0 ~ ~ 0 -1 3805 -1 S #3811 Passage~ You are standing in a tunnel. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3806 -1 D2 ~ ~ 0 -1 3815 -1 S #3815 Passage~ You are standing in a tunnel. You can go North or South. ~ 26 9 0 D0 ~ ~ 0 -1 3811 -1 D2 ~ ~ 0 -1 3820 -1 S #3816 Passage~ You are standing in a tunnel. You can hear faint noise(s)? You can go South or East. ~ 26 9 0 D1 ~ ~ 0 -1 3817 -1 D2 ~ ~ 0 -1 3821 -1 S #3817 Passage~ You are standing in a tunnel. Faint echoes can be heard. You cant be sure in which direction. You can go South, East, or West. ~ 26 9 0 D1 ~ ~ 0 -1 3818 -1 D2 ~ ~ 0 -1 3822 -1 D3 ~ ~ 0 -1 3816 -1 S #3818 Passage~ You are standing in a tunnel. Is that a sound you heard? You can't be sure. You can go South, East, or West. ~ 26 9 0 D1 ~ ~ 0 -1 3819 -1 D2 ~ ~ 0 -1 3823 -1 D3 ~ ~ 0 -1 3817 -1 S #3819 Passage~ You are standing in a tunnel. You can go East or West. ~ 26 9 0 D1 ~ ~ 0 -1 3820 -1 D3 ~ ~ 0 -1 3818 -1 S #3820 Passage~ You are standing in a tunnel. You are in a L-shaped tunnel. You can go North or West. ~ 26 9 0 D0 ~ ~ 0 -1 3815 -1 D3 ~ ~ 0 -1 3819 -1 S #3821 Passage~ You are standing in a tunnel. Faint sounds can just be heard. You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3816 -1 D1 ~ ~ 0 -1 3822 -1 D2 ~ ~ 0 -1 3824 -1 D3 ~ ~ 0 -1 3797 -1 S #3822 Minotaur's Lair~ You have entered the lair of the Minotaur. You see bones of past adventurers in one corner of the room. You see a crude bed in another corner. This room smells awful! You can go in all directions. ~ 26 9 0 D0 ~ ~ 0 -1 3817 -1 D1 ~ ~ 0 -1 3823 -1 D2 ~ ~ 0 -1 3825 -1 D3 ~ ~ 0 -1 3821 -1 S #3823 Passage~ You are standing in a tunnel. Sounds continue to be faintly heard. You can go North, South, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3818 -1 D2 ~ ~ 0 -1 3826 -1 D3 ~ ~ 0 -1 3822 -1 S #3824 Passage~ You are standing in a tunnel. You swear noises can be heard coming from all around you. You can go North or East. ~ 26 9 0 D0 ~ ~ 0 -1 3821 -1 D1 ~ ~ 0 -1 3825 -1 S #3825 Passage~ You are standing in a tunnel. Noises echo off the walls! Where's it coming from? You can North, East, or West. ~ 26 9 0 D0 ~ ~ 0 -1 3822 -1 D1 ~ ~ 0 -1 3826 -1 D3 ~ ~ 0 -1 3824 -1 S #3826 Passage~ You are standing in a tunnel. You can hear sound(s)? off in the distance. You can go North or West. ~ 26 9 0 D0 ~ ~ 0 -1 3823 -1 D3 ~ ~ 0 -1 3825 -1 S #3827 Steve's room~ There isn't much here ~ 26 0 0 S #4000 The hills~ You are on a path leading north, small hills surrounds you. You feel the forces of evil approach you from the north. ~ 28 4 4 D0 ~ ~ 0 0 4001 -1 D2 ~ ~ 0 0 3500 -1 S #4001 The hills~ You are on a small path leading north, dark threatening hills surround you to almost all sides. There is a path to the west, leading towards a mysterious castle. ~ 28 4 4 D0 ~ ~ 0 0 4002 -1 D2 ~ ~ 0 0 4000 -1 D3 ~ ~ 0 -1 19200 -1 D4 door~ ~ 1 0 6698 -1 S #4002 End of the path~ The path stops here, to the north is a single mountain and around you are some threatening hills. There is a dark cave to the north. You see a large sign on the mountain. ~ 28 4 4 D0 ~ ~ 0 0 4010 -1 D2 ~ ~ 0 0 4001 -1 E sign~ The sign says: *********************************************************************** * * * ******************************************************************* * * * * * * * The Mines of Moria * * * * * * * * Enter at your own risk. * * * * * * * * Welcome to the mines of Moria.. At present there are only * * * * 3 levels. Later the plan is to build 20... * * * * * * * * Are you below level 3 Don't enter.. * * * * Are you below level 8 Don't enter alone.. * * * * * * * ******************************************************************* * * * *********************************************************************** ~ S #4010 The cave~ You are in a cave, to the south you sense fresh air. To the north a small tunnel continues into the mountain. ~ 28 9 2 D0 ~ ~ 0 0 4011 4011 D2 ~ ~ 0 0 4002 -1 S #4011 The tunnel~ You force your way through a small tunnel, to you south you sense a little fresh air, and to the north the tunnel continues. ~ 28 9 3 D0 ~ ~ 0 0 4014 -1 D2 ~ ~ 0 0 4010 -1 S #4012 The tunnel~ You are in a small tunnel, to the north there is a cave. The tunnel continues to the east. ~ 28 9 3 D0 ~ ~ 0 0 4016 -1 D1 ~ ~ 0 0 4013 -1 S #4013 The tunnel~ You are in a small tunnel leading east-west. The floor is covered by dust. ~ 28 9 3 D1 ~ ~ 0 0 4014 -1 D3 ~ ~ 0 0 4012 -1 S #4014 The tunnel~ You are in a tunnel, the tunnel continues to the south and to the west, to the north there is a cave. ~ 28 9 3 D0 ~ ~ 0 0 4018 -1 D2 ~ ~ 0 0 4011 -1 D3 ~ ~ 0 0 4013 -1 S #4015 The tunnel~ You are in a small tunnel, the tunnel continues west. ~ 28 9 3 D0 ~ ~ 0 0 4019 -1 D3 ~ ~ 0 0 4014 -1 S #4016 The large cave~ You are in a large cave, the cave continues east and west, to the south you notice a small tunnel. ~ 28 9 2 D1 ~ ~ 0 0 4017 -1 D2 ~ ~ 0 0 4012 -1 D3 ~ ~ 0 0 4023 -1 S #4017 The large cave~ You are in the east end of the large cave. ~ 28 9 2 D3 ~ ~ 0 0 4016 -1 S #4018 The cave~ You are in the south end of a cave, to the south you see a tunnel. You notice a large pile of bones in the corner. ~ 28 9 2 D0 ~ ~ 0 0 4025 -1 D2 ~ ~ 0 0 4014 -1 E pile bones~ Well you better watch out - some of the bones are human ! ~ S #4019 The tunnel~ You are in a north-south leading tunnel. ~ 28 9 3 D0 ~ ~ 0 0 4026 -1 D2 ~ ~ 0 0 4015 -1 S #4020 The hole~ You are by a hole in the floor, you can leave down, or north. ~ 28 13 3 D0 ~ ~ 0 0 4027 -1 D5 ~ ~ 0 0 4064 -1 S #4021 The hole~ You are by a hole in the floor, exits are down or east. ~ 28 13 3 D1 ~ ~ 0 0 4022 -1 D5 ~ ~ 0 0 4115 -1 S #4022 The damp tunnel~ You are in a damp tunnel, your clothes feel wet. The tunnel continues to the north, to the west you see a hole in the floor and to the east there is a large cave. ~ 28 9 3 D0 ~ ~ 0 0 4024 -1 D1 ~ ~ 0 0 4023 -1 D3 ~ ~ 0 0 4021 -1 S #4023 The large cave~ You are in the western part of the large cave, to the west you see a damp tunnel. ~ 28 9 2 D1 ~ ~ 0 0 4016 -1 D3 ~ ~ 0 0 4022 -1 S #4024 The damp tunnel~ You are in a damp tunnel, that leads west. ~ 28 9 3 D2 ~ ~ 0 0 4022 -1 D3 ~ ~ 0 0 4059 -1 S #4025 The cave~ You are in the north end of a cave. To the east you see some tunnels which leads in many directions. ~ 28 9 2 D1 ~ ~ 0 0 4026 -1 D2 ~ ~ 0 0 4018 -1 S #4026 The many tunnels~ You are in a tunnel, that leads of in all directions. ~ 28 9 3 D0 ~ ~ 0 0 4028 -1 D1 ~ ~ 0 0 4027 -1 D2 ~ ~ 0 0 4019 -1 D3 ~ ~ 0 0 4025 -1 S #4027 The tunnel~ You are in a north-south leading tunnel, you also notice a tunnel to the west. From the north you sense the fresh air! ~ 28 9 3 D0 ~ ~ 0 0 4029 -1 D2 ~ ~ 0 0 4020 -1 D3 ~ ~ 0 0 4026 -1 S #4028 The smelly tunnel~ You are in a north-south leading tunnel, you see a small light to the north. You notice a strange smell from the north.. ~ 28 9 3 D0 ~ ~ 0 0 4030 -1 D2 ~ ~ 0 0 4026 -1 S #4029 The cave~ You are in a cave that is filled with fresh air, you sense the wind blowing from the north. To the south you see a small tunnel continue into the mountain. ~ 28 9 2 D0 ~ ~ 0 0 4031 -1 D2 ~ ~ 0 0 4027 -1 S #4030 The light cave~ You are in a light cave, through a hole large above you, you see the sky. A small tunnel to the south is the only way out. You notice the source of the strange smell, all around you there is corpses from several monsters. ~ 28 0 2 D2 ~ ~ 0 0 4028 -1 E corpse corpses~ IT STINKS! ~ S #4031 The valley~ You are in a small valley, surrounded by hills and a mountain to the south. In the mountain there is a cave. To the north, a path stretches into the hills. ~ 28 0 2 D0 You can see the path through the hills. To the far north, you can make out some smoke. ~ ~ 0 -1 9000 -1 D2 ~ ~ 0 0 4029 -1 E cave~ Well it doesn't look nice, but it's the only way out.. ~ S #4050 The tunnel~ You are in a tunnel, which turns here. The tunnel continues to the east and the south. ~ 28 9 3 D1 ~ ~ 0 0 4051 -1 D2 ~ ~ 0 0 4053 -1 S #4051 The tunnel~ You are in an east-west leading tunnel. The tunnel is very narrow here. ~ 28 9 3 D1 ~ ~ 0 0 4052 -1 D3 ~ ~ 0 0 4050 -1 S #4052 The tunnel~ You are in an east-west leading tunnel. ~ 28 9 3 D1 ~ ~ 0 0 4100 -1 D3 ~ ~ 0 0 4051 -1 S #4053 The tunnel~ You are at a turn, the tunnel continues north and east. ~ 28 9 3 D0 ~ ~ 0 0 4050 -1 D1 ~ ~ 0 0 4054 -1 S #4054 The light cave~ You are in a cave, to south from you there is a large fire that lights the entire cave, to the east and west tunnels leads off. ~ 28 8 2 D1 ~ ~ 0 0 4055 -1 D2 ~ ~ 0 0 4056 -1 D3 ~ ~ 0 0 4053 -1 S #4055 The maze~ You are in a maze of small damp tunnels. Only exit is west to a light cave. ~ 28 9 3 D3 ~ ~ 0 0 4054 -1 S #4056 The light cave~ You are in a light cave, a large fire in front of you lights the room. The cave continues to the north and south. ~ 28 8 2 D0 ~ ~ 0 0 4054 -1 D2 ~ ~ 0 0 4061 -1 E fire~ Well, errh - It looks somehow quite warm..! ~ S #4057 The maze~ You are in a maze of small damp tunnels. Exits leads both north and south. ~ 28 9 3 D0 ~ ~ 0 0 4055 -1 D2 ~ ~ 0 0 4062 -1 S #4058 The maze~ You are in a maze of small damp tunnels. Exits leads west and south. ~ 28 9 3 D2 ~ ~ 0 0 4063 -1 D3 ~ ~ 0 0 4057 -1 S #4059 The tunnel~ You are in a tunnel, only exit is to the east. You sense that the tunnel leads slightly down. ~ 28 13 3 D1 ~ ~ 0 0 4060 -1 S #4060 The tunnel~ You are in a small tunnel, to the west the tunnel continues and to the east you see some light. ~ 28 9 3 D1 ~ ~ 0 0 4061 -1 D3 ~ ~ 0 0 4059 -1 S #4061 The light cave~ You are in the south end of a light cave, tunnels leads of to the south and west. ~ 28 8 2 D0 ~ ~ 0 0 4056 -1 D2 ~ ~ 0 0 4065 -1 D3 ~ ~ 0 0 4060 -1 S #4062 The maze~ You are in a maze of small damp tunnels. Exits leads east and west. ~ 28 9 3 D1 ~ ~ 0 0 4063 -1 D3 ~ ~ 0 0 4061 -1 S #4063 The maze~ You are in a maze of small damp tunnels. Exits leads north and east. ~ 28 9 3 D0 ~ ~ 0 0 4054 -1 D1 ~ ~ 0 0 4064 -1 S #4064 The tunnel~ You are in a tunnel, only exit is west - Only exit, well there is also a hole in the ceiling. ~ 28 9 3 D3 ~ ~ 0 0 4063 -1 D4 ~ ~ 0 0 4020 -1 S #4065 The maze~ You are in a maze of small damp tunnels. The tunnel continues east. To the north there is a light cave. ~ 28 9 3 D0 ~ ~ 0 0 4061 -1 D1 ~ ~ 0 0 4066 -1 S #4066 The maze~ You are in a maze of small damp tunnels. Exits leads east and north. To the south is a large cave. ~ 28 9 3 D0 ~ ~ 0 0 4062 -1 D1 ~ ~ 0 0 4067 -1 D2 ~ ~ 0 0 4069 -1 S #4067 The maze~ You are in a maze of small damp tunnels. Exits leads west and north. ~ 28 9 3 D0 ~ ~ 0 0 4063 -1 D3 ~ ~ 0 0 4066 -1 S #4068 The large cave~ You are in the northwest end of a large cave. ~ 28 9 2 D1 ~ ~ 0 0 4069 -1 D2 ~ ~ 0 0 4070 -1 S #4069 The large cave~ You are in the northeast end of a large cave. To the north the is a small damp tunnel. ~ 28 9 2 D0 ~ ~ 0 0 4066 -1 D2 ~ ~ 0 0 4071 -1 D3 ~ ~ 0 0 4068 -1 S #4070 The large cave~ You are in the southwest end of a large cave. ~ 28 9 2 D0 ~ ~ 0 0 4068 -1 D1 ~ ~ 0 0 4071 -1 S #4071 The large cave~ You are in the southeast end of a large cave. To the east you notice a small tunnel. ~ 28 9 2 D0 ~ ~ 0 0 4069 -1 D1 ~ ~ 0 0 4072 -1 D3 ~ ~ 0 0 4070 -1 S #4072 The tunnel~ You are in a narrow tunnel, which leads both to the east and the south. There is also an exit towards the west, where you see a large cave. ~ 28 9 3 D1 ~ ~ 0 0 4073 -1 D2 ~ ~ 0 0 4074 -1 D3 ~ ~ 0 0 4071 -1 S #4073 End of tunnel~ The tunnel stops here. There is no other exits than the one you came from. ~ 28 9 3 D3 ~ ~ 0 0 4072 -1 S #4074 The hole~ You are at a small hole in the floor, you can either leave north or try your luck and leave down into the unknown! ~ 28 9 3 D0 ~ ~ 0 0 4072 -1 D5 ~ ~ 0 0 -1 -1 S #4100 The tunnel~ Suddenly you feel that the tunnel leads slightly down.. The only exit is to the west, and it leads down.. ~ 29 13 3 D3 ~ ~ 0 0 4101 -1 S #4101 The long tunnel~ You are in a long east-west leading tunnel. The tunnel is quite wide at this point. ~ 29 9 3 D1 ~ ~ 0 0 4100 -1 D3 ~ ~ 0 0 4102 -1 S #4102 The long tunnel~ You are in a long east-west leading tunnel. The tunnel becomes narrow to the west. ~ 29 9 3 D1 ~ ~ 0 0 4101 -1 D3 ~ ~ 0 0 4103 -1 S #4103 The long tunnel~ You are in a long east-west leading tunnel. The tunnel is quite narrow at this point. You notice a small hole leading south. ~ 29 9 3 D1 ~ ~ 0 0 4102 -1 D2 ~ ~ 0 0 4106 -1 D3 ~ ~ 0 0 4104 -1 S #4104 The long tunnel~ You are in a long east-west leading tunnel. The tunnel starts sloping down towards the west. ~ 29 9 3 D1 ~ ~ 0 0 4103 -1 D3 ~ ~ 0 0 -1 -1 S #4105 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south and west. ~ 29 8 1 D2 ~ ~ 0 0 4108 -1 D3 ~ ~ 0 0 4106 -1 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4106 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south and east, to the north is a narrow tunnel. ~ 29 8 1 D0 ~ ~ 0 0 4103 -1 D1 ~ ~ 0 0 4105 -1 D2 ~ ~ 0 0 4109 -1 E light gold golden~ It looks good, but as you look closely you realize that it has no value. ~ S #4107 The passage~ You are in a small passage, it leads south, to the west is a golden cave. ~ 29 9 3 D2 ~ ~ 0 0 4113 -1 D3 ~ ~ 0 0 4108 -1 S #4108 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the north and west, east from you there is a small passage. ~ 29 8 1 D0 ~ ~ 0 0 4105 -1 D1 ~ ~ 0 0 4107 -1 D3 ~ ~ 0 0 4109 -1 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4109 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south, east and north. ~ 29 8 1 D0 ~ ~ 0 0 4106 -1 D1 ~ ~ 0 0 4108 -1 D2 ~ ~ 0 0 4114 -1 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4110 The hole~ You are standing by a large hole in the floor, when you looks down into the darkness you feel frightened. ~ 29 77 3 D3 ~ ~ 0 0 4111 -1 D5 ~ ~ 0 0 -1 -1 S #4111 The tunnel~ You are in a small tunnel, it leads from east to the west. ~ 29 9 3 D1 ~ ~ 0 0 4110 -1 D3 ~ ~ 0 0 4112 -1 S #4112 The tunnel~ You are in a larger tunnel, it leads from west to east. ~ 29 9 3 D1 ~ ~ 0 0 4111 -1 D3 ~ ~ 0 0 4113 -1 S #4113 The passage~ You are in a passage that leads towards the south. To the east you see a tunnel. ~ 29 9 3 D0 ~ ~ 0 0 4107 -1 D1 ~ ~ 0 0 4112 -1 D2 ~ ~ 0 0 4116 -1 S #4114 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the north, to the west you see a dark passage. ~ 29 8 1 D0 ~ ~ 0 0 4109 -1 D3 ~ ~ 0 0 4115 -1 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4115 The dark passage.~ You are in a dark passage, that leads east. In the ceiling you notice a small hole, just big enough to pass through. ~ 29 9 3 D1 ~ ~ 0 0 4114 -1 D4 ~ ~ 0 0 4021 -1 S #4116 The passage~ You are in a passage that leads north-south. You notice a small light to the south. ~ 29 9 3 D0 ~ ~ 0 0 4113 -1 D2 ~ ~ 0 0 4120 -1 E light~ Well you can't see where it comes from.. ~ S #4117 The secret tunnel~ You are in a secret tunnel that leads north, to the south you see a small chamber. ~ 29 9 3 D0 ~ ~ 0 0 4114 -1 D2 ~ ~ 0 0 4122 -1 S #4118 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the west and south. To the north a small hole leads to a tunnel. ~ 29 8 1 D0 ~ ~ 0 0 4111 -1 D2 ~ ~ 0 0 4123 -1 D3 ~ ~ 0 0 4119 -1 S #4119 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the east and south. ~ 29 8 1 D1 ~ ~ 0 0 4118 -1 D2 ~ ~ 0 0 4124 -1 D3 ~ ~ 0 0 4121 -1 S #4120 The passage~ You are in a north-south leading passage. To the south you see light. ~ 29 9 3 D0 ~ ~ 0 0 4116 -1 D2 ~ ~ 0 0 4125 -1 E light~ It nearly is enough to light the passage. ~ S #4121 The secret tunnel~ You are in a secret tunnel that leads west, you feel evilness approaching you as you continue west. ~ 29 9 3 D3 ~ ~ 0 0 4122 -1 S #4122 The secret chamber~ You are in a secret chamber, the room is filled with an evil feeling. ~ 29 9 3 D0 ~ ~ 0 0 4117 -1 S #4123 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the north and west. ~ 29 8 1 D0 ~ ~ 0 0 4118 -1 D3 ~ ~ 0 0 4124 -1 S #4124 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the east and north. To the west a passage leads north. ~ 29 8 1 D0 ~ ~ 0 0 4119 -1 D1 ~ ~ 0 0 4123 -1 D3 ~ ~ 0 0 4125 -1 S #4125 The passage~ You are in a passage, to the east you see a cave. Light from the cave lights up the passage. To the north the passage leads into the darkness.. ~ 29 8 3 D0 ~ ~ 0 0 4120 -1 D1 ~ ~ 0 0 4124 -1 S #4200 Stairs leading down~ You are standing at the top of a large flight of stone stairs leading down into blackness. The stairs are cracked and old but look well used and sturdy. The footprints in what little dust there is are so mutilated that it is impossible to tell who or what made them. ~ 30 13 0 D0 ~ door~ 0 4201 4201 -1 S #4201 Large Tunnel~ You are standing in a large tunnel. The tunnel leads south to a set of large stone stairs and farther north into inky blackness. ~ 30 9 0 D0 ~ door~ 0 4202 4202 -1 D2 ~ door~ 0 4200 4200 -1 S #4202 Large Tunnel~ You are standing in a large tunnel. Roots and other plant life poke out of the sides of walls searching for light. The tunnel continues on north as far as you can see. In the distance, to the south, you can see a set of stone stairs leading up and back to realtive safety. ~ 30 9 0 D0 ~ door~ 0 4203 4203 -1 D2 ~ door~ 0 4201 4201 -1 S #4203 Large Tunnel~ You are standing in a large tunnel which leads north and south. Pebbles and small rocks crunch beneath your feet as you continue foward. You wonder to yourself what could be ahead and who or what would need such large tunnels. ~ 30 9 0 D0 ~ door~ 0 4204 4204 -1 D2 ~ door~ 0 4202 4202 -1 S #4204 Large Tunnel~ You stand in a large tunnel that leads north and south with a smaller branch heading to the east. A putrid smell drifts through the air. The stench seems to be coming from somewhere down the east tunnel. ~ 30 9 0 D0 ~ door~ 0 4205 4205 -1 D1 ~ door~ 0 4233 4233 -1 D2 ~ door~ 0 4203 4203 -1 S #4205 Large Tunnel~ You stand in a large dark tunnel that leads north and south with a branch to the west. A putrid scent hangs in the air assaulting your sense of smell. ~ 30 9 0 D0 ~ door~ 0 4216 4216 -1 D2 ~ door~ 0 4204 4204 -1 D3 ~ door~ 0 4206 4206 -1 S #4206 Large Tunnel~ The tunnel continues to the east and west here. Farther east you can see the tunnel branches both north and south. ~ 30 9 0 D1 ~ door~ 0 4205 4205 -1 D3 ~ door~ 0 4207 4207 -1 S #4207 Large Tunnel~ The tunnel heads north and south with a branch to the east. You think you can see the end of the tunnel to the south, but you aren't sure. ~ 30 9 0 D0 ~ door~ 0 4208 4208 -1 D1 ~ door~ 0 4206 4206 -1 D2 ~ door~ 0 4209 4209 -1 S #4208 Large Tunnel~ The large tunnel continues on to both the north and the south. The walls and floor are barren and cracked. ~ 30 9 0 D0 ~ door~ 0 4210 4210 -1 D2 ~ door~ 0 4207 4207 -1 S #4209 Dead End~ THe tunnel abruptly ends here, as a cave in has bloacked any travel farther south. The large heavy stones look impossible to move. Perhaps with the proper tools, enough manpower, and a few weeks it could be cleared. ~ 30 9 0 D0 ~ door~ 0 4207 4207 -1 S #4210 Large Tunnel~ The large tunnel continues to both the north and south for as far as you can see. The walls and floor are barren and devoid. This tunnel looks abadoned. ~ 30 9 0 D0 ~ door~ 0 4211 4211 -1 D2 ~ door~ 0 4208 4208 -1 S #4211 Large Tunnel~ You stand in a large, dark tunnel the air here is stuffy and warm. The floor is made of large stones and smalls pebbles and rock. ~ 30 9 0 D1 ~ door~ 0 4212 4212 -1 D2 ~ door~ 0 4210 4210 -1 S #4212 Large Tunnel~ The large tunnel makes a turn to the west where it continues on into darkness. You wonder what could have possibly made such large tunnels and what purpose they hold. ~ 30 9 0 D0 ~ door~ 0 4213 4213 -1 D3 ~ door~ 0 4211 4211 -1 S #4213 Large Tunnel~ You stand in a large tunnel the walls here are a little smoother than other portions of the tunnel you have been in. The silence is montonus and puts you on edge, as you wait for something to jump out at you. ~ 30 9 0 D1 ~ door~ 0 4214 4214 -1 D2 ~ door~ 0 4212 4212 -1 S #4214 Large Tunnel~ You stand in a large tunnel, bits of broken bone and small pebbles cover the floor. You notice a large blood stain on the wall but you are unsure as to what made it. ~ 30 9 0 D1 ~ door~ 0 4215 4215 -1 D3 ~ door~ 0 4213 4213 -1 S #4215 Large Tunnel~ You stand in a large tunnel roots and vines jut out from the ceiling and walls almost as if they were reaching out to try and stop you from continuing further. ~ 30 9 0 D2 ~ door~ 0 4216 4216 -1 D3 ~ door~ 0 4214 4214 -1 S #4216 Large Tunnel~ You are standing in a large dark tunnel, barren of everything. A small layer of dust covers the floor. ~ 30 9 0 D0 ~ door~ 0 4215 4215 -1 D2 ~ door~ 0 4205 4205 -1 S #4217 Intersection of Tunnels~ You stand in a large open room with tunnels leading in all directions. You can hear the faint sound of talking to the far north. Louder voices come from the east. Looking up you can see a trap door. ~ 30 9 0 D0 ~ door~ 0 4226 4226 -1 D1 ~ door~ 0 4227 4227 -1 D2 ~ door~ 0 4228 4228 -1 D3 ~ door~ 0 4229 4229 -1 D4 ~ TrapDoor Trap ~ 0 4225 4225 -1 S #4218 Slime Tunnel~ You stand in a tunnel that is covered in a green smelly slime. The air here is moist and hot causing you to shed your excess clothing in an attempt to stay mildly comfortable. ~ 30 9 0 D1 ~ door~ 0 4219 4219 -1 D2 ~ door~ 0 4235 4235 -1 D3 ~ door~ 0 4225 4225 -1 S #4219 Slime Tunnel~ You stand in a tunnel that is covered in a green smelly slime. Just breathing makes you nausated, you almost loose your lunch several times. The floor is slick with the slime and you have to be careful of where you step. ~ 30 9 0 D0 ~ door~ 0 4220 4220 -1 D3 ~ door~ 0 4218 4218 -1 S #4220 Slime Tunnel~ You stand in a tunnel that is covered in a green, smelly slime. Portions of the slime are hard while other parts are slick and soft. The touch of it causes you to shudder and shiver, while the smell makes you want to pass out. ~ 30 9 0 D0 ~ door~ 0 4221 4221 -1 D2 ~ door~ 0 4219 4219 -1 S #4221 Slime Tunnel~ You stand in a tunnel that is covered in a green, smelly slime. The tunnel leads both south and west. ~ 30 9 0 D2 ~ door~ 0 4220 4220 -1 D3 ~ door~ 0 4222 4222 -1 S #4222 Slime Tunnel~ You stand in a tunnel that is covered in a green, smelly slime. Drops of the foul stuff fall from the ceiling landing on your head and shoulders. The smell is sickening and your work quickly to brush it off. ~ 30 9 0 D1 ~ door~ 0 4221 4221 -1 D3 ~ door~ 0 4223 4223 -1 S #4223 Slime Tunnel~ You stand in a tunnel that is covered in a green, smelly slime. The tunnel heads both south and east. ~ 30 9 0 D1 ~ door~ 0 4222 4222 -1 D2 ~ door~ 0 4224 4224 -1 S #4224 Slime Tunnel~ You stand in a tunnel that is covered in a green, smelly slime. The stench is overbearing and you fall to your knees gagging. What in gods name could have made all this slime? ~ 30 9 0 D0 ~ door~ 0 4223 4223 -1 D2 ~ door~ 0 4225 4225 -1 S #4225 Slime Tunnel~ You stand in a tunnel that is covered in a green, smelly slime. The stench is overpowering. There is a small portion of the floor that is fairly clear of slime. ~ 30 9 0 D0 ~ door~ 0 4224 4224 -1 D1 ~ door~ 0 4218 4218 -1 D5 ~ TrapDoor Trap ~ 0 4217 4217 -1 S #4226 Tunnel~ You stand in a tunnel that leads both north and south. You can hear the sound of talking to the far north. ~ 30 9 0 D0 ~ door~ 0 4236 4236 -1 D2 ~ door~ 0 4217 4217 -1 S #4227 Small Cave~ You stand in a small cave, the floor is covered with bones from various animals. The walls are blood stained and the smell of rot and decay is strong here. ~ 30 9 0 D3 ~ door~ 0 4217 4217 -1 S #4228 Dark Tunnel~ You stand in a small, dark tunnel that leads north and south. For some strange reason you get the feeling that a great evil lurks ahead. ~ 30 9 0 D0 ~ door~ 0 4217 4217 -1 D2 ~ door~ 0 4291 4291 -1 S #4229 Large Tunnel~ You stand in a large tunnel that heads both east and west. The tunnel is barren, containing only a thin layer of dust on the floor. ~ 30 9 0 D1 ~ door~ 0 4217 4217 -1 D3 ~ door~ 0 4253 4253 -1 S #4230 Slime Tunnel~ Empty ~ 30 0 0 S #4231 Slime Tunnel~ Empty ~ 30 0 0 S #4232 Slime Tunnel~ Empty ~ 30 0 0 S #4233 Small Tunnel~ You stand in a small tunnel that leads both east and west. Standing on you toes and sticking your arms in the air you fingertips brush the ceiling. ~ 30 9 0 D1 ~ door~ 0 4234 4234 -1 D3 ~ door~ 0 4204 4204 -1 S #4234 Small Tunnel~ You stand in a small, dark tunnel that heads both east and west as far as you can see. The air in the tunnel becomes warmer the farther west you head. ~ 30 9 0 D1 ~ door~ 0 4235 4235 -1 D3 ~ door~ 0 4233 4233 -1 S #4235 Small Tunnel~ The small tunnel turns to the north. The air has become noticebly warmer and you begin to sweat. You have to crouch a bit now to avoid bumping your head on the ceiling. ~ 30 9 0 D0 ~ door~ 0 4218 4218 -1 D3 ~ door~ 0 4234 4234 -1 S #4236 Tunnel~ The tunnel here branches to the east and continues on to the north and south. To the far north you can hear the faint sound of voices. ~ 30 9 0 D0 ~ door~ 0 4241 4241 -1 D1 ~ door~ 0 4237 4237 -1 D2 ~ door~ 0 4226 4226 -1 S #4237 Broken Down Tunnel~ The tunnel here is obviously man made. The beams and supports look old and worn. Broken mining tools lay scattered about. The walls and floor are pock marked where some unlucky soul was digging. ~ 30 9 0 D1 ~ door~ 0 4238 4238 -1 D3 ~ door~ 0 4236 4236 -1 S #4238 Broken Down Tunnel~ You stand in a small dirt tunnel. Rotting wooden rafters support the ceiling. The rafters look as if they could go at any minute. A broken wheel barrow and a rusted pick lie near the edge of the wall. It look as if at some point this tunnel was being mined out of. ~ 30 9 -1 50 4239 1 0 D3 ~ door~ 0 4237 4237 -1 S #4239 Broken Down Tunnel~ The rafters shift and creak at the disturbance in the air. They issue forth a loud GROAN as dust and dirt begins to spew forth from the ceiling, completely clouding your vision. In desperation you turn to run back to safety. ~ 30 9 -1 40 4240 1 0 D3 ~ door~ 0 4237 4237 -1 S #4240 Broken Down Tunnel~ Unfortunatly you were not quick enough. With a loud CRACK and final GROAN the rafters give completly away. You are knocked to the ground as tons of earth come raining down upon you. Within seconds you feel your rib cage giving and it becomes hard to breathe. Inky blackness soon overcomes you and you pass into a kinder more gentle world. ~ 30 11 0 S #4241 Guard Outpost~ You stand in a tunnel, the tunnel has been widened to form a sort of room. A small cot stands up right leaning against the wall. Next to it is a table with some bone dice atop it. ~ 30 9 0 D0 ~ door~ 0 4242 4242 -1 D2 ~ door~ 0 4236 4236 -1 S #4242 Crudely Made Tunnel~ You stand in a badly made tunnel. It looks as if it was dug with speed and haste. The walls, ceiling and floor are ragged and large pieces of rock portrude from them. ~ 30 9 0 D0 ~ door~ 0 4243 4243 -1 D2 ~ door~ 0 4241 4241 -1 S #4243 Crudely Made Tunnel~ You stand in a crudely made tunnel. It is obvious that whoever made this tunnel paid little attetion to his or her work. The tunnel is shabby and ugly. It would not suprise you if it caved in at any second. ~ 30 9 0 D0 ~ door~ 0 4245 4245 -1 D1 ~ door~ 0 4244 4244 -1 D2 ~ door~ 0 4242 4242 -1 S #4244 Small Sleeping Cave~ You are in a small cave that the 'common' orcs use for sleeping. Straw mats and ragged, holey hides litter the floor. Bits and pieces of matted fur, scraps of leather, and broken weapons and armor are gathered in neat little bundles, almost if it were considered treasure. ~ 30 9 0 D3 ~ door~ 0 4243 4243 -1 S #4245 Crudely Made Tunnel~ You stand in a crudely made tunnel. It's workmanship is beyond shoddy. In fact you feel that even a young child out of the mother's womb could have done a better job. ~ 30 9 0 D0 ~ door~ 0 4247 4247 -1 D1 ~ door~ 0 4246 4246 -1 D2 ~ door~ 0 4243 4243 -1 D3 ~ door~ 0 4248 4248 -1 S #4246 Orc Armory~ You step into a large room filled with old wooden shelves and hooks. An assortment of weapons hang on the walls and lay on the floor. Armor is stacked in not so neat piles in corners and in the center of the room. Although not a single weapon here is in good shape, there are enough of them to outfit hundreds of people. ~ 30 9 0 D3 ~ door~ 0 4245 4245 -1 S #4247 Crudely Made Tunnel~ You stand in a crudely made tunnel. It is a little larger than it's counterparts, and only slighly less crude. But it still makes you sick to think someone would call this a tunnel and not a hole in the ground. ~ 30 9 0 D0 ~ door~ 0 4249 4249 -1 D1 ~ door~ 0 4250 4250 -1 D2 ~ door~ 0 4245 4245 -1 S #4248 Small Sleeping Cave~ You stand in a small cave used by the guards and other not so common orcs for sleeping. Staw mats and matted fur hides line the floor. Charcole and orc dung lie in a pile on the floor obviously used as a fire from time to time. ~ 30 9 0 D1 ~ door~ 0 4245 4245 -1 S #4249 Chief's Sleeping Quarters~ You stand in a large room lit by smoking torchs on the wall. A bed rests in the center of the room, and several large chairs surround a table made of stone in the north-east corner. Tapestrys and furs line the wall, humanoid skulls rest atop each bed post. The ceiling contains a crude mural dipictating some creatures feasting on some other creatures. It's simplicity makes it hard to determine the type of creatures. ~ 30 9 0 D2 ~ door~ 0 4247 4247 -1 D3 ~ door~ 0 4251 4251 -1 D5 ~ door~ 0 4252 4252 -1 S #4250 Captains Private Quarters~ You stand in a large room with a small cot by the wall. A footlocker rests at the foot of the bed. The bed is covered with dirty and slightly holey furs. This room is obviously used by somebody semi-important. A few tapestrys hang from the wall, most of which are moth eaten and ugly. ~ 30 0 0 D3 ~ door~ 0 4247 4247 -1 S #4251 Chief's Love Room~ You stand in a large room faintly lit by some candles. Inscents burn in a small wooden brazier. A large straw mat covered in soft fur lies in the middle of the room. Atop the mat lie several female orcs in different states of undress. They look up at you with sad faces and tears in their eyes. ~ 30 9 0 D1 ~ door~ 0 4249 4249 -1 S #4252 Chief's Secret Chamber~ You can just barely manage to squeeze into this room by moving on your hands and knees. The room is baren except for a large wooden chest on the north end of the room. ~ 30 9 0 D4 ~ door~ 0 4249 4249 -1 S #4253 Large Tunnel~ You stand in a large tunnel that heads both east and west. The tunnel is barren, containing only a thin layer of dust on the floor. ~ 30 9 0 D1 ~ door~ 0 4229 4229 -1 D3 ~ door~ 0 4254 4254 -1 S #4254 Well Made Tunnel~ This tunnel is as tall as a man the walls, floor and ceiling are as smooth as marble. Whoever crafted this tunnel knew his or her stuff. You can only spot a few minor imperfections in the stone. ~ 30 9 0 D1 ~ door~ 0 4253 4253 -1 D3 ~ door~ 0 4255 4255 -1 S #4255 Well Made Tunnel~ This tunnel is as tall as a man. The walls, floor and ceiling are as smooth as marble. Whoever crafted this tunnel knew his or her stuff. You can only spot a few minor imperfections in the stone. The tunnel continues east and west and also heads north where it seems to widen out. ~ 30 9 0 D0 ~ door~ 0 4256 4256 -1 D1 ~ door~ 0 4254 4254 -1 D3 ~ door~ 0 4287 4287 -1 S #4256 Guard Post~ The tunnel widens here forming a room. Farther to the north you can see the floor is paved much like a street. You can even make out what appear to be buildings made of stone, metal and wood. Who could make such a place as this under a huge mountain? ~ 30 8 0 D0 ~ door~ 0 4257 4257 -1 D2 ~ door~ 0 4255 4255 -1 S #4257 Silver Street~ You stand on a street paved in silver. The street reflects the light almost causing you to go blind. The street continues farther to the north leading towards some buildings. ~ 30 8 0 D0 ~ door~ 0 4259 4259 -1 D1 ~ door~ 0 4258 4258 -1 D2 ~ door~ 0 4256 4256 -1 S #4258 Inventor's Home~ You are in a small home made of stone. A comfortable looking bed sits in the middle of the room. Next to the bed is a desk covered with a three foot high stack of parchments. The walls are covered in bookshelves that contain a number of old dust tombs and stacks of parchment. ~ 30 8 0 D3 ~ door~ 0 4257 4257 -1 S #4259 Silver Street~ You stand on a street made of silver. It leads to the north, east and south. The street is shiny and reflects all the light that hits it. ~ 30 8 0 D0 ~ door~ 0 4260 4260 -1 D1 ~ door~ 0 4283 4283 -1 D2 ~ door~ 0 4257 4257 -1 S #4260 Silver Street~ You stand on a street made of silver, it leads to the north and south. The street reflects all light that hits it. ~ 30 8 0 D0 ~ door~ 0 4261 4261 -1 D2 ~ door~ 0 4259 4259 -1 S #4261 Silver Street~ You are standing on a street made entirely from the metal Silver. It reflects any and all light that its. To the south of here lies the rest of the homes and buildings of the Gnomes. To the North is a large building and to the east a small wooden door. In the center of the street is a large metal tube that reaches into the sky farther than the eye can see. ~ 30 8 0 D0 ~ door~ 0 4271 4271 -1 D1 ~ door~ 0 4262 4262 -1 D2 ~ door~ 0 4260 4260 -1 D4 ~ door~ 0 4263 4263 -1 S #4262 Inventor's Home~ This small home is barely furnished, if it weren't for the piles of paper and a few dried ink wells littering the place, then it would be called unfurnished. The walls and floor seem to bring you to depression almost as if they exerted the feeling constantly. ~ 30 8 0 D3 ~ door~ 0 4261 4261 -1 S #4263 In A Large Tube~ You are climbing up the ladder inside the small tube, the walls are smooth and silver, save for the side with the ladder. The tube is a perfect cylinder and it stretches so far up that you begin to loose sight of it without ever seeing the end. ~ 30 8 0 D4 ~ door~ 0 4264 4264 -1 D5 ~ door~ 0 4261 4261 -1 S #4264 Farther Up In a Tube~ You arms and legs begin to get tired from the climb and you feel worn out. The tube still continues farther up into the sky. Wherever it leads, it must come out on top of the mountain. ~ 30 8 0 D4 ~ door~ 0 4265 4265 -1 D5 ~ door~ 0 4263 4263 -1 S #4265 Near the Top of the Tube~ Almost completly exhausted you can see the exit to the tube, a small wooden trapdoor reinforced with iron bars. With renewed effort you continue upwards, hoping to find the mystry at the end of the tube. ~ 30 8 0 D4 ~ door~ 0 4266 4266 -1 D5 ~ door~ 0 4264 4264 -1 S #4266 In a Large Glass Bubble~ You climb through the trapdoor and find yourself in a large glass bubble. The glass bubble is almost a perferct sphere, except for the bulges to the North, East, West and South. These bulges have holes cut out of them, acting as windows of one sort or another. The glass in the bubble itself is opaque and hard to see through, it looks as if it could use a good cleaning. ~ 30 8 0 D0 ~ door~ 0 4267 4267 -1 D1 ~ door~ 0 4268 4268 -1 D2 ~ door~ 0 4269 4269 -1 D3 ~ door~ 0 4270 4270 -1 D5 ~ door~ 0 4265 4265 -1 S #4267 Observation Window North~ You look out the window to the North past the mountain top and into the valley below. You can see bueatiful country side, rolling hills, and a small river. Far in the distance you can make out what looks like a fort or castle of some sort. The view here is utterly breath taking. ~ 30 8 0 D2 ~ door~ 0 4266 4266 -1 S #4268 Obersvation Window East~ You look out the east window past the mountain top and can see the makings of a ravine and more hills and mountains. Nesteled in the mountains is a small village or city of somesort. Farther beyond that you can make out jungle and swamplands. Although not the prettiest of landscapes from this height it has it's own beauty. ~ 30 8 0 D3 ~ door~ 0 4266 4266 -1 S #4269 Obersvation Window South~ Empty ~ 30 8 0 D0 ~ door~ 0 4266 4266 -1 S #4270 Observation Window West~ Looking out the west window past the mountain top you can see the large city of Shadowdale. It's many inhabitants surely busy doing important things. Past Shadowdale you can see a large forest that stretches to the horizon. In the distance you think you can make out a small city nestled in north-east of the forest. ~ 30 8 0 D1 ~ door~ 0 4266 4266 -1 S #4271 Entrance to the Inventor's Hall of Fame~ You stand in a large marbled hall filled with statues of short people. The statues are in various poses, several are obviously deep in thought. The room is well lit and the scent of wet stone is very strong. You decide that there really is very little beauty and the statues and maybe it's best if you move on. ~ 30 8 0 D0 ~ door~ 0 4275 4275 -1 D1 ~ door~ 0 4272 4272 -1 D2 ~ door~ 0 4261 4261 -1 S #4272 Middle of Large Library~ You stand in the middle of a very large room. Large, stained, wooden shelves are placed in straight rows across the room. They reach from the floor all the way to the top of the twenty foot ceiling. The corners of the shelves are carved, dipictating many strange devices and short people operating them. On each shelf are two strange looking contraptions consisting of a piece of tree, a winch and a bit of leather. The shelves themselves contain a vast amount of tomes many of which are covered by so much dust that it is impossible to read the titles. ~ 30 8 0 D0 ~ door~ 0 4273 4273 -1 D1 ~ door~ 0 4274 4274 -1 D3 ~ door~ 0 4271 4271 -1 S #4273 Northern End of Large Library~ You stand in the norther end of the large room, the only noticeable difference between this room and the room you were just in, is the fact that two rows of shelves have been taken out here to make room for a small desk. The desk is covered with tomes and parchment, a drying ink well and a worn feather quill lay atop the mess. A small wooden chair is behinde the desk, it's seat well worn from years of use. A small plaque on the desk reads: Late Fees: 1 copper per a day ~ 30 8 0 D2 ~ door~ 0 4272 4272 -1 S #4274 Easter End of Large Library~ You stand in the eastern section of the large library. There are no shelves here, instead there are rows of small wooden desks with short, wooden stools. Some of the desks are covered in dust while others look freshly polished. A few of the desk are covered with tomes of some sort or another. ~ 30 8 0 D3 ~ door~ 0 4272 4272 -1 S #4275 Hallway~ You are standing in a hallway lit by flickering torches. The hallway continues north to a large set of double doors and also branches east. A plaque hags over the east entranceway reading: Experiments this way ~ 30 8 0 D0 ~ door~ 0 4276 4276 -1 D1 ~ door~ 0 4278 4278 -1 D2 ~ door~ 0 4271 4271 -1 S #4276 Double Doors~ You stand before a large set of double wooden doors. The doors are reinforced with heavy, thick iron bands. The planks on the doors have strips of metal attached to them and small half-inch spikes protrude from the door. You think to yourself that doorbashing this door would be a very bad idea. You grab one of the large iron rings on the door and give it a small tug and find that it moves freely, lucky for you. ~ 30 8 0 D0 ~ door~ 0 4277 4277 -1 D2 ~ door~ 0 4275 4275 -1 S #4277 Head Inventor's Room~ You stand in a large room a bed rests in the north-east corner well made with fresh sheets. A table is in the center of the room, half of it covered with parchments and empty ink wells, while the other half is realtivly free of clutter. The floor is covered with a mixature of tomes, pieces of parchment, and strange looking devices. A small squat gnome runs around the room bumping into things and generally looking pretty pathetic. He hears you enter and swings around in your general direction pausing to listen for any other sounds you might make. ~ 30 8 0 D2 ~ door~ 0 4276 4276 -1 S #4278 Hallway~ You stand in a hallway lit by flickering torches. The hallway continues to the east and west. A door is visible on the north wall, carved into it are strange letters which you are unable to comperhend. ~ 30 8 0 D0 ~ door~ 0 4279 4279 -1 D1 ~ door~ 0 4280 4280 -1 D3 ~ door~ 0 4275 4275 -1 S #4279 Trap Experiment~ This room is well lit by globes that hang from the four corners of the ceiling. The floor is covered with a thick layer of intermixed grass, dirty, and fallen trees which have been chopped into small three foot sections. It is impossible to see the stone floor of the room. You catch a glimpse of something scurrying away under the rubish but you were unable to get a good look at it, perhaps it was a mouse or rat. ~ 30 8 0 D2 ~ door~ 0 4278 4278 -1 S #4280 Hallway~ You stand in a hallway lit by flicker torches. To the north and south you can see wooden doors both with bronze plaques attached to them. The bronze plates have letters which you have never seen before on them The one on the south wall is in much larger letters than the one on the north wall. ~ 30 8 0 D0 ~ door~ 0 4281 4281 -1 D2 ~ door~ 0 4282 4282 -1 D3 ~ door~ 0 4278 4278 -1 S #4281 Directional Experiment~ This room contains an odd cube shaped device which floats in the middle of the room. It shoots beams of light in all directions. The beams of light hit the walls, ceiling and floor and turn into mirrors. Looking into the mirror you can see multiple reflections of the room. It gives you an errie feeling deep down inside and you think perhaps you might ought to leave. ~ 30 8 0 D0 ~ door~ 0 4281 4281 -1 D1 ~ door~ 0 4281 4281 -1 D2 ~ door~ 0 4280 4280 -1 D3 ~ door~ 0 4281 4281 -1 D4 ~ door~ 0 4281 4281 -1 D5 ~ door~ 0 4281 4281 -1 S #4282 Extra Demionsional Expermient~ This room is filled with strange machinery the likes of which you have never seen before. A glowing portal of energy is present on each sides of the wall. You hair stands on end as a bolt of lightning jumps from one machine to another before ending it's arc by hitting one of the glowing portals, it grows dim and shimmers for a moment before regaining it's strength and once more becoming a steady globe of energy. ~ 30 8 0 D0 ~ door~ 0 4280 4280 -1 S #4283 Silver Street~ You stand on a street made of silver. It leads to the east and the west. The street is shiny and reflects all light that hits it. ~ 30 8 0 D1 ~ door~ 0 4284 4284 -1 D3 ~ door~ 0 4259 4259 -1 S #4284 Silver Street~ You stand on a street made of silver. It leads to the west. To the north and south there are doors made of stone and wood. The street is shiny and reflects any light that hits it. ~ 30 8 0 D0 ~ door~ 0 4285 4285 -1 D2 ~ door~ 0 4286 4286 -1 D3 ~ door~ 0 4283 4283 -1 S #4285 Rival Invetor's Home~ You are in a small house made of stone. A fireplace decorates the north wall, while the rest of the walls are bare. The room itself is filled with dusty tombs, dry ink wells, parchments, and odd pieces of metal and rock. You think you can see a bad and a desk jutting out of the piles of junk. ~ 30 8 0 D2 ~ door~ 0 4284 4284 -1 S #4286 Rival Inventor's Home~ You stand in a home made of wood. Everything in the room is very tidy. A clean desk is in the corner of the room, while a well made bed is in the center. On the other side of the bed is a table and some chairs. The walls are covered with tapestries and paintings of small humanoid people. ~ 30 8 0 D0 ~ door~ 0 4284 4284 -1 S #4287 Well Made Tunnel~ You stand in a tunnel that is well made. The surfaces here are unbelievably smooth to the touch. The tunnel leads to the north, east, west, and south. You can hear the sound of clanking metal from the north, west, and south. ~ 30 8 0 D0 ~ door~ 0 4288 4288 -1 D1 ~ door~ 0 4255 4255 -1 D2 ~ door~ 0 4290 4290 -1 D3 ~ door~ 0 4289 4289 -1 S #4288 Mining Tunnel~ You stand in a tunnel that is rough in spots and smooth in others. It appears as if this tunnel is under construction. ~ 30 8 0 D2 ~ door~ 0 4287 4287 -1 S #4289 Mining Tunnel~ You stand in a tunnel that is rough in spots and smooth in others. It appears as if this tunnel is under construction. ~ 30 8 0 D1 ~ door~ 0 4287 4287 -1 S #4290 Mining Tunnel~ You stand in a tunnel that is rough in spots and smooth in others. It appears as if this is under construction. ~ 30 9 0 D0 ~ door~ 0 4287 4287 -1 S #4291 Dark Tunnel~ You stand in a small, dark tunnel that leads north and south. Far in the distance to the south you think you can make out light. Further to the north an over powering sensation of evil washes over your body. ~ 30 9 0 D0 ~ door~ 0 4228 4228 -1 D2 ~ door~ 0 4292 4292 -1 S #4292 Dark Tunnel~ You stand in a small, dark tunnel that leads both north and south. ~ 30 9 0 D0 ~ door~ 0 4291 4291 -1 D2 ~ door~ 0 4293 4293 -1 S #4293 Dark Tunnel~ You stand in a small, dark tunnel that leads north and south. To the east it looks like a passageway has been cut out of stone. To the south you can feel an overpowering sense of helplessnes and fear. ~ 30 9 0 D0 ~ door~ 0 4292 4292 -1 D1 ~ door~ 0 4295 4295 -1 D2 ~ door~ 0 4294 4294 -1 S #4294 Dark Tunnel~ The tunnel dead ends here, in the dark you can barely make out ice on the south wall. Encased in the ice are sevearl men in platemail, wearing red and white tabbards bearing a cross over a tree of some sort. You can see clearly the look of terror and fear in their face and you get a strong feeling that there spirits never passed on to the other world. ~ 30 9 0 D0 ~ door~ 0 4293 4293 -1 S #4295 On a Rock Ledge~ You stand on a thin rock ledge as you move along you knock small pebbles and dust off to the floor below you. You don't hear any clattering so it is probably a long way down. To the east you can make out the darkness of a room or a tunnel of some sort. To the east is a stone catwalk that continues into darkness. ~ 30 9 0 D1 ~ door~ 0 4296 4296 -1 D3 ~ door~ 0 4293 4293 -1 S #4296 On a catwalk made of rock~ You stand on a narrow catwalk, looking below you can make small houses and business of some sort. People bustle to and fro, from this height they look very small, none of them seem to notice you walk along. ~ 30 9 0 D1 ~ door~ 0 4297 4297 -1 D3 ~ door~ 0 4295 4295 -1 S #4297 On a catwalk made of rock~ You stand on a narrow catwalk, looking below you can see a large stone building. Men in matching armor enter and exit the building often. Perhaps it is an inn or a bar of some sort. ~ 30 9 0 D1 ~ door~ 0 4298 4298 -1 D3 ~ door~ 0 4296 4296 -1 S #4298 On a catwalk made of rock~ You stand on a catwalk made of rock, looking down you see a large, bueatiful building sculpted of rock. It's large windows and statues suggest to you that this is a temple of worship for some foreign god. Judging from it's size it must have a large following. ~ 30 9 0 D1 ~ door~ 0 4299 4299 -1 D3 ~ door~ 0 4297 4297 -1 E notice~ If you are intrested in membership read the rules and contact Scream. ~ S #4299 Western edge of catwalk~ The narrow catwalk ends here, flowing smoothly into the rock wall. Hand holds have been carved into the wall to allow one to climb down to the street below. You glance around and the coast seems clear now is as good a time as easy to descend. ~ 30 9 0 D3 ~ door~ 0 4298 4298 -1 D5 ~ door~ 0 4300 4300 -1 S #4300 A Dark Alley~ You stand in a dark alleyway that is slightly flooded making your boots slosh and squish as you walk. The alley is dim but light enough that you can see that the alley continues to the west. ~ 30 9 0 D3 ~ door~ 0 4301 4301 -1 D4 ~ door~ 0 4299 4299 -1 S #4301 A Dark Alley~ You stand at the entrance way to a dark alley. The alley is slightly flooded and your boots become water logged. As you walk the water squished between your toes. To the east the alley continues and becomes darker than it is here. To the west you can see the hustle and bustle of a city. ~ 30 9 0 D1 ~ door~ 0 4300 4300 -1 D3 ~ door~ 0 4302 4302 -1 S #4302 Eastern Tunnel~ The light in this tunnel is a little bit better, but not by much. Most of the light here originates from the west, where you can hear the sounds of people and commerce, all that is common to a city. To the east you can see an entrance to a dark alley. ~ 30 9 0 D1 ~ door~ 0 4301 4301 -1 D3 ~ door~ 0 4303 4303 -1 S #4303 Eastern Tunnel~ Much like the tunnels to either side, this tunnel is rather dark and dank. Water sloshes around when you walk. To the east the tunnel continues and to the west you hear sounds of a city. ~ 30 9 0 D1 ~ door~ 0 4302 4302 -1 D3 ~ door~ 0 4304 4304 -1 S #4304 Eastern Tunnel~ The floor of this tunnel are slippery with slime and make you almost lose your footing. Sloping to the center of the room is a rather large pool of stagnant water that looks very deep. The people walking by you avoid the pool, giving it a wide berth. You hesitate to take a closer look for fear of bothering any denizens that may reside in the pool. To the west you see an intersection of tunnels. To the east the tunnel continues. ~ 30 9 0 D1 ~ door~ 0 4303 4303 -1 D3 ~ door~ 0 4305 4305 -1 S #4305 Intersection of Tunnels~ You have reached a junction of tunnels. To the north you hear the sounds of people chanting. To the other three directions lie more tunnels. You start to wonder if is was such a good idea to come here, the way all the people walking by stare at you with contempt. ~ 30 9 0 D0 ~ door~ 0 4309 4309 -1 D1 ~ door~ 0 4304 4304 -1 D2 ~ door~ 0 4313 4313 -1 D3 ~ door~ 0 4306 4306 -1 S #4306 Western Tunnel~ You are in a tunnel that looks vaguely familiar...but then again, all the tunnels have looked almost the same. You start to wonder if you have finally gotten yourself lost. To the north you hear the sounds of an inn, and wonder if maybe they can help you find your way. To the east is a junction in the tunnels and to the west the tunnels continue. ~ 30 9 0 D0 ~ door~ 0 4328 4328 -1 D1 ~ door~ 0 4305 4305 -1 D3 ~ door~ 0 4307 4307 -1 S #4307 Western Tunnel~ Yet more tunnel. You get claustrophobic thinking about the tons of rock piled up above you. The tunnel gets smaller to the west. ~ 30 9 0 D1 ~ door~ 0 4306 4306 -1 D3 ~ door~ 0 4308 4308 -1 S #4308 Western Tunnel~ The tunnel has reached a dead end! It's dark. The only way out is back the way you came.... ~ 30 9 0 D1 ~ door~ 0 4307 4307 -1 S #4309 Northern Tunnel~ The tunnel widens a bit the the south. To the north, the ceiling slopes back down again. You hear faint sounds of people coming from the north. ~ 30 9 0 D0 ~ door~ 0 4310 4310 -1 D2 ~ door~ 0 4305 4305 -1 S #4310 Northern Tunnel~ The ceiling is much lower now. You have to crouch to keep from bumping your head. Sounds of activity can be heard from the north. It's a little brighter to the north. ~ 30 9 0 D0 ~ door~ 0 4311 4311 -1 D2 ~ door~ 0 4309 4309 -1 S #4311 Northern Tunnel~ There's definitely sounds of people coming from up ahead. Better be quiet or they'll hear you. If only you didn't keep scraping against the ceiling. ~ 30 9 0 D0 ~ door~ 0 4312 4312 -1 D2 ~ door~ 0 4310 4310 -1 S #4312 Northern Tunnel~ The ceiling's a little bit higher here! You stand up and stretch out your aching back. To the north you spy a set of doors. To the south are more tunnels. ~ 30 9 0 D0 ~ door~ 0 4351 4351 -1 D2 ~ door~ 0 4311 4311 -1 S #4313 Southern Tunnel~ Empty The tunnel here is worn by countless ages of people walking over the stones that make up the floor of the tunnel. This tunnel apparently merges with three others to the north. To the south can be heard the sounds of people. ~ 30 9 0 D0 ~ door~ 0 4305 4305 -1 D2 ~ door~ 0 4314 4314 -1 S #4314 Southern Tunnel~ The tunnel here is full of people moving to and fro. Most seem to be moving from east to north, or vice versa. To the east you hear the sounds of a residential area, and the sounds of music. You wonder what could be going on in there. ~ 30 9 0 D0 ~ door~ 0 4313 4313 -1 D1 ~ door~ 0 4338 4338 -1 D2 ~ door~ 0 4315 4315 -1 S #4315 Southern Tunnel~ It's very dark and quiet here. The only sounds gracing this area is that of water dripping on the floor, and the occassional sound of laughter echoing down the tunnel from the north. The laughter does not sound normal though. It has an almost maniacal sound to it. Makes you wander who, or what, is making it. ~ 30 9 0 D0 ~ door~ 0 4314 4314 -1 S #4316 Side Tunnel~ Empty ~ 30 9 0 S #4317 Side Tunnel~ Empty ~ 30 9 0 S #4318 Side Tunnel~ Empty ~ 30 9 0 S #4319 Side Tunnel~ Empty ~ 30 9 0 S #4320 Side Tunnel~ Empty ~ 30 9 0 S #4321 Side Tunnel~ Empty ~ 30 9 0 S #4322 Side Tunnel~ Empty ~ 30 9 0 S #4323 Side Tunnel~ Empty ~ 30 9 0 S #4324 Side Tunnel~ Empty ~ 30 9 0 S #4325 Pigmy's House~ Empty ~ 30 9 0 S #4326 Pigmy's House~ Empty ~ 30 9 0 S #4327 Entrace to a large building~ Empty ~ 30 9 0 S #4328 Inn of Darkness~ You are standing at what appears to be the taproom of the inn. It is a rather large room, encomposing most of the inn's first floor. Crowded throughout the room are tables, most filled with pigmies taking a break from their hard days work. Straight ahead of you, to the north, you see the bar. To the east you see some stairs leading up. Nestled off to the west you see a table hidden even further in the shadows that contains a pigmy that looks different than others. He is a little larger than most and wears armor that looks well crafted. ~ 30 9 0 D0 ~ door~ 0 4329 4329 -1 D1 ~ door~ 0 4331 4331 -1 D2 ~ door~ 0 4306 4306 -1 D3 ~ door~ 0 4330 4330 -1 S #4329 At the Bar~ You wander up to the bar. The bar is made of wood, an apparent rarity around here for the lack of it that you have seen. It's surface is stained with various liquids, scorch marks from past small blazes, and nicks and cuts where the patrons have been less than careful with their tools of trade. The patrons move aside slowly as you approach the bar, but not before they glare at you and mumble a few words under their breath. The bartender puts down the mug he was wiping with a not to clean rag and says something to you in a tounge that you are not familiar with. ~ 30 0 0 D2 ~ door~ 0 4328 4328 -1 S #4330 At a back table in the Inn~ This table is set apart from the others for a good reason. There is a rather large pigmy seated here who looks like he could take on the rest of the bar by himself. As you approach his table, he moves his hand to the weapon at his side and starts to stand. ~ 30 0 0 D1 ~ door~ 0 4328 4328 -1 S #4331 Up the stairs of the Inn of Darkness~ You are standing on a curved staircase that connects the second level of the inn to the first. The walls of the staircase is made of roughly hewn stone. Like elsewhere, it is really dark here. It makes you wonder how these little people can see... ~ 30 0 0 D3 ~ door~ 0 4328 4328 -1 D4 ~ door~ 0 4332 4332 -1 S #4332 Hallway~ You stand at the top of the stairs of the inn. To the east you can hear the voices of a rather large irrate group of pigmies shouting loudly, punctuated by the sounds of a fist hitting a table. To the west is a door leading, most probably, to a room of the inn. The hallway continues south. ~ 30 0 0 D1 ~ door~ 0 4334 4334 -1 D2 ~ door~ 0 4333 4333 -1 D3 ~ door~ 0 4335 4335 -1 D5 ~ door~ 0 4331 4331 -1 S #4333 Hallway~ The hallway ends here in three doors. To the west and east are other rooms of the inn. To the south is a very plain door with something written on it. You can not decipher the lettering, but you believe that it is a storage room of some sorts. ~ 30 0 0 D0 ~ door~ 0 4332 4332 -1 D1 ~ door~ 0 4336 4336 -1 D2 ~ door~ 0 4337 4337 -1 S #4334 A dark room~ Crowded into this room are a bunch of pigmies surrounding a table screaming about something. They look very annoyed. You wonder what could have happened to make them this frenzied, but you can't seem to be able to understand what it is they are saying. When they notice you enter, they growl, almost in unison, and stand to glare steadily at you. You think that you had better leave now. ~ 30 0 0 D3 ~ door~ 0 4332 4332 -1 S #4335 An Unoccupied Room~ This room is empty of any patrons as of now, but if the tap room was any indication, you expect that one of the more inebriated gnomes will be staying here later on. Besides a plain bed and dresser with a cracked mirror, not much else is in the room. To the east is the hallway from which you came. ~ 30 0 0 D1 ~ door~ 0 4332 4332 -1 S #4336 A Barely Lit Room~ All the light from this room originates from a pitifully small candle lying on the desk at the side of them room. The room, like the other rooms of the inn are bare except for a bed and the desk. To the west is the hallway from which you came. ~ 30 0 0 D3 ~ door~ 0 4333 4333 -1 S #4337 Storage Room~ This room is some kind of storage room. Stacked up in the corners are barrels and crates from far off lands. Nothing of worth to you lies within this room after a quick search. You feel that you had better leave this room before the innkeeper comes around though. You don't think he would be very pleased seeing you here. ~ 30 0 0 D0 ~ door~ 0 4333 4333 -1 S #4338 A street in the Artist's District~ You are in the middle of a busy street filled with pigmy people. Most of them seem to take little notice of your intrusion. A number of the people here are dressed in smocks of various colors and carry with them small pieces of wood and rock, along with crude brushes and other painting and drawing materials. You notice a few of them drawing and painting pictures of local scenery and of one another, several of them are quite talented at there work. ~ 30 9 0 D0 ~ door~ 0 4341 4341 -1 D1 ~ door~ 0 4339 4339 -1 D2 ~ door~ 0 4344 4344 -1 D3 ~ door~ 0 4314 4314 -1 S #4339 A street in the Artist's District~ You stand on another street filled with artists and people. To the east you can see a small store front, many of the local artist seem to be heading to and from there with supplys in hand. To the south you can see yet another home belonging to one of the local artists. ~ 30 9 0 D1 ~ door~ 0 4343 4343 -1 D2 ~ door~ 0 4342 4342 -1 D3 ~ door~ 0 4338 4338 -1 S #4340 A street in the Artist's District~ Empty ~ 30 9 0 S #4341 An Artist's House~ This small home obviously belongs to one of the many artists outside. The place is an utter pig stye, paintings and drawings cover the floor and walls and lie in stacks upon a woode desk. The place is ill lit and the ceiling has been painted to dipictate a battle between pigmys and gnomes. ~ 30 9 0 D2 ~ door~ 0 4338 4338 -1 S #4342 An Artist's House~ You stand in one of the local Artist's house, it looks much like a torenado or some other natural disaster went off in this room. The place is an utter mess and you find it hard to believe that the owner can find anything in this room. You decide to leave before you step on something and accidently break it, possilby angering the owner. ~ 30 9 0 D0 ~ door~ 0 4339 4339 -1 S #4343 Harkeem's General Goods and Supplies~ You stand in a small store that sells everything from bread to badly made weapons. However the store seems to specialize in artist supplys. You see a number of ink wells with feathers, small bottles of pigment, brushes made from animal, gnome and pigmy hair, charcole and several other unidentifiable and foul smelling objects. The storekeeper regards you with a distasteful eye. ~ 30 9 0 D3 ~ door~ 0 4339 4339 -1 S #4344 Entrace to a Large Brick Building~ You stand in the entranceway to a large, plain brick building. Above the entranceway is a small sign that is written in a strange language you have never seen before. Above the sign are is a shield that is covered by two crossed swords. On the shield is an inscription of some sort, but you are unable to make it out, because of the height at which it was placed. ~ 30 9 0 D0 ~ door~ 0 4338 4338 -1 D2 ~ door~ 0 4345 4345 -1 S #4345 Guard Post~ You stand in a small hallway lit by torches, two small indentions have been built into the walls here. In each alcove rests a small table made of wood and three, small chars, also made of wood, surround each table. Rested in them are guards who seem to be playing a game of craps. ~ 30 9 0 D0 ~ door~ 0 4344 4344 -1 D2 ~ door~ 0 4346 4346 -1 S #4346 Hallway~ You stand in a hallway that leads to the North, there are doors on each of the walls. ~ 30 9 0 D0 ~ door~ 0 4345 4345 -1 D1 ~ door~ 0 4347 4347 -1 D2 ~ door~ 0 4349 4349 -1 D3 ~ door~ 0 4348 4348 -1 S #4347 Armourery~ This room is filled with weapons and armor of all types, sizes and shapes. It's impossible to get an acurate account of the amount of arms here, but you would guess it's enough to outfit a small army. ~ 30 9 0 D3 ~ door~ 0 4346 4346 -1 S #4348 Sleeping Quarters~ You stand in a room that is filled with rows of bunk beds. At the foot of each bunk bed is a small stack of metal lockers. With a quick look around you estimate this room could easily sleep a few hundred people. The mattresses are made of straw and a simple, thin blanket covers each one. You guess that this is where the Pigmy guardman sleep. ~ 30 0 0 D1 ~ door~ 0 4346 4346 -1 D3 ~ door~ 0 4350 4350 -1 S #4349 Training Quarters~ You stand in a large, un-lit room. In the center is a soft mat of woven hay. On the wall are racks of weapons with dull blades and wooden convered tips. On the south wall are a series of straw dummys on which new guardsman practice. ~ 30 0 0 D0 ~ door~ 0 4346 4346 -1 S #4350 Captain's Quarters~ You stand in a smaller room also quite dark. This one contains only one bed made out of wood and thick straw. There is a small desk in the corner and a foot locker at the foot of the bed. On the wall hangs a tapestry that paints a scene of a mountain and a group of small huamnoid creatures carrying a banner to war. ~ 30 0 0 D1 ~ door~ 0 4348 4348 -1 S #4351 Large Double Doors~ A large set of bronze double doors stands wide open. The doors are covered with primitive religious symbols. You hear the faint sounds of chanting coming from inside. ~ 30 9 0 D0 ~ door~ 0 4352 4352 -1 D2 ~ door~ 0 4312 4312 -1 S #4352 A Large Alcove~ You stand at the entrance so some temple devoted to a god that is very foreign to you. In it, you can see pigmies worshiping. Lining the sides and top of the entrance are carvings depicting acts of bravery exhibited by different pigmies from the past. You hear a noise behind you and turn to see a pigmy aggitated at your blocking the entrance. He rushes by once you move out of the way. ~ 30 0 0 D0 ~ door~ 0 4353 4353 -1 D2 ~ door~ 0 4351 4351 -1 S #4353 Pillared Hallway~ Lining the length of this hallway are pillars that stretch up to the ceiling. This is the first room that you have actually been able to stand upright in and your backs are greatful for it. Looking at the pillars, you see more of the intricate sculpting that your saw at the entrance. You can not help but wonder how a creature so ugly could make something so beautiful. To the north you can see the temple proper and to the south is the entrance to the temple, with the city beyond. ~ 30 0 0 D0 ~ door~ 0 4356 4356 -1 D2 ~ door~ 0 4352 4352 -1 S #4354 Row of Benches on the East Side~ You are standing in front a set of benches that are presently occupied by pigmies who are attending the worship service. They seem oblivious to your presense, instead being totally entralled with what the cleric is saying to the assembled. On the wall to the east is a picture depicting the pigmies triumph over a group on gnomes. ~ 30 0 0 D3 ~ door~ 0 4356 4356 -1 S #4355 Row of Benches on the West Side~ Seated on the low bench here is a group of pigmies in various states of devotion, ranging from total devotion to outright boredom. To the east is the altar from which you came. ~ 30 0 0 D1 ~ door~ 0 4356 4356 -1 S #4356 Temple Altar~ In the center of this room is a really vile altar, covered with dry blood from the numerous sacrifices to the god of these pigmies. You look in disgust and you notice not a few of the pools of blood are not totally dry yet. A cleric stands here ready for the next sacrifice. When you approach the altar, he moves in front of the altar and pulls a big knife out, ready to defend his altar to the death. Off to the west and east are pews where the devoted sit and watch the sacrifices with a bloodlust you thought lost from this world. ~ 30 0 0 D0 ~ door~ 0 4357 4357 -1 D1 ~ door~ 0 4354 4354 -1 D2 ~ door~ 0 4353 4353 -1 D3 ~ door~ 0 4355 4355 -1 S #4357 Behinde the Temple Altar~ You are now standing behind that altar. There is a place here for the clerics to hang their robes and a plain table to eat at. At the back of the room is a ladder leading down. ~ 30 0 0 D2 ~ door~ 0 4356 4356 -1 D5 ~ door~ 0 4358 4358 -1 S #4358 Long Hallway~ You stand in a long hallway lit with torches. The hallway is made of stone and smells of mold and dampness. The air is oppresive and a bit hot. Farther ahead you notice that the hallway curves to the east contiuning on. There is also a ladder in this room that leads up above into the church the pigmys use. ~ 30 0 0 D1 ~ door~ 0 4359 4359 -1 D4 ~ door~ 0 4357 4357 -1 S #4359 Turn in the Hallway~ You stand in a hallway lit by smoldering torches. You find it slighly hard to breath due to all the smoke the torches produce. To your west the hallway curves around and to the south the hallway continues. To the north you see a wooden door. From the north you are able to smell the aromas of food! ~ 30 0 0 D0 ~ door~ 0 4363 4363 -1 D2 ~ door~ 0 4360 4360 -1 D3 ~ door~ 0 4358 4358 -1 S #4360 Dark Hallway~ This hallway is fainly lit, most of the torches on the wall have gone out. The hallway continues farther to the north and to the south is well lit open sky. To the east is a large metal door with strange symbols and carvings on it, while to the west is a simple, plain wooden door. ~ 30 0 0 D0 ~ door~ 0 4359 4359 -1 D1 ~ door~ 0 4361 4361 -1 D2 ~ door~ 0 4390 4390 -1 D3 ~ door~ 0 4362 4362 -1 S #4361 A High Priest's Antechambers~ This room is rather large and well lit by a mixature of torches and candles. A large bed with a matress made of straw and cloth lies against the northern wall. A desk carved of the finest oak sits on the western wall facing the door, behinde the desk is a large chair made of wood and leather. The leather has a funny look to it. In front of the desk are two smaller chairs made of wood and a fine cloth. There is also a small wooden table with several chairs surrounding it, atop it are several plates with a few crumbs on them. On the southern wall is a large tapestry that bears symbolds much like the symbols you saw on the door. ~ 30 0 0 D3 ~ door~ 0 4360 4360 -1 S #4362 A Priest's Antechamer~ This room is fairly small and is dimly lit. There is a simple bed, desk and chair here. The walls are covered with small tapestrys and paintings of the local landscape and religous scenes of sacrafice and prayer to the deity Wargol. ~ 30 0 0 D1 ~ door~ 0 4360 4360 -1 S #4363 A Large Kitchen~ This room is a hive of activity. Everywhere you look is a stove with a large pot or caldron on top of it. There is a pigmy here who runs this way and that way testing one pot and then another, occasionally stopping to pour some liquid or powder from one of many vials that he has lining the walls. He looks very busy and wouldn't like any interruptions. You think that you had better leave. ~ 30 0 0 D0 ~ door~ 0 4369 4369 -1 D1 ~ door~ 0 4364 4364 -1 D2 ~ door~ 0 4359 4359 -1 S #4364 The Cook's Room~ You have entered what is apparently the cook's room. Stacked up on the shelf on the wall are cookbooks from all over the land. Reading the titles, one catches your eye. It's title is "100 ways to cook Gnome." Makes you wonder if pigmies don't like Gnomes very much. Other than that, there is a rather crude bed in the back of the room, and a desk against the other wall. The only exit is back through the kitchen. ~ 30 0 0 D3 ~ door~ 0 4363 4363 -1 S #4365 A Large Kitchen~ Empty ~ 30 0 0 S #4366 An Un-Holy Altar~ And you thought the altar upstairs was bad. This one's vileness far surpasses the horror you saw there. This altar is made of some black stone that seems to swallow the meager light that fills the room. You feel waves of evil and hatred come off the altar. Lying atop the altar is a mutilated corpse that you think to be gnome, but you can't be too sure. At closer inspection, you notice that a few organs are missing from the corpse but they are no were to be seen. You feel that you had better leave before the worshippers of such an altar come back. ~ 30 0 0 D3 ~ door~ 0 4369 4369 -1 S #4367 A slim Tunnel~ Empty ~ 30 0 0 D0 ~ door~ 0 4368 4368 -1 D1 ~ door~ 0 4369 4369 -1 D2 ~ door~ 0 4371 4371 -1 D3 ~ door~ 0 4372 4372 -1 S #4368 A Barred Cage~ Empty ~ 30 0 0 D2 ~ door~ 0 4367 4367 -1 S #4369 The Secret Tunnel~ You have found a secret tunnel! You wonder what could be down here to have the pigmies make it so hard to find. Only one way to find out... ~ 30 0 0 D0 ~ door~ 0 4370 4370 -1 D1 ~ door~ 0 4366 4366 -1 D2 ~ door~ 0 4363 4363 -1 D3 ~ door~ 0 4367 4367 -1 S #4370 A Small Acccess Tunnel~ Empty ~ 30 0 0 D0 ~ door~ 0 4373 4373 -1 D2 ~ door~ 0 4369 4369 -1 S #4371 The Cell of Mad Morgan~ Empty ~ 30 0 0 D0 ~ door~ 0 4367 4367 -1 S #4372 The Holding Chambers for the Guardian~ Empty ~ 30 0 0 D1 ~ door~ 0 4367 4367 -1 S #4373 A Long Tunnel~ Empty ~ 30 0 0 D0 ~ door~ 0 4374 4374 -1 D2 ~ door~ 0 4370 4370 -1 S #4374 A Long Tunnel~ Empty ~ 30 0 0 D0 ~ door~ 0 4375 4375 -1 D2 ~ door~ 0 4373 4373 -1 S #4375 A Large Dinning Room~ Empty ~ 30 0 0 D0 ~ door~ 0 4377 4377 -1 D2 ~ door~ 0 4374 4374 -1 D3 ~ door~ 0 4376 4376 -1 S #4376 A Medium Sized Storeroom~ Empty ~ 30 0 0 D1 ~ door~ 0 4375 4375 -1 S #4377 Carpeted Hallway~ Empty ~ 30 0 0 D0 ~ door~ 0 4378 4378 -1 D1 ~ door~ 0 4379 4379 -1 D2 ~ door~ 0 4375 4375 -1 S #4378 Carpeted Hallway~ Empty ~ 30 0 0 D0 ~ door~ 0 4385 4385 -1 D2 ~ door~ 0 4377 4377 -1 D3 ~ door~ 0 4387 4387 -1 S #4379 Set of Large Wooden Doors~ Empty ~ 30 0 0 D1 ~ door~ 0 4380 4380 -1 D3 ~ door~ 0 4377 4377 -1 S #4380 A Large Study~ Empty ~ 30 0 0 D0 ~ door~ 0 4381 4381 -1 D1 ~ door~ 0 4383 4383 -1 D3 ~ door~ 0 4379 4379 -1 S #4381 Fencing Room~ Empty ~ 30 0 0 D2 ~ door~ 0 4380 4380 -1 S #4382 Dressing Room~ Empty ~ 30 0 0 D3 ~ door~ 0 4383 4383 -1 S #4383 The Royal Bedroom~ Empty ~ 30 0 0 D1 ~ door~ 0 4382 4382 -1 D3 ~ door~ 0 4380 4380 -1 S #4384 A set of Large Iron Doors~ Empty ~ 30 0 0 D0 ~ door~ 0 4386 4386 -1 D2 ~ door~ 0 4385 4385 -1 S #4385 The Royal Hall of Past Kings~ Empty ~ 30 0 0 D0 ~ door~ 0 4384 4384 -1 D2 ~ door~ 0 4378 4378 -1 S #4386 The Throne Room~ Empty ~ 30 0 0 D1 ~ door~ 0 4388 4388 -1 D2 ~ door~ 0 4384 4384 -1 S #4387 A Large Ballroom~ Empty ~ 30 0 0 D1 ~ door~ 0 4378 4378 -1 S #4388 Small Hallway~ Empty ~ 30 0 0 D1 ~ door~ 0 4389 4389 -1 D3 ~ door~ 0 4386 4386 -1 S #4389 Large Cave also known as The Training Grounds~ Empty ~ 30 0 0 D3 ~ door~ 0 4388 4388 -1 S #4390 Narrow Path~ You stand upon a small trail leading around the mountain. You feel a little dizzy as your feet slip and you catch yourself. Looking down you notice that there is a rather long fall to the bottom of the mountain. To the east the path continues around the mountain and to the North the path leads to some sort of building that was built in the mountain. ~ 30 0 0 D0 ~ door~ 0 4360 4360 -1 D1 ~ door~ 0 4391 4391 -1 S #4391 Narrow Path~ You move along that narrow ledge hugging the wall hopeing that you will not get to experience what it would feel like if your were to fall off. As you move along small rocks and pebbles tumble over the edge into oblivion below. You hug the wall closer and continue on your way. ~ 30 0 0 D1 ~ door~ 0 4392 4392 -1 D3 ~ door~ 0 4390 4390 -1 S #4392 Small Clearing~ You stand in a small clearing made from a broad ledge on the mountain. The ledge is rather flat and looks like it might be a good place to stop and have a bite to eat. ~ 30 0 0 D0 ~ door~ 0 4394 4394 -1 D1 ~ door~ 0 4397 4397 -1 D3 ~ door~ 0 4391 4391 -1 S #4393 Next to an Underground Rushing River~ Empty ~ 30 0 0 S #4394 Small Tunnel Leading Down~ The small tunnel leads north in a slight incline down. It is dark, and you can hear the faint sounds of voices and a low chanting or moaning. To the south is a broad ledge where you can see the light from the outside. Just as you make up your mind on what direction to take you hear a horrifying cry of pain come from the south. ~ 30 0 0 D0 ~ door~ 0 4395 4395 -1 D2 ~ door~ 0 4392 4392 -1 S #4395 Small Tunnel Leading Down~ This small tunnel heads north and slopes downward. The tunnel is dimly lit by torches mounted on brackets along the wall. The smoke from the torches causes you to cough and hack briefly. In the distance you can hear the dim hum of voices pierced by an occasional nightmareish scream. ~ 30 0 0 D0 ~ door~ 0 4396 4396 -1 D2 ~ door~ 0 4394 4394 -1 S #4396 Split in the Small Tunnel~ The tunnel splits here heading both west and east. To the south you can see the brightness of daylight. To the west the dim hum of voices is louder and to the east you can hear moaning and the occasional scream. ~ 30 0 0 D1 ~ door~ 0 4398 4398 -1 D2 ~ door~ 0 4395 4395 -1 D3 ~ door~ 0 4399 4399 -1 S #4397 At the Entrance to a Large Opening~ You stand in the entrace to a large cave. To the east you can hear the sound of metal ringing upon metal in a slow steady beat. To the west is broad ledge that looks like it might be suitable to stop and rest or have a bite to eat now. ~ 30 0 0 D1 ~ door~ 0 4409 4409 -1 D3 ~ door~ 0 4392 4392 -1 S #4398 A Long, Dark Tunnel~ You trot along for quite some time before the tunnel widens a bit. To the north and south you notice bars forming doors to cells of some sort or another. Inside the cells are pigmys in various states of malnourishment and sickness. To the east you notice more cells similar to the ones here. ~ 30 0 0 D0 ~ door~ 0 4401 4401 -1 D1 ~ door~ 0 4400 4400 -1 D2 ~ door~ 0 4402 4402 -1 D3 ~ door~ 0 4396 4396 -1 S #4399 Check Point~ The tunnely widens here slightly and is well lit compared to the other portions you have seen. Standing on each side of the wall are strong, stout pigmy guards. ~ 30 0 0 D1 ~ door~ 0 4396 4396 -1 D3 ~ door~ 0 4404 4404 -1 S #4400 A Long, Dark Tunnel~ The tunnel forms a dead end here with doors on the north and south walls. On the east wall there are bars forming the door of a cell. These bars are larger than the ones you saw on the other cell doors. Above the doors on the north and south wall hang signs in a language you are unable to comprehend. ~ 30 0 0 D0 ~ door~ 0 4407 4407 -1 D1 ~ door~ 0 4405 4405 -1 D2 ~ door~ 0 4406 4406 -1 D3 ~ door~ 0 4398 4398 -1 S #4401 A Prison Cell~ You stand in a foul cell littered with debris and trash from past prisoners. The air reaks of unwashed bodys, fluids of an undersiable nature and of death. The prisoners here seem to pay little attetion to you, their stares fixed onto nothingness. ~ 30 0 0 D2 ~ door~ 0 4398 4398 -1 S #4402 A Prison Cell~ You stand in a foul cell littered with debris from past prisoners. The air stinks of unwashed bodys, fluids of a foul nature, and death. The prisoners here are malnourished and obviously uncared for. They look up at you as you enter the room, many of them scramble towards you hands stretched out begging for help and mercy. ~ 30 0 0 D0 ~ door~ 0 4398 4398 -1 S #4403 The Pigmy Courtroom~ Empty ~ 30 0 0 D2 ~ door~ 0 4404 4404 -1 S #4404 Waiting Area~ Empty ~ 30 0 0 D0 ~ door~ 0 4403 4403 -1 D1 ~ door~ 0 4399 4399 -1 S #4405 Death Row~ This cell is just as foul as the others, but it is less crowded containing only a few pigmy who are in just as sorry state as the others. However these pigmys wear a look of grim determination on their face instead of a vacant stare. You also notice the bones of a few non-pigmys, one of the finger bones even looks rather large like it might have belonged to a giant or a very large human. ~ 30 0 0 D3 ~ door~ 0 4400 4400 -1 S #4406 Executioner's Room~ This room is barren except for the wooden platform that lies in it's center. On the northeren edge of the platform lies a large aspen tree trunk, probably coming from the patches of aspen that grow on the mountain. The trunk is marred and pock marked with axe bites and stained with blood. About this time you notice the large brute of a pigmy standing in the corner with his large axe. Little is left to your imagination as to the purpose of the pigmy or the room. ~ 30 0 0 D0 ~ door~ 0 4400 4400 -1 S #4407 A Torture Chamber~ Stepping into this room you almost immediatly regret it. It is painfuly obvious that this room is the torture chamber used by the pigmys. The air in the room is sour and stale, it smells of fear, blood and death. Arranged in the room are numerous torture devices. You recognize a few of them such as the rack where a prisoner is currently being pulled apart by his arms and feet. The boot where a young girls foot is being crushed as she screams and crys for mercy. You also notice an iron maiden, a cauldron of buring oil, a table filled with odd shaped corck screws, pliers, forks, and branding irons. Opposite the table is a large wooden platformm, several nails protude from the platform where they were used to nail the feet of pigmy to it. The entire room is covered in blood and other bodily fluids. Screams and crys of agony, anguish and pain escape from the few prisoners here. ~ 30 0 0 D2 ~ door~ 0 4400 4400 -1 S #4408 Along a Path~ Empty ~ 30 0 0 S #4409 BlackSmith's Cave~ This cave is rather large and is filled with the smell of fire and hot metal. Four small ovens used for heating metal line the north wall. Ontop of each oven is vent that leads through the ceiling and mountain top to the fresh air outside. In the center of the room are three anvils of differing size but all look to be heavy and sturdy. The walls are lined with all types of tools used in the crafting of armor, weapons, and metal parts. In the center of the room is a rather stout pigmy who holds a large hammer in his hand and is furiously poudning away at a piece of metal. To his left is a smaller pigmy who holds the metal on the anvil with a large pair of pliers. ~ 30 0 0 D1 ~ door~ 0 4410 4410 -1 D3 ~ door~ 0 4397 4397 -1 S #4410 BlackSmith's Room~ You stand in a small room that contains little in the way of creature comforts. Two straw beds lie on the floor in the north-east corner and a small table and two chairs are located on the east wall. A small trunk is at the foot of the two bedsand contains several changes of clothes. Two unlite torches are located on the north and south wall in well made bronze holders. ~ 30 0 0 D3 ~ door~ 0 4409 4409 -1 S #4411 Guest Room~ Empty ~ 30 0 0 S #4412 Guest Room~ Empty ~ 30 0 0 S #4413 Trophy Room~ Empty ~ 30 0 0 S #4414 Path to the Gardens~ Empty ~ 30 0 0 S #4415 Southeren Edge of the Gardens~ Empty ~ 30 0 0 S #4416 South-Eastern Edge of the Gardens~ Empty ~ 30 0 0 S #4417 South-Western Edge of the Gardens~ Empty ~ 30 0 0 S #4418 North-Eastern Edge of the Gardens~ Empty ~ 30 0 0 S #4419 Northen Edge of the Gardens~ Empty ~ 30 0 0 S #4420 North-Western Edge of the Gardens~ Empty ~ 30 0 0 S #4421 Center of the Gardens~ Empty ~ 30 0 0 S #4422 Small Brick Building in the Gardens~ Empty ~ 30 0 0 S #4423 Treasure Chamber~ Empty ~ 30 0 0 S #4424 The Dungeon~ Empty ~ 30 0 0 S #4425 4425~ Empty ~ 30 0 0 S #4450 Outside Entrance~ At the end of this ten foot long passage is what is obviously the back of a secret door. Constructed to look as if it were part of the wall to those on the other side, no attempt has been made to disquise the presence of the door from this side. Light from the other side faintly outlines the door, and there is a handle to pull the door open. ~ 30 0 0 S #4451 Inside Exit~ About halfway down the hallway is a wooden board, crudely but securely fastaned to the wall at one end. The other end has nails, spikes, glass and other jagged items stuck into it. It has been bent back towards the wall and held in place by a rope fastened to a pin. Another rope is connected to this and pin and runs foward along the wall to a hook set in the wall. This hook is about the same place where the bar would strike if released. ~ 30 0 0 S #4452 Bricked Up Room~ This room is burnt and partially destroyed, much like others throughout the temple. The floor is crowded with debris and movement is difficult. Sagging and collapsed as it is, the ceiling still appears to be sound, The east wall is different from the others. It shows signs of recent constructionand upkeep as it is patched in several places. On the whole this wall appears to be stoutly built. ~ 30 0 0 S #4453 Collapsed Guard Room~ The wooden door to this room is charred with several boards missing and other planks obviously weakened. The handles, hinges, and other metal fittings are half-melted, soundly jamming the door shut. The room beyond, as seen through the holes, is severly burnt, its furnashings buried and ruined beyond recognition. The ceiling has collapsed for the most part, revealing another chamber on the second floor. About five feet of the ceiling still remains around the walls of the room, forming a narrow jagged ledge. The floor is littered with beams, plaster, ash, and unkown other pieces of junk. The air is filled with the odor of rot. ~ 30 0 0 S #4454 Treacherous Floor~ At the top of the stairs are the remains of a door, beyond which is a room. The floor here is almost entirely gutted as is the floor below. Thirty feet below is the gray stone of the cellar floor. There is an open doorway on the opposite side of the room on this level. Any exits from the first floor or the cellar have been completely filled with rubble. There are three possible ways to walk across the space - a charred and crumbling section of floor clings to the left wall, a narrow pathway of fallen beams stretches across the center like a bridge, and a sounder section of floor, only burned at the edge, runs along the right wall. All three paths are accessible from this and and lead to the doorway on the opposite side. ~ 30 0 0 S #4455 Alcove~ A small alcove set along the center of the passage has three barrels in it. These barrels are sealed and dusty. The wooden staves are stained a dark brown. ~ 30 0 0 S #4456 Sundew's Lair~ THis room is almost bare except for the stairs on one wall, and the door on the opposite wall. Five feet from the door is a mound of tarry looking rags. Many flies buzz about the room and the air has a sweet honey smell. ~ 30 0 0 S #4457 Stable~ This wooden building is in good condition. In it is a row of stalls for horses, three of which are occupied at the moment. Tack hangs from the walls and three saddles are piled near the double doors. Piles of hay line the walls opposite the stairs and several open sacks of grain are beside them. Four humans are sitting on the sacks, their short swords thrust into the hay beside them. A ladder near the single door leads to a loft. ~ 30 0 0 S #4458 Stonecutter's Shed~ This ramshackle building is cluttered with a variety of tolls and junk. There are hammers, chisels, axe handles, slabs of stone, and warped boards. The walls are covered with many different types of holy symbols. some o fevil and some of good religions. Most of these look as if they have been pegged or nailed in place. Crouched around in a dim and sputtering lantern are six orcs, nervously fingering their halberds and glacning about. ~ 30 0 0 S #4459 Cemetery~ This open area was obviously once the cemetery for the temple compound. Now it is overgrown with weeds, gnarled bushes, and dying trees. Stone markers and small crypts can be seen at some points through the overgrowth. Paths twist through the cemetery and some show signs of recent use. Everything seems gray in color here - the grass is green-gray, the soil dusty gray, the stone markers brown and gray. A feeling of oppression hangs over the entire cemetery. ~ 30 0 0 S #4460 Inner Courtyard~ This large courtyard is mostly dust and grass. Although several large trees grow at one end. Near the edges of the yard are large blocks that have tumbled from the walls of the temple and its out-buildings. These runied areas look like they will provide adquate cover for any creature of man size or smaller that wishes to hide in them. ~ 30 0 0 S #4461 Basilik's Den~ There are no vible doors to this area in fact openings that might once have been windows or colapses in the wall have been repaired and maintained. Now there is a wall facing the inner courtyard that stands about ten feet high. Inside this area is the ruin of a collapsed building. Several of the inner walls stand, broken, and irregular at their tops, but there are no floors or ceilings anywhere inside the walls of this area. Along the wall near the outer edge of the compound are a large number of chipped, cracked, and broken statues. These are in many different poses: people crouching, kneelings, praying, defiant or twisted into broken positions. They are all of exquisite workmanship and may have once been part of the furnishings of the previous temple. ~ 30 0 0 S #4462 Burnt Dormitory~ This room is charred and burnt, and in a state of collapsed ruin. Although the walls are still intact, the ceiling has fallen in at several places. Fallen beams have crushed bunks and the tattered remains of blankets show under the ashes and plaster. Several small beetles and spiders scuttle from place to place, leaving tracks in the muddy ash. ~ 30 0 0 S #4463 Slaver's Lair~ The walls of this chamber are linked with twenty human slaves, their ankles and wrists shackled and manacled together. On the same wall as the door can be seen the shadow of a large ogre-like figure brandishing a whip. Gutteral commands and pitful screams can be heard. At each crack of the whip the slaves cringe and cower. A trap door is set in the floor at the far end of the narrow room. ~ 30 0 0 S #4464 Cloister Hall~ This chamber is dusty and bare of furnishings. The floor is wooden and ilaid with simple geometric designs. Long narrow windows pierce the south wall. Near each door is a tallow candle mounted on a wall scone. ~ 30 0 0 S #4465 Cloister Garden~ Though choked with weeds and untended, this garden looks almost pleasant. Bright flowers bloom in many places - yellows, violets, reds, blues and many other colors. A path goes straight through the center to the door on the other side and it shows signs of recent use. The trees are blighted and dying, twisted boles and bare branches. Perched in the trees are four harpies. ~ 30 0 0 S #4466 4466~ Empty ~ 30 0 0 S #4467 4467~ Empty ~ 30 0 0 S #4468 4468~ Empty ~ 30 0 0 S #4469 4469~ Empty ~ 30 0 0 S #4470 4470~ Empty ~ 30 0 0 S #4471 4471~ Empty ~ 30 0 0 S #4472 4472~ Empty ~ 30 0 0 S #4473 4473~ Empty ~ 30 0 0 S #4474 4474~ Empty ~ 30 0 0 S #4475 4475~ Empty ~ 30 0 0 S #4476 4476~ Empty ~ 30 0 0 S #4477 4477~ Empty ~ 30 0 0 S #4478 4478~ Empty ~ 30 0 0 S #4479 4479~ Empty ~ 30 0 0 S #4480 4480~ Empty ~ 30 0 0 S #4481 4481~ Empty ~ 30 0 0 S #4482 4482~ Empty ~ 30 0 0 S #4483 4483~ Empty ~ 30 0 0 S #4484 4484~ Empty ~ 30 0 0 S #4485 4485~ Empty ~ 30 0 0 S #4486 4486~ Empty ~ 30 0 0 S #4487 4487~ Empty ~ 30 0 0 S #4488 4488~ Empty ~ 30 0 0 S #4489 4489~ Empty ~ 30 0 0 S #4490 4490~ Empty ~ 30 0 0 S #4491 4491~ Empty ~ 30 0 0 S #4492 4492~ Empty ~ 30 0 0 S #4493 4493~ Empty ~ 30 0 0 S #4494 4494~ Empty ~ 30 0 0 S #4495 4495~ Empty ~ 30 0 0 S #4496 4496~ Empty ~ 30 0 0 S #4497 4497~ Empty ~ 30 0 0 S #4498 4498~ Empty ~ 30 0 0 S #4499 4499~ Empty ~ 30 0 0 S #4500 4500~ Empty ~ 30 0 0 S #4733 4733~ Empty ~ 30 0 0 S #5000 River of Lost Souls~ To the west, you can see a blue shimmering light. To the east, you can see a dark tunnel. The north and south are blocked by tall mountains. ~ 31 9 7 15 1 D1 ~ ~ 0 -1 5001 -1 D3 ~ ~ 0 -1 13643 -1 E blue shimmering light~ The light shimmers and dances before your eyes. It seems magical in some way! ~ S #5001 River of Lost Souls~ You encounter some rapids as you enter this tunnel cut out of the mountains by the river. ~ 31 9 7 15 1 D1 ~ ~ 0 0 5002 -1 D3 ~ ~ 0 0 5000 -1 S #5002 A long tunnel~ The tunnel branches off north. ~ 31 9 7 15 1 D0 ~ ~ 0 0 5008 -1 D1 ~ ~ 0 0 5003 -1 D3 ~ ~ 0 0 5001 -1 S #5003 A long tunnel~ The tunnel branches off south. ~ 31 9 7 15 1 D1 ~ ~ 0 0 5004 -1 D2 ~ ~ 0 0 5017 -1 D3 ~ ~ 0 0 5002 -1 S #5004 A long tunnel~ The tunnel branches off to the south. ~ 31 9 7 15 1 D1 ~ ~ 0 0 5005 -1 D2 ~ ~ 0 0 5018 -1 D3 ~ ~ 0 0 5003 -1 S #5005 An underground lake~ You are floating on a jet-black underground lake fed by dripping water and lime from above. The tunnel continues to the east and the river leads back west. To the north is a roughly-hewn hallway. ~ 31 9 7 0 0 D0 ~ ~ 0 0 5016 -1 D1 ~ ~ 0 0 5006 -1 D2 ~ ~ 0 0 5023 -1 D3 ~ ~ 0 0 5004 -1 S #5006 A long narrow tunnel~ The tunnel rises sharply to the east. ~ 31 9 5 D1 ~ ~ 0 0 5007 -1 D3 ~ ~ 0 0 5005 -1 S #5007 A wide tunnel~ The tunnel continues east and west. To the east the tunnel dives down into a bright light. ~ 31 9 5 D1 ~ ~ 0 0 5026 -1 D3 ~ ~ 0 0 5006 -1 S #5008 Cave-in~ You stand at the edge of a large pile of rubble created from the last rockslide. ~ 31 9 5 D2 ~ ~ 0 0 5002 -1 D5 You can easily slide down the rocks without getting hurt.~ ~ 0 0 5009 -1 S #5009 At the foot of the rubble~ You are at the bottom of a large pile of rubble. A tunnel branches off to the north and east. ~ 31 9 5 D0 ~ ~ 0 0 5010 -1 D1 ~ ~ 0 0 5012 -1 D4 ~ ~ 0 0 5008 -1 S #5010 Cave entrance~ You stand in the middle of a large and beautiful cave. A path leads deeper into the darkness. ~ 31 9 5 D2 ~ ~ 0 0 5009 -1 D5 You look down into the cave. Bones are strewn about everywhere.~ ~ 0 0 5011 -1 S #5011 Giant cave~ This cavern overwhelms you. The walls and ceiling seem miles away. Bones of previous adventurers lie strewn on the cavern floor. ~ 31 9 5 D4 ~ ~ 0 0 5010 -1 D5 ~ ~ 0 0 5100 -1 S #5012 Narrow bend~ The tunnel turns to the south and west. ~ 31 9 5 D2 ~ ~ 0 0 5013 -1 D3 ~ ~ 0 0 5009 -1 S #5013 Large cave~ You are standing in a large cave. Many furs are spread out on the floor. ~ 31 9 5 D0 ~ ~ 0 0 5012 -1 D1 ~ ~ 0 0 5014 -1 S #5014 Damp hallway~ The walls here are extremely damp, as well as the floor. ~ 31 9 5 D1 You hear drops of water.~ ~ 0 0 5015 -1 D3 ~ ~ 0 0 5013 -1 S #5015 Underground pool~ You are wading in a knee deep pool of lime-water. ~ 31 9 6 D2 ~ ~ 0 0 5016 -1 D3 ~ ~ 0 0 5014 -1 S #5016 Damp hallway~ The walls of the tunnel are extremely damp here. You hear the faint sound of running water to the south. ~ 31 9 5 D0 You hear drops of water.~ ~ 0 0 5015 -1 D2 ~ ~ 0 0 5005 -1 S #5017 Narrow crawlway~ This crawlway is just big enough for a human to crawl through or a halfling to walk through. ~ 31 9 5 D0 ~ ~ 0 0 5003 -1 D1 ~ ~ 0 0 5018 -1 D2 You smell the fragrant odor of fungus.~ ~ 0 0 5019 -1 S #5018 Large cavern~ You have entered a very large cavern. The rock formations would amaze almost any dwarf. ~ 31 9 5 D0 ~ ~ 0 0 5004 -1 D3 ~ ~ 0 0 5017 -1 S #5019 Fungus patch~ As you walk through the fungus patch, you are shot at by many millions of spores. You can hardly breathe. ~ 31 9 5 D0 ~ ~ 0 0 5017 -1 D1 The fragrant smell of fungus spores continues to the east~ ~ 0 0 5020 -1 S #5020 Fungus path~ As you walk along the path, millions of spores are shot at you. You can hardly breathe. ~ 31 9 5 D2 A giant mushroom temple stands to the south.~ ~ 0 0 5021 -1 D3 The fragrant smell of spores continues to the west.~ ~ 0 0 5019 -1 S #5021 Fungus temple~ You find yourself standing inside of a giant mushroom. The inside is decorated in the fashion of a temple. ~ 31 9 5 D0 ~ ~ 0 0 5020 -1 D1 ~ ~ 0 0 5022 -1 S #5022 Sloping passage~ You follow a path sloping down from the fungus temple. ~ 31 9 5 D2 ~ ~ 0 0 5021 -1 D5 ~ ~ 0 0 5023 -1 S #5023 Sloping passage~ You are on a path that gently slopes up from the underground pool. ~ 31 9 5 D0 You hear sounds of trickling water.~ ~ 0 0 5005 -1 D4 ~ ~ 0 0 5022 -1 S #5024 The Great Eastern Desert~ A vast desert stretches for miles, the sand constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5030 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5034 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5025 -1 S #5025 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5024 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5031 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5026 -1 S #5026 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. The hole which you tumbled out of is too high for you to reach. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5025 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5036 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5027 -1 S #5027 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5026 5026 D1 Sand as far as the eye can see.~ ~ 0 0 5033 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5028 -1 S #5028 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5027 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5033 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5029 -1 S #5029 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5028 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5037 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5044 -1 S #5030 A small oasis~ You stand beside a small pool of crystal-blue water bathed in the shade of a few scarce palm trees. To the north you see a small encampment stopped for the day. ~ 31 0 2 D0 You see three tents and some camels hitched to a stake. Shadows moving across the tents suggest activity.~ ~ 0 0 5056 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5036 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5032 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5025 -1 S #5031 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5031 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5031 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5032 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5024 -1 S #5032 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5035 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5036 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5033 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5032 -1 S #5033 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5037 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5037 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5043 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5028 -1 S #5034 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5038 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5048 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5034 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5035 -1 S #5035 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east, although it doesn't seem to be resting on the ground. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5039 -1 D1 The pyramid seems to be floating about 100 meters in the air. Even from here, you can sense a great evil residing within.~ ~ 0 0 5040 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5032 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5034 -1 S #5036 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5035 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5041 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5032 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5030 -1 S #5037 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5048 -1 D1 Sand as far as the eye can see.~ ~ 0 0 21100 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5042 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5033 -1 S #5038 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5045 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5040 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5034 -1 S #5039 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 31 0 2 D0 The Southern Gates of New Thalos.~ ~ 0 0 13411 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5039 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5048 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5039 -1 S #5040 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. You are standing below a gigantic pyramid floating about 100 meters above the ground. To your left hangs a rope which leads straight up to the massive structure. From here you can sense the great evil which resides within. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5036 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5049 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5041 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5043 -1 D4 You can see a rope stretching upwards. ~ ~ 0 0 5300 -1 S #5041 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 31 0 2 D0 The pyramid seems to be floating about 100 meters above the desert. Even from here you can sense the great evil within.~ ~ 0 0 5040 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5048 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5041 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5037 -1 S #5042 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5049 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5055 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5043 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5041 -1 S #5043 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5042 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5055 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5044 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5033 -1 S #5044 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north and a ruined city to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5050 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5055 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5029 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5200 -1 S #5045 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5045 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5052 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5045 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5038 -1 S #5046 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5038 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5047 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5047 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5039 -1 S #5047 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5051 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5053 -1 D3 The pyramid seems to be floating about 100 meters above the desert. Even from here you can sense an evil presence within.~ ~ 0 0 5040 -1 S #5048 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5039 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5048 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5053 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5041 -1 S #5049 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5053 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5054 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5050 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5042 -1 S #5050 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5050 -1 D1 Sand as far as the eye can see.~ ~ 0 0 5054 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5044 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5042 -1 S #5051 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5051 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5052 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5047 -1 S #5052 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. Just below you can make out a tiny ledge. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5051 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5053 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5045 -1 D5 ~ ~ 0 0 5063 -1 S #5053 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5052 -1 D1 A rickety rope bridge stretches across the canyon...it doesn't look too safe.~ ~ 0 0 5062 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5054 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5049 -1 S #5054 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5053 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5055 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5050 -1 S #5055 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west and a deep canyon to the east. ~ 31 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5054 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5055 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5043 -1 S #5056 A nomad camp~ This small group of desert nomads has stopped for the day to rest and refresh themselves beside this beautiful oasis. Three tents and some camels make up the party. From within two of the tents you hear muffled voices, obviously surprised at your visit. ~ 31 128 2 D0 Some camels are tied up to a mass of stakes plugged into the ground.~ ~ 0 0 5058 -1 D1 You see inside one of the tents a huddled mass of people, probably slaves.~ ~ 0 0 5057 -1 D2 Sand as far as the eye can see.~ ~ 0 0 5030 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5025 -1 S #5057 Inside a small tent~ This is a small and simple tent with few possessions in sight. Lying here and there are young-looking men and women, possibly slaves to the leader of this band. ~ 31 128 2 D3 You see the center of the nomad camp.~ ~ 0 0 5056 -1 S #5058 Beside the camels~ Here stand about ten camels, all hitched to some stakes plugged into the ground. To the east you see a small tent while to the north you see a larger, fancier tent. ~ 31 128 2 D0 This tent seems to be the temporary abode of the nomad leader. You make a mental note to visit it before you leave.~ ~ 0 0 5060 -1 D1 In this tent there are very large men, all carrying weapons.~ ~ 0 0 5059 -1 D2 You see the center of the nomad camp.~ ~ 0 0 5056 -1 D3 Sand as far as the eye can see.~ ~ 0 0 5024 -1 S #5059 The warrior's tent.~ This tent has a few furnishings, but mainly it holds the band's protectors. They all stare at you coldly as you enter. ~ 31 128 2 D3 Outside you see some peaceful camels.~ ~ 0 0 5058 -1 S #5060 The main tent~ This tent is as lavishly decorated on the inside as it is on the outside. A fancy carpet lies on the sand and numerous baskets line the walls. ~ 31 128 2 D1 ~ ~ 0 0 5061 -1 D2 You see some peaceful camels.~ ~ 0 0 5058 -1 S #5061 The main tent~ This is where the leader of this band of nomads resides. He is definitely rich as you inspect the tapestries, baskets, and a few paintings as well. ~ 31 128 2 D3 You see the entrance to this tent.~ ~ 0 0 5060 -1 S #5062 The rickety rope bridge.~ You carefully begin across the bridge, but strong gusts of wind buffet you. Might be a wise idea to leave. ~ 31 0 -1 1 5071 3 10 10 D3 ~ ~ 0 0 5053 -1 S #5063 The wind-swept ledge~ Being very careful not to lose your balance, you look around and find that this canyon is about a half a kilometer deep. To the west is a dark cave leading under the desert sands and above you a rope bridge spans the gap. ~ 31 0 5 D3 ~ ~ 0 0 5064 -1 D4 The desert sands blow down in your face.~ ~ 0 0 5052 -1 S #5064 The cavemouth~ The air in here is MUCH cooler than outside. From the west you hear strange sounds, but can see nothing. The cave slopes down into the darkness. ~ 31 9 5 D1 Outside is lighter and very windy.~ ~ 0 0 5063 -1 D3 ~ ~ 0 0 5065 -1 S #5065 The mysterious lair.~ You have stumbled upon the home of something. From the treasure haphazardly strewn about and the rotting carcases, you would guess that this is a dragon's lair. As to what type, you can't really say. The cave narrows out into a tunnel to the west. ~ 31 137 5 D1 ~ ~ 0 0 5064 -1 D3 ~ ~ 0 0 5066 -1 S #5066 A wide tunnel~ This tunnel seems to go on forever into the darkness. You carefully feel your way along the walls. ~ 31 9 5 D1 ~ ~ 0 0 5065 -1 D3 ~ ~ 0 0 5067 -1 S #5067 A narrower tunnel~ The tunnel becomes very narrow and you fight to squeeze your way through. The floor seems to level off a little. ~ 31 9 5 D1 ~ ~ 0 0 5066 -1 D2 ~ ~ 0 0 5068 -1 S #5068 A narrow crack~ This part of the tunnel is the hardest to move through as the walls move in to meet you. ~ 31 9 5 D0 ~ ~ 0 0 5067 -1 D3 ~ ~ 0 0 5069 -1 S #5069 A small cavern.~ It is dark and damp and bats hang from the ceiling. A narrow crack is in the east wall. The floor now slopes upwards. ~ 31 9 5 D0 ~ ~ 0 0 5070 -1 D1 ~ ~ 0 0 5068 -1 S #5070 A small shaft~ From within this shaft you can see a narrow hole in the roof just large enough for one person. Back east is the cavern. ~ 31 9 5 D2 ~ ~ 0 0 5068 -1 D4 ~ ~ 0 0 5009 -1 S #5071 Smashed Against the Rocks~ Suddenly, a gust of wind arises out of nowhere! You attempt to maintain your control, but the wind is too much. Ack, your losing it... You fall... ...and fall ...and fall ...and are slammed to death on the rocks. ~ 31 2 10 S #5100 City Entrance~ You are standing at the entrance of a small underground city. The city gates stand to your south, finely crafted from adamantite. You guess the workmanship to be that of drow. Standing to the north, you see a large palace, which seems to be made of solid black onyx. The palace doors are trimmed in gold. From the south, you hear the bustling sounds of a busy city. Looking up, you see a small, mine like tunnel. ~ 32 8 0 D0 You see a huge palace ~ palace~ 39 5197 5197 -1 D3 A huge gate opens to the west allowing entrance into the city.~ gate~ 0 0 5101 -1 D4 A small hole leads upwards, to the DracoLich's cave. ~ gate~ 0 -1 5011 -1 E gate~ A large adamantite gate with giant spider shaped emblems stands here.~ S #5101 City street~ You walk along a highly ornate street going north-south. A large gate lies to the east while a building lies to the west. ~ 32 9 0 D0 ~ ~ 0 0 5123 -1 D1 ~ ~ 0 0 5100 -1 D2 ~ ~ 0 0 5102 -1 D3 ~ ~ 0 0 5122 -1 S #5102 City street~ You walk along a highly ornate city street going north and west. ~ 32 9 0 D0 ~ ~ 0 0 5101 -1 D3 ~ ~ 0 0 5103 -1 S #5103 City street~ You walk along a highly ornate city street going east-west. A large house stands to the south. ~ 32 9 0 D1 ~ ~ 0 0 5102 -1 D2 ~ ~ 0 0 5104 -1 D3 ~ ~ 0 0 5106 -1 S #5104 3rd House~ You stand inside the 3rd house of the city; it is fairly well decorated by drow standards having a few statues, murals and such. A door leads to the south. ~ 32 9 0 D0 ~ ~ 0 0 5103 -1 D2 ~ ~ 1 -1 5105 -1 S #5105 Throne Room~ The throne room of the 3rd house is about as decorated as the inner courtyard except with a blood covered altar in the center of the room. ~ 32 9 0 D0 ~ ~ 1 -1 5104 -1 S #5106 City street~ You walk along a highly ornate city street going east-west. To the north is a large building. ~ 32 9 0 D0 ~ ~ 0 0 5118 -1 D1 ~ ~ 0 0 5103 -1 D3 ~ ~ 0 0 5107 -1 S #5107 City street~ You walk along a highly ornate city street leading north and east. To the south is an extremely large house. ~ 32 9 0 D0 ~ ~ 0 0 5110 -1 D1 ~ ~ 0 0 5106 -1 D2 ~ ~ 0 0 5108 -1 S #5108 2nd House~ You stand inside the 2nd house of the city. The room is highly decorated with statues of spiders and murals everywhere. ~ 32 9 0 D0 ~ ~ 0 0 5107 -1 D3 ~ ~ 1 -1 5109 -1 S #5109 Throne Room~ The throne room of the 2nd house is just a little more decorative than the inner courtyard having an altar in the center of the room. ~ 32 9 0 D1 ~ ~ 1 -1 5108 -1 S #5110 Main Gate~ You are at the entrance to the 1st house of the city. A large gate, almost as big and elegant as the one at the entrance to the city, stands here. ~ 32 9 0 D0 ~ ~ 0 0 5114 -1 D2 ~ ~ 0 0 5107 -1 D3 A large gate lies to the west.~ gate~ 1 -1 5111 -1 S #5111 1st House~ You stand in the inner courtyard of the 1st and largest house in the city. The room is extremely large and decorative. Mural and paintings hang on the walls depicting some battles and a spider queen. ~ 32 9 0 D1 ~ ~ 1 -1 5110 -1 D3 ~ ~ 0 0 5112 -1 S #5112 Throne Room~ The throne room of the 1st house is in one word...awesome. It is so horrifying it is almost beautiful. ~ 32 9 0 D0 ~ ~ 1 -1 5113 -1 D1 ~ ~ 0 -1 5111 -1 S #5113 Main Chamber~ This is the council chamber for the Matron Mother herself. A huge table and chairs surrounding it sits in the center of the room. ~ 32 9 0 D2 ~ ~ 1 -1 5112 -1 S #5114 City street~ You walk along a highly ornate city street leading north-south and east. ~ 32 9 0 D0 ~ ~ 0 0 5115 -1 D1 ~ ~ 0 0 5117 -1 D2 ~ ~ 0 0 5110 -1 S #5115 City street~ You walk along a highly ornate city street leading south. A building is to the west. ~ 32 9 0 D2 ~ ~ 0 0 5114 -1 D3 ~ ~ 1 -1 5116 -1 S #5116 Cleric Academy~ This is the most lavish of the academies being that it is for the clerics. ~ 32 9 0 D1 ~ ~ 1 -1 5115 -1 S #5117 City street~ You walk along a highly ornate city street going east-west. To the north is a giant temple. ~ 32 9 0 D0 The entrance to the temple of Lloth.~ ~ 1 -1 5119 -1 D1 ~ ~ 0 0 5121 -1 D3 ~ ~ 0 0 5114 -1 S #5118 Warrior's Academy~ This looks more like a barracks than a school. ~ 32 9 0 D2 ~ ~ 0 0 5106 -1 S #5119 Entrance to the Temple of Lloth~ The temple is the largest building in the city. Even it's doors are beyond imagination. Inside of the temple entrance, the walls are made of gold and adamantite. ~ 32 9 0 D2 ~ ~ 1 -1 5117 -1 D5 ~ ~ 0 0 5126 -1 S #5120 Mage's Academy~ The mages academy is fairly well decorated see that the drow prefer magic over physical power greatly. ~ 32 9 0 D2 ~ ~ 1 -1 5121 -1 S #5121 City street~ You walk along a highly ornate city street going eastward. To the north is a building. ~ 32 9 0 D0 ~ ~ 1 -1 5120 -1 D1 ~ ~ 0 0 5123 -1 D2 ~ ~ 0 0 5122 -1 D3 ~ ~ 0 0 5117 -1 S #5122 Slave Chamber~ The room is in shambles. Straw is strewn all about the room as beds for the unfortunate creatures who have fallen prey to drow empirialism. ~ 32 9 0 D0 ~ ~ 0 0 5121 -1 D1 ~ ~ 0 0 5101 -1 S #5123 City street~ You walk along a highly ornate city street leading west and south. To the north is a relatively small house. ~ 32 9 0 D0 ~ ~ 1 -1 5124 -1 D2 ~ ~ 0 0 5101 -1 D3 ~ ~ 0 0 5121 -1 S #5124 4th house~ You stand inside the 4th house of the city. Its inner courtyard is rather dull by drow standards and rather small as well. ~ 32 9 0 D1 ~ ~ 0 0 5125 -1 D2 ~ ~ 1 -1 5123 -1 S #5125 Throne Room~ The throne room is basically similar to the inner courtyard in regards to decor. there is a small throne behind the altar but that is about it. ~ 32 9 0 D3 ~ ~ 0 0 5124 -1 S #5126 Entrance Way~ You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues of spiders line the entrance way's walls. ~ 32 9 0 D0 ~ ~ 0 0 5127 -1 D4 ~ ~ 0 0 5119 -1 S #5127 Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a obsidian stairway. ~ 32 9 0 D0 ~ ~ 0 0 5135 -1 D1 ~ ~ 0 0 5128 -1 D2 ~ ~ 0 0 5126 -1 D3 ~ ~ 0 0 5131 -1 S #5128 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 32 9 0 D1 ~ ~ 0 0 5129 -1 D3 ~ ~ 0 0 5127 -1 S #5129 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a door. ~ 32 9 0 D0 ~ ~ 1 -1 5150 -1 D1 ~ ~ 0 0 5130 -1 D3 ~ ~ 0 0 5128 -1 S #5130 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 32 9 0 D1 ~ ~ 0 0 5134 -1 D3 ~ ~ 0 0 5129 -1 S #5131 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 32 9 0 D1 ~ ~ 0 0 5127 -1 D3 ~ ~ 0 0 5132 -1 S #5132 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the south is a door. ~ 32 9 0 D1 ~ ~ 0 0 5131 -1 D2 ~ ~ 1 -1 5133 -1 D3 ~ ~ 0 0 5134 -1 S #5133 Warrior's Barracks~ The room is a complete mess. None of the beds are made, clothes and other items have been left all about the room. Well drow warriors never were known for neatness. ~ 32 9 0 D0 ~ ~ 1 -1 5131 -1 S #5134 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 32 9 0 D1 ~ ~ 0 0 5132 -1 D3 ~ ~ 0 0 5130 -1 S #5135 Grand Stairway~ You are standing at the bottom of a giant obsidian and adamantite stairway. The edges are trimmed with gold. ~ 32 9 0 D2 ~ ~ 0 0 5127 -1 D4 ~ ~ 0 0 5136 -1 S #5136 Grand Hallway~ You are standing in the middle of a grand hallway. The walls are of the purest adamantite with gold trim. Mosaics line the walls. ~ 32 9 0 D0 ~ ~ 0 0 5138 -1 D1 ~ ~ 1 -1 5137 -1 D5 ~ ~ 0 0 5135 -1 S #5137 Mage's Barracks~ The mage's living quarters is rather clean with the exception of a few used component containers. It is rather well decorated as well. Cots line the floor for the mages to sleep on. the only door is to the west. ~ 32 9 0 D3 ~ ~ 1 -1 5136 -1 S #5138 Grand Hallway~ You are walking down a grand hallway, heavily decorated with adamantite and gold. To the north the hall goes down a flight of stairs while a door is too the west. ~ 32 9 0 D2 ~ ~ 0 0 5136 -1 D3 ~ ~ 1 -1 5139 -1 D5 ~ ~ 0 0 5140 -1 S #5139 Cleric's Barracks~ The bed chamber is brightly decorated with spider shaped statues, murals and the like. Large beds line the floor making this a comfortable room to live in. ~ 32 9 0 D1 ~ ~ 1 -1 5138 -1 S #5140 Grand Stairway~ You are climbing a set of obsidian stairs surrounded by adamantite walls. To the north are a set of large golden doors. ~ 32 9 0 D0 ~ ~ 1 -1 5141 -1 D4 ~ ~ 0 0 5138 -1 S #5141 Main Chamber~ This is the south side of a large auditorium used for services by the drow priestesses. In the center is a large sacrificial pit and beyond that is an altar. ~ 32 9 0 D1 ~ ~ 0 0 5142 -1 D2 ~ ~ 1 -1 5140 -1 D3 ~ ~ 0 0 5144 -1 S #5142 Easternside of Chamber~ You are on the easternside of the chamber overlooking the pit. To the east is a door while to the north is an altar. ~ 32 9 0 D0 ~ ~ 0 0 5145 -1 D1 ~ ~ 1 -1 5146 -1 D2 ~ ~ 0 0 5141 -1 S #5143 Sacrificial Pit~ A you climb down into the pit thousands of spiders cover you tearing your body to shreds. Lloth thanks you for your sacrifice. ~ 32 6 0 D4 ~ ~ 0 -1 5145 -1 S #5144 Westernside of Chamber~ You are on the westernside of the main chamber overlooking a sacrificial pit. To the north is an altar. ~ 32 9 0 D0 ~ ~ 0 0 5145 -1 D2 ~ ~ 0 0 5141 -1 S #5145 The Altar~ You are standing infront of a highly and freshly bloodstained altar. Engraved on the top of the altar is a giant spider witha human head. Looking down from the altar you see a large sacrificial pit. Maybe you will get to be one! ~ 32 9 0 D0 ~ ~ 0 0 5148 -1 D1 ~ ~ 0 0 5142 -1 D3 ~ ~ 0 0 5144 -1 D5 ~ ~ 0 0 5143 -1 S #5146 Slave Cells~ This is the main room to the cell chambers for the slaves to be sacrificed. You notice there are no guards around. ~ 32 9 0 D0 ~ ~ 1 -1 5147 -1 D3 ~ ~ 0 0 5142 -1 S #5147 Slave Pen~ Rotten meat and breads lie about the floor while shackles hang from the walls. The room reeks of death. You almost become nauseated and decide to leave the room since you were obviously too late to save the slaves. ~ 32 9 0 D2 ~ ~ 1 -1 5146 -1 S #5148 Dais~ You stand upon a dais behind the altar. Above you is a enormous illusion of a female drow turning into a giant spider and back again. There is a door to the west. ~ 32 73 0 D2 ~ ~ 0 0 5145 -1 D3 ~ ~ 1 -1 5149 -1 S #5149 The Treasury~ This is obviously only a temporary storage place for the collected treasure being rather bare. ~ 32 9 0 D1 ~ ~ 1 -1 5148 -1 S #5150 Weaponsmaster's Chamber~ This one person bedchamber is very elegant. The owner must be held in high to get this kind of treatment. ~ 32 73 0 D2 ~ ~ 1 -1 5129 -1 S #5197 The Throne Room of Drow~ This is a massive hall, with walls made of solid onyx. The light from a massive chandelier illuminates the large hall, making the onyx walls glisten. The floor is covered in a thick, deep red shag carpet, except for an aisle spanning the center of the hall, which leads to two thrones. One huge throne, made of gold and ivory, has a demon's leering face hanging over it's back, and the second, smaller throne has the legs of a spider curling around the cushion. There are two gold doors, one leading east, and the other leading west, as well as the exit to the south. ~ 32 12 0 D1 ~ door east~ 39 5197 5198 -1 D2 ~ palace~ 39 5197 5100 -1 D3 ~ door west~ 39 5197 5199 -1 S #5198 Rambozo's Room~ This is the room of Rambozo, the Dark Dwarf High Priest of Lolth. This room is dominated by a large altar, bearing the likeness of the Spider Queen herself on the sacrificial table, her legs curling up to surround whoever is unfortunate enough to be placed there. The table is stained the dark color of the blood of her sacrifices. In the corner, you see a small bedchamber, where the High Priest sleeps. The only exit is to the west. ~ 32 12 0 D3 ~ door~ 39 5197 5197 -1 S #5199 Shadowspawn's Room~ This is the bedroom of Shadowspawn, Prince of the Drow. The bed in here dominates the entire room. It's canopied in red silk, draping down to the edge of the red satin sheets. The floor is carpeted in a dark black shag, which matches the color of the onyx walls. The only exit is east. ~ 32 12 0 D1 ~ door~ 39 5197 5197 -1 S #5200 The Grand Gate of Thalos~ You stand in the archway of a gigantic stone archway. The two steel gates have been forced open and have rusted in place. A hollow gust of wind blows by you into the deserted, and seemingly destroyed, city. ~ 33 0 1 D1 The desert sands stretch on for miles and miles.~ ~ 0 0 5043 5043 D3 You see devastation everywhere. Houses lie in ruin and skeletons litter the streets. You see strange beasts stalking the shadows.~ ~ 0 0 5201 -1 S #5201 Main Street~ This was once a magnificent street, but now is in total ruin. The streets are barren and windswept and the silence is unending. To the south you see a ruined cottage while north leads into a dark back alley. Howls and screams echo through the deserted city. ~ 33 0 1 D0 It's a dark alley.~ ~ 0 0 5239 -1 D1 The entrance to the city lies this way.~ ~ 0 0 5200 -1 D2 A ruined shack lies to the south.~ ~ 0 0 5235 -1 D3 Main Street lies this way.~ ~ 0 0 5202 -1 S #5202 Main Street~ This was once a magnificant street, but now is in total ruin. The streets are barren and windswept and the silence is unending. On one side is a collapsed house while on the other is the entrance to a large ruined mansion. Eerie sounds echo within the mansion. Near the center of town you see a large domed building, relatively intact. ~ 33 0 1 D0 The remnants of a store lie this way.~ ~ 0 0 5236 -1 D1 ~ ~ 0 0 5201 -1 D2 It looks like what used to be the main building in the city.~ ~ 0 0 5232 -1 D3 A withered garden path lies this way.~ ~ 0 0 5203 -1 S #5203 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. A sudden volley of howls pierces the air. ~ 33 0 1 D0 The garden path continues around the building.~ ~ 0 0 5204 -1 D1 This is the main street leading to the city's entrance~ ~ 0 0 5202 -1 D2 The garden path continues around the building.~ ~ 0 0 5206 -1 D3 Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling.~ ~ 0 0 5250 -1 S #5204 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. ~ 33 0 1 D0 A side street leads of to the northern half of the city.~ ~ 0 0 5211 -1 D1 The garden path continues around the building.~ ~ 0 0 5203 -1 D2 Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling.~ ~ 0 0 5250 -1 D3 The garden path continues around the building.~ ~ 0 0 5205 -1 S #5205 A garden path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 33 0 1 D0 The garden path continues around the building.~ ~ 0 0 5204 -1 D1 Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling.~ ~ 0 0 5250 -1 D2 The garden path continues around the building.~ ~ 0 0 5206 -1 D3 What looks like a market place lies this way.~ ~ 0 0 5207 -1 S #5206 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 33 0 1 D0 Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling.~ ~ 0 0 5250 -1 D1 The garden path continues around the building.~ ~ 0 0 5203 -1 D2 A small side street leads to the southern half of the city.~ ~ 0 0 5212 -1 D3 The garden path continues around the building.~ ~ 0 0 5205 -1 S #5207 The market place~ You stand in the middle of a large square lined on each side with baskets, carts, and stands of all shapes and sizes. Abandoned, these little shops still contain some of their goods once sold to a demanding public. ~ 33 0 1 D0 A small table has been toppled over, spilling fine jewelry and gems onto the ground.~ ~ 0 0 5225 -1 D1 A small garden path encircles a large domed temple in the center of the city.~ ~ 0 0 5205 -1 D2 Rotted remains of fruits and vegetables lie strewn about.~ ~ 0 0 5220 -1 D3 The market place continues.~ ~ 0 0 5208 -1 S #5208 The market place~ You stand at the end of the market square. Stands and carts line each side, filled with remnants of fine foods and exquisite goods. A small hole in the western wall of the city leads back out into the desert. ~ 33 0 1 D0 Tattered carpets and ruined bales of silk sit idly by a run down stand.~ ~ 0 0 5222 -1 D1 The center of the market lies this way.~ ~ 0 0 5207 -1 D2 >From the massive stench, this must have been a meat and poultry stand. It lies totally bare.~ ~ 0 0 5217 -1 S #5209 A side street~ This small side street leads east and west into back alleys while to the south you see the temple. The incessant howling tears at your mind. ~ 33 0 1 D1 ~ ~ 0 0 5243 -1 D2 ~ ~ 0 0 5210 -1 D3 ~ ~ 0 0 5228 -1 S #5210 A side street~ You are in the common section of the city. Ruined buildings made of clay and stone is all the view has to offer. Most of these homes are nothing but piles of rubble, but some look almost safe enough to venture into. The street continues north and south and buildings line the street. ~ 33 0 1 D0 ~ ~ 0 0 5209 -1 D1 A small doorway leads into a partially collapsed house.~ ~ 1 -1 5244 -1 D2 ~ ~ 0 0 5211 -1 D3 A small clay dwelling sits here.~ ~ 0 0 5226 -1 S #5211 A side street~ This small side street leads away from the garden path to the south. Around you stand large piles or rubble where the houses of commoners used to be. A lone howl makes you worry greatly about your safety here. ~ 33 0 1 D0 ~ ~ 0 0 5210 -1 D1 An unusually tall dwelling stands looming over you.~ ~ 0 0 5237 -1 D2 A garden path circles around the temple.~ ~ 0 0 5204 -1 D3 Here lies a small stone house with a thatched roof.~ ~ 0 0 5227 -1 S #5212 A side street~ This small side street leads south away from the temple into the business section of town. The destruction that leveled this city was not biased; these important looking buildings have been almost totally destroyed. There is a hole in the wall of a very large structure to the east. ~ 33 0 1 D0 A small garden path encircles the temple.~ ~ 0 0 5206 -1 D1 This possibly could be the city hall.~ ~ 0 0 5232 -1 D2 ~ ~ 0 0 5213 -1 D3 Inside the building you see long pieces of metal, an oven, and some anvils.~ ~ 0 0 5221 -1 S #5213 A side street~ This small side street is lined with the remains of once great buildings. To the north is a dark, foreboding structure while to the south lies the entrance to a small tavern. The street continues north and south. ~ 33 0 1 D0 ~ ~ 0 0 5212 -1 D1 >From the looks of it, this was once a two story abode. The entire second floor has collapsed leaving a very little part of the bar still free from debris.~ ~ 0 0 5230 -1 D2 ~ ~ 0 0 5214 -1 D3 This seems to be the only guild house in the entire city. It's dark nature makes you wonder about its' origins.~ ~ 0 0 5219 -1 S #5214 A side street~ You are at the end of a long street leading to the center of the city. A long dark alley runs east and west. ~ 33 0 1 D0 ~ ~ 0 0 5213 -1 D1 ~ ~ 0 0 5229 -1 D3 ~ ~ 0 0 5218 -1 S #5215 Under a ruined watchtower~ You stand at the base of a tall watchtower built to protect the city from invaders. From the looks of things, it did not do a good job. ~ 33 0 1 D0 ~ ~ 0 0 5216 -1 D1 ~ ~ 0 0 5218 -1 D4 ~ ~ 0 0 5247 -1 S #5216 A back alley~ This alley leads to the rear of what used to be a meat stand. You wince at the stench. South is one of the city watchtowers. ~ 33 0 1 D0 You see the back-side of the market place meat stand.~ ~ 0 0 5217 -1 D2 A tall watchtower stands a silent vigil over the city.~ ~ 0 0 5215 -1 S #5217 The meat stand~ A large stand has been set up here with metal hooks and wooden racks in the background. Hanging on the hooks are very small scraps of meat and other game. This stand is relatively empty, and a sudden burst of howling and screaming makes you realize why this is so. ~ 33 0 1 D0 The market place lies this way.~ ~ 0 0 5208 -1 D1 This is a cart full of rotted vegitables and fruits.~ ~ 0 0 5220 -1 D2 ~ ~ 0 0 5216 -1 S #5218 A back alley~ A narrow alley leads east to a wider street and west to one of the city watchtowers. ~ 33 0 1 D1 A small side street greets you.~ ~ 0 0 5214 -1 D3 A tall watchtower stands a silent vigel over the city.~ ~ 0 0 5215 -1 S #5219 The guild house~ You are standing in what once was this city's ONLY guild house. Tables and chairs have been smashed and broken weapons lie strewn about the floor as if some massive battle had taken place here. Draped along the back wall is a tattered, jet-black banner with the symbol of the Darkside set upon it. ~ 33 8 1 D1 A small side street runs past the building.~ ~ 0 0 5213 -1 S #5220 The produce stand~ A large cart sits here carrying rotted fruit and vegetables. Flys swarm all about what seems to be the last remaining bits of food left in the city. ~ 33 0 1 D0 The market place is deserted.~ ~ 0 0 5207 -1 D3 A strong stench eminates from the meat stand next to you.~ ~ 0 0 5217 -1 S #5221 The smithy~ In here you find tools and anvils used to make various weapons and items. The walls have been stripped clean and only a few incomplete pieces of armor and weaponry are left. ~ 33 8 1 D1 A small side street runs past the building.~ ~ 0 0 5212 -1 S #5222 The tapestry stand~ Tattered and torn tapestries and rugs lie heaped in piles. Fancy robes and various articles of clothing are now just rags. You stare at the strange piles for a long time until a piercing howl makes you think these might be beds. ~ 33 0 1 D0 ~ ~ 0 0 5223 -1 D1 A fine jewelry stand lies in ruin next to you.~ ~ 0 0 5225 -1 D2 The market place is deserted.~ ~ 0 0 5208 -1 S #5223 A back alley~ A narrow alley leads north to one of the city watchtowers while to the south there lies a market stand full of torn clothes and rugs. ~ 33 0 1 D0 A tall watchtower stands a silent vigel over the city.~ ~ 0 0 5224 -1 D2 ~ ~ 0 0 5222 -1 S #5224 Under the watchtower~ You stand under one of the city watchtowers built to protect the city from invaders. Obviously, it failed. ~ 33 0 1 D1 ~ ~ 0 0 5228 -1 D2 ~ ~ 0 0 5223 -1 D4 Above you looms a tall watchtower.~ ~ 0 0 5246 -1 S #5225 The jewelery stand~ A table has been tipped over, spilling fine jewelery and gems across the market place. Most of these trinkets are battered and tarnished and few would have any value anymore. ~ 33 0 1 D2 The market place is deserted.~ ~ 0 0 5207 -1 D3 Next to you is a stand full of ruined clothes and rugs.~ ~ 0 0 5222 -1 S #5226 A ruined clay dwelling~ This was once a very plain house with nothing more than a few chairs and a bed. A cold fireplace suggests that the city has been adandoned for quite a while. Almost nothing remains of this humble abode. ~ 33 8 1 D1 Outside is a small side street.~ ~ 0 0 5210 -1 S #5227 A collapsed stone dwelling~ This small house has completely collapsed upon itself leaving piles of debris here and there. A few rafters still stand with thatched straw hanging downand a hot wind gusts through the hollow dwelling. ~ 33 0 1 D1 A small side street runs past the house.~ ~ 0 0 5211 -1 S #5228 A back alley~ A narrow alley leads east to one of the city watchtowers and west to a small side street. ~ 33 0 1 D1 ~ ~ 0 0 5209 -1 D3 ~ ~ 0 0 5224 -1 S #5229 An abandoned shop~ From the outside this place looks like an ordinary pile of rubble, but inside these cramped quarters you discover what used to be a shop filled with armor, weapons, and various other goods. A small sign flutters in the wind. ~ 33 8 1 D3 A small side street runs past the shop.~ ~ 0 0 5214 -1 S #5230 The Tavern of the Sun~ A glorious place in it's prime, this tavern now lies in ruin; tables and chairs are broken scattered, bottles and glasses shattered, and a small performance stage crushed. Musical instruments and personal belongings lie under the rubble, but the people they once belonged to are not with them. Looking up you see that the entire second floor and roof has fallen in, leaving a gaping hole above. ~ 33 0 1 D3 A small side street runs past the tavern.~ ~ 0 0 5213 -1 S #5231 South wing of the city hall~ You stand in a large room attached to this end of the hallway which leads back north to the reception area. Pedistals and columns have fallen and most of the valuable items have been taken, leaving worthless debris. A few chairs have survived, as well as a large curved desk. To the east is a vine-covered archway leading out into a private courtyard. ~ 33 8 1 D0 The long hallway leads back to the main reception area of the city hall.~ ~ 0 0 5232 -1 D1 ~ ~ 0 0 5234 -1 S #5232 The city hall~ This is the main reception area of Thalos' city hall. The walls have been charred and scored massively and debris is spread from wall to wall. A large gaping hole in the west wall allows you to see out to one of the city's side streets. Obviously noone will be seeing you through today. Hallways lead south and east. ~ 33 520 1 D0 Main street runs past the city hall.~ ~ 0 0 5202 -1 D1 A hallway leads to the east wing of the city hall.~ ~ 0 0 5233 -1 D2 A hallway leads to the south wing of the city hall.~ ~ 0 0 5231 -1 D3 ~ ~ 0 0 5212 -1 S #5233 East wing of the city hall~ Here lies the reminants of a fancy office, possibly the mayor's. A few withered plants and broken pieces of furniture make this place anything but fancy, though. The only thing remaining intact here is a large glass cabinet. A long hallway leads west back to the reception area and an ivy-covered archway leads south into a private courtyard. ~ 33 8 1 D2 ~ ~ 0 0 5234 -1 D3 ~ ~ 0 0 5232 -1 S #5234 The private gardens and courtyard of Thalos~ What a shame that this mass destruction also touched this once beautiful place. The temple's garden path has nothing on this garden. Flowers and trees have been smashed into the ground and lawn benches thrown through walls. A large marble fountain in the center of the courtyard still stands, though, defying any attempts to destroy its beauty. Above stands the reminants of one of the watchtowers. Archways north and west lead back into the city hall. ~ 33 0 1 D0 ~ ~ 0 0 5233 -1 D3 ~ ~ 0 0 5231 -1 S #5235 A small guard house~ This was once the barracks for Thalos' cityguards. Now just an empty shell, this small shack still stands guarding the entrance both to the city and to the city hall. ~ 33 0 1 D0 Main street runs by this building.~ ~ 0 0 5201 -1 S #5236 A collapsed home~ All that's left of this house is a few scattered piles of rubble and a very large blast crater. Obviously someone or something important was once housed here. A shreeking howl chills your blood. ~ 33 0 1 D2 Main street runs past this ruined home.~ ~ 0 0 5202 -1 S #5237 A tall dwelling~ This seems to be the tallest structure remaining in the city. At one time this could have been an inn of some sort, but now it's just a mess. The back wall as been completely knocked down revealing an entrance into another building through yet another collapsed wall. Between the two buildings are a few blast craters and boulders. An old, very dangerous looking set of wooden steps leads up to a badly rotting second floor. It does not look safe to go up those stairs. ~ 33 8 1 D1 ~ ~ 0 0 5238 -1 D3 A small side street winds past the dwelling.~ ~ 0 0 5211 -1 D4 The stairs and even the entire second floor itself looks very unsafe for travel. Gusts of wind make them creak and shudder.~ ~ 0 0 5245 -1 S #5238 A small shack~ This cramped dwelling could not have housed more than one person. Now with the back wall missing, it could hold many more. Looking around you find broken shelves and workbenches with various vials and pouches spilling contents all across the floor. This was possibly the magic shop of the city. The doorway to the east is blocked, making the only exit back west. ~ 33 8 1 D3 ~ ~ 0 0 5237 -1 S #5239 A back alley~ A narrow back alley goes south to main street and north towards a watchtower. A mass of howls catches you of guard. ~ 33 0 1 D0 ~ ~ 0 0 5240 -1 D2 Main street runs past here.~ ~ 0 0 5201 -1 S #5240 A back alley~ A narrow back alley leads north to one of the city watchtowers and south towards main street. To the west is a doorway to a small house blocked by debris. ~ 33 0 1 D0 A tall watchtower stands a silent vigil over the city.~ ~ 0 0 5241 -1 D2 ~ ~ 0 0 5239 -1 S #5241 Under a watchtower~ You stand under a tall watchtower. Narrow back alleys lead west and south and a very weak looking ladder leads up into the tower. ~ 33 0 1 D2 ~ ~ 0 0 5240 -1 D3 ~ ~ 0 0 5243 -1 D4 Winds howl high above your head in the tower above.~ ~ 0 0 5248 -1 S #5242 A bath house~ This was once the bath house for the commoners of the city. Hot steamy water still wells up from a hole in the floor. Obviously there is a hot spring located under the city (making the decision to put a city here seem much more reasonable). Closer inspection of the water yields a dead body floating around in it, skin melted away from months of floating in there. The west wall has collapsed revealing another collapsed house. ~ 33 8 1 D0 ~ ~ 0 0 5243 -1 D3 The wall has collapsed on the adjoining house, creating a new opening in it.~ ~ 0 0 5244 -1 S #5243 A back alley~ A narrow back alley leads west to a small side street and east to one of the city watchtowers. Great amounts of steam issue forth from the building to the south. ~ 33 0 1 D1 A watchtower stands a silent vigil over the city.~ ~ 0 0 5241 -1 D2 ~ ~ 0 0 5242 -1 D3 A side street runs by here.~ ~ 0 0 5209 -1 S #5244 An upright house~ This home is practically the only one around that is still standing. Except for the massive hole in the east wall, evrything else looks intact, including the windows. Great amounts of steam issue forth from the hole in the east wall. ~ 33 8 1 D1 ~ ~ 0 0 5242 -1 D3 A small side street runs past the house.~ ~ 0 0 5210 -1 S #5245 On the second floor~ The minute you step off onto this floor you realize it was a mistake. The old rotted floorboards suddenly give way and you fall down, impaling yourself on jagged boards below. ~ 33 2 1 S #5246 The north-west watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. No wonder this place stood for so long. ~ 33 0 1 D5 The city lies below.~ ~ 0 0 5224 -1 S #5247 The south-west watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. To the south the desert stretches to the horizon. No wonder this place stood for so long. ~ 33 0 1 D5 The city lies below.~ ~ 0 0 5215 -1 S #5248 The north-east watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see a great floating pyramid to the north-east. Desert sand stretches to the horizon. No wonder this place stood for so long. ~ 33 0 1 D5 The city lies below.~ ~ 0 0 5241 -1 S #5249 Under a watchtower~ As you desend the ladder, the rotted rungs break sending you quickly to your demise far below on the city street. Splat. ~ 33 2 1 S #5250 The Temple of Thalos~ You stand within one of the most holy places in the realm. This stunning domed temple once housed the city's worshipers en masse. Unfortunately, it succumed to the destruction brought on this city. Long benches lie toppled and the altar desicrated. Large chunks of stone have fallen from the walls and roof, sending sunlight streaming in on you. A few books lie about, conveying to you a holy message in a strange tounge. Wind gusts through the four archways and howls and screams can be heard from all parts of the city. ~ 33 68 1 D0 A side street leads to the northern half of the city.~ ~ 0 0 5204 -1 D1 Main street leads out to the main gate of the city.~ ~ 0 0 5203 -1 D2 A side street leads to the southern part of the city.~ ~ 0 0 5206 -1 D3 The market place lies this way.~ ~ 0 0 5205 -1 S #5251 The Southeast Watchtower~ Odd, this tower seemed old and rotting before, but now that you have entered it, you realize that the rot was an illusion! This tower is in perfect condition! Something ususual is going on here.... ~ 33 0 1 D5 You see the city hall below ~ ~ 0 -1 5234 -1 S #5300 The rope to the Pyramid~ The rope stretches upwards to the pyramid. However you notice as you climb that it seems to be fraying. You should probably hurry. ~ 34 0 5 D4 ~ ~ 0 -1 5307 -1 D5 You can see the floor of the desert ~ ~ 0 -1 5040 -1 S #5301 Sarcophagi of Akinra~ You have entered a secret passage that leads down to a solemn chamber. Here lies the great coffin of Akinra ! ~ 34 9 0 D4 ~ coffin~ 33 5304 5304 -1 S #5302 Altar of The Sun God Ra~ A colorful altar dominates the center of this shrine. Paintings surround you paying homage to the great god Ra. A huge statue of the once omnipotent Pharaoh Akinra looms over a dias behind the altar. Hieroglyphic etchings cover the sandstone floor. A spiral stairway leads down. ~ 34 1 0 D4 ~ ~ 0 -1 5303 -1 D5 ~ ~ 0 -1 5304 -1 E etchings~ Unfortunately you can't read ancient egyptian.... however a faded ink translation, apparently left by the owners of the grappling hook, is here. ~ E translation~ Great was the reign of Akinra. The ... God brought his empire much ... and power. Since you are reading these writings you have already desecrated the ... of this holy place. So be warned: Leave now or be forever cursed. The greatest riches and relics of Akinra lay ... his tomb to be reclaimed in his ... reign. The Guardians of Akinra are not to be trifled with and will protect the tomb fiercly. Suffer defeat and ... ~ S #5303 West face of Pyramid~ Winds test your footing as you stand here. A Sphinx facing east hasn't noticed your presence nor that of a grappling hook under its left paw. There is just room enough for you to stand on the ledge and walk around the sides. Someone has gained entrance to the tomb by removing some stones near his tail. ~ 34 0 0 D0 ~ ~ 0 -1 5305 -1 D2 ~ ~ 0 -1 5313 -1 D3 You see the rope stretch over the edge~ ~ 0 -1 5307 -1 D5 ~ ~ 0 -1 5302 -1 S #5304 Tomb of King Akinra~ This is the tomb of the Great One. A cold feeling of death intrudes upon your being. Looking down the vaulted chamber you see a huge sarcophagus bearing the likeness of Akinra. Statues of kneeling worshipers face his tomb. You notice the bones of some daring adventurers, less fortunate than you hope to be. One still grasps an ink pen in his right hand. Passages lead off in all directions. ~ 34 9 0 D0 ~ ~ 0 -1 5306 -1 D1 You see a door here with no apparent keyhole. I trust you have a mage or thief with you. ~ door~ 1 3134 5308 -1 D2 ~ ~ 0 -1 5310 -1 D3 ~ ~ 0 -1 5309 -1 D4 Something or someone has magically blocked your way~ nothing ~ 33 1 5302 -1 D5 ~ Coffin~ 1 17001 5301 -1 E coffin~ After brushing off some fo the dust, a sapphire bracelt becomes visible engraved on the side of the coffin. ~ E up~ Someone or something has magically blocked your way up. ~ S #5305 North face of Pryamid~ Guess what... you see sand. ~ 34 0 0 D1 ~ ~ 0 -1 5312 -1 D3 ~ ~ 0 -1 5303 -1 D5 You see a VERY long drop down. ~ ~ 0 -1 5350 -1 S #5306 Preperation room~ This is one of the side rooms off of the tomb chamber. A table stands here covered with the tools of mummification. ~ 34 9 0 D2 ~ ~ 0 -1 5304 -1 S #5307 The rope to the Pyramid~ You have a good view from up here, hope you aren't afraid of heights. The rope continues up disappearing over a ledge. Looking over your shoulder you see the vast expanses of the desert stretching off to the horizon. Evil permeates the stones of the Pyramid. The rope continues up and trails off below. ~ 34 0 0 D4 ~ ~ 0 -1 5303 -1 D5 ~ ~ 0 -1 5300 -1 S #5308 Treasure room~ Many of Akinra's most prized possesions lie here in ornately carved chests. ~ 34 9 0 D3 ~ ~ 0 -1 5304 -1 S #5309 Passage to Tomb~ This is a side room off of the main tomb chamber. A spiral staircase leads down into darkness. ~ 34 9 0 D1 ~ ~ 0 -1 5304 -1 D5 ~ ~ 0 -1 5311 -1 S #5310 Storage room~ This room is filled with religious artifacts... candles, robes, incense, and small stone daggers (too small to be useful). ~ 34 9 0 D0 ~ ~ 0 -1 5304 -1 S #5311 Corridor~ A mural of mosaic tiles line the walls depicting the empire of Akinra at its height of power. Passages lead east west and south. ~ 34 9 0 D1 ~ ~ 0 -1 5318 -1 D2 ~ ~ 0 -1 5320 -1 D3 ~ ~ 0 -1 5315 -1 D4 ~ ~ 0 -1 5309 -1 S #5312 East face of Pyramid~ Sand, sand, and more sand... off into the distance you see a sandstorm. Is it heading this way ? ~ 34 0 0 D0 ~ ~ 0 -1 5305 -1 D2 ~ ~ 0 -1 5313 -1 D5 You see a VERY long drop down. ~ ~ 0 -1 5350 -1 S #5313 South face of Pyramid~ Heat beats down upon you. Looking out across the desert you see the ruins of a once great city to the south-west. ~ 34 0 0 D1 ~ ~ 0 -1 5312 -1 D3 ~ ~ 0 -1 5303 -1 D5 You see a VERY long drop down. ~ ~ 0 -1 5350 -1 S #5314 Guardian's Room~ This room appears to have one purpose, to house the Stone Golem standing here. His last action seems to have been grasping a stone key. ~ 34 9 0 D2 ~ door~ 1 -1 5315 -1 S #5315 West Corridor~ The corridor ends here. There are doors to the north and south, the corridor leaves east. ~ 34 9 0 D0 ~ door~ 1 -1 5314 -1 D1 ~ ~ 0 -1 5311 -1 D2 ~ south door~ 1 -1 5316 -1 S #5316 Guardian's Room~ This room is non-descrip, save the clay spattered on the ground. ~ 34 9 0 D0 ~ door~ 33 -1 5315 -1 S #5317 Guardian's Room~ This room pales in comparison to the others. The only noteworthy item here is the HUGE chair... and the golem sitting in it. He stands at your entrance. ~ 34 9 0 D2 ~ door~ 1 -1 5318 -1 S #5318 East Corridor~ The corridor ends here with doors to the north and south. ~ 34 9 0 D0 ~ door~ 1 -1 5317 -1 D2 you see a large iron gate to the south. ~ gate~ 33 5300 5319 -1 D3 ~ ~ 0 -1 5311 -1 S #5319 Room of Anubis~ You have entered an ornately guilded throne room. Sitting upon the giant throne is the mighty figure of Anubis, wearing a glowing key on a chain about his neck. ~ 34 9 0 D0 ~ gate~ 33 5300 5318 -1 S #5320 Culdesac~ The murals continue into this room, but tell a different story. They show images of death and pain as demonic beings cruely torture egyptian heroes. The passage way ends and along the floor you notice an iron door set into the ground. The image of a horned devil adornes the handle. The only other way is north to the chamber. ~ 34 9 0 D0 ~ ~ 0 -1 5311 -1 D5 The iron door looks unopenable without the proper key. The eyes of the horned devil glow slightly. ~ iron~ 33 5301 5334 -1 S #5321 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D2 ~ ~ 0 -1 5327 -1 D3 The maze is very twisty here... your not sure where this leads to. ~ ~ 0 -1 5321 -1 S #5322 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D1 ~ ~ 0 -1 5323 -1 S #5323 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D1 ~ ~ 0 -1 5324 -1 D3 The maze continues here. You hear faint chanting and the sounds of slithering. ~ ~ 0 -1 5322 -1 S #5324 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D1 ~ ~ 0 -1 5325 -1 D2 ~ ~ 0 -1 5330 -1 D3 ~ ~ 0 -1 5323 -1 S #5325 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D2 The maze continues here. You hear a low gutteral moaning from this direction. ~ ~ 0 -1 5331 -1 D3 ~ ~ 0 -1 5324 -1 S #5326 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D1 The maze continues to the east. ~ ~ 0 -1 5327 -1 D2 The maze continues to the south. ~ ~ 0 -1 5332 -1 S #5327 Maze ?~ a bunch of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5321 -1 D1 ~ ~ 0 -1 5328 -1 D2 ~ ~ 0 -1 5333 -1 D3 ~ ~ 0 -1 5326 -1 S #5328 Maze ?~ A bunch of twisty passages that all look alike.~ 34 9 0 D1 ~ ~ 0 -1 5329 -1 D2 ~ ~ 0 -1 5334 -1 D3 ~ ~ 0 -1 5327 -1 S #5329 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D3 ~ ~ 0 -1 5328 -1 S #5330 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5324 -1 D2 ~ ~ 0 -1 5336 -1 S #5331 Dead End.~ This corridor ends here, but a lonely Spectre looks up as you enter. He is carrying a sapphire bracelet. He looks into your eyes almost as if too say, "I'm sorry, but I have to kill you." ~ 34 9 0 D0 ~ ~ 0 -1 5325 -1 S #5332 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 The maze continues to the north. ~ ~ 0 -1 5326 -1 D2 The maze continues to the south. ~ ~ 0 -1 5338 -1 S #5333 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5327 -1 D1 ~ ~ 0 -1 5334 -1 D2 ~ ~ 0 -1 5339 -1 S #5334 Maze ?~ You have entered the King's Labyrinth. Passages lead off in all directions. You think you hear movement nearby. ~ 34 9 0 D0 ~ ~ 0 -1 5328 -1 D1 ~ ~ 0 -1 5335 -1 D2 ~ ~ 0 -1 5340 -1 D3 ~ ~ 0 -1 5333 -1 D4 ~ iron~ 33 5301 5320 -1 S #5335 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D2 ~ ~ 0 -1 5341 -1 D3 ~ ~ 0 -1 5334 -1 S #5336 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5330 -1 D1 ~ ~ 0 -1 5337 -1 D2 ~ ~ 0 -1 5342 -1 S #5337 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D2 ~ ~ 0 -1 5343 -1 D3 ~ ~ 0 -1 5336 -1 S #5338 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 The maze continues to the north. ~ ~ 0 -1 5332 -1 D2 The maze continues to the south. You hear faint sounds from this direction. ~ ~ 0 -1 5344 -1 S #5339 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5333 -1 S #5340 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5334 -1 D2 ~ ~ 0 -1 5346 -1 S #5341 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5335 -1 S #5342 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5336 -1 D2 ~ ~ 0 -1 5348 -1 S #5343 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5337 -1 D2 ~ ~ 0 -1 5349 -1 S #5344 Maze ?~ A maze of twisty passages that all look alike. You think you might hear the sound of blowing wind from below. ~ 34 9 0 D0 The maze continues to the north. ~ ~ 0 -1 5338 -1 D5 ~ door~ 1 17003 5040 -1 S #5345 Maze ?~ A maze of twisty passages that all look alike. ~ 34 0 0 D1 ~ ~ 0 -1 5346 -1 S #5346 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5340 -1 D1 ~ ~ 0 -1 5347 -1 D3 ~ ~ 0 -1 5345 -1 S #5347 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D1 ~ ~ 0 -1 5348 -1 D3 ~ ~ 0 -1 5346 -1 S #5348 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5342 -1 D3 ~ ~ 0 -1 5347 -1 S #5349 Maze ?~ A maze of twisty passages that all look alike. ~ 34 9 0 D0 ~ ~ 0 -1 5343 -1 S #5350 Desert Floor.~ For some strange reason you decided to jump off the pyramid. You're dead. ~ 34 2 0 S #5700 Cador's Oasis from Reality~ Before you is a grey room made of bricks and mortor. The east wall is lined with a shelf of magical tomes, books, and other apparatuses. The west wall is filled with religious discourses and holy symbols. There are a few bottles of holy water on the higher shelves of the west wall. The south wall is lined with countless weapons of perfection whose beauty is unsurpassed. Each weapon is honed to finest condition and kept that way by meticulously. To the south leads the way into town. ~ 35 512 0 D1 ~ ~ 1 5700 5896 -1 D2 ~ ~ 0 -1 3001 -1 D3 ~ ~ 0 -1 5701 -1 E runes~ this is a test. ~ E bed~ A big plush and spacious bed is here ~ S #5896 Mynax's Room~ Mynax has his cozy little room. It has his little, but very sharp Garote, diamond knife, and a few other toys. There is ninja suit hanging on the bed. ~ 35 24 0 D3 ~ door mynax~ 1 5700 5700 -1 S #5897 reserved house~ Empty ~ 35 0 0 S #5898 reserved house~ Empty ~ 35 0 0 S #5899 Erik's Room~ Empty ~ 35 0 0 D2 ~ ~ 0 -1 5700 -1 S #6000 The edge of the forest~ You are standing at the eastern edge of a big forest. To the east is the West Gate of Shadowdale and to the west is a narrow trail, leading in through the forest. ~ 35 4 2 D0 You hear a faint sound. ~ ~ 0 -1 1100 -1 D1 You see the West Gate of the City of Shadowdale. ~ ~ 0 -1 3052 -1 D3 You see the narrow forest trail winding westwards in between the trees. ~ ~ 0 -1 6001 -1 E tree trees~ The trees are quite tall considering most of them appear to be quite young. On one of the trees, crude letters forming the word "Haon-Dor" have been carved into the bark. ~ E trail~ The forest trail winds westwards through the trees. ~ S #6001 A trail through the light forest~ You are on a trail leading through the forest. To the east is the forest edge and to the west, the trail leads further into the forest. ~ 35 0 3 D0 ~ ~ 0 0 254 -1 D1 The trail continues eastwards out of the forest. ~ ~ 0 -1 6000 -1 D3 You see the narrow forest trail winding westwards in between the trees. ~ ~ 0 -1 6002 -1 E birds insects animals~ Very cute little creatures, they seem to enjoy life. ~ E tree trees~ The trees here are quite young and fresh. They seem to accommodate many kinds of birds, insects and other small animals. ~ E trail~ The forest trail winds east-west through the trees. ~ S #6002 A trail through the light forest~ You are on a narrow trail leading east and west through the forest. To the west, the forest gradually becomes more dense. A small forest path leads south. ~ 35 0 3 D1 The trail continues eastwards through the young trees. ~ ~ 0 -1 6001 -1 D2 The small path leads south through the young trees. ~ ~ 0 -1 6011 -1 D3 You see the narrow forest trail winding westwards into the dense forest. ~ ~ 0 -1 6003 -1 E tree trees~ The young, slender trees look beautiful, their fresh, green leaves moving lightly in the wind. ~ E trail~ The forest trail winds east-west through the trees. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6003 A trail through the dense forest~ You are on a trail leading east and west through the dense forest. To the east, the forest gradually seems to become lighter. A small path branches off the path to the north. ~ 35 0 3 D0 A small path leads through the woods to the north. ~ ~ 0 -1 22601 -1 D1 The trail continues eastwards to the younger part of the forest. ~ ~ 0 -1 6002 -1 D3 You see the narrow trail winding westwards through the dense forest. ~ ~ 0 -1 6004 -1 E tree trees~ The dense crowns of the mature trees leave only a fraction of the sky to be seen through the leaves. ~ E trail~ The forest trail seems almost fragile compared to the massive trunks. ~ S #6004 A trail through the dense forest~ You are on a trail leading east and west through the dense forest. To the west, the trees are so huge and their crowns so dense that forest remains in total darkness. A small path leads south through the trees. ~ 35 0 3 D1 The trail continues eastwards through the dense forest. ~ ~ 0 -1 6003 -1 D2 The small path leads south through the trees. ~ ~ 0 -1 6005 -1 D3 The narrow trail almost seems to disappear between the enourmous trunks. ~ ~ 0 -1 6100 -1 E tree trees~ The crowns of the old trees almost cut out all light. ~ E trail~ The forest trail seems almost fragile compared to the massive trunks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6005 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6004 -1 D2 The small path leads south through the trees. ~ ~ 0 -1 6006 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6006 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and east. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6005 -1 D1 The small path leads east through the trees. ~ ~ 0 -1 6007 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6007 An intersection in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The forest gradually lightens to the east. Paths lead east, west and south. ~ 35 0 3 D1 You can barely make out a clearing to the east. ~ ~ 0 -1 6008 -1 D2 The small path leads south through the trees. ~ ~ 0 -1 6012 -1 D3 The small path leads west through the trees. ~ ~ 0 -1 6006 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6008 The forest clearing~ You are in a clearing in the forest. Lots of fresh stumps of varying sizes protrude from the ground and heavy logs are stacked neatly in a big pile supported by stakes set into the ground. Paths lead north, east and west. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6011 -1 D1 The small path leads east through the trees. ~ ~ 0 -1 6009 -1 D3 The small path leads west through the trees. ~ ~ 0 -1 6007 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E stump stumps~ There are more stumps than logs and some of the stumps are partly covered in moss. ~ E stake stakes~ The stakes keep the logs from rolling down. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ E log logs~ Even though the logs have been chopped to shorter pieces, they are quite heavy as they are fresh and still filled with sap. ~ S #6009 Outside a small cabin in the forest~ You are outside a small cabin built entirely from heavy logs. There is a wooden door to the north and small paths lead west and south through the trees. ~ 35 0 3 D0 The wooden door is quite sturdy but does not appear to be equipped with a lock. ~ door wooden~ 3 -1 6010 -1 D2 The small path leads south through the dense forest. ~ ~ 0 -1 6014 -1 D3 The small path leads west through the light forest. ~ ~ 0 -1 6008 -1 E tree trees~ The trees are fairly young, not much more than a hundred years or so. ~ E path paths~ The path is probably used by the cabin's inhabitants. ~ E cabin logs~ It looks simple but comfortable and the slender trees make the whole place seem pretty idyllic. It's a cabin built from logs. Wooden logs, not system logs. ~ S #6010 Inside the cabin~ You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only most basic housekeeping equipment, such as a bed, a chair and a table. ~ 35 8 0 D2 The wooden door leads south. ~ door wooden~ 1 -1 6009 -1 E table~ A heavy table that doesn't even appear to rock. ~ E chair~ It is made from oak and looks strong and sturdy. ~ E bed~ It is definitely not the most comfortable bed you have seen in your life. ~ S #6011 A small path through the light forest~ You are on a small path leading through the forest. The trees are tall and slender. Paths lead north and south. ~ 35 0 3 D0 The path leads north through the young trees. ~ ~ 0 -1 6002 -1 D2 The path leads south through the young trees. ~ ~ 0 -1 6008 -1 E tree trees~ The trees are fairly young, not much more than a hundred years or so. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6012 An intersection in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest floor in an unreal twilight illumination. Paths lead north, east and south. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6007 -1 D1 The small path leads east through the trees. ~ ~ 0 -1 6013 -1 D2 The small path leads south through the trees. ~ ~ 0 -1 6021 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6013 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues east and west. ~ 35 0 3 D1 The small path leads east through the trees. ~ ~ 0 -1 6014 -1 D3 The small path leads west through the trees. ~ ~ 0 -1 6012 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6014 An intersection in the dense forest~ You are on a small path leading through the dense forest. The forest gradually lightens to the north. Paths lead north, east and west. ~ 35 0 3 D0 The path leads north to a lighter part of the forest. ~ ~ 0 -1 6009 -1 D1 The small path leads east through the trees. ~ ~ 0 -1 6015 -1 D3 The small path leads west through the trees. ~ ~ 0 -1 6013 -1 E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6015 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ 35 0 3 D1 ~ ~ 0 -1 6201 -1 D2 The small path leads south through the trees. ~ ~ 0 -1 6016 -1 D3 The small path leads west through the trees. ~ ~ 0 -1 6014 -1 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6016 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6015 -1 D2 The small path leads south through the trees. ~ ~ 0 -1 6017 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6017 A small path in the dense forest~ You are on a small path leading through the dense forest. The forest seems to become lighter to the west. The path continues north and west. A trail leads southwards, between surprisingly beautiful and healthy lookin trees. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6016 -1 D2 You see a path, leading towards some sort of grove ~ ~ 0 -1 515 -1 D3 The small path leads west through the trees to a lighter part of the forest. ~ ~ 0 -1 6018 -1 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ S #6018 An intersection in the light forest~ You are on a small path leading through the forest. A path leads north to a small field and other paths lead east and west into the dense forest. ~ 35 0 3 D0 The path leads north to a small, grassy field. ~ ~ 0 -1 6023 -1 D1 The path leads east to a dense part of the forest. ~ ~ 0 -1 6017 -1 D3 The path leads west to a dense part of the forest. ~ ~ 0 -1 6019 -1 E tree trees~ The tall trees are young and slender, not much more than a hundred years or so. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6019 A small path in the dense forest~ You are on a small path leading through the dense forest. The forest seems to become lighter to the east. The path continues north and east. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6020 -1 D1 The small path leads east through the trees to a lighter part of the forest. ~ ~ 0 -1 6018 -1 E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6020 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ 35 0 3 D2 The small path leads south through the trees. ~ ~ 0 -1 6019 -1 D3 The small path leads west through the trees. ~ ~ 0 -1 6021 -1 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6021 A small path in the dense forest~ You are on a small path leading through the dense forest. To the west there is a cave entrance. The path continues north and east. ~ 35 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6012 -1 D1 The small path leads east through the trees. ~ ~ 0 -1 6020 -1 D3 The cave is very dark. ~ ~ 0 -1 6022 -1 E cave entrance~ The irregular opening is eight feet wide and six feet tall. An acrid smell emanates from within. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6022 Inside the cave~ You are in a natural cave. Various sorts of debris cover the stone floor, emitting a rather unpleasant smell that makes the air thick and hard to breathe. The only obvious exit is east. ~ 35 9 0 D1 The cave opening is to the east. ~ ~ 0 -1 6021 -1 E air smell~ Kind of transparent, but quite noticeable nevertheless. ~ E cave walls floor stone~ Quite uninteresting. ~ E debris~ It consists mostly of gnawed bones mixed with small pieces of torn fur. ~ S #6023 On a small, grassy field~ You are in a small, grassy field somewhere in the forest. The tall grass nearly reaches your waist, and the surrounding oaks and beeches form an almost wall-like thicket on all sides of the field. A small path leads south through the trees. ~ 35 0 2 D2 The small path leads south in between the trees. ~ ~ 0 -1 6018 -1 E tree trees thicket~ The trees form a close thicket. ~ E path~ The narrow path is probably used by the animals living in the forest. ~ E grass~ The tall grass makes a nice hiding place for animals. ~ S #6100 A narrow trail through the deep, dark forest~ You are on a narrow trail winding its way between the enormous, grey trunks. The crowns of the trees must be very dense, as they leave the forest floor in utter darkness. To the north you can see the entrance to Castle MacCleod. It appears to be accessible by invitation only. The trail leads east and west. ~ 36 1 3 D0 ~ drawbridge draw bridge~ 39 7901 13494 -1 D1 The narrow trail leads east to a somewhat lighter part of the forest. ~ ~ 0 -1 6004 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6101 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6101 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees whose grey trunks remind you of ancient pillars in a enormous, deserted hall. To the south, a frail path leads away from the trail. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6100 -1 D2 The path leads south - away from the trail. ~ ~ 0 -1 6104 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6102 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6102 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6101 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6103 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6103 A narrow trail through the deep, dark forest~ You are where the dusty trail bends, as to avoid conflict with a colossal trunk to the west. Not a sound is to be heard - everything is ominously quiet. The trail leads east and south. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6102 -1 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6108 -1 D3 The colossal tree looks as old as the hills. ~ ~ 0 -1 508 -1 E trees trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6104 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and south. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6101 -1 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6105 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6105 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and west. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6104 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6106 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6106 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead east, south and west. ~ 36 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6105 -1 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6117 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6107 -1 E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6107 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and east. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6108 -1 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6106 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6108 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the south, a frail path leads away from the trail. ~ 36 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6103 -1 D2 The path leads south - away from the trail. ~ ~ 0 -1 6107 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6109 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6109 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6108 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6110 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6110 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees that stand close on all sides. The trail leads east and south. To the west, a narrow path leads away from the trail. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6109 -1 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6111 -1 D3 The narrow path leads west between the giant trees. ~ ~ 0 -1 6130 -1 E tree trees trunk trunks~ Some of the trunks to the west are covered in a thin, almost transparent substance. It looks like small threads woven carefully together. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6111 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way north-south between huge, ancient trees that loom ominously above you. ~ 36 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6110 -1 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6112 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6112 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the east, a frail path leads away from the trail. ~ 36 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6111 -1 D1 The path leads east - away from the trail. ~ ~ 0 -1 6113 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6127 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6113 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom in all directions. The path continues south and west. ~ 36 1 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6114 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6112 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6114 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead north, east and west. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6113 -1 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6115 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6122 -1 E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6115 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6116 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6114 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6116 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously on all sides. The path continues east and south. ~ 36 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6117 -1 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6115 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6117 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all sides. Paths lead north, east and west. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6106 -1 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6118 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6116 -1 E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6118 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The path continues south and west. ~ 36 1 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6119 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6117 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6119 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Huge, ancient trees are on all sides. The path continues north and south. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6118 -1 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6120 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ You feel as if they are watching you. ~ S #6120 On the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. To the south a fast river is flowing westwards through the forest. Ancient grey trees loom on both banks. The path continues north and west. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6119 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6121 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ S #6121 A dead end path on the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be east. ~ 36 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6120 -1 D2 You see the dark river to the south ~ ~ 0 -1 13673 -1 D5 ~ ~ 0 -1 27434 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ S #6122 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. ~ 36 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6114 -1 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6123 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6123 A junction on the river bank in the deep, dark forest~ You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6122 -1 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6124 -1 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6125 -1 E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ S #6124 A dead end path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be west. ~ 36 1 3 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6123 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ S #6125 A small path on the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south a dark river flows westwards through the forest. The path continues north and east. ~ 36 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6126 -1 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6123 -1 D2 You see the river. You can enter it here ~ ~ 0 -1 6144 -1 D3 You see a large, dark tower. ~ door~ 39 714 714 -1 E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ S #6126 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west, and to the south a frail path leads away from the trail. ~ 36 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6127 -1 D2 The path leads south - away from the trail. ~ ~ 0 -1 6125 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6128 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6127 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads east and south. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6112 -1 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6126 -1 D3 ~ ~ 0 -1 17011 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6128 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6126 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6129 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6129 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6128 -1 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6135 -1 E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6130 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way westwards between huge, ancient trees that stand close on all sides. ~ 36 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6110 -1 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6135 A a dusty trail in the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The trail continues north and east. ~ 36 1 3 D0 The dusty trail leads north through the trees. ~ ~ 0 -1 6136 -1 D1 The dusty trail leads east through the trees. ~ ~ 0 -1 6129 -1 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6136 A dusty trail in the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient, grey trees loom everywhere. The trail continues south and west. A broad irregular path leads eastwards away from the trail. ~ 36 1 3 D1 The trees standing on the sides of the path have scratch marks on them. ~ ~ 0 -1 6142 -1 D2 The dusty trail leads south through the trees. ~ ~ 0 -1 6135 -1 D3 The dusty trail leads west through the trees. ~ ~ 0 -1 6137 -1 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The trees standing on the sides of the path have scratch marks on them. ~ E tree trees trunk trunks~ To the east the ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. ~ S #6137 At the end of the trail through the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The only exit is east. ~ 36 1 3 D1 The dusty trail leads east through the trees. ~ ~ 0 -1 6136 -1 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6142 Outside a cave in the deep, dark forest~ You are at the end of a broad, irregular path. To the north is a very large ominous-looking cave opening. The trees here have many marks as if something with huge claws has been tearing at them in rage. ~ 36 1 3 D0 The disgusting smell of a large reptile emanates from the cave opening. ~ ~ 0 -1 6143 -1 D3 The path winds its way westwards. ~ ~ 0 -1 6136 -1 E cave opening~ The disgusting smell of a large reptile emanates from the cave opening. ~ E tree trees~ The ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. ~ S #6143 The cave of the Green Dragon~ You are in a big natural cave. The floor is littered with bones of all sorts and the stench is so massive that you could cut it with a knife. The only exit is to the south. ~ 36 9 3 D2 The exit leads out into the forest. ~ ~ 0 -1 6142 -1 E bone bones floor~ Most of the bones on the floor appear to be of human origin. ~ S #6144 On the Dark River~ You are on the Black waters of the Dark River. The river stretches to the west, and to the east, and huge network of trees and vines block passage. Looks like eventually it could be cleared and turned into a nice place to visit. To the north is the riverbank. ~ 36 1 7 30 3 D0 The river bank ~ ~ 0 -1 6125 -1 D1 You see a stretch of river ~ ~ 0 -1 6145 -1 D3 You see a stretch of river ~ ~ 0 -1 6147 -1 S #6145 Dark River~ The river continues to the east and west. To the north and south are the trees of the forest. ~ 36 1 7 30 3 D1 You can see more of the river to the east. ~ ~ 0 -1 13675 -1 D2 ~ tartan~ 33 6914 3153 -1 D3 You can see the river and a stretch of land that you could land on. ~ ~ 0 -1 6144 -1 S #6147 Dark River~ You find yourself floating under a huge fallen tree. Moss and vines drop down from it, reaching out at you like tentacles. It is very dark here, and very still. ~ 36 1 7 30 3 D1 ~ ~ 0 -1 6144 -1 D3 ~ ~ 0 -1 6148 -1 S #6148 Dark River~ You are floating down the dark river. To the south-west, you can see an Island. The river is divided in two by the island, it continues flowing to the west, or you can journey south. ~ 36 1 7 30 3 D1 ~ ~ 0 -1 6147 -1 D2 ~ ~ 0 -1 6153 -1 D3 ~ ~ 0 -1 6149 -1 S #6149 Dark River~ You are floating down the dark river. To the south you can see an island. You can get to the island from here, or you can journey down-river to the west, or upriver to the east. ~ 36 1 7 30 3 D1 ~ ~ 0 -1 6148 -1 D2 ~ ~ 0 -1 16601 -1 D3 ~ ~ 0 -1 6150 -1 S #6150 Dark River~ You are floating down the dark river. To the south-east you can see an island. The river turns here, and flows southward. You can also journey upriver to the east, and a large volcano lies to the north. ~ 36 1 7 30 2 D0 ~ ~ 0 -1 17004 -1 D1 ~ ~ 0 -1 6149 -1 D2 ~ ~ 0 -1 6151 -1 S #6151 Dark River~ You are floating down the dark river. To the east you can see an island. The river flows north to south, you can journey either direction, or you can go east, to the island ~ 36 1 7 30 2 D0 ~ ~ 0 -1 6150 -1 D1 ~ ~ 0 -1 16602 -1 D2 ~ ~ 0 -1 6152 -1 S #6152 Dark River~ You are on Dark River, which flows from north to east here, around the southern tip of a small island. The river is covered with trees, letting in no natural light. Small creatures slither through the water, and you can occasionally hear a creature calling in the dense forest. ~ 36 1 7 30 1 D0 ~ ~ 0 -1 6151 -1 D1 ~ ~ 0 -1 16605 -1 S #6153 Dark River~ You are on Dark River, which flows from north to south here, along the edge of a small island. The river is covered by trees, which block off all natural light. Small creatures scurry and slither through the shallows and trees. ~ 36 1 7 30 2 D0 ~ ~ 0 -1 6148 -1 D2 ~ ~ 0 -1 6154 -1 D3 ~ ~ 0 -1 16602 -1 S #6154 Dark river~ You are on Dark river, which flows from north to west around the southern tip of this island. The canopy of trees blocks out all sunlight, and gives the impression that you are in a dark, moldy cave in the forest. Small creatures scurry about through the water, occasionally turning thier eyes towards you. ~ 36 1 7 30 3 D0 ~ ~ 0 -1 6153 -1 D1 ~ ~ 0 -1 16605 -1 D3 ~ ~ 0 -1 16605 -1 S #6155 Dark River~ Alas, dark river has come to a virtual end here, since we haven't the desire to finish her right at this moment. But there is a mighty fine island just to the east of here. And a large cave entrance lies to the south. ~ 36 1 7 0 0 D1 ~ ~ 0 -1 16607 -1 D2 ~ ~ 0 -2 15800 -1 S #6201 The sinister forest path~ You feel a strange difference in the forest. You have left the fiendly forest of rabbits behind. Ahead you sense the presence of malicious and cruel monsters ahead, reflected in the way the plants have twisted into spiky bizarre growths you don't recognize. You can continue down the path to the east or retreat back to the west. There is a wooden sign here. ~ 37 4 3 D1 You see the a sinister grove to the east. ~ ~ 0 -1 6202 -1 D3 You see the forest near John's cabin. ~ ~ 0 -1 6015 -1 E sign~ Warning! You are about to enter the lands of the quicklings. They don't take kindly to visitors. Be very careful around the quickling raiders, for they are trained soldiers. -John the Lumberjack ~ S #6202 The sinister grove.~ You are in a grove surrounded by twisted vine-like plants with pointy needles covering them. You feel uncomfortable in the revealing grove, as if somebody was watching you. You can continue east down the path or go along a path to the south. The vines appear to be thick to the north but, you might be able to push your way through. ~ 37 0 3 D0 The vines hanging from the trees are impossible to see through, you might be able to push through though. ~ ~ 0 -1 6203 -1 D1 To the east, you see widening path. ~ ~ 0 -1 6207 -1 D2 You see a sinister looking path to the south. ~ ~ 0 -1 6212 -1 D3 You see a sinister looking path to the east. ~ ~ 0 -1 6201 -1 E vine~ The vines here are covered with pointy spikes, don't touch! ~ E vines~ The vines here are covered with pointy spikes, don't touch! ~ S #6203 Thick vines~ The vines are very thick here, you think you can mange to push your way north again though. ~ 37 0 3 D0 The vines are very thick, it is impossible to see what is north of you. ~ ~ 0 -1 6204 -1 D2 You see the sinister grove to the south. ~ ~ 0 -1 6202 -1 S #6204 More thick vines~ You manage to shove your way through more vines only to find more vines! You can continue north, go back, or push your way to the east. ~ 37 0 3 D0 The folliage is so thick that you can't see what is north of here. ~ ~ 0 -1 6205 -1 D1 The vines are so thick here that you can't see what is east of here. ~ ~ 0 -1 6206 -1 D2 Through the vines you can catch glimpses of the grove. ~ ~ 0 -1 6202 -1 E vine~ The vines are covered with pointy spikes, don't touch! ~ E vines~ The vines are covered with pointy spikes, don't touch! ~ E folliage~ The folliage (mostly vines) is very thick. ~ S #6205 The grove of the baby Quicklings.~ You push through the dense folliage to find a carefully grown grove of trees. The trees surround the grove pefectly in a neat circle. In the grove you see several small rapidly moving baby quicklings speeding around. There are several corpses of young human children littered about the room in various states of decomposition. One says in a high pitched voice, "Ohboy!Bigpeople havecometoplaywithus!" They start poking you with their toys (knives)! ~ 37 0 3 D2 To the south you see dense folliage. ~ ~ 0 -1 6204 -1 E corpse~ The human corpses look like they have been play things for the young quick- lings. ~ E corpses~ The human corpses look like they have been play things for the young quick- lings. ~ S #6206 The Queen Quickling's Grove.~ The Queen Quickling blurs about the room ignoring you as she gives orders to quickling servants. "Givetheyoungmorehumanstokill," says the Queen. The servant says, "Yesmyqueen." Everybody just ignores you as they blur about talking about how to train the proper evilness into the young. ~ 37 0 3 D3 To the west you see dense folliage. ~ ~ 0 -1 6204 -1 S #6207 The widening path.~ The path widens here with a branch going north along with it continueing to the east. Quickling commoners blur along the path, not paying any attention to you. They move so quickly you wouldn't have a chance to attack them if you wanted to. ~ 37 0 3 D1 You see many quicklings moving around to the east. ~ ~ 0 -1 6208 -1 D2 You see a twisting path to the south. ~ ~ 0 -1 6217 -1 D3 You see a sinister grove to the east. ~ ~ 0 -1 6202 -1 S #6208 The Busy Intersection.~ Everywhere you look you see quicklings speeding around, going north, east, west, or up a rope ladder to the tops of the trees. The quicklings climb the ladder so quickly it looks like they fly straight up! ~ 37 0 3 D0 To the north you see a well troden path that has been covered with beautiful red stones. ~ ~ 0 -1 6210 -1 D1 To the east you see a sheltered grove that looks like some sort of barracks. ~ ~ 0 -1 6209 -1 D3 To the west you see a widening path. ~ ~ 0 -1 6207 -1 D4 You can't see anything up the tree through the dense leaves. ~ ~ 0 -1 6221 -1 E ladder~ The latter looks a little small but, it appears to be made out of a strong material. It looks fairly safe. ~ S #6209 The Quickling Raiders' Barrack.~ This is where the Raiders talk about all the great things they have stolen from nearby towns. There is a chart on the wall with the names of different quicklings on it, along with how much they have stolen from Shadowdale. The captian of the guard shouts out in a high vioce, "Hey!Youpeopleshouldnotbe here!Preparetodie!" ~ 37 0 3 D3 To the west you see a busy intersection. ~ ~ 0 -1 6208 -1 E chart~ The chart shows a ranking of all the quicklings that go on raids. At the top is the King of the Quicklings, Tephanis. ~ S #6210 The red stone path.~ This path has been set with beautiful red stones. It feels like this path is good enough for royalty to walk on. The path bends off to the east. You can see a small sign tacked to a tree nearby. ~ 37 0 1 D1 To the east you see a fantastic clearing with a ornate oaken throne. ~ ~ 0 -1 6211 -1 D2 South you see a busy intersection. ~ ~ 0 -1 6208 -1 E sign~ Warning! Bother Tephanis on pain of death! ~ S #6211 Tephanis's Clearing.~ You have entered a splendid clearing with a ornate oaken throne in the middle. Tephanis looks at you angrily from his throne and says, "Soyou havedecidedtoentermyclearing..DIE!" He rushes you so quickly it is awe- enspiring. ~ 37 0 1 D3 To the west you see a red stone path. ~ ~ 0 -1 6210 -1 E throne~ The throne is a beautiful piece of work that was probably stolen by the quick- lings, it's unlikely that they could make something so beautiful. ~ S #6212 A sinister path.~ You are on a sinister path running north and south. ~ 37 0 3 D0 You see a sinister path to the north. ~ ~ 0 -1 6212 -1 D1 You see a sinister path to the east. ~ ~ 0 -1 6214 -1 D2 You see a sinister path to the south. ~ ~ 0 -1 6213 -1 S #6214 A sinister path.~ You are on a sinister path running east/west. ~ 37 0 3 D1 To the east you see a sinister path. ~ ~ 0 -1 6215 -1 D3 To the west you see a sinister path. ~ ~ 0 -1 6213 -1 S #6215 A sinister path.~ You are walking along a sinister path running east/west. ~ 37 0 3 D1 You see a sinister path to the east. ~ ~ 0 -1 6216 -1 D3 You see a sinister path to the west. ~ ~ 0 -1 6214 -1 S #6216 A sinister path.~ To the north you see a twisting path, to the south there is a dark road. You can also head along the sinister path to the west. ~ 37 0 3 D0 To the north you see a twisting path. ~ ~ 0 -1 6219 -1 D1 To the east you see a sinister path. ~ ~ 0 -1 6215 -1 D2 To the south you see a dark road. ~ ~ 0 -1 6220 -1 S #6217 A twisting path.~ You are walking on a twisting path that goes north and east. ~ 37 0 3 D0 To the north you see a widening path. ~ ~ 0 -1 6207 -1 D1 The twisting path continues to the east. ~ ~ 0 -1 6218 -1 S #6218 A twisting path.~ You are on a twisting path running east/west. ~ 37 0 3 D1 To the east you see a twisting path. ~ ~ 0 -1 6219 -1 D3 To the west you see a twisting path. ~ ~ 0 -1 6217 -1 S #6219 A twisting path.~ You are on a twisting path that goes to the south and west. ~ 37 0 3 D2 To the south you see a sinister path. ~ ~ 0 -1 6216 -1 D3 To the west you see a twisting path. ~ ~ 0 -1 6218 -1 S #6220 A dark road.~ You are on a dark road, the road continues to the south. You feel very uncomfortable on this road, as if there was a great evil at its end. ~ 37 4 1 D0 To the north is a sinister path. ~ ~ 0 -1 6219 -1 D2 The dark road continues to the south. ~ ~ 0 -1 6222 -1 S #6221 The lookout tree.~ You climb up to a platform hidden in the leaves. You can see a great distance from so high up. To the east you can see the town of Shadowdale, to the west you see high trees with silky strands between them, to the south all you can see is a dark area, it makes you shiver. ~ 37 0 3 D5 You can't see anything when you look down, the leaves are very dense. ~ ~ 0 -1 6208 -1 S #6222 The shore of the dark river~ You are standing on a road at the northern shore of the dark river. The road leads northwards, and the river flows just south of here. It looks like there was a bridge crossing the river at the point, but the bridge is long gone, perhaps a victim of a flood sometime in the past. ~ 38 9 1 D1 ~ ~ 0 -1 6220 -1 D2 ~ ~ 0 -1 13674 -1 S #6223 Entrance to Rhyiana~ The path has lead you to the land of Rhyiana. The air here is full of life and happiness. There is a sign here. ~ 38 0 3 D0 ~ ~ 0 0 6224 -1 D5 ~ ~ 1 0 0 -1 E sign~ Hail visitor to Rhyiana! Welcome to our land. All those who obey good and are understanding of the ways of the Grey Elf are welcome here. All who do not, we ask you to leave our land now. If you respect our wish, and exit down now, we shall let you live. Enjoy your stay in Rhyiana! ~ S #6224 Sentry Post~ King Greylin has poster a rather large sentry here to ensure that evil does not enter his realm. The post is at a narrow spot along the trail, allowing only one or two people to pass by at a time. ~ 38 576 3 D0 ~ ~ 0 0 6225 -1 D2 ~ ~ 0 0 6223 -1 S #6225 An intersection~ The path forks to three directions here. To the west you can see the fields that provide food for the kingdom. The northern path continues towards the King's Stronghold. To the east you can make out the peasant's dwellings ~ 38 0 3 D0 ~ door~ 0 0 6226 -1 D1 ~ door~ 0 0 6240 -1 D2 ~ door~ 0 0 6224 -1 D3 ~ door~ 0 0 6230 -1 S #6226 Path to the Stronghold~ The path is beginning to widen to the north...in the distance you see a massive structure that looks treelike, yet larger than any tree you've seen before. ~ 38 0 3 D0 ~ door~ 0 0 6227 -1 D2 ~ door~ 0 0 6225 -1 S #6227 Road to the Stronghold~ The road here is well paved and well kept. It continues to the north and south. The northern road brings you closer to the fortress which is beginning to fill the horizon. To the south the road dwindles back down to a trail. ~ 38 0 3 D0 ~ door~ 0 0 6228 -1 D2 ~ door~ 0 0 6226 -1 S #6228 At the edge of the moat~ You are at the edge of the large moat that surrounds the fortress. To the north there is a drawbridge spanning the moat. The road leading to the fortress lies south. ~ 38 0 0 D0 ~ door~ 0 0 6229 -1 D2 ~ door~ 0 0 6227 -1 S #6229 The drawbridge~ You are on the bridge that leads over the moat. You hear thrashing noises coming from under the drawbridge. From here the fortress looks even larger than you thought possible. The fortress is vaguely treelike in appearance and texture. Three towers jut out of the northwest corner. ~ 38 0 0 D0 ~ door~ 0 0 6250 -1 D2 ~ door~ 0 0 6228 -1 D5 ~ door~ 0 0 6498 -1 S #6230 Path to the fields~ This branch of the main path becomes a trail in the woods. The trail opens up to the west to large tracts of land. ~ 38 0 0 D1 ~ door~ 0 0 6225 -1 D3 ~ ~ 0 0 6232 -1 S #6231 Northeastern Field~ This part of the field is bordered to the north and east by a wall of large hedges. The hedges and the field continue to the west. To the south there is a break in the hedges. ~ 38 0 0 D2 ~ ~ 0 0 6232 -1 D3 ~ ~ 0 0 6235 -1 S #6232 Eastern Field~ This is the eastern edge of a vast field. To the west you can make out a large tree towering above the field. The field continues to the north and south, and west leads back to the woods. ~ 38 0 0 D0 ~ ~ 0 0 6231 -1 D1 ~ ~ 0 0 6230 -1 D2 ~ ~ 0 0 6233 -1 D3 ~ ~ 0 0 6236 -1 S #6233 Southeastern Field~ This section of the field is enclosed by a dark forest to the south and east. ~ 38 0 0 D0 ~ ~ 0 0 6232 -1 D3 ~ ~ 0 0 6237 -1 S #6234 Wolf Den~ Here is where the Mother Wolf, who is faithfully devoted to the queen, lives with her cubs. The cave has a fresh air to it, unlike that of other caves. ~ 38 0 0 D3 ~ ~ 0 0 6239 -1 S #6235 Northern Field~ There is a wall of hedges to the north that continues to the east. The the south you can make out a very large tree. There is a break in the hedges to the west. ~ 38 0 0 D1 ~ ~ 0 0 6231 -1 D2 ~ ~ 0 0 6236 -1 D3 ~ ~ 0 0 6270 -1 S #6236 Shade Tree~ There is a very large tree here, towering over you. It's branches extend over the whole center of the field, offering a rest area for workers. Rhyianian nobles often come here to picnic and spend a relaxing afternoon with each other. ~ 38 0 0 D0 ~ ~ 0 0 6235 -1 D1 ~ ~ 0 0 6232 -1 D2 ~ ~ 0 0 6237 -1 D3 ~ ~ 0 0 6271 -1 S #6237 Southern Field~ The workers here appear to be growing a unusual type of grain. There is a sign here. ~ 38 0 0 D0 ~ ~ 0 0 6236 -1 D1 ~ ~ 0 0 6233 -1 D3 ~ ~ 0 0 6272 -1 E sign~ This area comissioned by Moe's Tavern. ~ S #6238 Rare Plants~ This is where the queen keeps her more unusual plants. The air here actually feels hostile, as if the plants realize you are not the queen. ~ 38 0 0 D2 ~ ~ 0 0 6239 -1 S #6239 The Queen's Garden~ Here is where Queen Katriana comes to spend time with her woodland friend and to personally tend to this garden. You are surounded by plants of beauty that is only surpassed by that of Queen Katriana. The wolves that have a special kinship with the queen have a den to the east. To the north is the greenhouse where the Queen keeps her very special plants. To the west is a normal looking greenhouse. ~ 38 0 0 D0 ~ ~ 0 0 6238 -1 D1 ~ ~ 0 0 6234 -1 D2 ~ ~ 0 0 6270 -1 D3 ~ ~ 0 0 6273 -1 S #6240 Village Entrance~ The road here seems to be in a little worse condition than the one you just left. It continues east to the peasant village. ~ 38 0 0 D1 ~ door~ 0 0 6241 -1 D3 ~ door~ 0 0 6225 -1 S #6241 Peasant Gate~ The denizens of the village have erected a small gate made out of wood here to protect the village from various woodland creatures. ~ 38 0 0 D1 ~ door~ 1 0 6242 -1 D3 ~ door~ 0 0 6240 -1 S #6242 Pebble Lane~ The path to the village has turned into a rough road, with many colored pebbles strewn about it. To the north is a shantee whose inhabitant often comes out to argue with the owner of the shack that lies to the south. The lane continues west to the village square and east to the village gate. ~ 38 0 0 D0 ~ door~ 1 0 6244 -1 D1 ~ door~ 0 0 6245 -1 D2 ~ door~ 1 0 6243 -1 D3 ~ door~ 1 0 6241 -1 S #6243 Shack~ This is a well kept shack. Occasionally you hear someone across the road shout, 'Shantees rule!' But other than that this seems a very peaceful domecile. ~ 38 0 0 D0 ~ door~ 1 0 6242 -1 S #6244 Shantee~ There is a scantily furnished shantee. It's current resident will inform you of the fact that this *is* a shantee, not a shack. In fact, he occasionally will remind his neighbor across the street of this fact. ~ 38 0 0 D2 ~ door~ 1 0 6242 -1 S #6245 Village Square~ Here is where the peasants meet after a long day of tending to the fields to discuss politics, world news, and local events. And to gossip about each other. Both east and west exits lead to Pebble Lane. ~ 38 0 0 D1 ~ door~ 0 0 6247 -1 D3 ~ door~ 0 0 6242 -1 S #6246 Shantee~ This shantee is similar to it's neighbor. However, it appears to be uninhabited. ~ 38 0 0 D2 ~ door~ 1 0 6247 -1 S #6247 Pebble Lane~ The lane ends to the east in the village market. To the north is another shantee, with another shack to the south. ~ 38 0 0 D0 ~ door~ 1 0 6246 -1 D1 ~ ~ 0 0 6249 -1 D2 ~ ~ 1 0 6248 -1 D3 ~ door~ 0 0 6245 -1 S #6248 Shack~ For a shack, this is a surprisingly well furnished living area. It seems to belong to a high ranking peasant. ~ 38 0 0 D0 ~ ~ 1 0 6247 -1 S #6249 Village Market~ You are at the trading center of the village. Peasants are here, squabbling over prices. There is a dark alley to the north, and to the south is the produce stand. The butcher's stand lies to the east. ~ 38 0 0 D0 ~ ~ 0 0 6262 -1 D1 ~ ~ 0 0 6261 -1 D2 ~ ~ 0 0 6260 -1 D3 ~ ~ 0 0 6247 -1 S #6250 The Stronghold Gates~ You feel as though you are about to walk into the gaping jaws of an enormous tree. A sense of awe comes over you as you contemplate the magnificene of this structure. The thought of any enemy trying to besiege this fortress makes you fear for the assailants. ~ 38 16 0 D0 ~ door~ 1 0 6251 -1 D2 ~ door~ 0 0 6229 -1 S #6251 Passage~ This is a cramped passage that is used to trap invaders and sent various missles at them from above. There are gates to the north and south and a small door to the east. ~ 38 0 0 D0 ~ door~ 1 0 6252 -1 D1 ~ door~ 1 0 6280 -1 D2 ~ door~ 1 0 6250 -1 S #6252 Inner Gate~ This gate is much more reinforced than the previous one. If attackers make it this far, they mean business. The castle proper lies to the north. ~ 38 0 0 D0 ~ door~ 0 0 6253 -1 D1 ~ door~ 0 0 6284 -1 D2 ~ door~ 1 0 6251 -1 D3 ~ door~ 0 0 6285 -1 S #6253 Grand Entrance~ You are now in what is without a doubt the most beautiful castle you have ever been in. The ceiling is so high that it is beyond distances that you are capable of seeing. Unlike other castles, the air here is fresh and clean. To the north are the courtyards where the Elven nobles socialize and conduct affairs of the state. The are large passages to the east and west. ~ 38 0 0 D0 ~ door~ 0 0 6254 -1 D1 ~ door~ 0 0 6293 -1 D2 ~ door~ 0 0 6252 -1 D3 ~ door~ 0 0 6286 -1 S #6254 South Courtyard~ Here some of the lower nobles spend time falling in love and playing the games of the court. Whispering secrets seems the most these young nobles do. There are intricately carved benches on which to rest and enjoy the light hearted air. ~ 38 0 0 D0 ~ door~ 0 0 6255 -1 D2 ~ door~ 0 0 6253 -1 S #6255 Fountain~ You are standing at the center of the surrounding courtyards. There is a beautiful fountain here. The fountain is of an elven child, and the water spouting from it's outstreched hand is golden. Ocassionally the nobles come and fill golden flasks with the water. ~ 38 0 0 D0 ~ door~ 0 0 6256 -1 D1 ~ door~ 0 0 6258 -1 D2 ~ door~ 0 0 6254 -1 D3 ~ door~ 0 0 6259 -1 S #6256 North Courtyard~ There is a more serious air about this courtyard. Affairs of state replace the silly whispers of the younger nobles. To the north is the reception area for those seeking private council with King Greylin. ~ 38 0 0 D0 ~ door~ 0 0 6257 -1 D2 ~ door~ 0 0 6255 -1 S #6257 King's Reception Area~ As you enter the room, the King's Secretary looks you over and asks, 'Do you have an appointment?' She seems rather disgruntled and confused by keeping track of all the people trying to see the king. To the east is the room where visitors wait for their audience with the king, and to the west is the throne room. ~ 38 0 0 D1 ~ door~ 0 0 6303 -1 D2 ~ door~ 0 0 6256 -1 D3 ~ door~ 0 0 6299 -1 S #6258 East Courtyard~ This section of the courtyard has long stain glass windows that welcome the morning sunlight. The walls are lined with sunflowers that trace the sun's put throughout the sky. To the west is the central fountain. ~ 38 0 0 D3 ~ door~ 0 0 6255 -1 S #6259 West Courtyard~ This courtyard is the color of dusk. Towards sundown the shadows here almost take the form of various night creatures of the woods. Insted of causing fear, this makes you feel more at one with woodland creatures. ~ 38 0 0 D1 ~ door~ 0 0 6255 -1 S #6260 Produce Stand~ Here you can buy many types of produce harvested by the village workers. ~ 38 0 0 D0 ~ ~ 0 0 6249 -1 S #6261 Meat Stand~ This is a small stand where a butcher is selling his wares. All prices are final, but a kiss from a maiden never hurts. ~ 38 0 0 D3 ~ ~ 0 0 6249 -1 S #6262 Dark Alley~ The alley seems to be populated with a few intoxicated peasants. You also seem to be able to smell signs of the drunks before them. There is some sort of establishment to the north. ~ 38 0 0 D0 ~ ~ 0 0 6263 -1 D2 ~ ~ 0 0 6249 -1 S #6263 Moe's Tavern~ This is where the harder working village citizens come to relax after a hard day's work in the field. No one seems to know exactly what Moe puts in the drinks to make them so special. ~ 38 0 0 D2 ~ ~ 0 0 6262 -1 S #6270 Northwestern Field~ There is a break in the wall of hedges to the look that looks like it leads to a private garden. Besides that, the fields continue to the east and south. ~ 38 0 0 D0 ~ ~ 0 0 6239 -1 D1 ~ ~ 0 0 6235 -1 D2 ~ ~ 0 0 6271 -1 S #6271 Western Field~ This is the western most edge of the King's fields. The section of the field to the south is bordered by dark woods. ~ 38 0 0 D0 ~ ~ 0 0 6270 -1 D1 ~ ~ 0 0 6237 -1 D2 ~ ~ 0 0 6272 -1 S #6272 Southwestern Field~ To the south and west are impassible woods. The King's fields continue to the north and east. ~ 38 0 0 D0 ~ ~ 0 0 6271 -1 D1 ~ ~ 0 0 6237 -1 S #6273 Greenhouse~ The sunlight that filters through the glass is more golden than that outside the greenhouse. The plants here fill the air with life that is almost too beautiful to believe. The plants here are in continual bloom. ~ 38 0 0 D1 ~ ~ 0 0 6239 -1 S #6280 Small Stairwell~ You are on a small wooden staircase that leads up to over the passage way that lies to the east. ~ 38 0 0 D3 ~ door~ 1 0 6251 -1 D4 ~ door~ 0 0 6281 -1 S #6281 Top of Stairwell~ Whew, you weren't quite sure that the stairs were gonna support you. The stairs going down creak louder every second. To the west lies the hole where the fortress guards drop various items on assailants trapped in the passage. ~ 38 0 0 D3 ~ door~ 0 0 6282 -1 D5 ~ door~ 0 0 6280 -1 S #6282 Murder Hole~ Uh oh....someone left the trapdoor open. You trip over the cover to the hole and fall to a painful death. ~ 38 263 0 0 D1 ~ door~ 0 0 6281 -1 S #6284 Armory~ Here is where the castle guards store their various implements of destruction. The weapons look well used, but also well maintained. ~ 38 0 0 D3 ~ door~ 0 0 6252 -1 S #6285 Guard Room~ This serves as a command center for the castle guards. It is a small and comfortable looking room, with various messages between guards. There is a weapons rack on the wall. ~ 38 0 0 D1 ~ door~ 0 0 6252 -1 S #6286 Western Hallway~ This hallway is full of incoming and outgoing servants, bustling to and fro to do jobs assigned to them by various nobles. To the east lies the entrance to the castle proper, and the hallway bends north to the west. ~ 38 0 0 D1 ~ door~ 0 0 6253 -1 D3 ~ door~ 0 0 6287 -1 S #6287 Bend in the Hallway~ The hallway here bends to the north. To the west are the maid's chambers, and the hallway back towards the main entrance lies east. ~ 38 0 0 D0 ~ door~ 0 0 6289 -1 D1 ~ door~ 0 0 6286 -1 D3 ~ door~ 0 0 6288 -1 S #6288 Maid's Chambers~ These are the chambers where the maids of the castle can relax from the bustle of the castle duties they are required to perform. There are many towels and cleaning items lying in the back corner of the room, and a few small beds are scattered about the room. ~ 38 0 0 D1 ~ door~ 0 0 6287 -1 S #6289 Long Passage~ You are in a long mid-sized passage that stretchs forward to the north. The passage looks well kept but little used. ~ 38 0 0 D0 ~ door~ 0 0 6290 -1 D2 ~ door~ 0 0 6287 -1 S #6290 Long Hallway~ The passage here is much like the one you just left, and is much like the ones to the north and south. ~ 38 0 0 D0 ~ door~ 0 0 6291 -1 D2 ~ door~ 0 0 6289 -1 S #6291 Long Hallway~ This part of the passage looks more used than the parts that lie to the south somehow. It looks as if there is traffic that comes through here be means other than the soutern passage. There is a large stairwell to the north. ~ 38 0 0 D0 ~ door~ 0 0 6292 -1 D1 ~ door~ 9 0 6296 -1 D2 ~ door~ 0 0 6290 -1 S #6292 Northwest Stairwell~ You are at the large stairwell that leads to the chambers of the highest nobles in the land. You feel as though you are almost intruding upon their private lives if you continue upwards. The long passage leading to the stairwel lies to the south. ~ 38 0 0 D2 ~ door~ 0 0 6291 -1 D4 ~ door~ 0 0 6304 -1 S #6293 Eastern Hallway~ The floor here is marble, and the walls are made of gold. The ceiling is arched much like that of a cathedral. The hallway continues to the east and to the west in the castle interest. ~ 38 0 0 D1 ~ door~ 0 0 6300 -1 D3 ~ door~ 0 0 6253 -1 S #6294 Dark Passageway~ You are in a assagee that the king's enemies hope never to see. Nearby you sense pain and suffering. To the east you sense this pain and to the west you feel peace. ~ 38 0 0 D1 ~ door~ 0 0 6295 -1 D3 ~ door~ 0 0 6300 -1 S #6295 Southeast Stairwell~ You are at the top of a dark stairwell. Screams of agony rise up from below. You are now certain that this is the way to the king's dungeons. To the west you can leave the dungeons before they begin, or enter them below. ~ 38 0 0 D3 ~ door~ 0 0 6294 -1 D5 ~ door~ 0 0 6400 -1 S #6296 Secret Passage~ To the west there is a large tapestry that hides this passage way. By looking through a slit in the tapestry you see a long hallway. The passage continues to the east. ~ 38 0 0 D1 ~ door~ 0 0 6297 -1 D3 ~ door~ 9 0 6291 -1 S #6297 Secret Passage~ You are in a dark passage way that is used by the king to go to his quarters more quickly. The wall to the eat is a very large canvas. The passage continues to the west. ~ 38 0 0 D1 ~ door~ 9 0 6299 -1 D3 ~ door~ 0 0 6296 -1 S #6298 Treasure Room~ You have stumbled into the kings secret treasure room. The items here are clearly magical, and are important to the king for more than monetary vlaue. ~ 38 0 0 D2 ~ door~ 9 0 6299 -1 S #6299 Throne Room~ The air in this room tells you that this is the real center of the kingdom. It is here that the decisions are made which keep peace and happiness in Rhyiana. King Greyling sits here on his throne. As he looks at you you feel his eyes look deep into your soul. ~ 38 0 0 D0 ~ door~ 9 0 6298 -1 D1 ~ door~ 0 0 6257 -1 D3 ~ door~ 9 0 6297 -1 S #6300 Eastern Hallway~ The walls here are hazy and you feel as though you are nearing a different plane. The light to the west lets you know that the hallway leading to here still lies in that direction. To the east the is a darkness and to the south you sense a great presence. ~ 38 0 0 D1 ~ door~ 0 0 6294 -1 D2 ~ door~ 0 0 6301 -1 D3 ~ door~ 0 0 6293 -1 S #6301 Temple of Celestian~ You feel energy radiating in the air here. A few elves are here chanting and praying, preparing themselves to go before the altar of the Elven God of the Stars. The altar lies south. ~ 38 0 0 D0 ~ door~ 0 0 6300 -1 D2 ~ door~ 0 0 6302 -1 S #6302 Temple Altar~ You are surrounded by blinding lights and an aura of power. It is clear that this is the spiritual center of the entire land. A few elves are here in a deep trance. You feel a desire to join them in their worship. ~ 38 0 0 D0 ~ door~ 0 0 6301 -1 S #6303 Waiting Room~ Here many Lords and Ladies are patiently waiting for their chance to speak with the King. You recognize some of the most influential people in the kingdom resting here, along with some of their servants. ~ 38 0 0 D3 ~ door~ 0 0 6257 -1 S #6304 Northwest Stairwell~ The top of the stairwell is the enterance to the visiting nobles chambers and those of the royalty of this land. The servant's chambers lie to the south. ~ 38 0 0 D1 ~ door~ 0 0 6307 -1 D2 ~ door~ 0 0 6316 -1 D5 ~ door~ 0 0 6292 -1 S #6305 Butler's Chambers~ These chambers are a bit larger than the servant's quarters. Laying on a chair in the corner of the room is a freshly pressed suit. ~ 38 0 0 D1 ~ door~ 0 0 6316 -1 D2 ~ door~ 9 0 6313 -1 E chair~ The chair seems rather plain, but is bolted to the wall.... ~ S #6306 Guest Quarters~ This chamber has been made up for a visiting dignitary from the southern part of the kingdom. There is a well made bed in the center of the room and a small dresser in the corner. ~ 38 0 0 D2 ~ door~ 1 0 6307 -1 S #6307 Hallway~ You are in a well kept hallway that shows wealth and power, but it's not as grandiose as the entrance to the castle. This is where the nobles spend time away from the court and serve as their sleeping quarters. Chambers lie to the north and south, and the hallway continues east. ~ 38 0 0 D0 ~ door~ 1 0 6306 -1 D1 ~ door~ 0 0 6310 -1 D2 ~ door~ 1 0 6308 -1 D3 ~ door~ 0 0 6304 -1 S #6308 Guest Chambers~ This chamber is not being used right now, and there are dust covers over all the furniture in the room. ~ 38 0 0 D0 ~ door~ 1 0 6307 -1 S #6309 Guest Chambers~ The unpacked luggage in the corner leads you to believe that this rooms occupants have recently arrived. They are most likely in audience with the king right now, but might be returning soon. ~ 38 0 0 D2 ~ door~ 1 0 6310 -1 S #6310 Hallway~ There are more guest chambers to the north and south, and the hallway ends to the east. ~ 38 0 0 D0 ~ door~ 1 0 6309 -1 D1 ~ door~ 0 0 6312 -1 D2 ~ door~ 1 0 6311 -1 D3 ~ door~ 0 0 6307 -1 S #6311 Guest Quarters~ This room seems to be for the more "holy" of the king's visitors. There are various religious artifacts hanging on the walls and the furnishings are more sparse than the the other guest quarters. ~ 38 0 0 D0 ~ door~ 1 0 6310 -1 S #6312 End of Hallway~ The hallway ends in three large doors at the base of three large towers. To the north lies the Lord Chancellor's Tower, the Prince's Tower lies to the east, and the King's to the south. ~ 38 0 0 D0 ~ door~ 1 0 6320 -1 D1 ~ door~ 1 0 6330 -1 D2 ~ door~ 1 0 6340 -1 D3 ~ door~ 0 0 6310 -1 S #6313 Secret Passage~ You have stumbled upon the butler's secret passage. You're not sure where it leads, but it continues to the south. ~ 38 0 0 D0 ~ door~ 9 0 6305 -1 D2 ~ door~ 0 0 6314 -1 S #6314 Secret Passage~ This is a continuation of the passage. It continues south and returns the way you came to the north. ~ 38 0 0 D0 ~ door~ 0 0 6313 -1 D2 ~ door~ 0 0 6315 -1 S #6315 End of the Passage~ The passage ends here, and from below you hear high pitched giggling and laughing. Through a small hole in the floor you can see a few female elves huddled together whispering. ~ 38 0 0 D0 ~ door~ 0 0 6314 -1 D5 ~ door~ 0 0 6288 -1 S #6316 Servant's Quarters~ This is a fair sized room where servants come to rest or get various supplies required by their duties. The butler's chambers lie to the west. ~ 38 0 0 D0 ~ door~ 0 0 6304 -1 D3 ~ door~ 0 0 6305 -1 S #6319 6319~ Empty ~ 38 0 0 S #6320 Chancellor's Tower~ You are at the base of the Lord Chacellor of Rhyiana's tower. There is a plain staircase leading up. ~ 38 0 0 D2 ~ door~ 1 0 6312 -1 D4 ~ door~ 0 0 6321 -1 S #6321 Staircase~ This is a simple staircase. Above is a landing and the base of the tower lies below. ~ 38 0 0 D4 ~ door~ 0 0 6322 -1 D5 ~ door~ 0 0 6320 -1 S #6322 Chamber Doorway~ You are on a landing. To the east is the doorway to the Chancellor's chambers, and to the west is a secluded alcove. ~ 38 0 0 D1 ~ door~ 1 0 6323 -1 D3 ~ door~ 0 0 6327 -1 D5 ~ door~ 0 0 6321 -1 S #6323 Foyer~ This is a small room with a little table with important looking documents awaiting the Chancellor's approval. To the north is the library. The bedroom lies to the east and to the south are the bathing chambers. ~ 38 0 0 D0 ~ door~ 0 0 6324 -1 D1 ~ door~ 0 0 6325 -1 D2 ~ door~ 0 0 6326 -1 D3 ~ door~ 1 0 6322 -1 S #6324 Library~ Massive bookshelves line the walls, filled with large volumes of history, philosophy, and education. Eack of the leatherbound books looks well read. There is a desk under a small window on the northern wall that allows plenty of light to read by into the library. ~ 38 0 0 D2 ~ door~ 0 0 6323 -1 S #6325 Bedroom~ This is a small bedroom with a bed in the middle and a desk in one corner. On the desk are various realms of paper with messages written in very clean hand writing; meant to be sent out to important rulers of most of the major kingdoms in the world. ~ 38 0 0 D3 ~ door~ 0 0 6323 -1 S #6326 Bathing Chambers~ There is a large tub in the middle of this room, and the steam coming from the surface of the water in it tells you that it is well heated by some unknown heat source. There is a small chest with a mirror lying on it next to the tub. ~ 38 0 0 D0 ~ door~ 0 0 6323 -1 S #6327 Secluded Alcove~ This is a quiet alcove with a large window on the south wall. From the window you can look over the castle and off into the countryside beyond. The Lord Chancellor is at times found here, looking over the kingdom he has devoted his life to. ~ 38 0 0 D1 ~ door~ 0 0 6322 -1 S #6330 Prince's Tower~ You are at the base of the tower belonging to the king's brother, Prince Mardren. You can almost see the top of the tower by tilting your head back and looking up the stairwell. ~ 38 0 0 D3 ~ door~ 1 0 6312 -1 D4 ~ door~ 0 0 6331 -1 S #6331 Stairwell~ The walls here are decorated with the skins of numerous rare animals. These trophies are all of very vicious and evil foes slain by the prince. The stairwell traces the walls of the tower up and down. ~ 38 0 0 D4 ~ door~ 0 0 6332 -1 D5 ~ door~ 0 0 6330 -1 S #6332 Stairwell~ Above you the end of the stairs is in sight. You look over the banister and realize that it has been quite a climb so far. You can either begin the descent down now or continue upwards to the prince's chambers. ~ 38 0 0 D4 ~ door~ 0 0 6333 -1 D5 ~ door~ 0 0 6331 -1 S #6333 Entrance to the Chambers~ You have finally reached the entrance to the prince's chambers. There is a small staircase leading up to the top of the tower, and a doorway lies to the east. ~ 38 0 0 D1 ~ door~ 1 0 6335 -1 D4 ~ door~ 0 0 6334 -1 D5 ~ door~ 0 0 6332 -1 S #6334 Top of the Tower~ The entire kingdom of Rhyiana lies below you. The only thing higher than you is the King's Tower to the south west. The beauty and color of the land below you is unlike any you have ever beheld before. ~ 38 0 0 D5 ~ door~ 0 0 6333 -1 S #6335 Greeting Area~ This is a well furnished area where the prince recieves company who he has extended an invitation to visit him to. There is a comfortable looking sofa here, and a fireplace that burns with an eternal flame. ~ 38 0 0 D1 ~ door~ 1 0 6336 -1 D3 ~ door~ 1 0 6333 -1 S #6336 Private Chamber~ This is a well sized chamber where the prince works on affairs of state and seeks increased knowledge. The walls are oak lined, and have the heads of some of the princes trophies. There is a large oak desk here. ~ 38 0 0 D0 ~ door~ 0 0 6337 -1 D1 ~ door~ 0 0 6338 -1 D3 ~ door~ 1 0 6335 -1 E desk~ The desk looks to be in good condidtion. Lying on the desk are a few books, some of which look unused. The more time worn of the books seem to be related to hunting and nature studies. ~ S #6337 Private Armory~ Many unusual weapons line the walls here. Some are in the prince's private collection because of their rarity, while others are preserved because they were used for "special" kills. ~ 38 0 0 D2 ~ door~ 0 0 6336 -1 S #6338 Sleeping Chamber~ Large windows line the walls here, making it feel almost as if you are outdoors.The decor of this private room confirms you suspicion that the prince is a mighty huntsman and an outdoor person. The lion skin that serves for a blanket on the prince's bed is proof enough to you of the prince's power and skill. ~ 38 0 0 D3 ~ door~ 0 0 6336 -1 S #6340 King's Tower~ You are not entirely sure you should be standing here. You are at the base of the tower belonging to Greylin, King of Rhyiana. The walls here hum with the power of the king. A long spiral staircase is the only option for those desiring to continue upwards. ~ 38 0 0 D0 ~ door~ 1 0 6312 -1 D4 ~ door~ 0 0 6341 -1 S #6341 Spiral Staircase~ As you look at the considerable length of the staircase above you, you realize that it isn't too late to turn back now. The upper staircase seems to go on forever, while it is only a short trip back down. ~ 38 0 0 D4 ~ door~ 0 0 6342 -1 D5 ~ door~ 0 0 6340 -1 S #6342 Spiral Staircase~ The upper end of the staircase is so high above you that it is too dark to see. The steps of the staircase continue to spiral up and down. ~ 38 0 0 D4 ~ door~ 0 0 6343 -1 D5 ~ door~ 0 0 6341 -1 S #6343 Spiral Staircase~ You can finally see the top of the staircase above you. The drop from this height is enough to make you edge towards the wall as you continue onward. ~ 38 0 0 D4 ~ door~ 0 0 6344 -1 D5 ~ door~ 0 0 6342 -1 S #6344 Top of Staircase~ YOU MADE IT!! After much climbing and struggle, you have finally reached the top of the tower. To the west lies the King's chambers. There is a power that has been building in the air, and you feel that you are very near to it. ~ 38 0 0 D3 ~ ~ 0 0 6345 -1 D5 ~ door~ 0 0 6343 -1 S #6345 Threshold~ You are on the threshold of the king's chambers. The room is plain and it is fairly obvious that the king does not recieve visitors here. This is his escape from the castle below, and rumor is that he does not like being disturbed here. ~ 38 0 0 D0 ~ door~ 1 0 6349 -1 D1 ~ door~ 0 0 6344 -1 D2 ~ door~ 0 0 6347 -1 D3 ~ door~ 0 0 6348 -1 S #6346 6346~ Empty ~ 38 0 0 S #6347 King's Office~ The work of running the land follow the king into his own tower, and this is where he tries to keep that business confined to. ~ 38 0 0 D0 ~ door~ 0 0 6345 -1 S #6348 Sitting Room~ This is a comfortable room where the King and Queen meet together in the evenings to talk to eachother, or just stare into one another's eyes and literally share their days together here. The energy you have been sensing comes from a large crystal sphere on a pedestal in the center of the room. ~ 38 0 0 D1 ~ door~ 0 0 6345 -1 S #6349 Private Chambers~ This is a small room connecting the queen's bedroom, which lies to the north, with the kings, which lies to the east. ~ 38 0 0 D0 ~ door~ 0 0 6350 -1 D1 ~ door~ 0 0 6352 -1 D2 ~ door~ 1 0 6345 -1 S #6350 Queen's Bedroom~ Closets housing the Queen's wardrobe line the northern wall, and the Queen's bed lies along the western wall. There is a large tapestry hanging on the east wall. ~ 38 0 0 D1 ~ door~ 9 0 6351 -1 D2 ~ door~ 0 0 6349 -1 S #6351 Secret Bedroom~ You have found the secret bedroom where the king and queen meet to share the night together. The room is plainly furnished, and the most of it's space is occupied by a large bed with a canopy. ~ 38 0 0 D2 ~ door~ 9 0 6352 -1 D3 ~ door~ 9 0 6350 -1 E waterbed~ There is a large waterbed here inviting you to make full use of it...;) ~ S #6352 King's Bedroom~ This room seems to be as clean and orderly as the King himself. There is a well kept desk on the southern wall, and a king-sized bed on the eastern. Hanging on the north wall is a klarge tapestry telling the history of Rhyiana. ~ 38 0 0 D0 ~ door~ 9 0 6351 -1 D3 ~ door~ 0 0 6349 -1 S #6397 Divine Temple/Playhouse of Arion~ Empty ~ 38 0 0 D0 ~ door~ 0 0 1002 -1 D1 ~ ~ 0 0 3033 -1 S #6399 6399~ Empty ~ 38 0 0 S #6400 Dungeon Entrance~ The air here of pain and death lets you know that you have entered the king' dungeon. The more you look at the room around you the more you are VERY glad to be here of your own accord and not under the escort of the king's guards. Surprisingly there is a warm glow to the north, while the screams of pain to the west indicate that the torturer chambers lie in that direction. ~ 38 0 0 D0 ~ door~ 0 0 6401 -1 D1 ~ door~ 9 0 6402 -1 D3 ~ door~ 0 0 6414 -1 D4 ~ door~ 0 0 6295 -1 S #6401 Jailor's Cell~ You have entered a room that has an almost homey feel to it. The jailor is here snoring loudly. Hanging from his belt is what you assume is the keys to the prison cells. To the north is a small room where the jailor keeps various odds and ends. ~ 38 0 0 D0 ~ door~ 0 0 6413 -1 D2 ~ door~ 0 0 6400 -1 S #6402 Secret Escape Tunnel~ You are in a small, cramped tunnel dug by one of the few people to escape the king's dungeons. The tunnel continues to the south. ~ 38 256 0 0 D2 ~ door~ 0 0 6403 -1 D3 ~ door~ 9 0 6400 -1 S #6403 Secret Escape Tunnel~ The tunnel conitnues to the south. ~ 38 256 0 0 D0 ~ door~ 0 0 6402 -1 D2 ~ door~ 0 0 6404 -1 S #6404 Secret Escape Tunnel~ The tunnel bends to the west. ~ 38 256 0 0 D0 ~ door~ 0 0 6403 -1 D3 ~ door~ 0 0 6405 -1 S #6405 Secret Escape Tunnel~ The tunnel continues west ~ 38 256 0 0 D1 ~ door~ 0 0 6404 -1 D3 ~ door~ 0 0 6406 -1 S #6406 Secret Escape Tunnel~ A golden light filters down from above, and you think you may be able to exit that way. The tunnel continues to the west. ~ 38 256 0 0 D1 ~ door~ 0 0 6405 -1 D3 ~ door~ 0 0 6407 -1 D4 ~ door~ 0 0 6302 -1 S #6407 Secret Escape Tunnel~ The tunnel continues westward. ~ 38 256 0 0 D1 ~ door~ 0 0 6406 -1 D3 ~ door~ 0 0 6408 -1 S #6408 Secret Escape Tunnel~ The tunnel continues west. ~ 38 256 0 0 D1 ~ door~ 0 0 6407 -1 D3 ~ door~ 0 0 6409 -1 S #6409 Secret Escape Tunnel~ The tunnel continues westward. ~ 38 256 0 0 D1 ~ door~ 0 0 6408 -1 D3 ~ door~ 0 0 6410 -1 S #6410 Secret Escape Tunnel~ You think you can almost make out a light off towards the west. ~ 38 256 0 0 D1 ~ door~ 0 0 6409 -1 D3 ~ door~ 0 0 6411 -1 S #6411 Near the End~ FINALLY you are almost to the end of the tunnel. ~ 38 256 0 0 D1 ~ door~ 0 0 6410 -1 D3 ~ door~ 0 0 6412 -1 S #6412 End of the Tunnel~ The tunnel end here, with sunlight filtering in from above. ~ 38 256 0 0 D1 ~ door~ 0 0 6411 -1 D4 ~ door~ 0 0 6238 -1 S #6413 Store Room~ This is a small room where the jailor keeps various supplies and necessities. The jailor's cell lies to the south. ~ 38 0 0 D2 ~ door~ 0 0 6401 -1 S #6414 Torturer Chamber~ The insturments of pain that lie here let you know beyond a doubt that this is the torturer chamber. There is a black hooded figure with glowing red eyes here that definately makes you think that it is not a good idea to stay in this room too long. To the north is an ancient torturer device, and the prison cells lie to the west. ~ 38 0 0 D0 ~ door~ 0 0 6415 -1 D1 ~ door~ 0 0 6400 -1 D3 ~ door~ 0 0 6416 -1 S #6415 Iron Maiden~ You scream in pain as the metal spikes dig in to your flesh. The metal case shaped like your body will be your eternal tomb. ~ 38 6 0 S #6416 Damp Passage~ This is a small earthen passage that has small cell doors to the north and south. The passage continues west, and the torturer chambers lie east. ~ 38 0 0 D0 ~ door~ 1 0 6418 -1 D1 ~ door~ 0 0 6414 -1 D2 ~ door~ 1 0 6419 -1 D3 ~ door~ 0 0 6417 -1 S #6417 Damp Passage~ This is the end of the damp passage. Cells lie in every direction except west, which leads back out of the dungeon. ~ 38 0 0 D0 ~ door~ 1 0 6420 -1 D1 ~ door~ 0 0 6416 -1 D2 ~ door~ 1 0 6421 -1 D3 ~ door~ 1 0 6422 -1 S #6418 Prison Cell~ This is an unused cell. Shards of broken pottery lie on the floor. In the back corner you can make out a small cot that contains what looks like the remains of the cells previous occupant. ~ 38 0 0 D2 ~ door~ 1 0 6416 -1 S #6419 Prison Cell~ This is a well kept cell used for the noble prisoners that the king ocassionally uses to influence reaties and bring about peace with warring countries. ~ 38 0 0 D0 ~ door~ 1 0 6416 -1 S #6420 Prison Cell~ This cell is filthy and the air makes you nauteous. The sludge in the corner actually looks as if it is moving towards you... ~ 38 0 0 D2 ~ door~ 1 0 6417 -1 S #6421 Prison Cell~ A few forms huddle together in the dark corners of this cell, whimpering softly. They shield their eyes as you let in the small bit of light. As the prisoners jump and attack you as they scream for a way out of their prison. ~ 38 0 0 D0 ~ door~ 1 0 6417 -1 S #6422 Prison Cell~ As the cell door slams shut behind you, you realize that coming here may not have been such a good idea. Your only hope is that someone may notice you're missing soon. ~ 38 5637 0 S #6427 6427~ Empty ~ 38 0 0 S #6433 6433~ Empty ~ 38 0 0 S #6450 6450~ Empty ~ 38 0 0 S #6493 The Inner Sanctum of Sarc and Alun~ You are lured in by the soft music in the background. As you look around, you notice that the entire room is filled with candle lights and your eyes dance along with the steady flicker of the flames. A warm fireplace has situated itself along one side of the wall. The center of the floor is covered by a generous area of fur rug. A bottle of the best Chardonnay rests along in the ice bucket with the two glasses. This seems to be a very private and special hideaway for someone. ~ 38 720 0 E plaque~ Twas like thunder -- all through the night And a promise to see Jesus in the morning light Love say, 'Take my hand it'll be alright..come on save your soul tonight.' Love -- nobody know just how it was born Love -- came to me with the radio on Jumped up in my body with an attitude Kissed me on the mouth and said, 'You leader take me to.' Love's kiss was running all though my veins The bed started shaking, I don't know who to blame Me or this flower right in front of my eyes Is this my sweet savior or the devil in disguise? ~ S #6494 Sarc's Private Chamber~ You are surrounded by a sense of serenity and joy. As you look around you notice that the room is walled and floored by petals of the most fragrant and exotic flowers. There are two wine glasses resting atop the grand piano here. Something tells you that you are safe here and distant from harm. You notice that there is a plaque here. ~ 38 48 0 D4 ~ ~ 0 0 6499 -1 E plaque~ Blue Little Rose You are crying... I am trying To let you know that I love you. Sweet Little Rose Let your petals sway All your lonely days In the wind of my heart- I can help you see What it's like to be Taken from the cold And where you grew up with me. I can set you free If your'll just run to me... All the thorns will go away If you'll stay with me Little Rose ~ S #6495 Stic's War Room~ As you enter the room you see enough equipment to supply a small army. Stacked around the room are racks and racks of M-16s, SAWs, and other assorted rifles and heavy weapons. Uniforms and rations are stacked from floor to ceiling in the corners of the room. Covering every wall are maps of varying countries. Seated at a long table in the center of the room is a tall uniformed individual,who stands and looks at you wearily, as if pleased at your intrusion to give him a reprive from the rigors of waging warfare. ~ 38 0 0 D5 ~ door~ 0 0 2640 -1 S #6496 Erasmus's Dungeon~ Empty ~ 38 0 0 D0 ~ door~ 0 0 30086 -1 D1 ~ door~ 0 0 3008 -1 D2 ~ door~ 0 0 5250 -1 D3 ~ door~ 0 0 25041 -1 D4 ~ door~ 0 0 1000 -1 D5 ~ door~ 0 0 3054 -1 S #6497 Resin Coated Lair~ Empty ~ 38 0 0 D5 ~ door~ 0 0 3008 -1 S #6498 The moat~ As the waters swirl about you, you realize that something very big and very nasty is looking at you.. The moat monster opens it's jaws wide and swallows you without a second thought. ~ 38 7 0 D4 ~ door~ 0 0 6229 -1 S #6499 Alun's Getaway~ Here is the a cozy room where a great warrior has decided to spend the rest of his days. Various old weapons on the wall seem little used compared to the books spread out over a large desk in the middle of the room. Off in the distance you hear the sound of soft rain on a seashore. ~ 38 0 0 D0 ~ door~ 0 0 3008 -1 D1 ~ door~ 0 0 3005 -1 D2 ~ door~ 0 0 6223 -1 D3 ~ ~ 0 0 3054 -1 D4 ~ door~ 0 0 6494 -1 D5 ~ door~ 0 0 1000 -1 S #6500 Path to Dwarven Village~ You are walking down a path that leads to the dwarven village. To the south you see a large mine entrance, and to the north the path continues toward the mountains. ~ 39 4 2 D0 The path continues. ~ ~ 0 -1 6501 -1 D2 You see the inside of some dark mine ~ ~ 0 -1 16053 -1 S #6501 Path, base of mountain~ Now you are at the bottom of a rugged mountain. The forest around you is very dense, and it seems very dark to the north. ~ 39 0 4 D0 The path coninues up the mountain. ~ ~ 0 -1 6502 -1 D2 The path heads toward a dark mineshaft. ~ ~ 0 -1 6500 -1 S #6502 Path, middle of mountain~ Standing on the middle of the mountain, you can easily see the city to the south, and the top of the mountain is very near to the north. ~ 39 0 5 D0 The top of the mountain is easilly seen from here. ~ ~ 0 -1 6503 -1 D2 The base of the mountain is near. ~ ~ 0 -1 6501 -1 S #6503 Top of mountain~ You are now on the top of the mountain. To the south you see a path leading down the mountain. To the east and west you see entrances to what seems like mines. ~ 39 0 4 D1 An entrance to the mountain which seems to lead underground. ~ ~ 0 -1 6540 -1 D2 The path leads down the mountain to a dark mineshaft. ~ ~ 0 -1 6502 -1 D3 There is an entrance to the mountain. ~ ~ 0 -1 6505 -1 S #6504 Narrow Path~ This is a narrow path leading to the Dwarven Kingdom. It looks less travelled than the others, and it is very creepy. The path opens up to the south, and continues to the north. ~ 39 8 0 D0 ~ ~ 0 -1 6506 -1 D2 ~ ~ 0 -1 6540 -1 S #6505 Entrance to Mountain~ Here is an entrance to the mountain. The door looks very well built, and you can hear noise coming from within. ~ 39 0 2 D1 ~ ~ 0 -1 6503 -1 D3 ~ door~ 7 6550 6513 -1 S #6506 Bend in Narrow Path~ This is a narrow path that bends to the east here. The trees hang over the path, and it is very overgrown. The narrow path continues tp the south and to the east. ~ 39 8 0 D1 ~ ~ 0 -1 6507 -1 D2 ~ ~ 0 -1 6504 -1 E tree trees~ They hang over the road in the most ominous of ways. ~ S #6507 Narrow path~ This path is very narrow, and it continues to the north and west. ~ 39 8 0 D0 ~ ~ 0 -1 6508 -1 D3 ~ ~ 0 -1 6506 -1 S #6508 Narrow north-south path~ This path leads to the north and south. To the north you can see a door, and to the south the path continues. ~ 39 8 0 D0 ~ ~ 0 -1 6509 -1 D2 ~ ~ 0 -1 6507 -1 S #6509 Door to Kingdom~ Here the path turns to the west. You can see a door in front of you, and the path continues to the west and south. ~ 39 8 0 D0 ~ door~ 7 6503 6510 -1 D2 ~ ~ 0 -1 6508 -1 D3 ~ ~ 0 -1 6522 -1 S #6510 Path to the Castle~ You are on a path that will eventually lead to the castle. It continues north to the castle, and there is a door on the southern wall. ~ 39 8 0 D0 ~ ~ 0 -1 6511 -1 D2 ~ door~ 7 6503 6509 -1 S #6511 Still on the path to the Castle~ You are still on the path to the castle, or back to the Dwarven village, whichever way you wish to go. The path continues to the north and south. ~ 39 8 0 D0 ~ ~ 0 -1 6512 -1 D2 ~ ~ 0 -1 6510 -1 S #6512 Door to Castle~ Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on it's end. There is a sign which says: ****************************************** * WELCOME TO THE CASTLE OF STRANGELOVE * * Here, celibacy is uninvited * ****************************************** ~ 39 8 0 D1 ~ door~ 7 6514 6525 -1 D2 ~ ~ 0 -1 6511 -1 S #6513 Inside the entrance~ Everything here is covered in soot and very grimy. The path continues to the east and north, and there is a door to the west. ~ 39 8 0 D0 The little underground path continues to the north. ~ ~ 0 -1 6514 -1 D1 The path leads outside the entrance. ~ door~ 7 6550 6505 -1 D3 This looks like an entrance to some type of store room. ~ ~ 0 -1 6526 -1 S #6514 Path~ You are on a path in the dwarven village which leads north to the shops and south to the corner of the area. ~ 39 8 0 D0 ~ ~ 0 -1 6515 -1 D2 ~ ~ 0 -1 6513 -1 S #6515 Turn in road~ You are on a path that leads to a Hide & Tooth shop to the west, and the path continues to the south. ~ 39 8 0 D2 ~ ~ 0 -1 6514 -1 D3 The Hide & Tooth shop is seen to the west. ~ ~ 0 -1 6516 -1 S #6516 Hide & Tooth Shop~ You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven weapons and armors. The path continues to the north and east. ~ 39 24 0 D0 ~ ~ 0 -1 6517 -1 D1 ~ ~ 0 -1 6515 -1 S #6517 Path to the north of shop~ You are on a path to the north of the Hide & Tooth shop. The path continues to the north, and there is Granite Head's bakery to the west. ~ 39 8 0 D0 ~ ~ 0 -1 6518 -1 D2 ~ ~ 0 -1 6516 -1 D3 ~ ~ 0 -1 6535 -1 S #6518 North of Shops~ Here the path bends to the east towards the barracks. To the south you can see the shops. ~ 39 8 0 D1 ~ ~ 0 -1 6519 -1 D2 ~ ~ 0 -1 6517 -1 S #6519 Path by Hospital~ Here the path passes by the Hospital to the north. It continues to the east to the barracks, and to the west. ~ 39 8 0 D0 ~ ~ 0 -1 6534 -1 D1 ~ ~ 0 -1 6520 -1 D3 ~ ~ 0 -1 6518 -1 S #6520 Path next to barracks~ Here the path continues west, and east to the barracks. ~ 39 8 0 D1 ~ ~ 0 -1 6521 -1 D3 ~ ~ 0 -1 6519 -1 S #6521 Entrance to barracks~ Here there is an entrance to the barracks to the south, and the path continues to the west. ~ 39 8 0 D2 ~ door~ 3 0 6523 -1 D3 ~ ~ 0 -1 6520 -1 S #6522 Guard House~ You are in the guard house to the west of the entrance to the castle. There are nudie posters covering the walls. ~ 39 8 0 D1 ~ ~ 0 -1 6509 -1 E poster~ There is a wall poster of a nude Minne Pearl. ~ S #6523 First Barrack room~ Here is the first of two main rooms of barracks. The barracks continue to the south, and you can leave the room to the north. ~ 39 8 0 D0 ~ door~ 3 0 6521 -1 D2 ~ ~ 0 -1 6524 -1 S #6524 Back of Barracks~ Here is the back of the dwarven barracks. There are rows of beds here, and there is a stench that is unbearable. ~ 39 8 0 D0 ~ ~ 0 -1 6523 -1 S #6525 Inside of Castle Strangelove~ You are just inside the castle. It is very tubular in shape, and it is very featureless. There is a set of stairs that lead up, and the door leads out of the castle to the west. ~ 39 8 0 D3 ~ door~ 7 6514 6512 -1 D4 ~ ~ 0 -1 6528 -1 S #6526 A store room~ There is a layer of dust on the floor at least 3 inches thick! It is probable that not many people have been in here for many months. ~ 39 9 0 D1 A lighted area that looks like a well worn path. ~ ~ 0 -1 6513 -1 D5 ~ trapdoor~ 1 0 6527 -1 E floor dust~ After blowing all the dust off the floor, you notice a trapdoor! ~ S #6527 Wine cellar~ This room smells like wine, and you can only assume it used to be a wine cellar at one time. ~ 39 9 0 D4 ~ ~ 0 -1 6526 -1 S #6528 Stairs in castle~ The stairs continue to circle up and down here. ~ 39 8 0 D4 ~ ~ 0 -1 6529 -1 D5 ~ ~ 0 -1 6525 -1 S #6529 Stairs~ You are still circling around on the stairs. You are starting to get dizzy from going around and around and around and around and around. The stairs continue up and down. ~ 39 8 0 D4 ~ ~ 0 -1 6530 -1 D5 ~ ~ 0 -1 6528 -1 S #6530 Top of stairs~ You are at the top of the stairs in the castle. There is an exit to the east, and the stairs lead down. ~ 39 8 0 D1 ~ ~ 0 -1 6531 -1 D5 ~ ~ 0 -1 6529 -1 S #6531 Queen's waiting room~ This is the Queen's waiting room. Here the men literally "wait" for the queen. You've heard that the queen really likes to get to 'know' her people, in the biblical sense. The queen's bedroom is to the north, and you can see stairs to the west. ~ 39 8 0 D0 ~ door~ 1 0 6532 -1 D3 ~ ~ 0 -1 6530 -1 S #6532 Bedroom~ This is the Queen's bedroom. The bed is all ruffled, and there is a stack of dirty sheets piled in the corner. There is a ladder that leads down, out of the castle, and you can leave the room to the south. ~ 39 8 0 D2 ~ door~ 1 0 6531 -1 D5 ~ ~ 0 -1 6533 -1 S #6533 North side of Castle Strangelove~ You are standing on the north side of Castle Strangelove. You notice that you are no longer inside the mountain anymore either. Along the southern horizon you see towering mountains. ~ 39 0 0 D4 ~ ~ 0 -1 6532 -1 S #6534 Hospital~ You are inside the Dwarven Hospital. It smells like rubbing alcohol, and there is blood all over the walls. ~ 39 8 0 D2 ~ ~ 0 -1 6519 -1 S #6535 Granite Head's Bakery~ The aroma coming from this room is astonishing. You can almost taste the pastry's dissolving in your mouth. ~ 39 8 0 D1 ~ ~ 0 -1 6517 -1 S #6540 Dark path~ This path is very well worn, and there is an entrance to the mines to the east, while the path continues to the north and west. ~ 39 8 0 D0 ~ ~ 0 -1 6504 -1 D1 ~ door~ 7 6502 6541 -1 D3 ~ ~ 0 -1 6503 -1 S #6541 Mine entrance~ The little path here leads down toward the mines, while the worn path continues to the west. ~ 39 8 0 D3 ~ door~ 7 6502 6540 -1 D5 ~ ~ 0 -1 6542 -1 S #6542 Bottom of mineshaft~ You are at the bottom of the mineshaft. The air here is very sooty, and it is very hard to breath. The mineshaft leads up and east. ~ 39 9 0 D1 ~ ~ 0 -1 6543 -1 D4 ~ ~ 0 -1 6541 -1 S #6543 Path in the mine~ You are deep inside the mine, and you feel very uncomfortable. The path continues to the east, and leads to the mineshaft to the west. ~ 39 9 0 D1 ~ ~ 0 -1 6544 -1 D3 ~ ~ 0 -1 6542 -1 S #6544 Mine crossroad~ You are at a crossroad in the mine. There is a door to the north, and the path continues to the south, east, and west. ~ 39 9 0 D0 ~ door~ 39 6516 6546 -1 D1 ~ ~ 0 -1 6545 -1 D2 ~ ~ 0 -1 6551 -1 D3 ~ ~ 0 -1 6543 -1 S #6545 Coal Room~ You are inside the storage area for the raw materials that are found down here. The room is very unsturdy as the supports are very rickety. ~ 39 9 0 D3 ~ ~ 0 -1 6544 -1 S #6546 Mine Maze~ You have entered the maze of the mines. To the east you can see some inscriptions, and you can exit to the south. ~ 39 9 0 D1 ~ ~ 0 -1 6547 -1 D2 ~ door~ 39 6516 6544 -1 S #6547 Maze inscription~ You are inside the maze, but not far enough in that you could get lost. There is an enscription on the wall which says: 1 3 2 4 N W N S This isn't too tough, so don't take it so rough. ~ 39 9 0 D0 ~ ~ 0 -1 6548 -1 D1 ~ ~ 0 -1 6544 -1 D3 ~ ~ 0 -1 6546 -1 S #6548 Maze~ You are in a maze. ~ 39 9 0 D0 ~ ~ 0 -1 6549 -1 D2 ~ ~ 0 -1 6547 -1 D3 ~ ~ 0 -1 6548 -1 S #6549 Maze~ You are in a maze. ~ 39 9 0 D0 ~ ~ 0 -1 6548 -1 D2 ~ ~ 0 -1 6548 -1 D3 ~ ~ 0 -1 6550 -1 S #6550 Maze~ You are in a maze. ~ 39 9 0 D0 ~ ~ 0 -1 6549 -1 D1 ~ ~ 0 -1 6549 -1 D2 ~ ~ 0 -1 6552 -1 D3 ~ ~ 0 -1 6548 -1 S #6551 Mining equipment room~ This is the storage room for equipment used by the Dwarven miners. It is very small, and you can tell that not many miners actually use any equipment. ~ 39 9 0 D0 ~ ~ 0 -1 6544 -1 S #6552 Solved the Maze.~ You have solved the maze. You can tell by the last few moves that there is no way that a dumb worker could have figured that out. It seems pretty desolate here. To the south is a bleak room. To the north, you see the maze. There is a sign above the south exit: THOSE WHO ENTER, PLAN ON A TIMELY DEATH. (ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN) ~ 39 9 0 D0 ~ ~ 0 -1 6550 -1 D2 ~ ~ 0 -1 6553 -1 S #6553 The Mazekeeper's Room~ You have entered the Mazekeeper's room. There are pictures of the Queen with darts thrown in it. Spraypainted on the wall are things like 'the queen shall suffer' and 'Catholics Rule'. ~ 39 9 0 D0 ~ ~ 0 -1 6552 -1 S #6600 Haag's Throne Room~ This grand hall dwarfs many of the castles you have seen. Marble columns as thick as a man is tall stretch up to meet a ceiling that seems to crowd the stars. A reflecting pool in the floor shows scenes too horrific to be anything but hell itself, and you find yourself avoiding the pool reflexively. Doorways of a relatively normal size (for Haag that is) on the East and West walls seem to shimmer and dance as if they were weak spots in the fabric of space-time. Circling the pool is a majestic spiral staircase wide enough for a dozen men to walk abreast; it seems to lead up right out of the world. The most striking aspect of the room, however, is the great throne of gold at its northern end. Up on a dais sits a throne that looks older than time itself, and sitting upon it is Mighty Haag, the immortal Ard-righ of all Prydain. The High-king watches you cooly. ~ 40 8 0 D5 ~ ~ 0 -1 3001 -1 S #6601 A Green Meadow~ You stand in a grassy meadow with annoyingly cute dandylions growing here and there. You hear the merry bubbling of a brook somewhere ahead, and to the north you see a narrow wooden bridge. The scents of perpetual spring either delight or disgust you, depending on whether you go for the trite stuff like this. ~ 40 0 2 D0 ~ ~ 0 -1 6602 -1 D2 ~ ~ 0 -1 13950 -1 S #6602 The Black Knight's Bridge~ A quaint little bridge over the pleasant stream. To the south is a green field and to the north is the southern terminus of the King's Road. The scene would be utterly charming if this were not the bridge frequented by the infamous black knight. He just doesn't know when to quit, does he? ~ 40 1 2 D0 ~ ~ 0 -1 6603 -1 D2 ~ ~ 0 -1 6601 -1 S #6603 The King's Road~ This is the southern end of the King's Road. It is a well maintained cobblestone road that shows every indication of frequent use. The road continues off to the north, and to the south is a wooden bridge over a small stream. A path leads westward away from the main thoroughfare. ~ 40 0 2 D0 ~ ~ 0 -1 6604 -1 D2 ~ ~ 0 -1 6602 -1 S #6604 The King's Road~ The road here runs from north to south. The sounds of bargaining and merriment drift in from the east, where the county fair seems to be in full swing. ~ 40 0 2 D0 ~ ~ 0 -1 6605 -1 D2 ~ ~ 0 -1 6603 -1 S #6605 The King's Road~ The King's Road bends here from west to south. The terrain is mountainous and stately pine trees rise up to either side of the road. There seems to be no directions open to travel other than along the road. ~ 40 0 5 D2 ~ ~ 0 -1 6604 -1 D3 ~ ~ 0 -1 6606 -1 S #6606 The King's Road~ The road winds its way from east to west as it cuts between the peaks of the Gwynned Mountains. Some cheerful traders wave happily as they pass you headed in the opposite direction. They seem to feel protected as they travel the King's Road. A path leads up the side of the hill north of the road, and it appears to be wide enough to allow humanoid traffic. ~ 40 0 5 D0 ~ ~ 0 -1 6638 -1 D1 ~ ~ 0 -1 6605 -1 D3 ~ ~ 0 -1 6607 -1 S #6607 The King's Road~ The King's Road here leads both up into the mountains in the east, and down into a wide green valley in the west. The smells and sounds of a castle are barely discernible off in the distance. ~ 40 0 5 D1 ~ ~ 0 -1 6606 -1 D3 ~ ~ 0 -1 6608 -1 S #6608 Outside Camelot~ The King's Road has its western terminus here just north of a glorious castle. High, unbreached walls of granite and majestic towers of gold characterize this imposing fortress, which can only be the legendary Camelot. A stout drawbridge, down at the moment, offers entrance to the gatehouse, where you see occasional flashes of Arthur's white and gold liveried guards. To the west you see flashes of bright colors and hear the merriment echoing from a visiting fair. ~ 40 0 2 D1 ~ ~ 0 -1 6607 -1 D2 ~ ~ 0 -1 6609 -1 D3 ~ ~ 0 -1 6618 -1 S #6609 The Gatehouse~ This solid stone building meets all visitors as they arrive and depart noble Camelot. A great iron portcullis is suspended overhead, ready to drop and deny ingress to the enemies of the king, but surely no-one would desire as an enemy the good king, Arthur! ~ 40 8 0 D0 ~ ~ 0 -1 6608 -1 D1 ~ ~ 0 -1 6615 -1 D2 ~ ~ 0 -1 6610 -1 D3 ~ ~ 0 -1 6616 -1 S #6610 The Courtyard of Camelot~ This small but busy courtyard opens onto the southern hallway south of here, as well as to the gatehouse to the north. Doors to the east and west lead to the training yard and to the entrance to the great Field of Honor. The sun's rays are brilliantly reflected by banners of all colors hanging from the high walls on all sides. ~ 40 0 1 D0 ~ ~ 0 -1 6609 -1 D1 ~ ~ 0 -1 6617 -1 D2 ~ ~ 0 -1 6611 -1 S #6611 The Hallway~ This Hallway has a floor of well-worn flagstones and a high arched ceiling. Light is provided by torches set in sconces on either wall, and there are doors leading both east and west. ~ 40 8 0 D0 ~ ~ 0 -1 6610 -1 D1 ~ ~ 0 -1 6620 -1 D2 ~ ~ 0 -1 6612 -1 D3 ~ ~ 0 -1 6621 -1 S #6612 Hall of the Round Table~ The hallway widens here to at least 60 paces, and the ceiling rises up as high as well. A great round table of solid oak dominates the chamber, and looks as if it could seat well over a hundred men. The tempting smells of a fine meal in preparation waft in from the west. You could almost swear that you hear praying through the door to the east. The hallway continues both to the north and south. ~ 40 8 0 D0 ~ ~ 0 -1 6611 -1 D1 ~ ~ 0 -1 6622 -1 D2 ~ ~ 0 -1 6613 -1 D3 ~ ~ 0 -1 6623 -1 S #6613 The Hallway~ Things seem a little quieter back here in the hall past the round table. It goes no farther south, but doors open through the southern, eastern, and western walls. ~ 40 8 0 D0 ~ ~ 0 -1 6612 -1 D1 ~ ~ 0 -1 6625 -1 D2 ~ ~ 0 -1 6614 -1 D3 ~ ~ 0 -1 6626 -1 S #6614 Arthur's Throne Room~ Here is another hall equal in majesty to the hall of the round table. At the southern end of the vault, high on a dais sits Arthur, king of of the realm. Guinevere has her own throne just below Arthur's, at his right hand. The champion's chamber is visible through an open doorway to the east. ~ 40 8 0 D0 ~ ~ 0 -1 6613 -1 D1 ~ ~ 0 -1 6627 -1 S #6615 Guard Room~ Bunk beds, weapon racks, and card tables fill this room, which is obviously where the castle guards spend there time while not out on patrol or at some important post. ~ 40 8 0 D2 ~ ~ 0 -1 6617 -1 D3 ~ ~ 0 -1 6609 -1 S #6616 Guard Room~ Bunk beds, weapon racks, and card tables fill this room, which is obviously where the castle guards spend there time while not out on patrol or at some important post. ~ 40 8 0 D1 ~ ~ 0 -1 6609 -1 S #6617 Training Yard~ The training grounds are littered with broken wooden swords and spattered with the blood of the less talented pages. The old master of arms eyes you cooly as he glances up from his efforts to teach a particularly hopeless clutz. You don't think he is in the mood for light conversation. ~ 40 8 0 D0 ~ ~ 0 -1 6615 -1 D3 ~ ~ 0 -1 6610 -1 S #6618 At the Maypole~ You stand at the entrance to the fairgrounds. To the north you see an arched sign over a bridge. To the south a trail leads toward cluster of assorted stands. A maypole stands here, trailing a number of colorful ribbons just begging to be twisted. ~ 40 0 2 D0 ~ ~ 0 -1 6619 -1 D1 ~ ~ 0 -1 6608 -1 D2 ~ ~ 0 -1 6684 -1 D3 ~ ~ 0 -1 6681 -1 S #6619 Bridge to the Freak Show~ A small wooden bridge leading over a small creek. To the west the creek leads back through a stand of trees. ~ 40 0 2 D0 ~ ~ 0 -1 6631 -1 D2 ~ ~ 0 -1 6618 -1 D3 ~ ~ 0 -1 6630 -1 S #6620 A Knight's Chamber~ A bedroom/meditation chamber for some sort of ascetic knight. The spartan furniture includes only a hard bed and a small foot locker. No wall hangings, carpets, or other adornments are present to liven up the room. ~ 40 8 0 D3 ~ ~ 0 -1 6611 -1 S #6621 Servants' Quarters~ A large room with a relatively low ceiling. Several beds and dressers stand here and there about the chamber. Lots of clutter is strewn about, and from the looks of things this is where the servants live. The smell is not the most pleasant one you've encountered. ~ 40 8 0 D1 ~ ~ 0 -1 6611 -1 D2 ~ ~ 0 -1 6623 -1 S #6622 Galahad's Post~ This small cell is devoid of all furnishings, and appears to be in the nature of a guard point to prevent passage eastward into the shrine of the Holy Grail. Sir Galahad, purest of all men alive, rises from where he knelt praying and moves to block your path east. ~ 40 8 0 D1 ~ ~ 0 -1 6624 -1 D3 ~ ~ 0 -1 6612 -1 S #6623 The Scullery~ This is the room where food is prepared for service to the knights of the round table. Scullery knaves are busily running about, desperately trying to get dinner ready on time. Ocasionally one cries out as he burns his fingers trying to stoke the fire under one of the great pots. ~ 40 8 0 D0 ~ ~ 0 -1 6621 -1 D1 ~ ~ 0 -1 6612 -1 S #6624 Shrine of the Grail~ The shrine seems to be illuminated from all directions. It is as if The walls themselves shone with a white light as a result of being in the presence of the most Holy Grail. ~ 40 8 0 D3 ~ ~ 0 -1 6622 -1 S #6625 Mordred's Room~ Black curtains hang by the windows, and black carpet covers the floor. A black chair sits in the corner. As if to bely his evil nature, however, Mordred is clad "cap a pie" in armor of purest gold. ~ 40 8 0 D3 ~ ~ 0 -1 6613 -1 S #6626 Gawain's Sanctum~ A large and a well appointed chamber. A shield bearing Gawain's colors hangs on the wall. The floor is richly carpeted with rare Persian imports. Clearly Gawain has the favor of his royal cousin, and he chooses to show off his position. ~ 40 8 0 D1 ~ ~ 0 -1 6613 -1 S #6627 The chamber of Sir Lancelot~ You are standing in the simple, austere quarters of the greatest knight the world has ever know, Lancelot Du Lac. A small, firm bed rests in one corner. It looks barely used. A small desk, with several candles atop it, and several books, of poetry, science and comedy attest to Lancelot's interest in mental ability, as well as physicial ability. ~ 40 0 2 D3 ~ ~ 0 -1 6614 -1 S #6628 A Red Brick House~ In the middle of a grassy clearing is a neat little house built entirely of bricks. Peaking out of one of the windows are visible the faces of three little pigs. When you ask to be let in, they respond with, "Not by the hair of your chinny chin chin!" The name on the mailbox reads P. Pig. ~ 40 0 2 S #6629 The Tarot Reader's Tent~ You enter a small tent, in the middle a wizened old woman sits cross legged. She waves her hand over her ball as you enter, and beckons you to sit. She absentmindedly shuffles through her tarot. ~ 40 520 0 D1 ~ ~ 0 -1 6685 -1 S #6630 A small creek~ This small creek leads through a thick group of vines to the west, and to the east you hear the sounds of bustling people. ~ 40 0 6 D1 ~ ~ 0 -1 6619 -1 D3 ~ ~ 0 -1 6630 -1 S #6631 Path through the freak show~ You are walking along a path which leads past a number of tents. To the north is a sign written in bold letters declaring SMALLEST MAN IN THE WORLD, and to the west another reading THE UGLIEST MAN ON EARTH! The path continues on to the east. ~ 40 0 2 D0 ~ ~ 0 -1 6634 -1 D1 ~ ~ 0 -1 6632 -1 D2 ~ ~ 0 -1 6619 -1 D3 ~ ~ 0 -1 6636 -1 S #6632 Path through the Freak Show~ The path continues to the west, and tents lie in each of the other four cardinal directions. To the north is the Fat Lady's tent, to the east is the tent belonging to the hariest man in town, and to the south lies a tent for the Three Armed Man. ~ 40 0 2 D0 ~ ~ 0 -1 6635 -1 D1 ~ ~ 0 -1 6633 -1 D2 ~ ~ 0 -1 6637 -1 D3 ~ ~ 0 -1 6631 -1 S #6633 A Tent Fashioned of Furs~ This is the tent belonging to the hariest man in town. ~ 40 8 0 D3 ~ ~ 0 -1 6632 -1 S #6634 A Very Small Circus Tent~ You stand in the middle of a tent belonging to a very small man. The midget looks up at you and says, 'It's two gold to be in here!'. ~ 40 8 0 D2 ~ ~ 0 -1 6631 -1 S #6635 A Large Circus Tent~ You enter a very cramped residence due to the fact that an extremely enormous woman occupies most of the tent. ~ 40 8 0 D2 ~ ~ 0 -1 6632 -1 S #6636 An Odd Colored Circus Tent~ You enter a small tent with a very strange color scheme that is as repulsive as it is strange. A man as hideous as his tent looks you over. ~ 40 8 0 D1 ~ ~ 0 -1 6631 -1 S #6637 A Spare Tent~ Lounging in an odd chair is a strange looking man. He rests an arm on each of the three arms of the chair. ~ 40 8 0 D0 ~ ~ 0 -1 6632 -1 S #6638 The Northern Path~ This path seems to be little more than a widened game trail twisting around through the mountains, but it does connect the hinterlands of the north with the more civilized south. ~ 40 0 5 D0 ~ ~ 0 -1 6639 -1 D2 ~ ~ 0 -1 6606 -1 S #6639 The Northern Path~ The trail forks here, with the main path continuing north and south. branching off to the west is what appears to be the track of some extraordinary creature. ~ 40 0 5 D0 ~ ~ 0 -1 6640 -1 D2 ~ ~ 0 -1 6638 -1 D3 ~ ~ 0 -1 6651 -1 S #6640 End of the Northern Path~ The edge of the mountains here is also the junction of three small roads. One leads south into the hills, one west (it looks confusing), and one leads east toward the coast. Of the three paths, the coastal road appears to be the most easily navigated. ~ 40 0 4 D1 ~ ~ 0 -1 6649 -1 D2 ~ ~ 0 -1 6639 -1 D3 ~ ~ 0 -1 6641 -1 S #6641 Scary Path~ This path looks scary and confusing. To the north it looks even more confusing. ~ 40 0 3 D0 ~ ~ 0 -1 6642 -1 D1 ~ ~ 0 -1 6640 -1 S #6642 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 40 1 3 D0 ~ ~ 0 -1 6643 -1 D2 ~ ~ 0 -1 6641 -1 D3 ~ ~ 0 -1 6642 -1 S #6643 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 40 1 3 D0 ~ ~ 0 -1 6644 -1 D1 ~ ~ 0 -1 6647 -1 D3 ~ ~ 0 -1 6642 -1 S #6644 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 40 1 3 D0 ~ ~ 0 -1 6644 -1 D1 ~ ~ 0 -1 6642 -1 D2 ~ ~ 0 -1 6643 -1 D3 ~ ~ 0 -1 6645 -1 S #6645 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 40 1 3 D0 ~ ~ 0 -1 6646 -1 D1 ~ ~ 0 -1 6644 -1 D2 ~ ~ 0 -1 6644 -1 D3 ~ ~ 0 -1 6654 -1 S #6646 Morganna's Hut~ You made it out of the confusing forest and are now in a strangely arranged hut. Bizarre smells and sounds come through a door to the north. Morganna the sorceress has many of her arcane art-pieces sitting in odd little perches about the room. ~ 40 9 0 D0 ~ ~ 0 -1 6690 -1 D2 ~ ~ 0 -1 6645 -1 S #6647 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 40 1 3 D0 ~ ~ 0 -1 6648 -1 D1 ~ ~ 0 -1 6647 -1 D2 ~ ~ 0 -1 6647 -1 D3 ~ ~ 0 -1 6643 -1 S #6648 Merlin's Hut~ Emerging from the dark and confusing wood, you have come to the home a Merlin the good wizard. Experiments too obscure for you to understand are in progress all over the place. Merlin seems to have developed bad housekeeping habits in his last 800 years of living alone: the place hasn't been swept in centuries. Doors lead to the north and east. ~ 40 9 0 D0 ~ ~ 0 -1 6695 -1 D1 ~ ~ 0 -1 6694 -1 D2 ~ ~ 0 -1 6647 -1 S #6649 A Path Near the Coast~ This sandy trail runs from east to west. To the west is visible the intersection of several paths, and to the east are the shores of the great ocean. ~ 40 0 4 D1 ~ ~ 0 -1 6650 -1 D3 ~ ~ 0 -1 6640 -1 S #6650 A Sandy Beach~ The white sand of the beach feels good under your feet compared to the hard stone and wood to which you are accustomed. The pounding of the surf and the salty sea smell tickle your senses and call out to you to explore the wonder and greatness of the ocean. ~ 40 0 2 D0 ~ ~ 0 -1 6672 -1 D1 ~ ~ 0 -1 6655 -1 D2 ~ ~ 0 -1 6671 -1 D3 ~ ~ 0 -1 6649 -1 S #6651 Trail of the Questing Beast~ The trail of the strange beast here runs from east to west. ~ 40 0 5 D1 ~ ~ 0 -1 6639 -1 D3 ~ ~ 0 -1 6652 -1 S #6652 Trail of the Questing Beast~ The trail turns south and east, and the southern leg climbs up toward a craggy peak. ~ 40 0 5 D1 ~ ~ 0 -1 6651 -1 D2 ~ ~ 0 -1 6653 -1 S #6653 Lair of the Questing Beast~ You have reached the end of the trail of the questing beast, and have arrived at its lair. Its droppings are all over the ground, as are the bones of the beast's unsuccessful hunter, Sir Palomedes. ~ 40 0 5 D0 ~ ~ 0 -1 6652 -1 S #6654 The Bad Old Bog~ You have taken a VERY WRONG TURN. Tentacles begin reaching up out of the bog as you realize that you are now trapped in the lair of the big old bog beasts. ~ 40 3 3 S #6655 Coastal Waters~ You are in the waters off of the coast of Prydain's sandy eastern beach. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6656 -1 D1 ~ ~ 0 -1 6666 -1 D2 ~ ~ 0 -1 6657 -1 D3 ~ ~ 0 -1 6650 -1 S #6656 Northern Coastal Waters~ You are in the waters off the northern portion of Prydain's eastern coastline. ~ 40 0 7 7 7 D1 ~ ~ 0 -1 6666 -1 D2 ~ ~ 0 -1 6655 -1 D3 ~ ~ 0 -1 6672 -1 S #6657 Southern Coastal Waters~ You are in the waters off of the southern portion of Prydain's eastern coastline. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6655 -1 D1 ~ ~ 0 -1 6666 -1 D3 ~ ~ 0 -1 6671 -1 S #6658 The Point of No Return~ You are now in the eastern waters of the great ocean. Unless you want to wind up on the edge of the world, going east probably is not such a great idea. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6669 -1 D1 ~ ~ 0 -1 6659 -1 D2 ~ ~ 0 -1 6664 -1 D3 ~ ~ 0 -1 6661 -1 S #6659 The Eastern Edge of the World~ According to all the navigational charts you have ever seen, you are on the eastern edge of the world. There seems to be a strong eastward current for some reason. ~ 40 0 7 7 7 D1 ~ ~ 0 -1 6660 -1 S #6660 The Land of Disappointed Explorers~ After passing off of the eastern edge of the world you have fallen along with the waters into what could be described as Davy Jones's locker. Scattered about are some globes that have been heavily abused-- you think you can guess why. Wreckage is lying about from several ships foolish enough to brave the point of no return. A sign hanging off of one old piece of wreckage reads, "Go either north or south, but only one is a way out and you'll be sorry if you go the other way." mysterious glowing doorways lead both north and south. A group of disappointed explorers mills around bitching about what an idiot Columbus was. ~ 40 0 2 D0 ~ ~ 0 -1 6696 -1 D2 ~ ~ 0 -1 6682 -1 S #6661 Isle of the Great Cyclops~ This small island is the home of a rather antisocial cyclops. Bones of his kills litter the beach, where they are slowly bleaching under the sun's rays. ~ 40 0 2 D0 ~ ~ 0 -1 6668 -1 D1 ~ ~ 0 -1 6658 -1 D2 ~ ~ 0 -1 6663 -1 D3 ~ ~ 0 -1 6666 -1 S #6662 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6666 -1 D1 ~ ~ 0 -1 6663 -1 S #6663 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6661 -1 D1 ~ ~ 0 -1 6664 -1 D3 ~ ~ 0 -1 6662 -1 S #6664 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6658 -1 D2 ~ ~ 0 -1 6665 -1 D3 ~ ~ 0 -1 6663 -1 S #6665 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6664 -1 S #6666 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6667 -1 D1 ~ ~ 0 -1 6661 -1 D2 ~ ~ 0 -1 6662 -1 D3 ~ ~ 0 -1 6655 -1 S #6667 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D1 ~ ~ 0 -1 6668 -1 D2 ~ ~ 0 -1 6666 -1 S #6668 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D1 ~ ~ 0 -1 6669 -1 D2 ~ ~ 0 -1 6661 -1 D3 ~ ~ 0 -1 6667 -1 S #6669 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6670 -1 D2 ~ ~ 0 -1 6658 -1 D3 ~ ~ 0 -1 6668 -1 S #6670 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6675 -1 D2 ~ ~ 0 -1 6669 -1 S #6671 The Northern East Coast~ The southern coastline is rocky and inhospitable. Progress further south looks impossible, but there is a cave high up to the west, and the water appears to be free of shoals. ~ 40 0 4 D0 ~ ~ 0 -1 6650 -1 D1 ~ ~ 0 -1 6657 -1 D3 ~ ~ 0 -1 6674 -1 S #6672 The Southern East Coast~ North of the beach, the coast is less idyllic. Here white sand is replaced by black rocks. In the distance, smoke can be seen curling from the peak of a forbidding mountain. A small path leads up the side of a cliff to the west, disappearing behind a large rock. ~ 40 0 4 D1 ~ ~ 0 -1 6656 -1 D2 ~ ~ 0 -1 6650 -1 D3 ~ ~ 0 -1 6673 -1 S #6673 Seaside Cave~ This stony cave has a high roof and a floor covered with stalagmites and loose stones. The hammering of the waves against the coast is audible, and the smell of the sea is strong on the air. The only exit from the cave is to the east. ~ 40 9 4 D1 ~ ~ 0 -1 6672 -1 S #6674 Seaside Cave~ This cave has walls of scorched stone and is big enough to house a behemoth. Giant reptilian scales and charcoal line the floor. Sure enough, you have stumbled onto the home of a genuine, fire-breathing dragon. ~ 40 9 4 D1 ~ ~ 0 -1 6671 -1 S #6675 An Icy Shore~ To the north you can see icy tundra. You have found land, if it is frozen land anyway. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6676 -1 D2 ~ ~ 0 -1 6670 -1 S #6676 Tundra~ This is the iciest shoreline on which you have ever stood. South of here are the northern waters of the great ocean, and to the north stretches a vast plain of tundra. ~ 40 0 2 D0 ~ ~ 0 -1 6677 -1 D2 ~ ~ 0 -1 6675 -1 S #6677 Tundra~ You stand in the center of an expanse of tundra, freezing your ~ 40 0 2 D1 ~ ~ 0 -1 6679 -1 D2 ~ ~ 0 -1 6676 -1 D3 ~ ~ 0 -1 6678 -1 S #6678 Lair of the Great White Dragon~ An icy plateau empty of all signs of normal life. Icy winds whip at your cloak, and the chill creeps into your bones as you realize that you have stumbled into a great white dragon. ~ 40 0 2 D1 ~ ~ 0 -1 6677 -1 S #6679 Guarded Spot in the Tundra~ Two massive ice statues stir to life as you approach, and move to block your progress to the east. They are determined to kill you, rather than let you get by them. ~ 40 0 2 D1 ~ ~ 0 -1 6680 -1 D3 ~ ~ 0 -1 6677 -1 S #6680 Zippy's Favorite Hang-out~ This particular icy plain is the favorite hang-out of Zippy the snow wizard, enemy of all normal people and some weird ones too. ~ 40 0 2 D3 ~ ~ 0 -1 6679 -1 S #6681 Fat Frank's Pizza Shop~ Scattered behind the counter are a number of pizza boxes and empty drink cans. Frank licks sauce off of his fingers, making a strange slurping noise as he looks up and says, 'Watcha want?'. ~ 40 8 0 D1 ~ ~ 0 -1 6618 -1 S #6682 Mario's Gaming Palace~ Games of all imaginable types (and then some) fill your view in every direction. As far as the eye can see, toys and games abound. Immediately before you is a comfy chair with controls to access the game of your pleasure. You have the most powerful craving for some Nintendo. ~ 40 520 0 S #6683 Near the shore~ At last you can see land to the south. A sandy shore is to the south, and more water to the north. ~ 40 0 7 7 7 D0 ~ ~ 0 -1 6665 -1 D2 ~ ~ 0 -1 6684 -1 S #6684 The Fairground~ To the east is a bright red tent, to the south you see an odd tent, and to the west lies more of the fairgrounds. ~ 40 0 2 D0 ~ ~ 0 -1 6618 -1 D1 ~ ~ 0 -1 6687 -1 D2 ~ ~ 0 -1 6689 -1 D3 ~ ~ 0 -1 6685 -1 S #6685 The Fairground~ You stand in the southwest corner of the faigrounds. To the north and south stand liveried tents, and to the west is an ominous black tent. ~ 40 0 2 D0 ~ ~ 0 -1 6686 -1 D1 ~ ~ 0 -1 6684 -1 D2 ~ ~ 0 -1 6688 -1 D3 ~ ~ 0 -1 6629 -1 S #6686 The Sword Swallower's Tent~ A tall man bows rather stiffly to you as you enter the tent. You notice the hilt of a sword protruding from his mouth. ~ 40 8 0 D2 ~ ~ 0 -1 6685 -1 S #6687 A Bright Red Tent~ There is a short man here, swatting at a fire starting on the edge of the tent. ~ 40 8 0 D3 ~ ~ 0 -1 6684 -1 S #6688 The Juggler's Tent~ Around the edges of the tent, you see an array of sharp weapons,~ 40 8 0 D0 ~ ~ 0 -1 6685 -1 S #6689 A Shimmering Tent~ Around this stand are strewn arcane books, and components for spells you could only dream of. ~ 40 8 0 D0 ~ ~ 0 -1 6684 -1 S #6690 Morganna's Mini-Zoo~ This is the area where Morganna keeps her favorite fantastic pets. To the north is the cage of the hippogriff. To the east is the cage of the cockatrice, and to the west is the great goldfish tank. Several large corpses on meathooks are ready for feeding to the denizens in their cages. ~ 40 0 1 D0 ~ ~ 0 -1 6692 -1 D1 ~ ~ 0 -1 6691 -1 D2 ~ ~ 0 -1 6646 -1 D3 ~ ~ 0 -1 6693 -1 S #6691 Cockatrice Cage~ An iron cage with an open door and a set of manacles to prevent unauthorized leaves of absence on the part of the cockatrice. ~ 40 0 1 D3 ~ ~ 0 -1 6690 -1 S #6692 Hippogriif Pin~ An iron cage with an open door and a set of leg irons to keep the hippogriff from wandering off in search of food. ~ 40 0 1 D2 ~ ~ 0 -1 6690 -1 S #6693 The Aquarium~ The only item of note in this room is a large glass tank filled with water. Swimming around inside are Morganna's prize collection of man-eating goldfish. Fortunately, these fish dont know how to get out of their protective tank. ~ 40 0 1 D1 ~ ~ 0 -1 6690 -1 S #6694 Archimedes's Roost~ This little room is a roost for Archimdedes, Merlin's pet owl. Aside from a liberal quantity of owl pellets, a worn tea service, and some decaying mice, Archimedes has nothing of value around the house. ~ 40 8 0 D3 ~ ~ 0 -1 6648 -1 S #6695 Merlin's Private Library~ Row upon row of shelves are filled with all manner of books. Merlin keeps quite a personal library. You are able to spot tomes dealing with everything from childbirth to downhill skiing. Arcane texts dealing with conjurations, transmutations, and other spells also line the walls. These books, however, are from the future, and you think it would be better if you left them alone for now. ~ 40 8 0 D2 ~ ~ 0 -1 6648 -1 S #6696 Wondrous Hall in No Place~ You have chosen the right door! You find yourself in a wondrous cavern with halls leading out in every direction. You see that the southern way leads into Shadowdale's Market Square. To the north, you spy what appears to be a grassy meadow in the Shire. Westward, you can see the courtyard of Castle Python, and to the east you spy the foot of the great pyramid of Akin-Ra. You count your blessings that you did not choose the other door, and with it a trip to Hell. ~ 40 8 0 S #6697 Diarmuid's Work Room~ This is where Diarmuid does his dirty (and clean) work.~ 40 120 1 D3 ~ door~ 1 -1 6699 -1 D5 ~ ~ 0 -1 6698 -1 S #6698 Diarmuid's House~ This is the main chamber of Diarmuid's residence.~ 40 1020 1 3 D4 ~ ~ 0 -1 6697 -1 D5 ~ ~ 0 -1 4001 -1 S #6699 Luigi's Game Room~ The entire far wall seems to be a big screen tv, and with all the video game equipment scattered around the room you can't even make out the floor. ~ 40 1020 0 2 D1 ~ door~ 1 -1 6697 -1 D5 ~ ~ 0 -1 6700 -1 S #6700 Luigi's Bedroom~ There is a large water bed in the middle of the room where Luigi sleeps. ~ 40 1020 0 2 D3 ~ door~ 1 -1 3141 -1 D4 ~ ~ 0 -1 6699 -1 S #6801 Forest trail~ As you wander down the trail, you notice small animals darting through the brush. The trees seem larger and more crowded here and you notice that there has been a slight drop in the temperature. ~ 41 0 2 D0 ~ ~ 0 -1 6802 -1 D2 ~ ~ 0 -1 17043 -1 S #6802 A small meadow~ You emerge from the forest to find yourself in a small meadow carpeted with wildflowers. You can barely see the mountains that peek over the treetops to the north. ~ 41 0 2 D0 ~ ~ 0 -1 6803 -1 D2 ~ ~ 0 -1 6801 -1 S #6803 A trail~ The forest here is very dark and desolate. As you look around you notice a small sign on one of the trees. ~ 41 1 3 D0 ~ ~ 0 -1 6804 -1 D2 ~ ~ 0 -1 6802 -1 E sign small~ You are on the trail to ARCTICA. The lost city of the north. Turn back now or you will most surely die! ~ S #6804 Deadwood Forest~ You are wandering aimlessly in Deadwood Forest. The trees here are so close together that no sunlight can reach through the treetops to warm the frigid air. As you wander you notice something that you failed to notice before ...there are no forest sounds here...only dead silence. ~ 41 1 3 D0 ~ ~ 0 -1 6805 -1 D2 ~ ~ 0 -1 6803 -1 S #6805 The Basin~ You emerge to find yourself at the bottom of a large, towering ice formation...The air here chills you to the bone. As you take a look at the glacier you notice that there is a small level spot that you might be able to walk on... ~ 41 5 3 D0 ~ ~ 0 -1 6806 -1 D2 ~ ~ 0 -1 6804 -1 S #6806 The Icy Trail~ The trail here is very slippery and it is very hard to maintain your balance on this icy area. The walls of the glacier rise high above you... As you look you notice a small crevice in the ice... ~ 41 0 4 D0 ~ ~ 0 -1 6807 -1 D2 ~ ~ 0 -1 6805 -1 E crevice~ The is a small crevice in the ice here..it looks like a tight squeeze but... ~ S #6807 The Crevice~ You are inside a crevice in the ice. It is a tight squeeze here but you are not all that uncomfortable...There is a hole in the ground here. ~ 41 4 4 D1 ~ ~ 0 -1 6856 -1 D2 ~ ~ 0 -1 6806 -1 E hole~ the hole looks dark and desolate...there is no telling how deep it goes..... ~ S #6809 The Cool Room...~ This room is nice and cool... so cool that you want to lie down and fall asleep..... ~ 41 0 5 D2 ~ ~ 0 -1 6810 -1 D3 ~ ~ 0 -1 6814 -1 S #6810 Another ice cave~ The ice in this room has slightly melted... If you are not careful you might... ... SLAM!!!!!!! You slip, hitting your head HARD on the ice. Your head hurts so bad the only thing you can think of is getting out of this room... If only you could remember which way you came in. ~ 41 8 5 D0 ~ ~ 0 -1 6823 -1 D1 ~ ~ 0 -1 6816 -1 D2 ~ ~ 0 -1 6809 -1 D3 ~ ~ 0 -1 6811 -1 S #6811 Another ice cave~ This cave looks just like the last couple rooms. Not much of interest here unless you like sucking the ice off the walls. ~ 41 8 5 D0 ~ ~ 0 -1 6810 -1 D1 ~ ~ 0 -1 6826 -1 D3 ~ ~ 0 -1 6817 -1 D5 ~ ~ 0 -1 6812 -1 S #6812 The lava pool~ As you climb down the hole to get here you notice that this room is HOT!!!! REAL HOT!!! You figure the heat is coming from the pool of lava in the center of the room.. You also hope nothing live in the pool... ~ 41 8 3 D1 ~ ~ 0 -1 6825 -1 D4 ~ ~ 0 -1 6811 -1 D5 ~ ~ 0 -1 6813 -1 E pool lava~ The molten pool is steaming and bubbling... you hope you don't fall in.. ~ S #6813 Stair room~ As you enter this room your glad to get out of the heat of the previous room. You feel a blast of heat from the hole in the floor. there is also a stairway to the south leading down. ~ 41 8 2 D4 ~ ~ 0 -1 6812 -1 D5 ~ ~ 0 -1 6837 -1 S #6814 Ice plant cave~ As you enter you are amazed by the variety of plants made of ice. you wander through the harmless plants enjoying the peacefulness of the place. ~ 41 8 1 D1 ~ ~ 0 -1 6809 -1 D2 ~ ~ 0 -1 6819 -1 E plant~ These plants look so much like normal plants you feel like tasting it, but the white and transparent colors turn you off... ~ S #6815 Bright cave~ The light in this cave is intense, you are almost blinded by the light. You can barely make out passages to the west and south. ~ 41 8 5 D2 ~ ~ 0 -1 6817 -1 D3 ~ ~ 0 -1 6818 -1 S #6816 Foggy cave~ This cave has somehow filled with fog... Your not sure how it got here but it is. As you feel your way around you find two exits to the east and west. ~ 41 9 3 D1 ~ ~ 0 -1 6810 -1 D3 ~ ~ 0 -1 6819 -1 E fog~ Yep... its fog. ~ S #6817 It is pitch black...~ ~ 41 9 4 D0 ~ ~ 0 -1 6816 -1 D1 ~ ~ 0 -1 6811 -1 D3 ~ ~ 0 -1 6822 -1 S #6818 The Lair of The Purple Dragon~ This is the Lair of the Dreaded Purple Dragon... you find there is about an inch of dust everywhere as though no ones been here for a while. This room is richly furnished, and seems extremely comfortable. There are books and scrolls in shelves written in language you don't understand. You see a pile of bones in one corner of the room. ~ 41 9 5 D1 ~ ~ 0 -1 6815 -1 D2 ~ ~ 0 -1 6820 -1 D3 ~ ~ 0 -1 6827 -1 E bones~ These are the bones of the Purple Dragon, you notice some silver scales mixed with the bones. you also notice a dark spot behind the behind the bones. ~ S #6819 Animal cave~ This cave is filled with frozen animals doing various things like eating, sleeping and other unmentionables, obviously the person who set up this room had a sick mind. There is a small sign here. ~ 41 8 3 D0 ~ ~ 0 -1 6814 -1 D1 ~ ~ 0 -1 6816 -1 D3 ~ ~ 0 -1 6820 -1 D5 ~ ~ 0 -1 6897 -1 E sign~ ******************** * WARNING!!!!! * * * * DO * * * * NOT * * * * GO * * * * DOWN * * * ******************** * * * Unexplored * * * * Areas * * * ******************** ~ S #6820 The Purple Dragons Waiting room~ This is where creatures wait to be honored by being eaten by the Purple Dragon. There are large comfortable chairs and couches to rest in while waiting. ~ 41 9 2 D0 ~ ~ 0 -1 6818 -1 D1 ~ ~ 0 -1 6819 -1 S #6821 Ice cavern~ This is of no particularly interesting except for the inscriptions on the wall. There are exits to the south and east. ~ 41 8 1 D1 ~ ~ 0 -1 6822 -1 D2 ~ ~ 0 -1 6826 -1 E inscription~ written on the wall is: (\/) Chelliance \/ Zonni!!!!!!! S t w y a H r s E Cigma is a SHITTY sex slave!!!!! o R *SMIRK*-------> for a good time call Cigma!! ZONNI LOVES AN ANGEL!!!!!!!!!!!!!!!!!!! ~ S #6822 Snow cave~ This cave is completely filled with snow. you notice small passages to the east, west, and south. ~ 41 9 4 D1 ~ ~ 0 -1 6817 -1 D2 ~ ~ 0 -1 6823 -1 D3 ~ ~ 0 -1 6821 -1 E snow~ there is so much snow in this room you think you'll puke.. ~ S #6823 Computer Center~ As you enter the room you see the massive computer system running the MUD. You are amazed at the complicity of the computer, all the lights, buttons, and dials. You don't touch anything for fear of accidently erasing yourself from the world. You notice portals to the north, east, and west. ~ 41 8 2 D0 ~ ~ 0 -1 6822 -1 D1 ~ ~ 0 -1 6824 -1 D3 ~ ~ 0 -1 6810 -1 E computer~ The system is awesome compared to anything you've ever seen.(as if you ever seen a computer before.) ~ S #6824 Entrance to the penguin lair~ Here lies the entrance to the lair of the Emperor Penguin. You see a few penguin come and go as they please from it. ~ 41 8 3 D3 ~ ~ 0 -1 6823 -1 D5 ~ ~ 0 -1 6825 -1 S #6825 The Lair of the Great and Terrible Emperor Penguin~ This is the lair of the emperor penguin. It does not look like he lives up to the room title thou... You think you could beat him easily. ~ 41 8 2 D3 ~ ~ 0 -1 6812 -1 D4 ~ ~ 0 -1 6824 -1 S #6826 Ice Pool~ In the center of the room is a pool of water with large chunks of ice floating in it. It seems as though someone or something has been talking water out of the pool. ~ 41 0 2 D0 ~ ~ 0 -1 6821 -1 D3 ~ ~ 0 -1 6811 -1 E pool~ The water in this pool looks real refreshing. ~ S #6827 Purple Dragon treasure room~ You stand in the once great treasure room of the Purple Dragon. Just as the dragon has disappeared so has the treasure. ~ 41 208 1 D1 ~ ~ 0 -1 6818 -1 D4 ~ ~ 0 -1 6828 -1 S #6828 Do Not Enter... Death Trap~ ~ 41 8 0 D3 ~ ~ 0 -1 6829 -1 D5 ~ ~ 0 -1 6827 -1 S #6829 Cat Lord's Private Camber~ The is the private chamber of The Cat Lord (a.k.a Cat). This place is extremely peaceful.. although it shows a couple signs of battle. ~ 41 8 0 D1 ~ ~ 0 -1 6828 -1 S #6830 ARTICA~ You see below you the frozen city of ARCTICA. There is a small trail leading down to it but it is unpassable at this time. ~ 41 8 2 D4 ~ ~ 0 -1 6831 -1 S #6831 The Secret Room~ You are in the middle of an Ice chamber. You notice a small hole in the ground. You can also see an exit to the east. ~ 41 8 2 D1 ~ ~ 0 -1 6832 -1 D4 ~ ~ 0 -1 6830 -1 S #6832 The Passage end~ The Passage way dead ends here. Although you think it is rather strange you notice a small breeze coming from somewhere... ~ 41 8 3 D0 ~ ~ 0 -1 6833 -1 D3 ~ ~ 0 -1 6831 -1 S #6833 Narrow Corridor~ You are standing in a long corridor running from north to south. Which are the only exits you can see. ~ 41 9 3 D0 ~ ~ 0 -1 6837 -1 D2 ~ ~ 0 -1 6832 -1 S #6834 Silver cave~ You find your self in a large silver cave the ice that make up the walls have a strange silver glow to them. Even though the temperature is low enough to freeze water you see a large pool in the middle of the room. This is the perfect place for a large animal to live near... ~ 41 8 3 D0 ~ ~ 0 -1 6844 -1 D4 ~ ~ 0 -1 6876 -1 E pool water~ The pool is very deep as you stare into it you find your self lost in the beauty of the room. ~ S #6835 Snow Cave~ You are standing in the middle of a small chamber. As you look around you notice that there are some tracks in the snow... ~ 41 0 3 D0 ~ ~ 0 -1 6836 -1 S #6836 Tunnels End~ You are standing at the end of a long narrow corridor. You see a white door to the south. The only other exit you see is to the east (back the way you came from) ~ 41 9 3 D1 ~ ~ 0 -1 6837 -1 D2 ~ ~ 0 -1 6835 -1 E white~ You see a small white door. ~ S #6837 Ice Cavern~ You are Standing in the middle of a large ice cavern. As you look around you notice that the entire room has been carved out of ice. You feel a draft of air from a very LARGE hole in the ceiling. There are small passages leading north, west and a large tunnel leading to the east. ~ 41 8 3 D0 ~ ~ 0 -1 6838 -1 D1 ~ ~ 0 -1 6840 -1 D2 ~ ~ 0 -1 6833 -1 D3 ~ ~ 0 -1 6836 -1 D4 ~ ~ 0 -1 6813 -1 S #6838 A small passage bend~ You are at the bend in this small passage. You notice that the walls kind of close in on you the further you go. Almost like a funnel... what could be at the end?? ~ 41 9 3 D1 ~ ~ 0 -1 6839 -1 D2 ~ ~ 0 -1 6837 -1 S #6839 Narrow Passage through the ice~ This long ice passage seems to go on forever. As you make your way down it you wonder to yourself... "Should I be doing this??" ~ 41 9 3 D1 ~ ~ 0 -1 6850 -1 D3 ~ ~ 0 -1 6838 -1 S #6840 The Large Tunnel~ You are at a bend in a VERY large tunnel leading south and west. ~ 41 9 3 D2 ~ ~ 0 -1 6841 -1 D3 ~ ~ 0 -1 6837 -1 S #6841 Bend~ Yet another boring bend with passages leading north and east. You can't help but notice the frozen mage in the ice. There are tunnels leading north and east. ~ 41 9 3 D0 ~ ~ 0 -1 6840 -1 D1 ~ ~ 0 -1 6842 -1 E mage ice west~ You can see quite clearly though the ice a frozen mage. She is quite good looking. As you look at her you realize it is someone you have seen before. ~ S #6842 3 way Junction~ You are in the middle of a junction with tunnels leading off in three directions West, South, and East. You also note that the walls are made of ice yet are not cold to the touch. ~ 41 9 3 D1 ~ ~ 0 -1 6847 -1 D2 ~ ~ 0 -1 6843 -1 D3 ~ ~ 0 -1 6841 -1 S #6843 Large Tunnel~ The tunnels in this part part of the cave are enormous. There are Large tunnels leading north, east and south. You can feel an evil presence in this room as though the room is used by some large evil creature. ~ 41 9 3 D0 ~ ~ 0 -1 6842 -1 D1 ~ ~ 0 -1 6845 -1 D2 ~ ~ 0 -1 6844 -1 E room~ Just north of you is a small opening in the wall. When you look though the opening you can see a Large hall and you wander how to get into it. Try as you may you can not get though the opening. ~ S #6844 The Tunnel~ You are in the middle of a large tunnel. You decide that standing in the middle of the room is not the best of places to stand and quickly move to the side. Although it seems odd you can see a strange silver light coming from the south. ~ 41 9 3 D0 ~ ~ 0 -1 6843 -1 D2 ~ ~ 0 -1 6834 -1 S #6845 Lair Entrance~ The tunnel here is very wide. As if a VERY large creature has been coming and going for a long time. You notice that there is a strange sound coming from the east.. ~ 41 9 3 D1 ~ ~ 0 -1 6846 -1 D3 ~ ~ 0 -1 6843 -1 E sound~ You can here a loud clawing noise and heavy breathing. ~ S #6846 Xenia's cave~ As you enter the room you see that it is the lair of a very large Silver Dragon. To one side of the room is a large pile of straw obviously a bed. But no one or thing is sleeping in it!! You notice a few purple dragon scales piled in one corner of the cave. ~ 41 9 3 D1 ~ ~ 0 -1 6855 -1 D3 ~ ~ 0 -1 6845 -1 S #6847 Tunnel Bend~ The bend of this tunnel leads off in two directions. North you can see nothing and to the West you have the same problem. ~ 41 9 3 D0 ~ ~ 0 -1 6848 -1 D3 ~ ~ 0 -1 6842 -1 S #6848 Tunnel~ You are in the middle of a long narrow tunnel. As you stop to rest you notice a small door to the west that seems to be made of glass. You can see right though it in to what looks like a endless passage. ~ 41 8 3 D0 ~ ~ 0 -1 6849 -1 D2 ~ ~ 0 -1 6847 -1 D3 ~ ~ 0 -1 6854 -1 S #6849 Tunnel Bend~ You are at a turning point in a long tunnel. The tunnel turns here and continues to the west and south. ~ 41 9 3 D2 ~ ~ 0 -1 6848 -1 D3 ~ ~ 0 -1 6851 -1 S #6850 Bend in the snowy passage~ You are at a bend in the long passage. The passage continues north and south. You can see form the condition of this area that no one has been here in a long time. A small pile of bones in the corner look as if they where layed out to look like -> A SKULL AND CROSS BONES <- ~ 41 9 3 D0 ~ ~ 0 -1 6851 -1 D3 ~ ~ 0 -1 6839 -1 S #6851 Large Caverns~ You emerge from the passage to find yourself in a large cavern. There are passages leading off to the east, south and west. The one to the south is very narrow you will have to crawl to get though. ~ 41 9 3 D1 ~ ~ 0 -1 6849 -1 D2 ~ ~ 0 -1 6850 -1 D3 ~ ~ 0 -1 6852 -1 S #6852 The Bend~ You are at at a bend in the corridor which leads to the north and east. ~ 41 9 3 D0 ~ ~ 0 -1 6853 -1 D1 ~ ~ 0 -1 6851 -1 S #6853 Dead End~ You are at a dead end in the passage and the only exit is back the way you came from south. ~ 41 9 3 D2 ~ ~ 0 -1 6852 -1 S #6854 Glass Maze~ You are in the middle of a room made entirely of Ice. The walls of the room are so smooth that they appear to be made of glass. Exits appear to lead off in all directions. ~ 41 8 3 D0 ~ ~ 0 -1 6854 -1 D1 ~ ~ 0 -1 6848 -1 D2 ~ ~ 0 -1 6854 -1 D3 ~ ~ 0 -1 6854 -1 D4 ~ ~ 0 -1 6854 -1 D5 ~ ~ 0 -1 6854 -1 S #6855 Treasure Room~ The walls of this room are made of solid ice. You see only one exit the way you can in to the west. ~ 41 8 3 D3 ~ ~ 0 -1 6846 -1 S #6856 Overlook~ To the east you see a mist covered valley. Mountain peaks can be seen poking through the misty blanket. ~ 41 0 5 D1 ~ ~ 0 -1 6857 -1 D3 ~ ~ 0 -1 6807 -1 S #6857 The Icy Ledge~ You are sitting at the side of a hill. To the east is a trail coming down. It looks impossible to make it back up. A trail leads south along the ledge. ~ 41 0 5 D2 ~ ~ 0 -1 6865 -1 D3 ~ ~ 0 -1 6856 -1 S #6858 Top of the Hill~ With a final step you make it off the long trail. As you catch your breath you see a small downward trail west. the trail you arrived on can't be found. Looks like you have a big choice. ~ 41 0 5 D3 ~ ~ 0 -1 6857 -1 D5 ~ ~ 0 -1 6857 -1 E slope~ It looks steep. ~ S #6859 The Northwest End of the Valley~ The wind blows off the mountain to the north, far above your head. This creates an unusual calm. Trails lead east and south. ~ 41 0 4 D1 ~ ~ 0 -1 6860 -1 D2 ~ ~ 0 -1 6866 -1 S #6860 The T Crossing~ The path you're on reminds you of the Great White North, eh. The paths leave east, south, and west. ~ 41 0 4 D1 ~ ~ 0 -1 6861 -1 D2 ~ ~ 0 -1 6867 -1 D3 ~ ~ 0 -1 6859 -1 S #6861 The Northern Path~ The path looks like it ended here once, but recently, it would appear, someone has carved a path through the ice. It leads north. Another path leads west. ~ 41 0 4 D0 ~ ~ 0 -1 9401 -1 D3 ~ ~ 0 -1 6860 -1 E sign~ Yep this is the end of the path. ~ S #6862 The L in the Ice Path~ There's a bend in the path. The path leads east and south. ~ 41 0 4 D1 ~ ~ 0 -1 6863 -1 D2 ~ ~ 0 -1 6869 -1 S #6863 Ice Path~ This is an Ice Path. It leads east and west. ~ 41 0 4 D1 ~ ~ 0 -1 6864 -1 D3 ~ ~ 0 -1 6862 -1 S #6864 A Turn in the Path~ You have come to a T in the path. You notice a Trail leading north and then carry west. To the south you notice some trees. To the west is a path. There is a sign here. ~ 41 0 4 D0 ~ ~ 0 -1 6858 -1 D2 ~ ~ 0 -1 6870 -1 D3 ~ ~ 0 -1 6863 -1 E sign~ There come a time in your life when a decision become crucial. ~ S #6865 The mouth of a Cave~ As you look back north you realize the ICE is too slippery to make it back up the ledge. A trail down leads east. A cave is to the south. ~ 41 0 5 D1 ~ ~ 0 -1 6866 -1 D2 ~ ~ 0 -1 6871 -1 D5 ~ ~ 0 -1 6866 -1 S #6866 Bottom of the Valley~ The valley extends beyond. Paths lead north and south. ~ 41 0 4 D0 ~ ~ 0 -1 6859 -1 D2 ~ ~ 0 -1 6872 -1 S #6867 The Middle of the Path~ The snow is starting you get deeper here. Making movement very hard. The path branches to the east and north. ~ 41 0 5 D0 ~ ~ 0 -1 6860 -1 D1 ~ ~ 0 -1 6868 -1 S #6868 North of a Rocky Path~ The path starts to get rocky and slippery.. Your footing is very unsure. The path to the south becomes almost invisible in the rock. The trail east takes a sudden bend to the south. The snow is a little deeper to the west. ~ 41 0 5 D1 ~ ~ 0 -1 6875 -1 D2 ~ ~ 0 -1 6874 -1 D3 ~ ~ 0 -1 6867 -1 S #6869 The Ice Path~ This place is real icy. Be careful you just might have a fall. The path gets worse toward the north. It seems clearer to the south. ~ 41 0 5 D0 ~ ~ 0 -1 6862 -1 D2 ~ ~ 0 -1 6875 -1 S #6870 The Light Brush~ Your in some small brush and scrubs. To the south is a wall of trees. Its too dark to see what's beyond them. The forest to the east is not possible to enter. ~ 41 0 2 D0 ~ ~ 0 -1 6864 -1 D2 ~ ~ 0 -1 6877 -1 S #6871 An Icy Cave~ The wind has been swirling and blowing from the north making the walls like mirrors. It makes it so you can't tell which way you came in. In the middle of the room you notice a mass of sticks and cloth. ~ 41 9 2 D3 ~ ~ 0 -1 6865 -1 E wall mirror~ You see your own reflection. ~ S #6872 Blind Spot~ Because of the snow blowing in from the north, you are quite blinded. ~ 41 0 5 D0 ~ ~ 0 -1 6866 -1 D1 ~ ~ 0 -1 6873 -1 E snow~ You are quite blinded. ~ S #6873 Rocky Path~ The snow coming from the west makes it hard to see. The rocks are iced and you see ice shapes in the snow. ~ 41 0 5 D1 ~ ~ 0 -1 6874 -1 E figures shapes people ice shape figure~ As you take a closer look you can barely make out a human form. ~ S #6874 A Rocky Overhang~ An interesting rock formation is here. The rocks pile up like a wave. It looks like they have been cemented together. A wind comes in from the west. ~ 41 1 4 D0 ~ ~ 0 -1 6868 -1 D3 ~ ~ 0 -1 6873 -1 E rock cement rocks ice wave~ The rocks that overhang are actually frozen together. ~ S #6875 Start of the Ice Path~ After coming down from the rocks you notice the snow is not as deep. To the far east you notice a large forest. To the east is a small cabin. A sign is posted on the door. The icy path continues north. ~ 41 0 5 D0 ~ ~ 0 -1 6869 -1 D1 ~ ~ 0 -1 6876 -1 E sign post door cabin~ Welcome to Uncle Tom's Cabin. Come on in. Stay as long as you like. ~ S #6876 Uncle Tom's Cabin~ The place is lavishly furnished. Paintings adorn the walls. There is a bed, table, and chairs. On the east wall, a fireplace is burning bright, causing a warm, shadowy glow to form in the room. Makes you want to stay a while. A blue potion is sitting on the mantle. ~ 41 8 0 D3 ~ ~ 0 -1 6875 -1 D5 ~ ~ 0 0 6834 -1 E painting picture paintings pictures~ Some are of a beautiful woman, other of winter scenery. ~ S #6877 The Dark Forest~ After entering you have seemed to have gotten lost and cannot find your way back. The wind wisping through has covered your tracks. A broken sign is nailed to a tree. ~ 41 1 3 D2 ~ ~ 0 -1 6879 -1 E sign tree~ Lions and tigers and bears....Oh My! ~ S #6878 The Dark Forest~ This place is dark and dreary. Maybe you shouldn't have come this way. ~ 41 1 3 D0 ~ ~ 0 -1 6864 -1 S #6879 The Dark Forest~ You are still lost, but wait what is this a landmark. You stand beside a large rock. The forest continues in all directions, but east. To the east is the large rock. ~ 41 1 3 D0 ~ ~ 0 -1 6878 -1 D1 ~ ~ 0 -1 6880 -1 D2 ~ ~ 0 -1 6878 -1 D3 ~ ~ 0 -1 6878 -1 E rock~ After taking a closer look you notice tracks leading into the rock. ~ S #6880 Under the Rock~ You are in a tunnel leading down. You see a picture on the north wall. ~ 41 9 1 D3 ~ ~ 0 -1 6879 -1 D5 ~ ~ 0 -1 6809 -1 E wall picture~ You see a picture of a handsome young thief. You think you recall this face. ~ S #6897 The ICEolation Chamber~ The walls of this room are very slick as you try to hold to the sides you find your self losing your grip and you start to slide down ... ... down down ... down ... You come to rest at the bottom of a cold dark pit! the walls are made of ice and you can find no way out!! As you realize you are trapped you can hear a faint laugh in the distance.... ~ 41 5 0 D0 ~ ~ 0 -1 6897 -1 D1 ~ ~ 0 -1 6897 -1 D2 ~ ~ 0 -1 6897 -1 D3 ~ ~ 0 -1 6897 -1 D4 ~ ~ 0 -1 6897 -1 D5 ~ ~ 0 -1 6897 -1 E the iceolation chamber~ You are hopelessly trapped in the bottom of a deep pit. SORRY! ~ S #6900 Doors to the Shadowdale Library of Arcane Lore~ You have arrived before the doors to the great library of Shadowdale. As you peer inside you see the Librarian at Her desk. You ponder about what great knoledge you may find inside. ~ 42 24 0 D0 ~ door~ 0 6901 6901 -1 S #6901 The Checkout Desk~ This is a large room dimly lit by a few sconces on the walls. Off to one side is a lage desk piled with papers, behind it sits a woman grumbling about over do books. There is a large sign here that demands that you read it. To the north is a huge room full of bookshelves piled with books. To the west is an unusually quite room. You feel like this is a nice place to read. ~ 42 24 0 D0 ~ door~ 0 6902 6902 -1 D1 ~ door~ 0 6903 6903 -1 D2 ~ door~ 0 6900 6900 -1 D3 ~ door~ 0 6904 6904 -1 E sign~ **** ATTENTION **** Please return all books to the shelves you got them from. Please return your books within 2 weeks so you can avoid overdue fines. The Shadowdale library will not be held responcible for lost and stolen articles. ~ S #6902 Beginning of the Monster Lore Shelves~ You see long lines of shelves around you. The vast amount of knoledge in this large room nearly stuns you. In these shelves you will find information about the monsters inhabiting Shadowdale. Pick up a book and enjoy. To the west you see the start of the Alphabetical lines of books, The A and B stacks. To the east is the end, The W-Z stacks. ~ 42 24 0 D0 ~ door~ 0 6906 6906 -1 D1 ~ ~ 0 6927 6927 -1 D2 ~ door~ 0 6901 6901 -1 D3 ~ door~ 0 6905 6905 -1 S #6903 A Dimly Lit Den~ A large wooden table dominates this room. Aside from a few uncomfortable looking chairs, the room looks rather empty. There is a small sign with some inscriptions here. (Type read sign to read it) ~ 42 24 0 D2 ~ door~ 0 6995 6995 -1 D3 ~ door~ 0 6901 6901 -1 E sign~ WELCOME, WECOME, WELCOME !!! As you journey onward, you'll notice numerous rooms, each filled with abundant information built specifically for the task of further enhancing your knowledge about the Role Of Mud. By the time you are done, you'll be a prime mudder. Take your time, open your mind, and ENJOY! Please handle all artifacts with care. ~ S #6904 Reading Room~ Long Tables with chains surrounding them fill this room. Many people are sitting around enjoying some good titles. This room is unusually quiet. ~ 42 24 0 D0 ~ door~ 0 6905 6905 -1 D1 ~ door~ 0 6901 6901 -1 S #6905 Book Shelves: A~ Unsuprizing to you there are books on the shelves. Most of them starting with A. Shame shame on the person that left those books out of order. ~ 42 24 0 D1 ~ door~ 0 6902 6902 -1 D2 ~ door~ 0 6904 6904 -1 D3 ~ door~ 0 6910 6910 -1 E book~ IT's a bloody book okay!~ S #6906 Between Book Shelves~ You have arrived at another intercection of book shelves. To the west is the C-D stacks, and to the east is the T-V stacks. ~ 42 24 0 D0 ~ ~ 0 6907 6907 -1 D1 ~ ~ 0 6925 6925 -1 D2 ~ door~ 0 6902 6902 -1 D3 ~ ~ 0 6911 6911 -1 S #6907 Center Isle~ You have reached the center of the book stacks. It seems that all you can see from here is rows and rows of books. To the west is the E-F stacks, and to the east is S stacks. ~ 42 24 0 D0 ~ door~ 0 6908 6908 -1 D1 ~ ~ 0 6923 6923 -1 D2 ~ door~ 0 6906 6906 -1 D3 ~ ~ 0 6913 6913 -1 S #6908 Isle Between Book Shelves~ Books...Books....Books...You are starting to become sickend by the sight of books. How many trees are there in the workd anyway? To the west is the G-H stack, and to the east is the Q-R stack. ~ 42 24 0 D0 ~ door~ 0 6909 6909 -1 D1 ~ ~ 0 6921 6921 -1 D2 ~ door~ 0 6907 6907 -1 D3 ~ ~ 0 6915 6915 -1 S #6909 End if Isle~ You come to the last row of book shelves. To the north you see a door marked: Rare Scrolls. To the west you see the K-J shelves, and to the west you see the M-P shelves. ~ 42 24 0 D0 ~ door~ 0 6929 6929 -1 D1 ~ ~ 0 6919 6919 -1 D2 ~ door~ 0 6908 6908 -1 D3 ~ ~ 0 6917 6917 -1 S #6910 Book Shelves: B~ Bat, beetle and Bee are some of the book you might find in this area of the shelves. ~ 42 24 0 D1 ~ door~ 0 6905 6905 -1 E beholder~ Ack, it's a bloody beholder!~ S #6911 Book Shelves: C~ In this section of the library you see more of the endless stacks of books. One in particular catches your eye. It is called "The Tome of Creatures that begin with C" ~ 42 24 0 D1 You see nothing special. ~ ~ 0 6906 6906 -1 D3 ~ ~ 0 6912 6912 -1 E demi lich demilich~ Demilich: ~ E death knight~ Death Knight: Once a mighty warrior in life, now, through the tampering of a terribly powerful and unspeakably wicked mage, these horrors walk the abyss. Staggeringly powerful and evil, not only do they retain their former fighting prowess, but they can cast powerful spells. Only the very mightiest of all adventurers should dare face a horror such as this. ~ E death crimson~ Death, Crimson: This terrible fiend feeds on the souls of unwary adventurers who are foolish enough to stray into the abyss. It's very touch can drain your lifeforce, and it is a master of stealth and trickery. Be warned, this foul creature will strike when you least expect. ~ E crayfish~ Crayfish: A bit like a cross between a spider and a crab. They are usually just annoyances. It is rumored however that they can grow to exceptional size. ~ E Cats~ Cats: Small furry mammals often kept as housepets. You can feel free to pet them but do be careful, they are capable of delivering painful scratches if angered. ~ E centipede~ Centipedes: These little insects are really nothing more then pests. You usually find them only in dark places, and if you pass one by, feel free to crush one under your boot. ~ E Carrion~ Carrion Crawlers: Like some bizzare mutation of a centipede, this nasty worm has a long segmented body with a pair of feet attached to each segment. Eight long snaky tentacles reach out from the beast's snout to snare its unwary prey. This creature is only a threat to the inexperienced. ~ E Book1,Book2,Book3~ Big nasty buggers ~ E cave fisher~ Cave Fishers: A large spiderlike creature that hides in the ceilings of caves and grabs prey with it's long sticky tongue to pull them close enough for its powerful claws to rend them to bits. Certain death for the less hardy. ~ E centaur~ There is only one of these terrible beasts rumored to exist. A bizzare cross between a horse and a man, this fiend strikes incredibly powerful blows with it's strong arms and powerful hooves. A true challenge even for the hardiest of souls, but then again, Hades, its home, is not place for the faint of heart. ~ E chimera~ Chimeras: These terrifying creatures have three heads, one of a lion, a goat and a dragon. Legend has it that this huge beast can also spit a highly corrosive acid. Any not prepared to face such a terrible foe would do well to flee at the first sign of one. ~ E crocodile~ Crocodiles: Long reptilian beasts, dark green in coloring, whose most prominant feature is a large mouth filled with great big teeth. Their thick skin provides excellent protection from fire and acid and give them the durability to survive great punishment. Usually located in the general vicinity of the Eucalyptus river. ~ E tome~ Table of Contents: Carrion crawlers Cats Cave fishers Centaur Centipedes Chimeras Crocodiles ~ S #6912 Book Shelves: D~ Yet more shelves filled with various books. Of them all, only one is even in a language that you can read, a massive encyclopedia called "The Devastating D's". A small table sign says to Read Table for help. ~ 42 24 0 D1 ~ ~ 0 6911 6911 -1 E Druid~ Druids are spellcasters that have a great affinity with nature. Their magic is based on the elements and nature. Druids can communicate with plants and animals and powerful druids have even been known to have huge ancient trees as bodyguards. Unfortunately, due to strict ethical views, druids are few in number. ~ E demi lich demi-lich~ Demi-lich: Perhaps the single most powerful undead creature known to exist. This is yet another of the horrors that dwell in the abyss. More then just any horror though . . . This is the true lord of the abyss. Casting incredibly powerful spells, immune to weapons, and aided by his foul minions, this lifeless ghoul is near invincible. ~ E demons~ The lower planes are home to a foul and evil race of creatures called demons. They are manifestations of evil and malice. They are as angry and hateful as they are loathsome and unsightly. They are an ancient race, whose long, violent history of wars makes the existence of mankind seem like a brief flash of light in a great darkness. There are several types of demons. These include the Baatezu, Yugoloth, Gehreleth and the Tanar'ri. The Tanar'ri are the most commonly encountered demons in the Abyss. Included are Balor, the greatest of these demons, Glabrezu, Hezrou, Marilith - The Many Armed One, Nalfeshnee, and the Vrock. These demons would like nothing less than to rip you to shreds should you cross their path. ~ E displacer beast~ Displacer Beast: A large catlike beast with two horny tentacles that spring from its back. It projects an image of itself that shifts randomly making it difficult to battle. ~ E dog dogs~ Dogs: They come in all sizes with a few distinguishing characteristics. Fur, teeth, bad breath, cold wet noses. Truly the profile of a terribly dangerous monster. Dogs come in a tremendous variety, from hellhounds to blink dogs to Cerberus, the hound of Hades. With such animals as these there is no way to make a listing of all their traits so follow this good advice: Never try to pet a strange dog, especially if it is bigger then you are. ~ E dracolich~ This fearsome undead monstrosity is the result of evil arcane magic and the willingness of an evil dragon to be 'reborn' into that of the skeletal form of a dracolich. Beware of this foes mighty magic and its awesome breath weapon. The Cult of the Dragon holds the secret to creating a dracolich. Not all evil dragons succeed in becoming a dracolich. The transformation process is very dangerous and many dragons die during the procedure. However, the Cult still keeps creating dracoliches. For each one killed, there seems to be two more ready to takes its place. ~ E Demi-lich~ Perhaps the most powerful undead being in the realm, is the Demi-lich. Impervious to all but magic, the Demi-lich could kill you in a heart beat. He is also a master spellcaster and will not hesitate to incinerate you for entering his home. Unfortunately, not much else is known about the Demi-lich, due to the fact that few people survive an encounter with him. He is generally accompanied by demons and is rumored to have a Death Knight as a guard. ~ E Dinosaur~ Big. Mean. Dinosaurs are typically larger than most other creatures encountered by adventurers. While some species are drab in color or blend in with their surroundings, some are quite colorful. Many dinosaurs look ferocious, with large heads full of big shrp teeth, while others look harmless. However, just because it looks cute, doesn't mean it is not deadly. Sages do not understand why dinosaurs are extinct on certain worlds, but they do exist in some 'lost lands' on several worlds, ours included. It is also rumored that dinosaurs may have even been the ancestors of the modern lizardman. ~ E Dragons~ Dragons are an ancient, winged reptilian race. They are known `nd feared for their sixe, physical prowess, and their powerful magic abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales. There are mainly two types of dragons- Chromatic and Metallic. Chromatic being evil and Metallic being good. The Chromatic dragons are your black, blue, green, red and white in color. Metallic dragons are brass, bronze, copper, gold, platinum and silver in color. However, there are other dragons that fall in neither the Chromatic nor the Metallic classes. Aside from a dragon's magical abilities to destroy intruders, they have the ability to use a powerful and highly destructive breath weapon. These breath weapons are capable of annihalating whole groups of adventurers at one time, not too mention equipment as well. One of the most widely known dragons is Yevaud. Biff the Dragonslayer often goes hunting for Yevaud, buy for some reason, Yevaud always returns. One more aspect of dragons is their sizable treasure horde. ~ E Dwarves~ Dwarves are a noble race of demihumans who dwell under the earth forging great cities and wage massive wars against the forces of chaos and evil. Dwarves are short and stocky, they stand about 4 feet tall and weigh between 130 to 170 pounds. The Dwarven kingdom is located to the northeast of Shadowdale. ~ E Duck~ Ducks are commonly found in ponds and streams. Ducks love to be fed bread crumbs. ~ E Duergar~ Duergar, ro drak dwarves are evil cousins of the dwarven race. They appear to be emaciated, nasty looking dwarves. Their complexions and hair range from medium to dark gray. Duergar have been known to ally themselves with the drow and can be found near them as well. ~ E Drow~ Drow, or dark elves, are vile, evil creatures that were once part of the community of elves that still roam the world's forests. Now these dark elves inhabit black caves and winding tunnels under the earth, where they make dire plans against the races that still walk beneath the sun, on the surface of the green earth. Drow have black skin and pale, usually white hair. The inbred hatred of drow is so intense, they often wage war against each other, completely wiping out a House in order to rise up through the ranks. The drow have among them, many powerful spellcasters. The 1st House, under the rulership of Lareth, is the most powerful in the drow city. Few can withstand the might of the drow. ~ E Drider~ Driders are strange creatures that have the head and torso of a drow and lower body of a giant spider. Driders are created by the drow's dark goddess. At a certain point in a drow's life, the goddess may put them through a test. Failures become driders. Driders are sometimes used as guards in the drow city. ~ E Drunk~ Just your friendly town drunk. He seems to always be looking for his keys, but don't let him have them if you find find them. Remember, friends don't let friends drive drunk. ~ E table~ Table of Contents D - Demi-Lich Demons Dinosaur Displacer beast Dog Dracolich Dragons Drider Drow Druid Drunk Duck Duergar Dwarves ~ S #6913 Book Shelves: E~ This aisle contains all the information on those creatures that begin with the letter E. Someone has scratched the words 'Read Table' onto one of the shelves here. ~ 42 24 0 D1 ~ ~ 0 6907 6907 -1 D3 ~ ~ 0 6914 6914 -1 E Elemental~ Elementals are extraplnar creatures from the planes of Air, Earth, Fire and Water. They are rarely encountered on the Prime Material plane. Many mages have been known to use special stones to summon an elemental to do his or her bidding. Their main use is usually to be a bodyguard. If an elemental is destroyed in combat, its essence is returned to its native plane of existance. ~ E Elves~ Elves are perhaps the oldest of the Faerie creatures. Their lives span hundreds of centuries. Elves appear frail in comparison to humans, but are superior in many ways. Elves have the gift of infravision, the ability to see the heat that emanates from living beings, allowing them to see in the dark As was mentioned before, elves also live much longer than humans. Elves have an intense hatred towards many of the goblinoid races, as well as the drow. The Elven Forest can be found just west and north of Shadowdale, but be wary of Timnus, who guards the elves from unwelcome visitors. See also- Timnus ~ E Eel~ Eels are found on muddy lake bottoms. They range in size from a few inches to more than 6 feet. Their powerful jaws are lined with many needle sharp teeth. Most people will never see an eel, unless you can breathe water. Eels are also a delicasey in some parts of the world. ~ E Eagle~ Eagles are magnificent birds. They can be found in their nests built high in the trees. Their plummage ranges in color, depending on the type of eagle you encounter. Eagles are generally harmless, unless you threaten their young: and if that happens, you best protect your eyes. ~ E table~ Table of Contents E - Eagle Eel Elemental Elves ~ S #6914 Book Shelves: F~ At the end of this row, you find familiar facts about the fantastic letter F in a book entitled Fiendish Friends. A plaque on the wall says, 'Please READ TABLE for assistance.' ~ 42 24 0 D1 ~ ~ 0 6913 6913 -1 E Fish~ Did anyone bring their fishing rods? Fish are found in many rivers, lakes and ponds. Most are harmless, but some are quite dangerous. In either case, their fillets are enough to satisfy your hunger. It is this writes opinion, that brook trout tastes the best. ~ E Blower-Flame~ The flame blower is a circus freak. He sits in his tent most of the day, spitting flames into the air and putting out the small fires he starts. You'll recognize him for his lack of hair and highly tanned body. Don't make him mad, or you might wind up looking like that, too. ~ E The Flame~ The Flame is a symbol of goodnes that is located on the chessboard. The White King is its protector, but do not think that the Flame is helpless. The Flame is an excellent fighter and has discouraged even the hardiest groups from defeating him. ~ E Fat Frank~ Fat Frank owns a pizza shop in Camelot. Frank is apparently a retired warrior who has led a tough life and therefore has built up quite an endurance. Gangs of adventurers frequently beat up on Frank just to get some free pizza and a coke. Fortunately, Frank packs a mean punch to discourage this. ~ E table~ Table of Contents F - Fat Frank The Flame Blower-Flame Fish ~ S #6915 Book Shelves: G~ There are yet more books here as well. One giant, leather bound book catches your eye. It seems to cry out for you to pick it up and read it. The title of it is 'Monster Lore, Vol G'. A piece of paper says Read Table. ~ 42 24 0 D1 ~ ~ 0 6908 6908 -1 D3 ~ ~ 0 6916 6916 -1 E Githyanki~ Githyanki are an ancient race from humans. They dwell upon the Astral Plane but will often leave that plane to make war other races. These creatures have an intense hatred towards all good races. Githyanki are hunters and predators. They will typically engage in raiding and plundering seemingly for the joy they derive from it. Any travellers entering the Astral plane should be wary of the Githyanki. ~ E Ghoul~ Ghouls are mindless undead that crave nothing more than to eat human flesh. They travel in packs and often hide themselves and lie waiting to ambush unsuspecting travelers. ~ E Ghost~ The only known ghost to exist is that of Brackenred. Little is known of his origin. He is rumored to reside near the Skexies. ~ E Gorgon~ Gorgons are hideous creatures which are half snake and half woman. They are exceptional fighters and capable of delivering a good amount of damage. They can be found near Medusa, guarding the entrance to her lair. ~ E Golem~ Golems are similar to gargoyles except that they are much larger and more powerful. They are magically created automatons of great power. The construction of one involves mighty magic and elemental forces. They are usually used for guarding items of great value. Golems are mindless and will keep fighting until either it or its victim is dead. ~ E Goblin~ Goblins are a nuisance race. Annoying when a lone, but can be dangerous in groups. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. All these features make goblins quite an unpleasant sight. Goblins are scavengers, and they usually have a number of things on them. ~ E Gnome~ Gnomes are small cousins of dwarves. They are friendly but shy. They are quick to help friends, but rarely seen by other races unless they want to be. Gnomes are highly intelligent, but a little short on wisdom. There are a handful of gnome adventurers wandering the realms, most of which are mages. ~ E Gargoyle~ Gargoyles are creatures of stone, created by arcane magic, to serve as guardians. Gargoyles are viscious fighters when they are provoked. They can be found in ruins and sometimes on top of buildings. Mages sometimes use them as bodyguards, too. ~ E Giants~ Giants are humanoids ranging in size from 10 feet to over 24 feet in height. They range in variation from hill, stone, cloud, frost, fire and storm giants. Each type lives by its own clan rules. The Hill giants live near the dwarves. The Frost giants can be found near Arctica and are sometimes accompanied by the Fire and Cloud giants. giants. The Stone giants are basically workers. The Storm giants are the most powerful of the giant race. They can be found serving as gurads in the Abyss. Giants are slow in combat, but when they hit you, you had better look for an aspirin. most giants are aggressive by nature, and don't take kindly to intruders. Half giants are the result of a giant and some sort of failed magic expirement. They are more civilized and many have made a life of adventure for themselves. ~ E table~ Table of Contents G _ Gargoyle Ghost Ghoul Giants Githyanki Gnome Goblin Golem Gorgon ~ S #6916 Book Shelves: H~ You find yourself at the end of another row of books. There is a small notebook lying here opened to a page that says, 'I have to remember to Read Table in order to know what's here.' ~ 42 24 0 D1 ~ ~ 0 6915 6915 -1 E Heimslan~ Heimslan is the supply shop owner in Mordilnia. He carries quite a few items that come in handy for adventurers. As with most people you may encounter, try not to make him angry. He packs a pretty mean punch. ~ E Hydra~ Hydrae are large reptilian monsters with multiple heads. Hydrae are not that uncommon around Shadowdale, and are not overly aggressive. There is a large Pyro-hydra that resides in a hidden swamp somewhere in Graecia. There is also an 8 headed hydra that is used as a guardian in the Abyss. Luckily, the hydra in the Abyss sleeps a lot. ~ E Hobgoblin~ Hobgoblins are a fierce humanoid race that wages perpetual war with other humanoid races. They are much more intelligent, organized and aggressive than goblins. A large group of hobgoblins makes its home within the Mines of Moria. Hobgoblins are also scavengers and usually have many interesting items that they collect from their victims. Hobgoblins like to gang up on their victims in a fight. ~ E Horse~ Horses are poor beasts of burden that many adventurers use as transportation. Learning to ride a horse is pretty easy. However, occasionally, a wild horse may get upset at you for trying to ride it and give you a swift kick in the head. ~ E Hell Hound~ Hell hounds are fire breathing canines from another plane of existance, brought here in the service of evil beings. They travel in packs and work in unison to tire out their opponents. Use caution when dealing with these beasts. ~ E Harpy~ Harpies are wicked avian beasts that prey upon nearly all creatures, but prefer the flesh of humans and demihumans. They have the bodies of vultures but the upper torsos and heads of women. They appear youthful, but hideous, with frayed unkempt hair and decaying teeth. They are generally found in their nests and are not fond of intruders, except as a meal. ~ E Humans~ Humans are probably the most wide spread race. They can be found in almost any location. Shadowdale and New Thalos are the two main cities where humans reside. Humans believe that they can do whatever they want to do, and usually do it. ~ E Hag~ Hags are witch-like beings that spread havoc and destruction, working their magic, and slaying all whom they encounter. They are very strong and are capable of causing great injury to a person. Luckily, hags are usually solitary. Hags also despise anything pretty, which usually means everything. Use extreme caution if you come across a hag. ~ E Halfling~ Halflings live in the Shire. They are a peacful people. The halflings don't worry too much about anyone invading their village because the Thain and his shiriffs do a good job in protecting them. ~ E table~ Table of Contents H _ Hag Halfling Harpy Hell hound Heimslan Hobgoblin Horse Humans Hydra ~ S #6917 Book Shelves: I-J~ The minute you walk down this aisle, you are oversome with a feeling that the books are watching you. So, to fight back, you pick up a book and Read Table. ~ 42 24 0 D1 ~ ~ 0 6909 6909 -1 D3 ~ ~ 0 6918 6918 -1 E Jabberwocky~ If the Flame was the symbol of light and goodness, then the Jabberwocky is the symbol of evil and darkness. The Jabberwocky resides in his lair on the Chessboard. He is a very tough creature. It is recommended that if you are going to attack him, make sure you have a nice strong group of adventurers. ~ E Ki-Rin~ The Ki-Rin is a noble creature that roams the sky in search of good deeds to reward and evil deeds to punish. The Ki-Rin is unique. Do to its secretive whereabouts, not much is known about it. Few people have ever seen the Ki-Rin, but those who have, say it is one of the most beautiful creatures they have ever seen. ~ E Invisible Stalker~ Invisible stalkers roam the Astral plane, wandering aimlessly. There is no known description of an invisible stalker because noone has yet to see one. ~ E Jackalwere~ The jackalwere is a terrible and savage creature which preys upon unsuspecting travellers. Jackalweres can be found in one of three forms; that of a normal jackal, human form and a hybrid half human/half jackal. The hybrid form is the most commonly encountered. One last note on the jackalwere. Be sure you have magic weapons when fighting them. ~ E Jugglernaut~ The jugglernaut is a mechanical creation that wanders the Chessboard juggling just about anything. Young adventurers sometimes follow him in order to pick up any dropped items such as cups, bread and sometimes gold. ~ E John the Lumberjack~ John the Lumberjack wanders the forest singing some stupid song all day. Many people beat him up just for fun. ~ E table~ Table of Contents I J - - Invisible Stalker Jabberwocky Jackalwere John the Lumberjack Jugglernaut ~ S #6918 Book Shelves: K-L~ There is a young man here studying a large tome. As you approach him, he looks up and smiles. 'If you need any help, just try Read Table', he says. When you go to thank him, you realize that he and the tome are gone. ~ 42 24 0 D1 ~ ~ 0 6917 6917 -1 D3 ~ ~ 0 6930 6930 -1 E Ki-Rin~ The Ki-Rin is a noble creature that roams the sky in search of good deeds to reward and evil deeds to punish. The Ki-Rin is a unique being. Do to its secretive whereabouts, not much is known about it. Few people have ever seen the Ki-Rin, but those who have say that is is one of the most beautiful creatures that they have ever seen. ~ E Kobold~ Kobolds are a cowardly, sadistic race of short humanoids that constantly contest the human and demihuman races for living space and food. They especially dislike gnomes. Kobolds appear to be easy prey, but when cornered, have been known to put up quite a fight. ~ E Kalas~ Kalas is the powerful, undead guardian of the castle in the Abyss. He patrols the castle looking for intruders. When he finds an intruder, he attacks immediately. Kalas is very tough even for the most seasoned adventurers. Use extreme caution when dealing with him. ~ E Lamia~ Of all the hazards that the desert presents, few can compare with the cruel race of flesh-eating creatures known as lamias. These half human, half horse beasts use deceit and speed to attack foolhardy adventurers who dare to wander into their ruins. Many adventurers have fallen victim to lamias. Use the utmost caution when exploring ruins inhabited by lamias. ~ E Lizardman~ Lizardmen are savage reptilian humanoids that live through scavenging, raiding and in less hostile areas, by fishing and gathering. They can be found in damn underground tunnels and sometimes in swamps. The lizardmen are led by the Shaman. Lizardmen aren't very organized fighters, but can hurt you badly if you are not careful. ~ E Leech~ Leeches are horrid, slug-like creatures that dwell in wet, slimy areas and suck the blood of warm blooded creatures. It is better to squish them quickl, before they have you for a snack. ~ E Lycanthrope~ Lycanthropes are humans who can transform themselves to resemble normal animals or monsters. They are mean, nasty and very powerful. These creatures are also very intelligent and cunning. They even have their own city, Lycanthropia. Lycanthropia is governed by Count Boarish the Wereboar. These evil creatures can only be hit with highly enchanted magic weapons. ~ E Sir Lancelot~ Sir Lancelot du Lac is said to be the mightiest of all mortal men. He fears nothing and will fight to the death. Lancelot is King Arthur's most trusted friend and would die to protect him. Don't be fooled by the imposter Sir Lancelot, who roams the land near Python Castle. ~ E Koala Bear~ Koala bears are cute, cuddley animals that live in Roo country. They love to eat the leaves of the eucalyptus tree and thus can be found in them as well. Koalas become fierce fighters when cornered or threatened. ~ E table~ Table of Contents K L - - Kalas Sir Lancelot Ki-Rin Lamia Koala Bear Leech Kobold Lizardman Lycanthrope ~ S #6919 Book Shelves: M-N~ In this room you can hear a voice coming from a loudspeaker. The voice is constantly repeating the phrase "Read Table". ~ 42 24 0 D1 ~ ~ 0 6920 6920 -1 D3 ~ ~ 0 6909 6909 -1 E medusa~ You open the book to the page on medusa and it says: Medusa is the ugliest creature known to exist. Medusa was once a very beautifull woman who bragged that her looks were even better than the goddess Sarc. Sarc overheard this blasphamy and put a terribly curse on Medusa. Medusa became a hideous gorgon with dozens of poisinous snakes replacing her golden hair. The medusa now lives in an ancient temple, guarded by mighty serpents and her sister gorgons. ~ E mermaid~ You open up the book to the page on mermaids and it says: Mermaids are beatifull female sea creatures that like to hang around on rocks basking in the sun while they comb there hair. Mermaids arent very friendly to people they call "fish eaters", all the people who dont like in the water. If you run into a mermaid be sure to not get enchanted by thier wonderfull singing voices, or there dazzling beauty. ~ E ninja master~ You open the book to the page on the Ninja Master and it says: The Ninja Master is a grand teacher of skills. You walks around the world seeking people to teach. If you have some spare practices its a good idea to learn a few things from him. The skills he teaches have to mostly do with combat or escaping from combat, so any warrior but gain a lot from visiting him. ~ E neo-otyugh~ You open the book to the page on the neo-otyugh and it says: The neo-otyugh is a hideous beast that is possibly the wierdest known to mankind. The neo-otyugh has a sensory organ stalk and two tentacle arms which protrude from its hideous body. Its tentacles have sharp ridges and are able to used to deliver smashing blows to prey. They are basically are stronger version of the otyugh. ~ E mimic~ You open the book to the page on mimics and it says: Mimics are tricky little monsters that like to fool adventurers into believing that they are objects like a chest or a pile of gold coins. Upon closer inspection the mimic will reveal its true nature and attack. ~ E mage~ You open the book to the page on mages and it says: Mages are masters of arcane abilities. They are able to conjure powerfull spells to assist them in battle. At low levels mages are quite weak, but at high levels they are one of the most powerfull classes alive. Its not a very good idea to mess around with a high level mage. Mages must be standing in oder to cast spells, so if you could somehow get a mage sitting down it would be easier to handle. ~ E monk~ You open the book to the page on monks and it says: Monks are masters of thier own bodies. They are able to manipulate their hands in such a manner so they are as mighty as a weapon and change thier skin so it is as strong as armor. Monks also gain the ability to attack many times in a single round. The strongest monk known is the Grand Master of Monks, he guards the monk temple in northeastern shire. He holds on him a money pouch that contains all the gold of the monk temple, a large amount indeed. ~ E mindflayer~ You open the book to the page on mindflayers and it says: Mindflayers are powerfull psionic creatures. They are constantly seeking out humanoid type creatures to feed upon, they like to suck out the brains. Mindflayers range in power from the simple junior to the powerfull master. If you run into a master mindflayer you better prepare yourself for quite a psionic battle. ~ E manticore~ You open the book to the page on manticores and it says: A manticore is a mixed up combination of the body of a lion, wings of a bat, and the head of a man. Manticores found around the world vary in power. The most powerfull of them all are the guardians of the castle in the abyss. They have powerfull sanctuary spells protecting them, making them a powerfull foe indeed. ~ E minotaur~ You open the book to the page on minotaurs and it says: Minotaurs are hideous monsters with the body of a man and the head of a bull. A favorite place for minotaurs to hang out is mazes, they LOVE mazes. If you find yourself in a maze you will probobly not only have to find your way out of the puzzle, but typically you are going to have to fight off minotaurs too. ~ E nightmare~ You turn the book to the page on nightmares and it says: Nightmares are commonly refered to as "horses from Hell". They are the mounts of demons and devil, and they hate all living creatures. Nightmares attack with their strong hooves and may sometimes even breath fire. The only weakness a nightmare has it its love for Pegasus, the flying horse. It is said that a nightmare is always close by her, guarding from all that would kill her. ~ E medic~ You open up the book to the page on medics and it says: Medics are usefull surgeons who like to roam around where they are most needed. They roam around the wonderfull world of Chessboard helping all in need. If they see you are injured they will heal you. However, should you attack them they can be quite a foe, as they like to blind the poor soul who offends them. ~ E mummy~ You open the book to the page on mummys and it says: Mummys are powerfull undead creatures that roam the pyramid in the great eastern desert. Mummys are so full of the energy of the negative material plane that there mear touch can cause you to loose a level. ~ E naga~ You open up the book to the page on Nagas and it says: Nagas are huge snake like creatures with the head of a human female. Nagas sole purpose in life is to be a guard, they usually guard the liars of great monsters or the entrances to great treasure vaults. Naturally if a Naga sees anyone wandering around the area they will immediately attack, they dont wish to take any chances on failing at their duties.. ~ E nemean lion~ You open the book to the page on the Nemean Lion and it says: The Nemean Lion is the pet of the great Queen Hippolyta. His teeth are a sharp as sword, his hide as hard as steel, and his claws are as piercing as daggers. The Nemean Lion will see any person as food only, and he will quickly try to gobble them up. It is rumored that the lion hold a great cloak made of lion skin on him, this cloak is said to be the most powerfull form of body protection known to exist. ~ E table~ Table of Contents ----------------- M N - - Mage Naga Manticore Nemean Lion Medic Neo-otyugh Medusa Nightmare Mermaid Ninja Master Mimic Mindflayer Minotaur Monk Mummy ~ S #6920 Book Shelves: O-P~ In the center of this room is a brightly glowing sign that constantly flashes the two words "Read Table" over and over again. ~ 42 24 0 D3 ~ ~ 0 6919 6919 -1 E paladin~ You open the book to the page on Paladins and it says: Paladins are grand warriors on the side of good. They are on a constant quest to vanquish all evil from the world. Paladins are so full of the forces of good that they are surrounded by a force field that makes it harder to evil to hit them. Paladins must keep there alignment good or they will loose all there abilities and become a simple warrior. When Paladins reach higher levels they are able to use some minor cleric abilities. ~ E pegasus~ You open the book to the page on Pegasus and it says: Pegasus is a horse like creature that also has wings like a bird which enables it to fly. Pegasus is mythed to be the mount of the gods and very powerfull magic users. Only the truly talented can handle riding such a creature. It is also rumored that Pegasus is secretly in love with a nightmare and he often visits her at her stable. ~ E ogre~ You open the book to the page on ogres and it says: Ogres are an a race of limited intelligence. They live mostly be instinct, killing everything for food. The ogres have a small kingdom in the world where the ogre lord and queen reside, the two smartest ogres known to exist. Besides the kingdom the only other place an ogre can be found it at an ambush, a place where it is easy to find wary travelers to kill. ~ E otyugh~ You open the book to the page on the otyugh and it says: The otyugh is a hideous beast that is possibly the wierdest known to mankind. The otyugh has a sensory organ stalk and two tentacle arms which protrude from its hideous body. Its tentacles have sharp ridges and are able to used to deliver smashing blows to prey. They are basically are weaker version of the neo-otyugh. ~ E oil beast~ You open the book to the page on oil beasts and it says: Oil beasts are grand masses of oil that like to roam the area of chessboard. They are totally black while yellow eyes, and have no real defenite shape to them. As it walk around it leaves a faint trail of film behind it. This is quite a disgusting monster indeed. ~ E orc~ You open the book to the page on orcs and it says: Orcs are hairy and smelly creatures, with a humanoid type body but the face of a boar. They like to live in caves and thus many can be found in the caves of Moria. They also like to gang up on unsuspecting people, for this seems the only way they can ever kill anything. ~ E priest~ You open the book to the page on priests and it says: Priests are basically just a cleric character with a different name. Being clerics they gain there abilities from the gods. Priests can usually be found near a great altar or by some powerfull creature. They are a very religious type of people and come in many different races. ~ E purple worm~ You open the book to the page on the purple worm and it says: The purple worm is one of the hardest creatures in existance. It is a huge worm colored purple, with a sucker type mouth with razor sharp teeth. The worm can do incredible damage with its mouth, but its real threat is its ability to breath acid. With its acid it can instantly kill almost any adventurer. The worm lives in the great eastern desert, for this reason its not a wise decision to wander around the desert aimlessly. If you ever come face to face with the worm, pray that you will be able to escape. ~ E python~ You open the book to the page on Lord Python and it says: Lord Python is the ruler of Castle Python, an area to the east of Shadowdale. He sits on his throne contemplating his kingly duties. Lord Python has aquired a taste for potions of detect invisibility, and this is all he will ever drink. Of course that means that if you are invisible he will able to see you, so his taste does have a benefit. ~ E proserpina~ You open the book to the page on Proserpina and it says: Proserpina is a beautifull goddess who resides near her brother Pluto. Proserpina is wrought with grief over losing the person she was supposed to marry, the great god Alun. It is said that Alun and Proserpina were supposed to be married, but on there wedding day the goddess Sarc came to the wedding dressed in a gown of pure gold. Sarc's beauty so overwhelmed Alun that he fell in love with her instantly and they soon married. Proserpina now constantly cries weeping for her lost love. ~ E pluto~ You open the book to the page on Pluto and it says: Pluto is the god of the underworld, the keeper of all evil things. Pluto is also the brother of Proserpina, a deaply depressed woman, and he hates the god Alun for dumping her at the altar during their wedding. Pluto has swarn to trap all mortals in hell until Alun comes back to Proserpina. Being of the god race, Pluto is quite a hard person to meet in battle. ~ E palmreader~ You open the book to the page on the palmreader and it says: The palmreader is of great use to the budding adventurer, for she has the special ability to look at your aura and determine your characters abilities. Otherwise you have to wait till level 16 to see your abilities. However, her services dont come cheap, and she currently has a monopoly on the business. Attacking her is not a very smart idea, for it is said that she has the ability to permanently drain hit points away from adventurers, a horrible fate indeed. ~ E table~ Table of contents ----------------- O P - - Ogre Paladin Oil Beast Palmreader Orc Pegasus Otyugh Pluto Priest Proserpina Purple Worm Python ~ S #6921 Book Shelves: Q~ You can barely fit in this room for this is a HUGE book almost as big as you are in the room with you. You have no idea where you would start if you wanted to read this book, but you decide the best thing to do is "Read Table". ~ 42 24 0 D1 ~ ~ 0 6922 6922 -1 D3 ~ ~ 0 6908 6908 -1 E quasit~ You open the book to the page on Quasits and it says: Quasits are minor demon type creatures created by wizards to serve them for a time. Quasits are a hatefull race and will usually attack any person they come in contact with, save there master. Quasits usually will stay close and protect there master, unless they are out doing some chore for them. ~ E table~ Table of contents ----------------- Quasit ~ S #6922 Book Shelves: R~ As you enter this room you are overcome by a strange urge to pick up this huge book. You open it up to the table of contents and are forced to "Read Table". ~ 42 24 0 D3 ~ ~ 0 6921 6921 -1 E rockman~ You open the book to the page on rockmen and it says: Rockmen are mystical creatures created by powerfull druids to serve as there slaves. They are a piece of stone filled with life force. Being stone they are rumored to be resistant to some weapons, though it is not sure which ones. ~ E repair guy~ You open the book to the page on the repair guy and it says: The repair guy and his big brother the super repair guy are both very helpfull people. If your equipment should become damaged during battle somehow then these people will be able to repair it for you, but it will cost you quite a bit of money. At the higher levels you will constantly be using the services of the super repair guy, because he can repair more things than the repair guy can. ~ E roc~ You open up the book the page on the Roc and it says: The Roc is a horrifying bird like creature. It is actually a HUGE bird with a beak which is so big is could swallow you whole. The Roc lives in the ravine separating shadowdale and the gypsy village. If you run into this creature it might be best to run the other way, for he likes to eat anyone he runs into. ~ E roper~ You open the book to the page on ropers and it says: A roper resembles a stalagmite, it looks like a tall mount of mush. The roper has six strands of strong, sticky robe-like excetion which it can shoot from 2"-5". Ropers reside in hell, they are so full of evil no other place in existance could stand to have them. Because of having the many arm like strands ropers get many attacks per round. ~ E ranger~ You open the book to the page on rangers and it says: Rangers are hunters, they are at home with the forest. In fact they are so at home in the forest that they are able to use some minor druid abilities. Rangers are able to find food and water in a forest and carve there prey into eatable rations. Rangers come in all races and must stay within the neutral alignment. They just like to stay in the forest, and not bother with the grand scheme of alignment. ~ E roo~ You open up the book to the page on roos and it says: Roos are a race of kangaroos that live in the land down under. Roos have there own kingdom and stay relatively to themselves, they have no enemies save the Aborigine. A man who seeks to get roo hides for his collection. The roo hunter carries a mighty gun that he uses to kill the roos. Such an item can be very usefull. Also it is rumored that any person who wears a belt made out of roo hide is immune to poisons of all kinds, but this hasnt been proven as of yet. ~ E table~ Table of contents ----------------- Ranger Repair Guy Roc Rockman Roo Roper ~ S #6923 Book Shelves: S-Sm~ You casually walk into this room and are suddenly attacked by the awfull book monster! You know deep down within your heart that the only way to fight back the awfull book monster it to "Read Table". ~ 42 24 0 D1 ~ ~ 0 6924 6924 -1 D3 ~ ~ 0 6907 6907 -1 E p~ dskj ~ E skexie~ You open the book to the page on skexies and it says: Skexies are a race of humanoid's who have wings like a bird attached to there backs, giving them the ability to fly. Skexies come is many varieties, but the most sought after one is the Skexie Scribe. On the scribe is a grand belt of wonderous power, it give the wearer the ability to fly. The skexie's also have built a tremendous arena to challenge all adventurers out there. Finishing one of the challenges is considered an awesome accomplishment, and will even get you a reward from a god. ~ E serpent~ You open the book to the page on serpents and it says: Serpents are gigantic version's of snakes, a frightfull thing indeed. They guard the entrance to the lair of Medusa, a woman of almost serpentlike quality herself. They have gigantic fangs and forked tongues. ~ E sapling~ You open the book to the page on saplings and it says: Saplings are mystical creatured greated by ancient druids. They are a type of living tree. However at this stage in there life they are still weak. They hope some day to become powerfull ancient trees. ~ E shadow guardian~ You open the book to the page on Shadow Guardians and it says: Shadow guardians live in the shadow grove, a haunted region of forest that surrounds a great tower of magic. These monsters are mortal enemies of all high level mages as they try to keep them from their training. Shadow guardians look so much like the background shadows that they can only be seen with some sort of invisibility detection device. ~ E shiriff~ You open the book to the page on Shiriffs and it says: Shiriffs are the law keepers of Shire. They are employed by the Thain to make sure Shire remains a safe place to live. They have many posts scattered about Shire from which they look over it. If you enter Shire you are certain to run into a few of them ~ E skeleton~ You open the book to the page on skeletons and it says: Skeletons are animated piles of bones created by clerics to serve them. Skeletons like to stay in groups, so if you happen to run into one it will probobly have a lot of friends close by. Skeletons, being undead, are afraid of clerics and there turning abilities. ~ E skeletal warrior~ You open up the book to the page on the skeletal warrior and it says: The skeletal warrior is a hideous mass of bones that guards the exit from hell. It is said that the skeletal warrior was once an immortal god who dared to challenge the power of Celestian, the mighty creator. Celestian transformed this god into the skeletal warrior and forced him to guard the exit from hell for all of eternity. ~ E sea hag~ You open the book to the page on the Sea Hag and it says: The sea hag is a hideous creature with big yellow eyes and sharp teeth. She has huge ears and small horns on her head. The sea hag used to be a beautiful woman who boasted so much about her beauty that a sorceress put a powerfull spell on her that changed her into the hideous beast she is today. Because of her new found ugliness the sea hag hates all beauty and will instantly attack any person who dares to look at her. ~ E table~ Table of Contents ----------------- Sea Hag Serpent Shadow Guardian Shiriff Skeleton Skeletal Warrior Skexie ~ S #6924 Book Shelves: Sn-Sz~ Upon entering this room you head feals as if it is being bombarded by thousands if needles. A million voices in your mind start to sing and theyoh so wonderfully sing "Read Table". ~ 42 24 0 D3 ~ ~ 0 6923 6923 -1 E storm giant~ You open the book to the page on storm giants and it says: Storm giants are incredibly tall humanoids who reside in the abyss. They are the most powerfull of the giant race as they are able to throw great bolts of lightning at attackers. Being giants they are always looking for poor hapless adventurers' bones to feast upon, so be wary of seeking out these monsters. ~ E swamp thing~ You open up the book to the page on the swamp thing and it says: The swamp thing is a horrific pile of oozing slime, with an eerie yellow glow coming from the twin sockets of its eyes. The bulk of this creature seems to be made of the decomposing bodies of those who have died in the swamp, along with large amounts of mud and vegetable material. He shows no sense of any recognition, he seems to attack people out of nature. ~ E spirit~ You open the book to the page on spirits and it says: Spirits are the tormenting souls of humanoids that lived a life of greed and hate. It is said they these spirits are forced to work on a vast field of gold, slaving for all of eternity. The field is said to exist near hades, a place of great evil itself. If you run into this field pray that you can escape and do not become trapped in its endless rows of gold. ~ E sultan~ You open the book to the page on the Sultan and it says: The sultan if the ruler of New Thalos, a wonderous town near the great eastern desert. The sultan lives in a grand palace overlooking New Thalos and he always has some guards close to him. If you are going to take him on you better make sure his guards are gone first. Also nearby to this powerfull ruler is Nichole, the sultan's favorite harem girl. She is one of the most sought after women because of her grand beauty. ~ E strahd~ You open the book to the page on Strahd and it says: Strahd is the king of a undead creatures, and also the ruler of Ravenloft. Strahd is so full of the forces of the negative material plane that if he touches you he might be able to drain some of the life force right out of you, causing you to lose a level of experience. This evil man (creature) is covered in all black clothes, he wears a cape and set of pants that give him great powers. Any evil player out there would love to have such items. If you run into Strahd you can consider it a VERY rare event, for very few people have ever run into Strahd and survived to tell the tale. ~ E table~ Table of contents ----------------- spirit storm giant strahd sultan swamp thing ~ E desc~ Upon entering this room you head feals as if it is being bombarded by thousands if needles. A million voices in your mind start to sing and they oh so wonderfully start to sing "Read Table". ~ S #6925 Book Shelves: T~ This room is full of books starting with the letter T. A large book rests in front of you, it magically opens to the table of contents. You can hear a voice whisper in the wind saying, 'Read table'. ~ 42 24 0 D1 ~ ~ 0 6926 6926 -1 D3 ~ ~ 0 6906 6906 -1 E p~ 12345678901234567890123456789012345678901234567890123456789012345678901234567890 1 ~ E troll~ You open the book to the page on trolls and it says: Trolls are horrid creatures that like the roam caves. They are able to see in the dark with thier infravision. If you are fighting a troll you will find out that they seem to be able to regenerate the wounds you inflict upon them, making them a powerfull opponent indead. It has been rumored that there is a secret cavern in which a band of trolls live deep in moria. For your sake pray that this is false. ~ E tick~ You open the book to the page on giant ticks and it says: Giant ticks love to hang around forests looking for the stray lost adventurer to pass by. When they fight thier prey they like to jump onto them and suck the blood from thier bodies. ~ E tree~ You open the book to the page on trees and it says: Trees are magical creatures created by Grand Druids. These druids created the trees to serve them for a short time, after the services were over the trees were released and allowed to roam the forests. Trees vary in size and power from the young sapling to the wise and powerfull ancient tree. If you are a druid you will soon come to love these very helpfull creatures. ~ E thain~ You open the book to the page on the thain and it says: The Thain is the protector of the land of Shire. He stays in his office close to the shiriff's where he does most of his work. The Thain wears around his waist a might girth, an item of great protection. ~ E thief ~ think yep ~ E thief~ You open the book to the page on thieves and it says: Thieves are a group of people who have an overwhelming urge to possess items that are not thiers. If you run into a thief you might notice that you have a lighter load to carry around, since some of your items or gold is missing. However this also means that if you kill a thief he will have quite a bit of money on him, making him a sought after person. Thieves have the ability to hide in the shadows also which makes finding him a bit harder. ~ E timnus~ You open the book to the page on Timnus and it says: Timnus is the mightiest elf known the exist in the world, possibly even the mightiest person to even exist. Timnus guards the land of the elves from the awfull type of high level character's who like to kill all the newbies monsters. Timnus is constantly under the protection of strong elvish spells. Unless you have a party full of high level adventurers, attacking Timnus is a request of instant death. ~ E table~ Table of contents ----------------- Thain Thief Tick Timnus Tree Troll ~ E torturer~ You open the book to the page on torturers and it says: Torturers reside in the plane of hell, a place of great evil. They exist to cause pain to all the souls of the evil creatures that live in hell. If you ever visit hell they are an enemy you will become very familiar with because they are the most common monster in that plane. They all follow a great leader, the master torturer. He is a more powerfull version of the torturers, one who has caused to much pain to other people they he was elected to lead them in their quest too bring pain and suffering to the world. ~ S #6926 Book Shelves: U-V~ Empty ~ 42 24 0 D3 ~ ~ 0 6925 6925 -1 S #6927 Book Shelves: W-X~ Empty ~ 42 8 0 D1 ~ ~ 0 6928 6928 -1 D3 ~ ~ 0 6902 6902 -1 S #6928 Book Shelves: X-Z~ Empty ~ 42 24 0 D3 ~ ~ 0 6927 6927 -1 S #6929 A Dark Stairwell~ There are stairs leading up and down. A hint of a smell of incense comes from above. A moaning sound comes from below. ~ 42 24 0 D2 ~ door~ 0 6909 6909 -1 D4 ~ door~ 0 6932 6932 -1 S #6930 A Horribly Messy Office~ This office is so messy it nearly makes you want to start picking things up. There is papers, scrolls and books everywhere. You think you can pick out a desk and a chair under some garbage. ~ 42 24 0 D1 ~ ~ 0 6918 6918 -1 D2 ~ ~ 0 6931 6931 -1 S #6931 The Censor's Office~ The censor is in here madly editing books and scrolls to eliminate those things not suited for Shadowdale citizens to read. He doesn't seem to take a liking to being bothered. ~ 42 24 0 D0 ~ ~ 0 6930 6930 -1 S #6932 Shrine Entrance~ Something about this room fills you with awe. There is a sense of . . . magnificence. This is a very holy place. ~ 42 24 0 D0 ~ door~ 0 6933 6933 -1 D1 ~ door~ 0 6942 6942 -1 D3 ~ door~ 0 6942 6942 -1 D5 ~ door~ 0 6929 6929 -1 S #6933 Hallway of the Gods~ Your footsteps echo through this massive hall. Immense columns rise up to either side. In the center of the room a pearl stairway rises out of sight. To your left and right you see shrines dedicated to the gods Sarge and Brennan respectively. Ahead, the hallway continues. ~ 42 24 0 D0 ~ door~ 0 6934 6934 -1 D1 ~ door~ 0 6935 6935 -1 D2 ~ door~ 0 6932 6932 -1 D3 ~ door~ 0 6937 6937 -1 D4 ~ door~ 0 6936 6936 -1 S #6934 Hallway of the Gods~ The incredible hall continues here, and in the center of the room another stairway rises high. To your right and left are the shrines to Sarc and Naril, ahead, shines a brilliant light. ~ 42 24 0 D0 ~ door~ 0 6941 6941 -1 D1 ~ door~ 0 6938 6938 -1 D2 ~ door~ 0 6933 6933 -1 D3 ~ door~ 0 6940 6940 -1 D4 ~ door~ 0 6939 6939 -1 S #6935 Shrine of Brennan~ Your weapons instantly fly to your hands as you enter here. The feeling of impending violence is staggering. The scent of fresh blood reaches your nostrils, and the screams of the dying, your ears. The well known clash of arms fills this place yet there is no one here. You glance around warily as you enter further. Yet you see nothing but a great shield on the east wall. Looking closely at it, you see a tremendous warrior standing tall and strong on the battlefield. Such incredible skill could belong to no mortal, nay this can only be Brennan, the god of war. And in truth looking on this shield, you see he could be at home no where but the battlefield. ~ 42 24 0 D3 ~ door~ 0 6933 6933 -1 S #6936 Shrine of Scream~ This is not what you expected to see, in a shrine to a god. On one wall is a bookshelf with tomes haphazardly shoved in, across from it is a large overstuffed couch. A large red cloak with an "S" on it lays tossed over the rail of the stairway. Wondering if it is magical you reach out to pick it up, and recieve a nasty shock. (Maybe that is why it is still there . . .) Strangest of all is a strange item shoved off in one corner. It looks like a beat up box of some foreign material, with a piece of glass set in the front side. Below and in front of it, sits a strange board with numerous raised bumps all about it. You begin to reach for it, then you remember the lesson of the cloak and quickly jerk your hand back. As you do so, a strange light fills the box with the glass and you see a picture form. It is Scream! Sitting in a massive throne he gazes at you calmly and you sense the awesome wisdom of one of the elder gods. In his right hand the mortal realm sits safely, ever under Screams watchful eye. In his left he holds a massive book filled with the secrets of the universe. You cannot help but respect this god. ~ 42 24 0 D5 ~ door~ 0 6933 6933 -1 S #6937 Shrine of Sarge~ Something about this room comforts you. It is . . . laid back for lack of a better way to say it. A strange table sits in the center of the room. A raised ridge rings the edge, at each of the four corners is a small hole, as well as midpoint on either side of the longer pair of raised edges. The light is dim and a smoky haze hangs in a cloud near the ceiling. In an elaborate painting on the west wall you see Sarge, first of the mortal gods, relaxing in a tavern. In one hand he has a large mug of ale, in the other a smoke. Drapped about him are several women of astonishing beauty in various stages of undress. His smile pulls at you and it is all you can do to keep from trying to leap into the painting to join him. ~ 42 24 0 D1 ~ door~ 0 6933 6933 -1 S #6938 Shrine of Sarc~ As you enter this room, stress and worry fall away leaving you feeling refreshed and filled with a strange vitality. All about you lovely flowers fill the room with their heady scent. On the east wall flows a waterfall as smooth as glass. If falls into a crystal clear pool with a soft trickling sound. As you stare into the water, images begin to form. A woman smiles down at you. It is the Lady Sarc herself, a goddess of matchless beauty and grace. You feel an overwhelming love for her and can hardly restrain yourself from leaping into the water to stand at her side. ~ 42 24 0 D3 ~ door~ 0 6934 6934 -1 S #6939 Shrine of Ator~ All thoughts of violence fade as you come into this shrine of meditation and peace. No place of battle this, but of knowledge and history. Everything here is incalcuably ancient, and taken care of with great love. Incredible maps of places you have never heard of fill the walls, while ancient tomes filled with things far beyond your mortal comprehension line the many shelves. The vast intellect of a being capable of understanding this litterally staggers your mind. A desk sits in the center of the room, on it lies a massive book. The writing is in an unfamiliar toungue but the pictures are bold and vivid. One in particular catches your eye. A wizened old man stands beside a hurt and wounded soul, who lies bleeding on the ground. As you watch the picture begins to move! He bends down and touches the injured man, and as he does, his hand glows briefly and the wounds vanish! He then turns, and looks you straight in the eye. An unguessed at strength lies within his ageless eyes, but also the vast wisdom and understanding of the elder gods. You know without a doubt, this can be no other, than Ator himself. ~ 42 24 0 D5 ~ door~ 0 6934 6934 -1 S #6940 Shrine of Naril~ You walk in boldly, an invincible adventurer, but then you stop. The energies playing about this room make your hair stand on end. There is a feeling of barely restrained power here, and you begin to think you are not quite so mighty as you once assumed. The word "Zoombi" echoes through the room, softly at first, then every so often it will thunder in you ears! "ZOOMBI! ZOOMBI! IT BEGAN IN AFRICA!!!!" On the west wall, a shimmering portal of magical energy begins to take on a life of its own. It forms into an image of a dark and sinister god. IT IS NARIL! THE GOD OF ZOOMBI! Power flows from him and wraps about you. He looks at you with a calculating gaze then begins to chuckle unnervingly. Muahahahahahaha . . . Then! With a sudden gesture, he hurls flaming meteors at you!!!! You begin to flee in terror before you realize that it is jus an illusion. ~ 42 24 0 D1 ~ door~ 0 6934 6934 -1 S #6941 Shrine of Immort~ You are surrounded by a holy light as you enter this room. The light radiates from the crystal walls bathing you in its awesome power. The dirt on your body vanishes, your armor begins to shine, and you gaze around with a sharpness of vision unlike anything that you have ever known. All about you statues of glowing crystal stand in martial poses, as if daring the forces of darkness to challenge their might. In the center of the room floats a ball of light that draws your eyes and quickens your pulse. Within its depths, you see the mighty Lord Immort standing in mortal combat with the combined poewrs of evil and darkness arrayed against him. Behind him, in safety, rests the mortal realm, which he valiantly protects. You are so overcome with the power of images, you fall to your knees in worship. ~ 42 24 0 D2 ~ door~ 0 6934 6934 -1 S #6942 A ornate marble hallway~ As you enter the the hallway, you are virtually amazed of the tapestries of death and sorrow. They are the pictures of war that many a brave adventurer has faced in his lifetime. Other than the fearsome tapestries, the hallway is nicely structured with four huge marble pillars supporting it. As you gaze in awe you notice rooms to the north and south. To the south you see visions of pillaging and war, and to the north there is a smell of weapon grease and armor rust. Other than that you can always travel down the hallway and see other exhibits. ~ 42 24 0 D0 ~ door~ 0 6943 6943 -1 D1 ~ door~ 0 6945 6945 -1 D2 ~ door~ 0 6944 6944 -1 D3 ~ door~ 0 6932 6932 -1 S #6943 Room of Victories~ Entering the room you are amazed from the sword hanging on the walls to the east and west. Display cases around the walls house armors of all sorts. Eventually you notice that all these swords and armors belonged to the powerful warrior Loki. North of the wall you see a huge floor to ceiling painting of Loki, clad in heavy armor riding on a dragon above a dark ebony tower of evil. You are truly amazed as you know that this god has been through many battles and victories to achieve such a high level on immortality. ~ 42 24 0 D2 ~ door~ 0 6942 6942 -1 S #6944 Room of the Barbarian~ As you enter the room you feel the need to hunt and kill. You notice some crude weapons hanging on the wall, which do not appeal to you. But later you find out that in the hands of Alun, anything can be conquered! On the far north of the wall you see a tapestry of a 8 foot half-giant which is Alun who is fending off a huge purple creature like a worm, and with that size of a house. It may seem like a impossible victory but for a barbarian like him, he never learned the meaning of impossible! Also you see skins of many creatures lining the walls, which shows the power and the unstoppable force this barbarian emanates. ~ 42 24 0 D0 ~ door~ 0 6942 6942 -1 S #6945 Ornate marble hallway~ As you continue along the hallway, you see it comes to a end. There is not much here but a few rooms. The one to the north you see a bright glow emanating from it. And the one to the south you see chaos, whick gives you a sense of forboding as you walk towards it to get a better view. To the west you see nothing but darkness and have a feeling of silence brought open you. Other than that there is a spiraling stairwell which goes up. ~ 42 24 0 D0 ~ door~ 0 6946 6946 -1 D1 ~ door~ 0 6948 6948 -1 D2 ~ door~ 0 6947 6947 -1 D3 ~ door~ 0 6942 6942 -1 D4 ~ door~ 0 6949 6949 -1 S #6946 Room of Arion the Noble One~ Upon entering the room, you have a feeling of goodness and purity washed over you and see a white aura forming around you. You have entered a room where Honour and Nobility resides, a place where all evil shall cring in terror as it gets burned by the cleansing light shining from a pure white marble statue of Arion himself in the northern end of the room. The statue is a very magnificent sight indeed. As you gaze upon the mighty figure you feel a rush of power flowing from it which no mortal can touch without destroying themselves. Wielded in one hand of the statue is the mighty sword of kings Excalibur, and in the other hand wearing a white gold shield with the symbol of the paladins etched into the shield. Truly any evil being in the right mind would not want to meet him on a bad day with hopes of winning. ~ 42 24 0 D2 ~ door~ 0 6945 6945 -1 S #6947 Room of Big and Nasty things~ Creeping into the room you notice a hungry demon lunging for you neck! It passes right through you as you breathe in a sigh of relief that it was only a illusion. As you notice in this room there are many other illusions of beasts of unknown names and all being created from nothing. You later find out that there is a iron statue sitting in the middle of the room, as you look closer you find out it is William. The one who creates these beings of destruction and chaos. All these illusions don't look too scary but then you cring in fear and terror as these are NOT illusions, but a window to another dimension where William resides. You dare not enter the immaterial rift for even the mightiest of ones stay away from it in order to see the next day. ~ 42 24 0 D0 ~ door~ 0 6945 6945 -1 S #6948 Wert and Company~ You can barely see the place, heavily relying on your torch. This place is pitch black and mysterious. You feel powerful magic in the air, and dare not speak a word or else the balance of magic may be disrupted and you might end up as the receiving end of a lighting bolt. As your eyes get adjusted to the dim lighting from the torches you have. You gasp in surprise as you see a black ebony statue of Wert in the middle of the room, he is garbed in a black flowing robe and his eyes glow red in the dark burning right at you with a presence of forboding. What amazes you is that the statue is standing on a large round iron disk, which floats in the middle of the room. You have a feeling to push the disk to see if it is a trick, but as you put your hand near it, you shrink back in terror as you felt the powerful magic vibrating through your hand as you get closer to the statue. This is a truly mysterious god of unknown origin, which no one has ever seen or lived to tell about it. ~ 42 24 0 D3 ~ door~ 0 6945 6945 -1 S #6949 Second level of Library~ You walk up the iron stair up to the second floor of the library. This is a very small place up here and not much to see besides going up further which you can see sunlight. Or the room east of you which you see flashing lights which blinds your eyes. ~ 42 24 0 D1 ~ door~ 0 6950 6950 -1 D4 ~ door~ 0 6951 6951 -1 D5 ~ door~ 0 6945 6945 -1 S #6950 The Room for 'Kewl' Dudes~ As you step into this room, you are washed in awe as you see a painting of the most totally 'kewl' god around Erasmus! The room is very brightly lit with a opening from the ceiling to the outside, which is sort of like a skylight. In the painting you see Erasmus himself carrying the mighty claymore readying for a battle. He is standing atop a mountain as you see in the far off distance a huge golden dragon swooping towards him. His face is stone cold and emotionless, as for his eye....YOU CAN'T see them as they are covered by his pair of OAKLEY (tm) shades! ~ 42 24 0 D3 ~ door~ 0 6949 6949 -1 S #6951 Tower of the library~ From your long climb up the stairs you finally make it to the top. You are at the tower in the library. Up here you have a magnificent view of the city below with people running around and shops selling and buying. Seagulls fly around the tower and above you, with the blue sky and sunlight one has the feeling that they can fly with no limits. But you are only mortal and won't try to have such insane urges. Looking at the mortals below running about, performing their daily rituals, you have a sudden urge to spit at them from a great distance. This may be fun and amusing with your friends, but you dare not try it as there are guards watching you! ~ 42 24 0 D5 ~ door~ 0 6949 6949 -1 S #6952 A Narrow Corridor~ This hall like all other halls within this library smell of old parchment and drying ink. This passage way is lit by a small magical orb which seems to hover in mid air just above your head which hums quitely, barely perceptable to your ears so it won't disturb the total silence of the library. ~ 42 24 0 D0 ~ door~ 0 6953 6953 -1 D2 ~ ~ 0 -1 6974 6974 E orb~ As you gaze upward towards the orb you are filled with a sense of joy and wonder, as you see this gentle use of magic that not only lights the passage way for people but also doesn't cause the books to fade. The orb hums faintly. ~ E Ord~ ~ S #6953 A corridor still under construction ~ This room is definitely still under construction. White sheets are hiding what lies beneath. Too bad there magically enchanted so you can't peak! This area must belong to Trafford. ~ 42 24 0 D1 ~ door~ 0 6954 6954 6974 D2 ~ door~ 0 6952 6952 6974 D3 ~ door~ 0 6997 6997 6974 S #6954 A study area ~ Upon entering this room you notice an extremely large oak table in the the centre of this room. All four walls of the room are shelved and contain many books and scrolls. Appearently someone left a few books and a scroll on the table. ~ 42 24 0 D3 ~ door~ 0 6953 6953 6974 E book~ You see three care worn books and a old scroll on the oak table ~ S #6955 6955~ Empty ~ 42 24 0 S #6956 6956~ Empty ~ 42 24 0 S #6957 6957~ Empty ~ 42 24 0 S #6958 6958~ Empty ~ 42 24 0 S #6959 A Strangely Empty Section~ This section is completely empty for some strange reason. Thats odd, you notice some footprints in the dust around you. A low humming sound, just at the edge of your consciousness, is causing your head to throb. You wonder where the accursed sound is coming from? ~ 42 24 0 D1 ~ ~ 0 -1 6960 6960 D3 ~ door~ 0 6966 6966 6960 S #6960 Shelves of Lore~ The shelves and books in this section are covered by a thin coating of dust. Not many people seem to come here. You notice a large tome sitting by itself on one of the shelves. It is amazingly free of dust itself. If you want to look at the tome type 'read tome'. ~ 42 24 0 D1 ~ ~ 0 -1 6974 6974 D3 ~ ~ 0 -1 6959 6959 E tome~ This being a description of the pocket abyss by Sharkoth, Sage/Explorer. The pocket abyss is not to be confused with the actual Abyss, that plane of ultimate chaos and evil. The pocket abyss is a small area that is home to a number of creatures. And these creatures are not unlike those in the actual abyss in that they are extremely hostile and chaotic. The area itself may be divided into 2 main sections, the mercury pool and the Hoeurs tower. The mercury pool is where the four elementals (fire, water, earth and air) reside. The Hoeur makes his home in the tower below the pool. He is guarded by many sentinels, elven guards, female drow warriors, huge minotaurs and the demon Marilith. The Hoeur himself is a demon of power. He wields a flaming whip and is able to cast much magic. The Hoeur is rumoured to be an outcast from the actual abyss. Whether this is true is not known. ~ S #6961 More Shelves of Lore~ This section of the library seems to be undergoing some renovation work. Only a few shelves remain here and they are bare of books. Hmmm, whats this? You notice a few pieces of parchment that have been left behind. If you'd like to read the parchment type 'read parchment'. ~ 42 24 0 D1 ~ ~ 0 -1 6962 6962 E parchment~ The parchment is old and tttered but you are able to make out the following text :- .....but Rhyodin is hard to reach. It is only accessible via the Great Eastern Desert and the route is long and treacherous. There exists another way. I have been informed by clerics of highest calibre that it may also be reached by way of the Astral Plane. Rhyodin is famed as the retreat of Tor, warrior supreme and high-guildmaster of all warriors.....<The parchment is unreadable here>.... .....A little known fact is that troglodytes reside in some hidden caves here. They are extremely hostile and will attack intruders on sight. Even thougg they are not skilled fighters, the sheer weight of their numbers makes them dangerous foes. The troglodytes are well organised and led by their great Chief. The chief is aided by his shaman, lieutenants, warriors and guards...... <The rest of the parchment is too faded to read>. ~ S #6962 Shelves of Lore~ This room appears to be less crowded than some of the others you have passed through. Still, there appears to be an extraordinary number of books that have been collected here. At random you pick out a book, "The Astral Plane and its Denizens by Caiaphus the Bold". Curious, you decide to READ BOOK. ~ 42 24 0 D1 ~ ~ 0 -1 6973 6973 D3 ~ ~ 0 -1 6961 6961 E book~ The Astral Plane is a strange plane of existence that may only be reached by means of the spell 'astral walk'. This spell may only be cast by clerics of highest calibre and justly so for the astral plane is not a place for the ill-prepared. Many strange creatures wander the Astral Plane. Beware the Githyanki and Slaadi. Their hatred of other races is legendary. Not all of the Astral Planes denizens are hostile, some of the more peaceful creatures are the berbalang and the invisible stalker. Occassionally astral-travelling mindflayers may be seen going about their business. The Astral Plane has one unique aspect that sets it apart. Scattered throughout the plane are many coloured pools. These pools are in fact gateways that when entered, lead to other areas in Shadowdale and even other planes of existence. I have located pools that lead to Old Thalos, the mystical realm of Graecia and the fair land of Camelot. I have heard rumours of pools leading to other places, even one leding to the dreaded abyss. ~ S #6963 More Shelves of Lore~ You can't believe your eyes, this room appears to be even more full than the previous room...if thats possible. Looking through the shelves you come across an old, battered and stained book that appears to be some sort of diary. YUCK... you realise that the stains on the book are bloodstains. To satisfy your curiosity you might like to READ DIARY. ~ 42 24 0 D1 ~ ~ 0 -1 6964 6964 E jungle jungles~ YR 103 Day 1: We entered the Jungles of Chult today. Our guide found a route there north-east of the Shire. We are confident of finding treasures that will justify our expedition. Day 2: We have found nothing yet, only insects and snakes. Day 3: We were attacked by a huge lion today. The skin will make a nice trophy. Day 5: We have found signs of habitation. Our guide believes that a native village is nearby. We will soon find out. ~ E jungles jungle~ Day 1: We entered the Jungles of Chult today. Our guide knew of a route there north-east of the Shire. We are confident that we will find treasures that will justify our expedition. Day 2: We have found nothing yet, only insects and snakes. Day 3: We were attacked by a huge lion today. The skin will make a nice trophy. Day 5: We have found signs of sentient life. Our guide believes that a native village may be nearby. We will soon find out. ~ E diary~ The diary is roughly divided into several sections. These sections are :- Jungles of Chult Village in Jungle Lizardmen Tunnels Hidden Pyramid To read one of these sections just read the first word of the line. ~ E village~ Day 6: We have located the village. The villagers were peaceful enough and strangely seemed unsurprised by our appearance. We were led around the village by the Village Chief. The princess of the village was very pleased to meet us. The witch doctor seemd very hostile though. We must watch him closely. Day 7: The Chief has informed us of a secret lair of some strange lizard-like men. We will search for it tomorrow. ~ E lizardmen lizardman tunnels~ Day 10: We have found the entrance to the lizardmens lair. It was carefully hidden. We will rest and enter it tomorrow. Day 11: The lair seems to consist of a system of inter-connected passageways and tunnels. We have had many fights with the lizard creatures which we call lizardmen. They are vicious and able fighters. Some of our party have fallen to them. Day 12: We have located the shrine of these evil creatures. It was guarded by a Lizardman Shaman of fearsome aspect and size. He succumbed after a fierce battle but sadly Tyran has fallen, blasted by the Shaman's magics. We have found some treasure but the cost has been high. We have also found indications of a hidden pyramid located somewhere in the jungle. We will return to the village before searching for it. ~ E hidden pyramid~ Day 20: We have found the pyramid but were unprepared for the reception we received. The pyramid was guarded by a massive green giant. Several of our party fell to his onslaught before we overcame him. Oran was hit and killed by the giants first blow - dark magics must be involved. Day 22: The pyramid seems to be dedicated to some kind of snake deity. It is made in the form of a huge snake. Day 23: We have found an entrance near the top of the pyramid at the snakes mouth. Day 24: The pyramid is inhabited by an extremely chaotic cult of snake priests. Many of our party have fallen before their ambushes. Day 26: We entered their shrine today but were beaten back with heavy losses. They employed huge gaurdian snakes in the attack. We also caught a brief glimpse of a horrible man-snake creature. Could this be the deity they worship or is there something even more foul behind this cult? Day 27: We are lost and cannot get out. Day 28: Have found an underground river. Maybe we can escape by it. [The diary seems to have ended abruptly here. There seems to be no indication of whether the author and his party actually survived.] ~ S #6964 Shelves of Lore~ This room is packed to the rafters with shelves, shelves and more shelves. And each shelf is crammed full with books, books and more books. Oh well, you're going to have to start looking somewhere and heres as good as anywhere. Your eyes stray towards a small leather-bound volume entitled 'The Shire and Its Environs'. Hmmm...that sounds interesting maybe you'd like to READ BOOK. ~ 42 24 0 D1 ~ ~ 0 -1 6965 6965 D3 ~ ~ 0 -1 6963 6963 E monastery~ The Monastery of Shire is located in the north-west corner of the Shire. It is the training ground of monks from all over Shadowdale. The Monastery is currently led by the curren monk guildmaster, Cain. Apart from the training facilities the monastery boasts a library and an abundance of meditation cells where a monk can contemplate in solitude. ~ E shire~ Visitors to Shire Town will find it a place bustling with activity. Theres always plenty to see and do. A visit to the Shires two inns is a must and don't forget to stop by the Shire grocer's. His pipeweed bread is the talk of Shadowdale. You could also have a chat with old farmer Gamgee or have a look at the new Shire mill. As you wander about the Shire you may come across some of the Shires interesting inhabitants such as the Elven Wizard, the Dwarven Prince or even the elusive Keeper of the Ring. The Shire is protected by an elite group of halflings known as Shiriffs. Their leader, the Thain, is definitely not someone you'd like to mess with so make sure you stay in line on your visit. ~ E book BOOK~ You have opened the book to its contents page. The following sections are listed :- Introduction Shire Town Monastery of Shire Undershire To pick a topic just READ the first word of the topic line. ~ E read READ~ You have opened the books to its contents page. The following topics are listed :- Introduction Shire Town Monastery of Shire Undershire To pick a topic just read the first word of the topic line. ~ E book~ You have opened the book to its contents page. The following sections are listed :- Introduction Shire Town Monastery of Shire Monastery of Shire Undershire ~ E introduction~ The Shire is a small village located just west and north of Shadowdale City. It has the distinction of being the home of the halfling; something which any halfling would be happy to tell you (usually in much boring detail). The Shire is also home to the Shire Monastery where monks from all over Shadowdale come to train. Please refer to the other topics for more detail. ~ E read book~ You have opened the book to its contents page. The following sections are listed :- Introduction Shire Town Monastery of Shire Undershire To pick a topic just type in the first word of the topic line. ~ E undershire~ Below the happy, bustling atmosphere of the Shire is a darker side that few people know about. Undershire is basically a maze of tunnels which have been overrun by a horde of monsters. Some of the monsters that have been sighted are ogres and their magic casting brethren, bugbears, beetles, stray dogs and even a dragon or two( only blue and white dragons have been documented). Sadly, even the monks have been unable to dislodge these monsters from the tunnels so firmly entrenched and prolific are they...Maybe some adventurers will be able to do it for them? Entry to these tunnels is rumoured to be via some cellars in the monastery or through an entry tunnel well-guarded by the Shiriffs. The sooner someone cleans out this bastion of evil the better things will be for everyone. ~ S #6965 Entrance to the Area Lore Section~ You have entered a large room that marks the beginning of the Area Lore section of the library. This section contains many valuable writings giving details on the various areas of Shadowdale. An adventurer would be wise to explore this section thoroughly. Who knows what useful gems of information may be found here? Exits to the north, east and west lead further into this section. ~ 42 24 0 D0 ~ ~ 0 -1 6973 6973 D1 ~ ~ 0 6975 6975 6973 D2 ~ ~ 0 -1 6967 6967 D3 ~ ~ 0 -1 6964 6964 S #6966 Hidden Vault~ You find yourself inside a huge vault. The vault seems to be impregnated with magic-deadening substances and anti-magic symbols are etched into the vault walls. Even these cannot totally suppress the power that radiates from the tomes stored here. The writings here are incredibly arcane. Only powerful magics have kept them from returning to dust many ages ago. One particualr volume draws your attention. It almost seems to be compelling you to read it. It appears to be a small book bound with burnished bronze and inscribed with glowing runes of power. Type READ BOOK to read the book. ~ 42 24 0 D1 ~ door~ 0 6959 6959 6964 E book~ I, Daran the Elder, write this in my seventh decade. This being an account of my reasearch via scry of the outer plane known as the Abyss. Know ye that the Abyss is a place of utmost evil, a fortress of ultimate chaos. It is populated by fiends and sentinels of awesome power and unmatched hatred for all outsiders who enter their realm. Learn reader, of the mighty Kraken, lone occupant of the great Abyssian Sea for he brooks the presence of no other. Learn reader, of the Abyssian Plains where resides the Treant and where the Githyanki knights wander. Learn ye reader, of that bastion of chaos and corruption, the Abyssian Castle. Be warned reader, for the castle is home to many of the Abyss' most powerful and chaotic beings. Learn O reader of Kalas, knight-protector of the castle, and of the hydra that guards the great spiral staircase. Learn too of the demi-lich, arch-mage supreme and truly invulnerable, and of his guardian the Death Knight, wielder of the great Sword of Ancients. Beware reader of the Crimson Death whose very touch is bane to life. Hear O reader of the castle's sentinels, of the white-gold manticores and the fearsome black slayers. And of the Storm Giants whose ferocity in combat is legendary. Be warned O reader, only the bravest and hardiest may enter the abyss and only those of utmost power and ability may return alive. ~ S #6967 Top of the Narrow Staircase~ You find yourself in a small room at the top of the narrow staircase. There really doesn't appear to be anything of interest here. To the north you see the entrance to the Area Lore section of the library. ~ 42 24 0 D0 ~ ~ 0 6965 6965 6964 S #6968 Tank's Haven~ You have entered a peaceful, little room. A tall statue of Tank smiles benevolently down on you. His famed halberd, companion of battles unnumbered, rests beside him. A sense of peace and safety pervades this room. You feel that this would be a good place to take a break from the cares of the world. ~ 42 24 0 D3 ~ ~ 0 -1 6969 6969 S #6969 Ornate marble hallway~ Your footsteps reverbrate softly as you enter another section of the hallway. Tall pillars line each side and sunlight streams down from a skylight high above you. Skilled artisans and stonemasons must have spent many hours toiling here for the walls and ceiling of the hallway are covered with countless carvings depicting scenes of battle and glorious victories. ~ 42 24 0 D1 ~ east ~ 0 -1 6968 6968 D2 ~ south ~ 0 -1 6970 6970 D3 ~ west ~ 0 -1 6971 6971 D4 ~ up ~ 0 -1 6972 6972 S #6970 Dalamar's Shrine~ You stand in the Shrine of Dalamar, a bright golden room that glows with a light all its own. Around the walls are various tapestries depicting Dalamar in all his glory. In front of you is a tapestry depicting a war between the good and evil dragons. The army of good, you notice, is led by Dalamar riding an enormous gold dragon, and he personally leads a charge into enemy territory. To the left you see a magical painting of Dalamar standing with all his loyal followers, protected by the same gold dragon as in the tapestry. And to your right is a mural depicting Dalamar, wielding the fabled sword Excalibur and wearing armor of the purest platinum, downing the most powerful minions of evil. In front of you is a small shrine, with a statue of a dragon adorning it. You feel moved by what you have seen here, and have the overpowering urge to pay homage to Dalamar. ~ 42 24 0 D0 ~ ~ 0 -1 6969 6969 E 0 0 -1 6969~ ~ S #6971 Holy Sanctum ~ This large room is apparently still under construction ~ 42 24 0 D1 ~ ~ 0 -1 6969 6969 S #6972 Shrine of Euphrates~ You reverently enter this shrine, dedicated to the most mighty of the undead mages ever to walk the earth, Euphrates. This room pulses with the great powers that it takes to keep one of the undead alive, and you see decorative banners around celebrating the existance of the goodly undead. You see a statue in the center of the room of Euphrates, staring at you from within a bright light. He smiles, and all feels right. ~ 42 24 0 D5 ~ ~ 0 -1 6969 6969 S #6973 A Narrow Corridor~ You walk between two rows of shelves, one to your right and one to your left. On these shelves lie a vast amount of knowledge that could do you good in this world. ~ 42 24 0 D0 ~ ~ 0 -1 6974 6974 D1 ~ ~ 0 6979 6979 6974 D2 ~ ~ 0 6965 6965 6974 D3 ~ ~ 0 -1 6962 6962 S #6974 A Narrow Corridor~ The shelves continue here, as well as the walkway that runs north and south. Much lore lies within the covers of the books. ~ 42 24 0 D0 ~ ~ 0 -1 6952 6952 D1 ~ ~ 0 -1 6977 6977 D2 ~ ~ 0 6973 6973 6977 D3 ~ ~ 0 -1 6960 6960 S #6975 Shelves of Lore~ The shelves of the library loom above you, surrounding you with more knowledge than you have seen in your lifetime. On a small table in the middle of the room is a large leatherbound tome with the marking "Book of the Woods" on its front cover. It seems interesting, and you pick it up to leaf through. ~ 42 24 0 D1 ~ ~ 0 6976 6976 6960 D3 ~ ~ 0 6965 6965 -1 E woods~ Besides what has been previously mentioned about the forest of Haon-Dor and its myriad of occupants in special regions, there are a number of other points of interest within the woods itself. East of Timnus the guardian is the mighty mother grizzly bear, a foe powerful enough to strike massive fear into the hearts of the hardiest veterans. Too, there is the woodcutter John and the brownie Shargugh. Both are not nearly so powerful, but they are able to put up a decent fight. Supposedly there is a castle in the forest that holds the most powerful of beings within it's walls. For the most part, like the other creatures residing in the forest itself, the creatures mentioned here are neutral. The woods of Haon-Dor are located west of Shadowdale. ~ E forest~ The Woods of Haon-Dor are a relatively unpopulated zone of this world. The only monsters that tend to occupy the zone are the wolves who hunt there and the great trees, friends of the druids. More or less, the forest is just a link between its Eastern neighbor Shadowdale and the more dangerous lands to the west. Connections from this zone lead to Shire, the Elven Woods, the Quicklings, the Great Tree of the Druids, the river, and further west to more mystical lands. The creatures of the woods are neutral in alignment. ~ E elf~ The Elven Woods are a small section of forest populated primarily by the elves themselves, as well as those animals that live there too. The area's residents are primarily good-aligned citizens who love peace more than anything else. The area is only for those people who are below the tenth level of experience, as the guardian elf Timnus will prevent all others from entering. Another aspect of the woods is the abundance of food, which can be found in the form of fruit and fish. The feared weapon known as the Warp Dagger is also said to be in the hands of the Elven Princess. Be warned, however, since the elves mete out punishment for various crimes swiftly and impassionately. The Elven Woods are located to the west of Shadowdale. ~ E quickling~ The quicklings are a species of evil elven type creatures located to the west of Shadowdale. While they are no challenge to the veteran fighter, the newcomer to fighting will probably want to stay away from this zone. The special trait that quicklings have is that they are able to attack very quickly, meaning that they have multiple attacks per round. They are led by the cruel king Tephanis, who occasionally has a sword that strikes quickly on its own, and his bracers that make one more agile and dextrous. ~ E book~ You open this large book to a table of contents. Below is a listing of what exciting zones you will find information on. The Woods of Haon-Dor...................................... page 7 The Quickling Woods........................................ page 31 The Elven Woods............................................ page 63 Assorted other facts on the WOODS.......................... page 91 To read a section, read either <elf>, <quickling>, <forest> or <woods> ~ S #6976 More Shelves of Lore~ You arrive at the end of a row of shelves and see yet more books towering above you in their majestic bookcases. There is a table in the center of the room with a thick volume lying on top of it. Looking at it, you see the title of the book is "The history of the cities of Thalos", written by some long-lost sage and translated into the common tongue by some modern author. There is a comfortable chair sitting next to the table, encouraging you to sit down and peruse the information in this book. ~ 42 24 0 D3 ~ ~ 0 6975 6975 6960 E desert~ The Great Eastern Desert is a feared place among all wise adventurers. The desert itself holds many pitfalls to lure the unwary adventurer in. There are multiple exit/maze loops to be found throughout, and probably some death traps as well. The most feared monster on all of Toril, the great purple worm, also resides in the desert. It requires huge amounts of manpower to kill, and it is capable of ravaging many a party. The other monsters in the desert while also evil, are not nearly as powerful, although they all can hide beneath the sands. The Super Repair Guy is sometimes to be found out here. The high level warrior guildmaster is supposed to be beyond the dunes to the far east, but the largest perils lie in that direction as well. The worm holds many mighty treasures within its grasp too. This zone is highly evil, and highly perilous, but it has its rewards. The desert is located south of New Thalos. ~ E new~ New Thalos, Pearl of the East, is ruled peacefully and wisely by the great Sultan. The city itself is a slightly larger, Eastern version of Shadowdale. The constant presence of cityguards keep the peace in the streets and prevent the lowlife elements from dominating the scene. The main purpose adventurers will have for this fabulous city is to train there at higher levels. The basic classes: mage/sorceror, fighter, cleric, and thief, all have upper level training halls located within the bounds of the city. The mobs in this city are primarily good and neutral. Too, there are many shops that sell all kinds of interesting items for the adventurer with a heavy purse. ~ E old~ The fearsome city of Old Thalos is located somewhere within the vast and perilous Great Eastern Desert. A crumbling city housing many dangers, the city has been deemed unsafe for travel as parts may collapse at any time. The mosters populating the city are among the most powerful in the game. Gangs of lamias wander the streets and attack whatever they see, and the beholder that rules the city from the Central Temple is unmatched by any monster in the world in terms of sheer power. The silver lining to this city, however, is that the Super Repair Guy can often be found here. He can repair the most grievous of damage to weapons short of total ruin for a price. ~ E book~ You open this tome to the first page, reading from it the table of contents. Section titles include the following: New Thalos, Pearl of the East Old Thalos, Tarnished Jewel of the Desert. The Great Eastern Desert To read one of these sections, read either <new>, <old>, or <desert>. You seem strangely disinterested in the rest of the lore in the books. Maybe history will interest you when you retire... ~ S #6977 Shelves of Lore~ You walk between rows of shelves covered with all sorts of interesting books. Lying on the floor in front of you is an old, thin, bloodstained book that looks kinda interesting. Brushing off the years of dust from the covers, you see it is a war journal written by an old general. Something makes you want to READ JOURNAL ~ 42 24 0 D1 ~ ~ 0 6978 6978 6960 D3 ~ ~ 0 -1 6974 6974 E journal~ This account of my final battles in the service of Shadowdale on their Eastern frontier is dedicated to my loyal soldiers who died alongside me. General Patton Tarrasch Section 1: Moria and the Unhuman war Section 2: Castle Python and the Grand Siege Section 3: Arachnos and the Insectoid War ~ E moria~ - We camped on the outskirts of the cave complex of Moria. Rumor has it that the goblins and others of their kind are going to invade the city, so my army and I were sent to stop them. We were left unbothered during the night. - We cleared the top level of Moria, an amazingly simple feat. The orc and goblin tribes, supplemented by kobolds were hardly a match for us fighters, although some of the squires were grievously hurt in today's battle. We heard rumors of a powerful force down below. - We sallied forth into the underground this morning. Finding the groups of yesterday reinforced by human mercenaries and ogres, not to mention a legion of elite hobgoblins, we were shoved back into a golden cave. There, guardian serpents and a powerful evil mage drove us back on all fronts. We took refuge at last night's battlelines. - We snuck down around to the lowest floor of Moria this morning. A brutal counterattack shattered the last of the resistance that the forces down there had, as the thieves were unwilling to fight too much. We found an elite guildmaster we respectfully left alone. We rose up out of the dungeons and considered our task a success. ~ E python~ - Our massed armies descended towards the castle of Python, located only a few miles east and south of the town. The Mayor decided that the castle is too powerful to be let alone, so we were assigned the duty of taking care of them and their power. As we camp for the night, the imposing structure looks like it should house many hundreds of guards. - One of the biggest shocks of my career had to be when we stormed the castle today. Not only did they open the gates for us, but there must not have been more than ten guards in the whole place! We routed most of them quickly, only having problems with the muscle-bound geeks in the weight room. On the morrow we shall go see the lord of this place. - Lord Python has finally fallen, but at what cost! The man is a fighting machine, far beyond the abilities of our men! Only by sheer numbers did we bring him down, and thus end the threat to our fair town. ~ E arachnos~ - Our greatest challenge as of yet arrives upon us. We have been asked to root out all foul denizens of the forests of Arachnos. This will challenge even our best fighters, as the creatures fight in mysterious ways, and can kill with a single bite. - We attacked the slave pens within Arachnos today, routing the hapless beings with ease. Following that, we descended into a canyon and shredded a group of spiders with the help of our mage Botarvv. Unfortunately one of the damnable creatures killed him at the end. Ah, that's life on the warfront. - We checked back on our path and found a mighty queen bee this afternoon. It took most of our forces to defeat it, but our job is not yet finished, and I am resolved to see the task to completion. My last few fighters and I will fight on to the bitter end. - I write this with the last strength I have... bitter is defeat, and the quashing of life that comes with it. We found numerous secret passages and stumbled into a massive dragon lair. There, the mighty Yevaud, armed and armored with mystical and rare items, put an end to my days. I only hope that my journal can help someone in the future... Good luck to Shadowdale... General Tarrasch ~ S #6978 More Shelves of Lore~ You search eagerly through this area of books, hoping to find some tidbit or two of information that will aid you in your journeys around Shadowdale. You look towards a low shelf and see a journal covered in black leather, obviously the work of a master of some sort. Looking further, it seems to be the diary of the great thief lord Wylie Baker. You want to READ DIARY, don't ya? ~ 42 24 0 D3 ~ ~ 0 6977 6977 6974 E end world~ Trapped beyond all hope of returning! How could this have happened to me? I wandered northeast of Camelot looking for a village to plunder. Instead, I find a massive beast thing in a nearby cave, thieves like myself in the woods, the shoreline slowly floating out to sea, and when I see if there is an island out there, I get blinded by the sun and float onto an island I can't get off of! Please, someone, help me and rescue me in one way or another! I will reward you handsomely (by sticking a dagger into your back) for doing so! HELP! ~ E forest woods rhowyn~ These forests are deserted entirely. Nothing, NOTHING at all to kill here or to loot from! This is a waste of time working around here! They oughta cut down these twisty confusing woods. The only sign of life I even saw around here was the troll... good thing I can swim, that guy is a toughie. Sticking my dagger in his back was nice though, lots of muscle and meat to cut through. Too bad he had no gold... woulda been nice to loot him. At least now I can get from the Camelot area to the Mage's Tower, though why I would want to visit either again is beyond me... ~ E carnival fairgrounds maypole~ The fairgrounds of the Maypole are located to the west of Camelot and those thrice-damned paladins. Anyway, this place offers slim pickings. While the few living creatures you can call people are easy enough to destroy, there is just no money around for the taking. Why I bothered coming here is beyond me. You have all kinds of circus attractions that gather people who don't have the money to pay for them, and then you have the FREAKS. These malformed things are no better than the rest of the crowds. There has to be money around here somewhere... I just know it. ~ E mage tower~ This place is one of the most horrible places to ever try to overthrow! All ye would-be thieves and world emperors, STAY away from here. The minions about are really powerful, and they don't appreciate thieves. They can hit hard, do a ton of damage, and they throw magic around like it would go out of vogue on the morrow. That Grenetta, who is a guildmaster of some sort, is absolutly deadly to cross. I would rather jump in a death trap than try to backstab her and her minions again! Anyway, that's that for a try here... will have to really clean up elsewhere tomorrow... ~ E camelot prydain~ Wylie Baker's diary on Camelot: This area is full of putrid goodness. They fill their coffers at the peasant's expense, calling it righteous taxtation. Then, they sit on their fat rear ends in their "mighty" castle and make laws to further persecute the peasants. You can't kill them because they can resist backstabs, and that cleric guildmaster who sits at Arthur's side is invincible! What a place... maybe I could make a killing by kidnapping that queen... something has to be done to knock those powerful do-gooders of their righteous pedestals... hmmmm..... ~ E diary~ This seems to be Wylie Baker's personal diary as he travelled throughout the lands north of New Thalos, plotting the world's downfall and seeking to rob the world blind. As you glance through the diary, it seems to be broken up into several main sections... Camelot and Prydain The Mage's Tower The Maypole and Carnival The Forests of Rhowyn The End of the World ~ S #6979 Shelves of Lore~ You walk between shelves covered in books. A number of them appeal to you, as they have information relating to the various areas around Shadowdale. To see a list a topics, check the book lying along the dusty floor. ~ 42 24 0 D1 ~ ~ 0 6980 6980 6974 D3 ~ ~ 0 6973 6973 6974 E Graecia~ Graecia is a small chain of islands and some landed regions lying on another plane whose entrance can be found to the far west and north of Shadowdale. The whole area is pattered after the legends and myths of Ancient Greece, i.e. the Minotaur, Medusa, the harpies, the cyclopses, etc. There are also serpents, pirates, mermaids, a golem, Queen Hippolyta and the amazons, the Nemean Lion, and a hydra. Most of the monsters in the region tend to be evil, meaning that your alignment will shift towards good as you kill here. Most of the monsters can be slain by a small group levels 15-25, or a hardy upper-level individual. There are also some nice armor items, primarily cloaks, guarded by some of the monsters here. Graecia also has connections to Hades and Olympus. WARNING: the whole region is extraplanar, thus normal methods of recall will not work. ~ E hades~ Hades is a diabolically evil zone located just to the east and slightly below Graecia. The denizens here are among the most powerful in all of the game. The exceptional level 50 individual will be able to clear the whole zone, but most high level people will have to come in groups to experience success without dying. There once in a while is a rare treasure to be found within the zone. This zone is populated by torturers, ropers, and acid monsters, and has the unique monsters Vlad the Impaler, the Master Torturer, and the Master Centaur ~ E olympus~ Mt. Olympus is an area for those who seek a real challenge in their fights. Populated by the Greek gods, who have fantastic powers of their own, this zone will give a true test of skill to the elite. These gods are primarily good and neutral, and have mystic powers beyond the understanding of mere mortals. This zone too, is extraplanar, and is located to the east and above Graecia. ~ E book~ This book lists a smapling of the lores that you will find on these shelves. To read about a particular topic, read the first word of it. Topics ------ Graecia and the Greek Myths and Legends Hades and Pluto's Underworld Olympus, the home of the Greek Gods ~ S #6980 More Shelves of Lore~ You walk into a dusty area of the library shelves. Obviously no one has used this area in a while. Lying under piles of dust are a number of aging tomes. However, you see one rather new tome lying on the shelves. On it's front cover is a picture, sorta like an aerial view, of the city of Shadowdale. ~ 42 24 0 D3 ~ ~ 0 6979 6979 6974 E book~ This leatherbound tome holds key information for the adventurer concerning the city of Shadowdale and immediate surrounding areas. While you are uninterested in military history, tourism figures, etc., you find several chapters about the perils and pitfalls around the area. Areas... Torture Keep <read torture> Spiderhaunt Woods <read spiderhaunt> The Chess Board <read chess> The Temple of Lathander <read temple> The City of Shadowdale <read city> Economics of Shadowdale <read shops> ~ E torture~ The Torture keep is supposedly a facility that used to be a prison for the most dangerous inmates of Shadowdale years ago. Eventually, the prison was forgotten by the people of Shadowdale. Mutating, these inmates took control of the facility. Controlling the whole area and committing positively evil acts, the inmates hold tremendous power. The facility is located south of Shadowdale and is intended for mid and high level groups. There are several special items held by the dastardly monsters, including some powerful weaponry of some sort. ~ E spiderhaunt~ The Spiderhaunt Woods are primarily a newbie area to adventure and gain your first experience in fighting your enemies. The main population around here are a small group of goblins who have a camp in the area. Also within the area are typical forest creatures like wolves and spiders. The monsters here are primarily neutral and slightly evil. This area is intended for newbies, with no special dangers or items involved. ~ E chess~ The Chess Board is another newbie zone designed for the beginning player who is either staring out or practicing some skills on the mobs. Located within the Ivory Tower on the west side of Shadowdale, the Chess Board is intended for those people under level 10. The mobs include chess pieces which increase in power as would a real chess piece. The special monsters in the zone are the Jabberwocky and the Flame. The Flame supposedly has a powerful sword and mystical leggings. The monsters here are either a little good or a little evil depending on their color. Besides what has been mentioned, there are also other mobs such as Net Lag, the Oil Beasts, and Jugglernauts. They are of medium power to a low-level player. ~ E temple~ The Temple of Lathander is located in the northern section of Shadowdale. Containing many useful rooms, as well as a labrynth of rooms in its western section, the Temple is an integral part of any adventurer's life. The donation room is where a new adventurer can often find his first weapons and armor. The mortal-mortal/mortal-immortal bulletin board is also located in this structure, and the Hall of Rules is located within too. The labrynth has a myriad of mid level creatures that are intended for groups of PCs around level 5, or for the solo effort on level 10+ ~ E city~ The city of Shadowdale is the base for most of the adventurers on this world. A fortress of goodness, the city is actively patrolled by the cityguards in force. The cityguards themselves, and the more powerful Guard Royales are powerful fighting forces of goodness. Within the city are many shops (see next chapter please) and the guilds for all the character classes except the druid and monk. In the southern part of the city reside the mayor and the Grand Knight of Paladins. The Knight has much armor of the purest good, excellent wear for paladins and rangers. The other key resident of the city is Elminster the mage, one of the most fearsome figures in all the game. Shadowdale is located on top of Shadowdale :) ~ E shops~ Besides the aforementioned aspects of Shadowdale, the town serves as the commercial center of the region. Along the main street are shops selling all sorts of weapons and armor, magic items and potions, food, and adventuring needs. If you look further in the town, there is an inn, a tavern to sell you alcoholic needs, and a scribe to mail your best friends with the latest gossip. Just bring your money, since the shops DON'T take Visa OR American Express. ~ S #6981 The End Of A Long Narrow Hallway~ Well, you've finally finish your self tour. We do hope that you learned something and that we were helpful. Be sure to practice common curtesy and remember to be social. Be friendly to others and they shall do the same to you. Now go out there and kick some butt!!! Enjoy your stay. ~ 42 24 0 D0 ~ door~ 0 6984 6984 6974 S #6982 Food & Drinks~ What animals have been here? Bits of food and puddles of dripeped drinks are all over the place. Not of any surprise to you, there is a small book under all this garbage. It has big red fat letters making out the word 'Satiate' on the front of it. ~ 42 24 0 D1 ~ door~ 0 6984 6984 6974 E satiate~ Like any living being, you must have food and water to sustain a healthy life. You will find shops all around town that will gladly sell you the necessary nourishments..provided that you also have the necessary monitary units. You will also find two complimentary cups and breads in your inventory to start you off with. If you should happen to run out of food-and money, you many be able to locate some in the 'Donation Room'. There is also a despensing water f fountain located at the 'Meeting Square' for your refreshment needs. You may choose to sip your drinks or taste your food for means of conserving. This way the food/drinks do not go away as quickly..but of course you aren't as full as you would be if you had consumed it whole. ~ S #6983 Moving On Up~ Unlike the other rooms, this one has a window. An itty bitty pamphlet is resting on the window sill. Some stools are situated at the corners of the walls. There is a small sign hanging in the back of the door. ~ 42 24 0 D3 ~ door~ 0 6984 6984 6974 E pamphlet~ Here is where you learn all about leveling. When you go off and fight a mob, you will get experience for it. Your experience will accumulate throughout every fight. When you reach the necessary experience for the next level, you will need to go to your guildmaster and "gain". There, you will gain more hp more mana, and sometimes more v (movement/vitality). You will also get a few practice sessions. This process goes on throughout your adventurous life. The higher level you are, natually the more you can kill. The amount of xp needed for you next level should appear in your "score" , you may also type "level <class>" to see the amount of total experience required for each level. It gives you a list of the level xp amount and title for each level. ~ E sign~ For those of you who would like to be able to change your titles: Once you have reached level 20, you may change you title. To change you title, follow this format: Title <message> Have some fun! ~ S #6984 A Long Narrow Hallway~ Surprise surprise..it's the same dark silent hallway that you've been in. You are starting to feel paranoid, the eering silence is getting to you. You take a deep breath and continue your journey of knowledge. ~ 42 24 0 D0 ~ door~ 0 6987 6987 6974 D1 ~ door~ 0 6983 6983 6974 D2 ~ door~ 0 6981 6981 6974 D3 ~ door~ 0 6982 6982 6974 S #6985 Practice Makes Perfect~ This room looks as if a tornado hit it. Everything is scattered..and not to mention torn. You manage to find one little page that isn't torn that bad. It has the words 'practice' written on it. You think that it's a good idea that you take a look at it. A small sign is nailed to one end of the wall. ~ 42 24 0 D1 ~ door~ 0 6987 6987 6974 E practice~ You probably did a "pr <class>" earlier and were disappointed to see that most, if not all, of your skills/spells were either (not learned) or (bad). No need to worry, because you can change that! All you need to do is go to your guildmaster and he/she will kindly help you better your skills/spells. When you go to him/her, be sure to type "practice" or "pr" with no arguments to see how many practice sessions you have, and the skills/spells available to you. You may then choose to spend those practice sessions by typing "pr <skill/spell name>" , or save it for later and higher skills/spells. ~ E sing~ ~ E sign~ For those of you who are multi-class: The amount of practice sessions that you see at one guild is the TOTAL amount of the practice sessions that you have for all your classes. For example, if you are mage/warrior and you go to the mage guild and notices that you have 4 practices sessions. If you spend 3 of those sessions for your mage spells, then you will only have 1 session left for when you go to your warrior guild. You obtain more practice sessions everytime you gain a level. ~ S #6986 Consider This~ A semi-thick book is laying here on the ground..aside from that the room is very empty. You dust off the book and finally see the title of the book. It is titled 'Battle'. ~ 42 24 0 D3 ~ door~ 0 6987 6987 6974 E more~ To get a more exact estimate of the opponent, consult the Loremaster located in Mordinlia. He might has some useful skills that he can teach you so that you can obtain more information about the mob you are killing. We also have an area specifically designed for those curious of mobs. You may want to take a browse at that. It contains some useful background history on the mobs of Shadowdale. ~ E battle~ Okay, okay, okay..so you wanna know about killing mobs, eh? Well, a smart adventurer will never attack anything that he/she is unsure of. To know if you can kill a mob, you simply "Consider" them. A much used abbreviation for that would be "con". You should keep in mind, however, that just because a mob has been "con" at Easy, or Rather Easy, dosen't necessarily mean that you can beat them. Con is a rough esitmate by your level and the opponent's. See 'more' for more information. ~ S #6987 A Long Narrow Hallway~ You are starting to get the idea of this whole setup. Hallway, rooms, more hallways..more rooms - you'd think the creator of this area would have a bit more imagination. ~ 42 24 0 D0 ~ door~ 0 6990 6990 6974 D1 ~ door~ 0 6986 6986 6974 D2 ~ door~ 0 6984 6984 6974 D3 ~ door~ 0 6985 6985 6974 S #6988 Who's There?~ Some chairs are spread out about here..they look quite comfortable. A little table is in to your immediate right, it has a book on it. ~ 42 24 0 D1 ~ door~ 0 6990 6990 -1 E book~ Okay, so far I'm sure you have heard a shout and gossip or two from other players. To find out others that are also logged on, simply type "who". If you wish to know which gods are on, type "who god". That makes sense, don't it? You may also find out other odds and ends about the mud around you by typing "world" or "info". "Whozone" - tells you other pcs that are in your zone. "Where <name>" - allows you to locate specifically where an individual pc or mob is at in your zone. (such as: where bob) "Wizlist" offers a list of all the gods that keeps Shadowdale running smooth and clean. ~ S #6989 Spells and Skills~ A small bookshelf is on one end of the wall with a red book sticking half way out. As you look closer you see that it's a book or spells and skills. To look at the book, simply type "read book". ~ 42 24 0 D1 ~ door~ 0 6993 6993 6974 E spell~ Here you will learn all about spells. When you type "pr <class>" , you should get a list of the spells that are available to you at the current level. As you advance thoughtout your adventurous life, your spells will increas. You may get additional information on certain spells by using the "help" command. Be sure to place the complet name since the help list is given according to alphabetical order. If you wish to learn yourself of additional spells or spells to come, you may type "allspells". ~ E skill~ Here you will learn all about skills. When you type "pr <class>" , you should get a list of the skills that are available at your current level. As you advance throughout your adventurous life, your skills will increase. Such skills such as sneak or hide can be praticed when not in combat. It , like all skills, will improve through use. You may also obtain new skills aside from those offered by your guildmaster. The ninja master and hunter are two who can teach you some helpful new skills. ~ E note~ NOTE: If you are a psionist, you will type "pr i" to get your spell list, instead of "pr p". ~ E book~ Sections of Inquiry: Spell (look under spell) Skill (look under skill) Note (Please read) ~ S #6990 A Long Narrow Hallway~ Other than the occasional flicker of the light emitting from the torches on the post of the wall, the hallway looks rather empty and quiet. You have the urge to scream out real loud, but you know better, so you won't. ~ 42 24 0 D0 ~ door~ 0 6993 6993 6974 D1 ~ door~ 0 6991 6991 6974 D2 ~ door~ 0 6987 6987 6974 D3 ~ door~ 0 6988 6988 6974 S #6991 The Prayer Room~ This room seems very well lit. Three small cushions are here in a row. That's probably where some come to pray you figure. On each cushion is a small book with the title "My Prayer Book". You feel very tranquil here. ~ 42 24 0 D3 ~ door~ 0 6990 6990 6974 E book~ Well, guess what we're gonna learn today? You guessed it! Prayers. It is actually quite simple. Since you should have already learned about the command "help", you can easily find out what PRAY does. Just type "h pray" to see. You may only pray ONCE per day, and the possibility of your prayer going thru is based on your level/experience, as well as your class. When you pray, be sure to INCLUDE the name of your deity, otherwise it is most likely left unanswered. Format of the prayers should be as follows: Pray <diety name> <Prayer> Examples are: pray Celestian will you kindly direct me to the route of Moria? pray Ator may I have a sanctuary potion please? Be sure to keep your prayers short and to the point. (NOTE: Praying to a god that is not logged on at the current time will most likely leave your prayers unanswered as well.) ~ S #6992 Help Me Help You~ Some few scattered books and pamphlets are here. One pamphlet in particular seems to be used quite a bit. You decide to take a look at it. ~ 42 24 0 D3 ~ door~ 0 6993 6993 6974 E 2.pamphlet~ h ~ E pamphlet~ Usually when you have a question or a problem, you would ask for help. Well, here at Shadowdale we pride ourselves of that. The command "Help" will give you a list of general help. You may want to branch off of the areas that the list provides..to do so, simply type "Help <field>" - such as for example: help report help say Try it and have some fun. If you are as smart as we know you are, you should realize by now that "h" can be substituted for "help", such as "h social". ~ S #6993 A Long Narrow Hallway~ Other than the dim light that the hallway torches are emitting, the hallway looks very quiet and empty. There is a sign hanging down from the ceiling. ~ 42 24 0 D0 ~ door~ 0 6995 6995 6974 D1 ~ door~ 0 6992 6992 6974 D2 ~ door~ 0 6990 6990 6974 D3 ~ door~ 0 6989 6989 6974 E sign~ A Reminder: Follow rules, behave yourself, and put the books back where you found it. ~ S #6994 All About Myself~ The room seems well lit. There is a big round wooden table in the center. You notice a small pamphlet on the table; it seems important. To find out what is on it, simply type "read pamphlet". ~ 42 24 0 D1 ~ door~ 0 6995 6995 6974 E pamphlet~ Before we can learn about anything, we must first learn about ourselves. If you type the word "Score" you will notice a brief little history and some information about yourself. It tells you your age, your alignment, and a few other small but important necessitites to the life of a mudder/adventurer. A true adventurer should not be bothered with typing out each and everything, therefore if you will type "sc", it will save you a shaving of the time. You will discover abbreviations such as that and many others along the way. ~ S #6995 A Long Narrow Hallway~ As you stare down the endless passageway, you notice that it branches off into several exits along the way. You try to focus your eyes to make out the rest of the hallway, but it is too dimly lit to tell. ~ 42 24 0 D0 ~ door~ 0 6903 6903 6974 D1 ~ door~ 0 6996 6996 6974 D2 ~ door~ 0 6993 6993 6974 D3 ~ door~ 0 6994 6994 6974 S #6996 A Small Room~ There are scattered books all about you. This seems to be the place where all the old outdated books go. A few torn pages lie around the floor. Discarded and a couple of worn books rests on the shelves that line the walls. You try to make your way out of here as delicately as you can without stepping and tearing anymore of the ragged books that seems to be covering most of the floor. A few books are stacked up in a neat little pile at one corner...these books seems to be well-kept and in fair condition. As you look closer, the book seems to be opened to the table of contents. "Read Contents" to see what it says. ~ 42 24 0 D3 ~ door~ 0 6995 6995 6974 E contents~ Certain little things you should know: Alias Numerous (items or mobs) ~ E alias~ Type "h alias" to see what it does. ~ E numerous~ When dealing with more than one item or mob: Sometimes you will have two of the same thing in your inventory..such as cups or bags. To remove one, simply type "2.cup" or "2.bag" ,depending on which one of it you want to deal with. It is very important to put that little dot there. If there is a pile of the same thing on the ground and you want to get a pile of one particular item, type 'get all.<name>". An example would be "get all.cup" . You will pick up all the cups you can carry and leave anything else on the ground. The same will work for mobs. If you wish to look at a specific mob when there are more than two of the same. Just type "look 2.<mob name>". You will notice that this command is very useful and come in handy a lot of times. ~ S #6997 Unclaimed.~ Hi, I'm suppose to be a book. Read me. Type read book. ~ 42 0 0 E golf~ A game, played with clubs, balls, and large playing fields,.<brief> ~ E sign~ OUT TO LUNCH Please leave the title of the book, author, and/or subject on the desk. Thank you for your cooperation. ~ E book~ Moon Elves Golf And what have you...:) ~ E Moon~ Moon Elves are the most common elves on Toril. They commonly have pale skin and have golden flicks swirling within their eye no matter which colour of their irsis.~ E gold~ Gold elves aren't as friendly as Moon elves and at first glance seem to be haunting and arrogant. They generally see themselves as superior to all other races, sometimes this way even to other races of elves. Gold elves resepect intelligence and usually attain great levels of achieve- ment in arcane fields. ~ E green~ Green elves are larger and stronger than the rest of there fellow elven kin, although all elves of the Forgotten Realms stand human height. Green elves typical stand anywhere from 5'9" to 6'5". Most green elf communities are exonophobic and will one give one warning to intrudes before they find themselves fleeing arrows and mad elven warriors. They do not trust outsides easily but once befriend by make excellent companions. ~ S #6998 Unclaimed.~ Unfurnished. ~ 42 0 0 S #6999 The Realm of the Dead~ You are standing on an immense, grey stone floor that stretches as far as you can see in all directions. Rough winds plunging from the dark, starless sky tear savagely at your fragile body. ~ 42 8200 0 D0 The hard floor seems to go on forever. ~ ~ 0 -1 6999 -1 D1 The hard floor seems to go on forever. ~ ~ 0 -1 6999 -1 D2 The hard floor seems to go on forever. ~ ~ 0 -1 6999 -1 D3 The hard floor seems to go on forever. ~ ~ 0 -1 6999 -1 E sky wind winds~ Cold winds plunge ceaselessly at you from the dark, cloudless sky. ~ E floor~ The stone floor is the same shade of grey as the sky and is completely plain and unscratched. It is probably too hard for anything to leave as much as a scratch on it. ~ S #7001 The muddy sewer~ You are standing in mud to your knees. This is not the kind of place for a picnic. The muddy sewer stretches further into the south. ~ 43 9 5 D2 You see the muddy sewer continuing into the darkness to the south. ~ ~ 0 -1 7002 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7002 The muddy sewer junction~ The muddy sewer stretches into the dark to the south. It looks as if no person has ever sat his foot here before. It's too muddy for that anyway. The sewer leads north, south and east from here. ~ 43 9 5 D0 The muddy sewer stretches into the dark to the north. ~ ~ 0 -1 7001 -1 D1 East. The muddy sewer leads into a bend that goes south. ~ ~ 0 -1 7007 -1 D2 South. The muddy sewer ends in a mudhole that way. ~ ~ 0 -1 7003 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7003 The mudhole~ You stand in mud all the way up to your thighs and it's not too comfortable since you are used to a somewhat different environment. The sewer leads to the north of here. In the middle you can just make out an enormous drainpipe leading down. ~ 43 13 5 D0 North. The muddy junction lies in that direction. ~ ~ 0 -1 7002 -1 D5 The muddy drainpipe leads down through the mud, otherwise it is utterly dark. ~ ~ 0 -1 7101 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7004 The Dark Pit~ You are standing by the edge of a dark pit that leads down into even deeper darkness. >BWWAAADDRR< - The smell from down there is unbearable. The sewer stretches into the darkness to the east. ~ 43 9 0 D1 East. The sewer leads into the sewer junction. ~ ~ 0 -1 7009 -1 D5 The Dark Pit leads down an down and down ... well you can't see the bottom anyway. There are bars that function as a ladder on the side. ~ ~ 0 -1 7102 -1 S #7005 The muddy sewer~ You are standing in the middle of a bend of the sewer pipe. It is very dark around here and the mud is sticking to your legs, not very pleasant. The pipe leads east and south from here. ~ 43 9 4 D1 East. The mud stretches on into the darkness. ~ ~ 0 -1 7011 -1 D2 South. There is even more mud in that direction than where you are now. Incredible. ~ ~ 0 -1 7006 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7006 The muddy sewer~ You are standing in something that reminds you very much of porridge, this has the advantage that it's not hot, it's rather cold actually. The pipe bends to the north and east. ~ 43 9 5 D0 The muddy sewer pipe leads into a bend that goes east. ~ ~ 0 -1 7005 -1 D1 The pipe leads into a bend that goes south. Interesting, there's mud on the floor there. ~ ~ 0 -1 7012 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7007 The muddy sewer bend~ This isn't your idea of a place to stay too long. You're in up to your knees in something that resembles mud, but you're not quite sure. The bend in which you stand leads west and south. ~ 43 9 5 D2 The pipe leads into a intersection that goes south and east. The floor here is still covered in mud. ~ ~ 0 -1 7008 -1 D3 The pipe (still filled with mud) leads into a intersection that goes north and south. Interesting. ~ ~ 0 -1 7002 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7008 A muddy intersection~ You have both your feet safely stuck in mud. It isn't the mud that's wrong it's the smell, the sounds, the total darkness that surrounds you. Everything here is so depressing. The pipe leads on with a trail of thick mud to the north, east and south. ~ 43 9 4 D0 North. The pipe goes into a bend with a load of mud all the way up the walls. The bend leads west. ~ ~ 0 -1 7007 -1 D1 East. This way like a place for the annual mud festival, although the stench wouldn't allow any happiness at all. The pipe leads into a bend that leads north. ~ ~ 0 -1 7014 -1 D2 South. There's less mud in that direction. *smile*. Your light doesn't cover enough space for you to see much more than that it leads into some sort of junction. ~ ~ 0 -1 7009 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7009 The Sewer Junction~ You stand in the middle of a huge junction of sewer pipes right under what you'd think was an air shaft. The sewer pipes lead to the north, south, east and west. It look quite impossible to force your way up. ~ 43 9 3 D0 North. Mud is the floor basis in that direction. Yummy. ~ ~ 0 -1 7008 -1 D1 YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies. ~ ~ 0 -1 7017 -1 D2 North. This direction looks quite nice actually. The pipe leads into a bend that goes east. ~ ~ 0 -1 7010 -1 D3 A few yards ahead - away from this junction - there is a pit leading down, but the smell from there...>PHEWW<. ~ ~ 0 -1 7004 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7010 A bend in sewer pipe~ You are in a bend in the sewer pipe. A strong smell seeps in from the north. The sewer goes north and east. ~ 43 9 2 D0 North. You are staring into a huge junction with exits in all directions. ~ ~ 0 -1 7009 -1 D1 East. The Pipe leads into utter darkness that way. ~ ~ 0 -1 7018 -1 S #7011 The muddy sewer pipe~ You have entered a kind of tube intersection that leads south, west and east. Your legs are covered in mud up to the knees. REAL yucky! ~ 43 9 5 D1 East. There's less mud in that direction, or that's your impression. ~ ~ 0 -1 7024 -1 D2 That way is lost in darkness, though you sense less mud in that direction, perhaps even a complete end to this sludge that surrounds you. ~ ~ 0 -1 7021 -1 D3 West. The mud reaches that way too, all the way up the walls. ~ ~ 0 -1 7005 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7012 The bend in the Muddy sewer~ This is not your idea of a holiday. You stand in mud up to your knees. It's absolutely inconceivable how all this mud could have been placed here. The pipe leads to the west and south. ~ 43 9 5 D2 South. There's even more mud that way, incredible! Although it looks like an intersection in the sewer system that leads east and south. ~ ~ 0 -1 7013 -1 D3 West. All you can see, is that the pipe leads into a bend that goes north. But there's less mud in that direction, however odd that sounds. ~ ~ 0 -1 7006 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7013 A MUDDY intersection~ You wouldn't want to know the true feeling of standing in this mud up to your hips. >BWAADR<. All that fills your mind right now is the dream of a hot bath. This is NOT very clean mud you know, remember you're in the sewer! The pipes leads north, south and east. ~ 43 9 5 D0 North. Sludge and sediment fills this corridor of the sewer that leads into a bend going west. ~ ~ 0 -1 7012 -1 D1 East. You can see absolutely nothing of interest in that direction (Maybe that's why it's so damn interesting.??) There's no mud in that direction either, GREAT! ~ ~ 0 -1 7026 -1 D2 South. All you can see is more mud! Although the pipe goes into a bend leading west. ~ ~ 0 -1 7014 -1 E sediment~ It's NOT the kind of matter that would concern you too much, normally, but as you are in the middle of it, it just might become your main concern. REAL YUCKY! ~ E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7014 Muddy sewer~ You stand in a bend of the pipe system of the sewer with mud up to your thighs. Contemplating a higher level of existence here would be utterly inappropriate, as the smell would keep any intelligent creature from even thinking of anything but getting away from this foul end of the WORLD. The bend goes from north to west. ~ 43 9 5 D0 North. Filled with mud, that place looks like an impassable intersection with pipes leading north and east. ~ ~ 0 -1 7013 -1 D3 West. There's less mud that way, maybe you're on your way out of this foul place. ~ ~ 0 -1 7008 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7015 The old well~ You are standing by an old and worn well from before this century. The sewer leads to the east from here and the well leads down into darkness. Metal bars implanted in the side of the well lead down as a ladder. ~ 43 9 3 D1 East. You see, because of the utter darkness that surround you, absolutely nothing. Your light isn't of much use for that kind of distance. ~ ~ 0 -1 7028 -1 D5 Down the well there's even less light than up here, so ... sorry, you can't see a thing. There are metal bars in the side leading down into the darkness. ~ ~ 0 -1 7105 -1 E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. ~ S #7016 The ordinary bend~ You are in the middle of a bend in the pipe system of the sewer system, WHAT a place!!! The pipe leads to the south and the east. ~ 43 9 1 D1 East. What a quiet place you've found there. It's an intersection that have pipeways going north and east. ~ ~ 0 -1 7021 -1 D2 South. You see nothing at all in that direction it's too dark anyway. ~ ~ 0 -1 7017 -1 S #7017 The sewer junction~ You are in a junction that leads north, west and south. ~ 43 9 1 D0 North. You see a bend. ~ ~ 0 -1 7016 -1 D2 South. It looks like a pipe junction just like this one. Only that one leads east and west. ~ ~ 0 -1 7018 -1 D3 West. There's a junction with four pipelines in that direction. ~ ~ 0 -1 7009 -1 S #7018 The ordinary junction~ This looks like an ordinary junction, actually it seems very quiet here. The pipelines lead west, east and north. ~ 43 13 1 D0 To the north you can see a junction like this one, leading north and west. ~ ~ 0 -1 7017 -1 D1 To the east there's nothing of particular interest, though there's a junction with pipelines leading norht and east. ~ ~ 0 -1 7031 -1 D3 There's a bend to the west leading north. ~ ~ 0 -1 7010 -1 S #7021 A quiet pipe junction~ This is the kind of place to rest, though the smell could be a LOT better than this. The sewer goes east, north and west from here. ~ 43 13 1 D0 In that direction, you can't see anything. It's just too dark. ~ ~ 0 -1 7011 -1 D1 There's an ordinary junction in the pipe system to the east ~ ~ 0 -1 7029 -1 D3 West. There's an ordinary bend leading south into the sewer system in that direction. ~ ~ 0 -1 7016 -1 S #7022 The odd room with smooth walls~ As you enter you hear a loud click from one of the walls ... and you fall and fall and fall ... . . . . ... And come to an abrupt end. THIS is strange indeed. There's an arched entryway leading down. ~ 43 9 5 D5 Down. It's utterly dark that way, though you can make out an intersection of sewer pipes leading west, north and east. ~ entryway~ 0 -1 7112 -1 S #7024 The sewer~ You are standing in mud up to your ankles. This is an intersection with sewer pipes leading east, south and west. ~ 43 13 1 D1 To the east there's a peculiar looking round room. ~ ~ 0 -1 7037 -1 D2 To the south there's another intersection with pipes going south and east. ~ ~ 0 -1 7025 -1 D3 To the west there's another intersection like this one, with sewer pipes leading south and west. ~ ~ 0 -1 7011 -1 S #7025 Another intersection~ You have never seen anything so BORING...This is an intersection with pipes leading north, south and east. ~ 43 9 1 D0 To the north there's an intersection, where the pipes are leading west and east. You notice that the floor to the west is covered in mud. ~ ~ 0 -1 7024 -1 D1 East. You see nothing of interest in that direction, just another intersection. This one leads east and south. ~ ~ 0 -1 7038 -1 D2 Another intersection lies to the south. It leads west and south. ~ ~ 0 -1 7026 -1 S #7026 A junction~ This one seems interesting, a big difference from all the other junctions. It seems cleaner than the rest of them. Weird. Something that looks like an air shaft leads upwards, but it looks far too slippery to climb. The pipes lead to the south, west and north. ~ 43 13 0 D0 North. You see an intersection there, leading north and east. ~ ~ 0 -1 7025 -1 D2 To the south there's ANOTHER junction leading west and east. ~ ~ 0 -1 7028 -1 D3 To the west you see a load of mud and sediment in the sewer. That should be an intersection there but you're not quite sure. ~ ~ 0 -1 7013 -1 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7028 The sewer junction~ You stand in a junction of sewer pipes leading north, east and west. ~ 43 9 1 D0 ~ ~ 0 -1 7026 -1 D1 To the east you can see a bend in the pipe going south. ~ ~ 0 -1 7034 -1 D3 To the west you can just make out an old well. ~ ~ 0 -1 7015 -1 S #7029 The Triple Junction~ You stand in the middle of a huge junction of concrete sewer pipes. The pipes lead into three different directions : east, south and west. ~ 43 9 1 D1 East. You can see a bend in the sewer pipe leading north. ~ ~ 0 -1 7035 -1 D2 To the south there's a ENORMOUS quadruple sewer junction, all lit up by an odd light. ~ ~ 0 -1 7030 -1 D3 To the west you can just make out another junction similar to the one you are standing in. ~ ~ 0 -1 7021 -1 S #7030 The Quadruple Junction Under the Dump~ You are standing in something that reminds you of an entry to an ant hive. There are enormous concrete pipes leading north, south, east and west. There's also a metal ladder built into the concrete wall leading up through a layer of garbage. ~ 43 13 1 D0 To the north you can see a huge triple junction with sewer pipes leading west and east. ~ ~ 0 -1 7029 -1 D1 East. You can see a pit in the floor. ~ ~ 0 -1 7036 -1 D2 To the south there's a huge junction with pipes leading east and west. ~ ~ 0 -1 7031 -1 D3 To the west there's an odd looking room with totally smooth walls. ~ ~ 0 -1 7022 -1 D4 Up through the garbage you can just make out what looks like the Dump in Shadowdale. ~ ~ 0 -1 3030 -1 E ladder~ It looks as if it's made of stainless steel, and it would very well function as a club of considerable power, but alas ... You can't take at all since it's firmly set into the concrete wall. ~ S #7031 A triple junction~ You stand in a junction with pipes leading west, north and east. ~ 43 9 1 D0 To the north there's a ENORMOUS quadruple sewer junction, all lit up by an odd light. ~ ~ 0 -1 7030 -1 D1 East. You can just make out a triple junction leading north and east. ~ ~ 0 -1 7044 -1 D3 West. You can just make out a triple junction leading north and west. ~ ~ 0 -1 7018 -1 S #7034 A bend in the sewer pipe~ You can look in two directions where the pipe leads : south and west. ~ 43 9 2 D2 To the south you can see another bend leading west. ~ ~ 0 -1 7035 -1 D3 West. You can just make out a triple junction leading north and west. ~ ~ 0 -1 7028 -1 S #7035 The sewer pipe bend~ You can look in two different directions where the pipe goes : west and north. ~ 43 9 2 D0 North. You see another bend leading west. ~ ~ 0 -1 7034 7034 D3 You can see another junction although this one is a triple one with pipes going south and west. ~ ~ 0 -1 7029 -1 S #7036 The pit~ You stand in a section of a pipe that leads to a dead end. In the floor there's a pit leading down. There are bars set in the side of the pit wall functioning as a ladder. ~ 43 9 5 D3 West. You can see a dimly lit quadruple junction with an exit up. ~ ~ 0 -1 7030 -1 D5 Down the pit it's utterly dark you can't see a thing. ~ ~ 0 -1 7122 -1 S #7037 The round room~ As you enter the room it starts rotating - at first slowly, later faster and faster - You get totally confused as to where up and down is, but you are certain that the doorway is in the opposite direction of what it was when you entered. It now leads east. There was only this one exit. ~ 43 9 1 D1 You can just make out a smaller room with a chair. ~ ~ 0 -1 7050 -1 S #7038 The three way junction~ You are standing in a junction of pipes that lead west, east and south. ~ 43 9 1 D1 East. You can make out a dimly lit Guard Room. ~ ~ 33 -1 7045 -1 D2 To the south you can see what looks like a store room. ~ ~ 33 -1 7039 -1 D3 West. You see another junction similar to this one leading north and south. ~ ~ 0 -1 7025 -1 S #7039 The Sewer Store Room~ You stand in a small room lit by a single torch set in the wall. The only way out of here is to the north. ~ 43 8 1 D0 To the north you see a pipe junction. ~ ~ 33 -1 7038 -1 S #7041 The Shaft~ You are standing by the edge of a deep, dark shaft leading down. A single ladder is your tool to work your way down if you so wish. The sewer pipe leads south from here. ~ 43 9 1 D2 To the south you can see the pipe leading further south into darkness. ~ ~ 0 -1 7043 -1 D5 Down and utter darkness. There's absolutely nothing to be seen in that direction. ~ ~ 0 -1 7123 -1 E ladder~ Firmly set into the wall of the shaft it's impossible to even rock, is your estimate. ~ S #7043 The Sewer Entrance~ You stand in the middle of a pipe that leads from north to south. Above you an air shaft leads up into sunlight. It seems totally impossible to go up that way. ~ 43 9 1 D0 To the north you can just make out a huge shaft leading down. ~ ~ 0 -1 7041 -1 D2 To the south you can see a triple junction leading west and east. ~ ~ 0 -1 7044 -1 S #7044 The junction going three ways~ You are in a passageway in the pipes of the sewer system leading north, east and west. ~ 43 9 1 D0 You see a sewer pipe leading north. ~ ~ 0 -1 7043 -1 D1 ~ ~ 0 -1 7049 -1 D3 West. You see another junction very similar to this one that leads north and west. ~ ~ 0 -1 7031 -1 S #7045 The Sewer Room~ You are standing in a large room with chairs set in the walls. You have the feeling of being watched. To the south there's an entry to a larger room. The room is lit by five torches, also set in the walls. To the west there is a doorway leading out to the sewers. ~ 43 8 1 D2 You can see an even larger room than this one, filled with light. ~ ~ 0 -1 7046 -1 D3 To the west you can see the sewers. ~ ~ 33 -1 7038 -1 S #7046 The Sewer room~ This is a Room with walls that glitters like gold though not quite like it. This is strange as it looks as if the glitter lights the whole room. It looks very bright. To the south the floor is covered with yucky water. The North leads to sort of a Guard Room. ~ 43 8 1 D0 To the north you can see the guard room. ~ ~ 0 -1 7045 7045 D2 To the south there is nothing but water and an exit leads east from there. ~ ~ 0 -1 7047 -1 S #7047 The Pool in the sewer~ You stand in water to your waste. To the north is the entrance to this room. A single door leads east. ~ 43 8 1 D0 To the north you see the entrance to this room. ~ ~ 0 -1 7047 -1 D1 You can see an enormous hall through the doorway. ~ ~ 33 -1 7053 -1 S #7048 The Sewers~ You stand in a dead end of the sewer. The only way out is south. You can see a shaft leading up but it looks too difficult to go up that way. ~ 43 9 1 D2 ~ ~ 0 -1 7049 -1 S #7049 The junction~ You stand in a junction leading north, west and east. ~ 43 9 1 D0 ~ ~ 0 -1 7048 7048 D1 Darkness has closed in on that part of the sewer system, you can't see a thing in that direction. ~ ~ 0 -1 7060 -1 D3 West. You see another junction very similar to this one that leads north and west. ~ ~ 0 -1 7044 -1 S #7050 The small room~ The only thing in this room of interest is a chair, and that's tight to the rock floor. A doorway leads south and another leads east into darkness. ~ 43 9 1 D1 Utter darkness...! ~ ~ 0 -1 7055 -1 D2 You can see a room with a lot of light in it. You can't make out any details. ~ ~ 33 -1 7051 -1 S #7051 The Sewer pipe~ You are in what reminds you of a foul sewer, as if you liked being here! You can see two exits leading either north or south. ~ 43 8 1 D0 ~ ~ 33 -1 7050 -1 D2 To the south you can see a strange light flowing from there. ~ ~ 0 -1 7052 -1 S #7052 The Grand Sewer~ You are in a Grand Sewer Pipe. This stretches toward the south. It's large indeed! A doorway leads to the east from here. ~ 43 8 1 D0 To the north you can see a doorway. ~ ~ 0 -1 7051 -1 D1 You can't see anything in that darkness. ~ ~ 33 -1 7056 -1 D2 In the south end of the pipe the "floor" is completely covered with water. ~ ~ 0 -1 7053 -1 S #7053 The South end of the Grand Pipe~ You stand in water to your knees. A doorway leads west from here. The Pipe stretches north. ~ 43 8 1 D0 You see a lot of pictures decorating the walls. ~ ~ 0 -1 7052 -1 D3 ~ ~ 33 -1 7047 -1 S #7055 The Edge of The Water Sewer~ You stand in a room where half of the floor is covered in water. The water leads east and a doorway leads west. ~ 43 9 3 D1 You can hardly make out much more than that the next place is in a pipe with more water. ~ ~ 0 -1 7061 -1 D3 ~ ~ 0 -1 7050 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7056 The Dark hallway~ You can't see much of this, even with a light. The hallway goes into a passageway to the south. A dorway leads west. ~ 43 9 1 D2 You can see nothing at all, because it's completely dark in that direction. ~ ~ 0 -1 7057 -1 D3 You see a lot of light, bright as daylight, but nothing of interest. ~ ~ 0 -1 7052 -1 S #7057 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 43 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7056 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7058 -1 S #7058 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 43 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7057 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7059 -1 S #7059 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 43 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7058 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7060 -1 S #7060 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue west and north. To the east there's water covering the floor and that leads through an arched entry to a watery sewer. ~ 43 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7059 -1 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7068 -1 D3 You can just make out a triple junction leading north and west. ~ ~ 0 -1 7049 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7061 The Watery Sewer Bend~ You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead south and west. ~ 43 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7062 -1 D3 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7055 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7062 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7061 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7063 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7063 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7062 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7064 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7064 The Watery Sewer Junction~ You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction going south,north and east. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7063 -1 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7069 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7065 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7065 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7064 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7066 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7066 The Watery sewer junction~ You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction that goes north,south and east. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7065 -1 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7070 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7067 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7067 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7066 -1 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7068 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7068 The Watery sewer bend~ You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead west and north. ~ 43 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7067 -1 D3 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7060 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7069 A ledge by the dark pool~ You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. ~ 43 9 5 D2 You can't see a thing. It's too dark. ~ ~ 0 -1 7070 -1 D3 You can't see a thing. It's too dark. ~ ~ 0 -1 7064 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7070 A ledge by the dark pool~ You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. Under you there is a small fissure in the rock. It seems big enough to contain a few people. ~ 43 9 5 D0 You can't see a thing. It's too dark. ~ ~ 0 -1 7069 -1 D3 You can't see a thing. It's too dark. ~ ~ 0 -1 7066 -1 D5 ~ ~ 0 -1 7099 -1 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7099 The fissure under the ledge~ This is a small fissure in the solid rock. Under you lies the deep dark pool. The water trickles quietly down from the ledge above you. The water smells like the water in a sewer. ~ 43 13 5 D4 ~ ~ 0 -1 7070 -1 D5 The water edge. ~ ~ 0 -1 7199 -1 S #7101 Under the mudhole~ You stand in a small room with a great big opening in the ceiling. From this opening there's mud dripping down in large lumps. >YUCK<. You can smell the foul stench of the slimy sediment as you try not to get covered by the falling sludge. To the east there is an entryway leading out from here and it seems absolutely impossible to force the muddy decent. ~ 44 13 5 D1 East. You see nothing of interest. ~ ~ 0 -1 7103 -1 E mud~ You never saw such disgusting matter before, it nearly makes you puke. ~ S #7102 Under the Dark Pit~ Nice place you found yourself. You stand in the middle of a room with only two exits, Up and East. A tall ladder is left here so that you can climb up through the Pit without the use of a rope. ~ 44 9 1 D1 ~ ~ 0 -1 7104 -1 D4 Up. You can't see a thing up there, it's way too dark. ~ ~ 0 -1 7004 7004 D5 ~ trapdoor~ 33 -1 7400 -1 E ladder~ This is funny enough a wooden ladder and, after closer inspection, you discover it is magically held towards the wall! You can't, even with your greatest effort, rock it at ALL! ~ S #7103 A muddy bend in the sewer system~ You are standing in what looks like a bend in the pipe system of the sewer. The 'floor' is covered completely by mud! This includes covering your legs up to you knees as well. The pipe leads west and south. ~ 44 9 4 D2 To the south there's less mud than here! It actually seems to end there! You have a felling it would be nice to have your feet free from mud again. ~ ~ 0 -1 7104 -1 D3 You can see a room in which mud drips from the roof onto the floor in great cakes of sludge. There doesn't seem to be any exits from that room apart from in you direction. ~ ~ 0 -1 7101 -1 E mud~ You never saw such disgusting matter before, it nearly makes you puke. ~ S #7104 A junction in the sewer pipes~ You stand in the middle of what looks like a triple junction of pipes going east, west and north. ~ 44 9 1 D0 You can see a mud area starting in that direction. ~ ~ 0 -1 7103 -1 D1 East. You can't even make out what it might look like, it's just too dark. ~ ~ 0 -1 7112 7112 D3 West. There's a room with a ladder leading up. ~ ~ 0 -1 7102 -1 S #7105 Down the old well~ You are dangling on the slippery sides of the old well leading down and up. The only secure point here is the metal bars that are cemented into the sides, the ones that you cling frantically to so that you don't fall. Who knows how deep this well is? The bars lead down and up and nowhere else. ~ 44 9 5 D4 There's a slight, dim light from above, or maybe it's your imagination. Anyway it SEEMS darker down here than up there, if that is possible. ~ ~ 0 -1 7015 -1 D5 Down there nothing at all can be spotted. The darkness that engulfs this decent seems utterly impossible in a mortal world. It's so thick that a torch down there would be utterly useless ... or so it seems to you. Not the kind of thing to cheer you up on this voyage , eh? ~ ~ 0 -1 -1 -1 E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. ~ S #7106 The northwestern corner of the ledge~ You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the east but not back south. It seems that the ledge is too narrow to turn on so you'll have to continue foreward. ~ 44 13 5 D1 The ledge continues east. ~ ~ 0 -1 7113 -1 D2 The ledge continues south. ~ ~ 0 -1 7107 -1 D3 ~ ~ 33 -1 -1 -1 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 33 -1 7279 -1 E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ S #7107 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 44 13 5 D0 North. The ledge leads into a corner and turns eastward. ~ ~ 0 -1 7106 -1 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling an utterly unknown distance. ~ ~ 0 -1 7190 -1 D2 South. The ledge leads further south into utter darkness. ~ ~ 0 -1 7108 -1 S #7108 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 44 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7107 -1 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 -1 D2 The ledge continues further south into darkness. ~ ~ 0 -1 7109 7109 S #7109 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 44 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7108 -1 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 -1 D2 The ledge continues south into darkness. ~ ~ 0 -1 7110 -1 S #7110 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 44 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7107 -1 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 -1 D2 South. You can just make out the south-western corner of this ledge. ~ ~ 0 -1 7111 -1 S #7111 The southwestern corner of the ledge~ This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of Abyss of total darkness. The ledge seems to have an odd-looking edge here. ~ 44 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7110 -1 D1 You see a broad ledge leading eastward. ~ ~ 0 -1 7115 -1 D2 South of here is the exit from the ledge. ~ ~ 0 -1 7112 -1 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 33 -1 7279 -1 E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ S #7112 An odd intersection~ You stand in a rather odd intersection of pipes. The pipes actually don't resemble pipes anymore. They look more like a real stone tunnel, or a passageway hewn directly into the rock. The ways from here lead north, east and west. ~ 44 9 1 D0 North. You see a ledge to something that looks like an abyss. ~ ~ 0 -1 7111 -1 D1 ~ ~ 0 -1 7122 -1 D3 ~ ~ 0 -1 7104 7104 S #7113 The narrow ledge going east to west~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 44 13 5 D1 The ledge leads further east. ~ ~ 0 -1 7116 -1 D2 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 -1 S #7114 Mid-air~ You've just stepped into the most unlucky position in the whole of DikuMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 metres per second per second, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Bye Cruel World. ~ 44 526 0 D0 ~ ~ 0 -1 7119 -1 D1 ~ ~ 0 -1 7118 -1 D2 ~ ~ 0 -1 7120 -1 D3 ~ ~ 0 -1 7117 -1 D4 ~ ~ 0 -1 7115 -1 S #7115 The Broad ledge~ You are standing on a ledge that seems quite a lot larger than the rest of the ledges. This one leads to the west and the east, plus it has an exit going to the south. Though you could jump into mid-air, but it probably wouldn't be such a good idea. The way south is in utter darkness. ~ 44 13 4 D0 ~ ~ 0 -1 7114 7114 D1 ~ ~ 0 -1 7121 -1 D2 ~ ~ 0 -1 7129 -1 D3 ~ ~ 0 -1 7111 -1 S #7116 The northeastern corner of the ledge~ You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the west and leads south from here into darkness. ~ 44 13 5 D2 ~ ~ 0 -1 7117 -1 D3 The ledge continues west. ~ ~ 0 -1 7113 -1 D5 ~ secret trapdoor entrance~ 35 -1 7280 -1 E soil soft earth~ You can just make out the outline of a trapdoor here in the soil. The earth is probably there to conceal a secret entrance. This looks as if it leads down into the seemingly solid rock face of the ledge. ~ E ground ledge rock~ The ground here seems a little different from all the other ledges along the Abyss. There's a kind of soft soil on this ledge, maybe you should look carefully at this. It seems to be of some interest. ~ S #7117 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 44 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7118 -1 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 -1 S #7118 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 44 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7119 -1 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 -1 S #7119 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 44 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7120 -1 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 -1 S #7120 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. You also see a small opening to the east. ~ 44 13 5 D1 East. You stare into darkness. ~ ~ 0 -1 7123 -1 D2 The ledge leads further south. ~ ~ 0 -1 7121 -1 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 -1 S #7121 The southeastern corner of the ledge~ This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of abyss of total darkness. ~ 44 13 5 D0 North of here you can see a ledge. ~ ~ 0 -1 7120 -1 D3 The ledge leads further west. ~ ~ 0 -1 7115 -1 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 33 -1 7279 -1 E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ S #7122 Under the pit~ You stand in a completely dark cavern leading west. The wall looks weird here. ~ 44 9 0 D1 ~ crack wall rock~ 0 -1 -1 -1 D3 ~ ~ 0 -1 7112 -1 E wall~ There is a crack here that looks like it has been made recently. ~ S #7123 Under The Shaft~ A ladder leads up from here to the Shaft. A small opening leads west from here. ~ 44 9 5 D3 You can see a narrow ledge going north and south. ~ ~ 0 -1 7120 -1 D4 It's too dark up there. ~ ~ 0 -1 7041 -1 S #7129 The sewer line.~ You are in a narrow part of the sewer. Down the sewer continues and to the north is the ledge. ~ 44 9 3 D0 You can see the southern part of the ledge. ~ ~ 0 -1 7115 -1 D5 You look deeper down into the drain. ~ ~ 0 -1 7221 -1 S #7130 The sewer pipe.~ You are in an odd sewer pipe You see some odd scrates on the pipe wall, as from a gigantic rat. You can see some slimy water gently running down into a sewer drain, and north the drain continues. ~ 44 9 3 S #7190 Mid-air~ You've just stepped into the most unlucky position in the whole of DikuMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 metres per second per second, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Bye Cruel World. ~ 44 10 0 D0 ~ ~ 0 -1 7109 -1 D1 ~ ~ 0 -1 7108 -1 D2 ~ ~ 0 -1 7110 -1 D3 ~ ~ 0 -1 7107 -1 D4 ~ ~ 0 -1 7113 -1 S #7199 The Edge of the Water~ The pool side is dimly lit up by your light. You can see absolutely nothing else nearby. The darkness her seems enormously oppressive here. The air is damp and the rock on which you stand is slippery. The pool seems too dark to make anything clear. The pool seems to extend to the east. The rock can be climbed upwards from here. ~ 44 13 5 D1 ~ ~ 0 -1 -1 -1 D4 ~ ~ 0 -1 7099 -1 S #7200 The Treasury~ You are in a small but well equipped treasury. You can see some writing on the wall. The celing has a funny glow, which enables you to see. You can get back into the inner lair through the stone door which is east. ~ 45 12 0 D1 You look back through the opening into the inner lair. ~ door stone~ 1 7205 7201 -1 E writing~ You read the number '666'. ~ E door stone~ This is a heavy black stone door it looks very solid. ~ S #7201 The inner Lair~ You are in a octagonal room with smooth purple stone walls. The floor is made from black stone. In the western wall you see a large black stone door. ~ 45 9 0 D2 You look back through the door into the lair. ~ door wooden~ 1 -1 7202 -1 D3 You see the treasury. ~ door stone~ 1 7205 7200 -1 S #7202 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. To the north are a wooden door. ~ 45 8 1 D0 You can see the inner lair. ~ door wooden~ 1 -1 7201 -1 D1 You see another part of the lair. ~ ~ 0 -1 7205 -1 D2 You see another part of the lair. ~ ~ 0 -1 7203 -1 E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ E slime~ The slime is slimy and uninteresting. ~ E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ S #7203 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 45 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7202 -1 D1 You see another part of the lair. ~ ~ 0 -1 7206 -1 D2 You see another part of the lair. ~ ~ 0 -1 7204 -1 E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ E slime~ The slime is slimy and uninteresting. ~ E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ S #7204 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 45 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7203 -1 D1 You see another part of the lair. ~ ~ 0 -1 7207 -1 D2 You see the lair entrance. ~ door wooden~ 1 -1 7208 -1 E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ E slime~ The slime is slimy and uninteresting. ~ E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ S #7205 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 45 8 1 D2 You see another part of the lair. ~ ~ 0 -1 7206 -1 D3 You see another part of the lair. ~ ~ 0 -1 7202 -1 E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ E slime~ The slime is slimy and uninteresting. ~ E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ S #7206 The lair.~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 45 12 1 D0 You see another part of the lair. ~ ~ 0 -1 7205 -1 D2 You see another part of the lair. ~ ~ 0 -1 7207 -1 D3 You see another part of the lair. ~ ~ 0 -1 7203 -1 E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ E slime~ The slime is slimy and uninteresting. ~ E bones decay~ All the bones are broken and old. ~ S #7207 The lair.~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 45 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7206 -1 D3 You see another part of the lair. ~ ~ 1 -1 7204 -1 E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ E slime~ The slime is slimy and uninteresting. ~ E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ S #7208 The lair entrance.~ You are in a dry part of the sewer. To the north is a wooden door, you can see some slime at the lower part of the door. You also see some skulls and some broken bones. ~ 45 13 2 D0 You can see the lair. ~ door wooden~ 1 -1 7204 -1 D1 You see a crawlway. ~ ~ 0 -1 7209 -1 E slime~ The slime is slimy and uninteresting. ~ S #7209 The crawlway.~ You are in a narrow crawlway. Here is very boring. ~ 45 9 3 D1 You see a four-way junction. ~ ~ 0 -1 7210 -1 D3 You see the entrance to a lair. ~ ~ 0 -1 7208 -1 S #7210 The four-way function.~ You are in a sewer junction. To the north is a small hole, to the west is a narrow crawlway and to the east and south the sewer continues. ~ 45 9 3 D0 You can see a small cave-like room. ~ ~ 0 -1 7211 7211 D1 You can see a sewer drain. ~ ~ 0 -1 7212 7212 D2 You can see a sewer drain. ~ ~ 0 -1 7215 -1 D3 You can see a narrow crawlway. ~ ~ 0 -1 7209 -1 S #7211 The small cave.~ You are in a collapsed sewer drain, which now is more like a small cave. ~ 45 9 3 D2 You look back into the four-way junction. ~ ~ 0 -1 7210 -1 S #7212 The sewer drain.~ You are in a dry sewer drain which bends to the north. ~ 45 9 3 D0 You can see the drain continuing north. ~ ~ 0 -1 7213 -1 D3 You can see the four-way junction. ~ ~ 0 -1 7210 -1 S #7213 The sewer drain.~ You are in a dry sewer drain which bends to the east. ~ 45 9 3 D1 You can see the drain continuing east. ~ ~ 0 -1 7214 -1 D2 You can see the drain continuing south. ~ ~ 0 -1 7212 -1 S #7214 The drain end.~ You are at the end of the drain around you the sewer has collapsed, the only exit is west. ~ 45 9 3 D3 You see the sewer drain. ~ ~ 0 -1 7213 -1 S #7215 The half-wet drain.~ You are in a sewer drain where the floor is covered with water. To the north it looks more dry, south however the drain runs down into some water. ~ 45 9 4 D0 To the north lies a dry four-way junction. ~ ~ 0 -1 7210 -1 D2 To the south you see a sewer drain filled with water. ~ ~ 0 -1 7216 -1 E water~ The water is dirty but it looks like you would be able to swim in it. ~ S #7216 Under water in the sewer.~ You swim in some dirty water and is holding you breath. You'll better continue before you drown. It is a good thing that you can hold your light above water-level. ~ 45 9 6 D0 It is hard to see, but it looks like the drain runs slightly upwards. ~ ~ 0 -1 7215 7215 D2 It is hard to see, but it looks like the drain runs a little bit upwards. ~ ~ 0 -1 7217 -1 S #7217 The half-dry drain.~ You are in a half-dry sewer drain. To the north the drain runs a little bit downwards into some water to the east you can see a small hole. To the west you see another drain. ~ 45 9 4 D0 You see the drain running down into some water. ~ ~ 0 -1 7216 -1 D1 Through the hole you can just make out a very small room. ~ ~ 0 -1 7218 -1 D3 You see a drain running to the west. ~ ~ 0 -1 7219 -1 E hole~ Through the hole you can just make out a very small room. ~ E water~ The water is dirty but it looks like you would be able to swim in it. ~ S #7218 The very small room.~ You are in a very small room, it is pretty uninteresting. ~ 45 9 3 D3 Through the little hole you can see a half-dry drain. ~ ~ 0 -1 7217 -1 S #7219 A dry sewer drain.~ You are in a dry but dirty sewer drain. The drain continues east and south. ~ 45 9 3 D1 You see a half-dry drain. ~ ~ 0 -1 7217 -1 D2 You see another boring sewer drain. ~ ~ 0 -1 7220 -1 S #7220 A boring drain.~ You are in yet another sewer drain. ~ 45 9 3 D0 You see a sewer drain continuing to the north. ~ ~ 0 -1 7219 -1 D1 You can see another drain to the east. ~ ~ 0 -1 7221 -1 S #7221 The sewer drain.~ You are in a sewer drain, there is nothing special in here, except for a loud echo. ~ 45 9 3 D1 You can see another sewer drain. ~ ~ 0 -1 7222 -1 D3 You can make out a sewer drain to the west. ~ ~ 0 -1 7220 -1 D4 You can see a sewer line. ~ ~ 0 -1 7129 -1 S #7222 The sewer drain.~ You are in a drain, with some slimy water on the floor. ~ 45 9 3 D1 You see a sewer bend. ~ ~ 0 -1 7223 -1 D3 You see a sewer drain. ~ ~ 0 -1 7221 -1 E slimy water~ The water floats to the east from here. ~ S #7223 The sewer bend.~ You find yourself in an ordinary sewer bend, which bend from west to north. ~ 45 9 3 D0 You see a sewer drain. ~ ~ 0 -1 7224 -1 D3 You see a sewer drain. ~ ~ 0 -1 7222 -1 S #7224 The sewer junction~ You stand in a junction of three sewer drains. You see some odd scrates on the pipe wall, as from a gigantic rat.North and south the sewer continues as usual, but west it looks a little strange. ~ 45 9 3 D0 You see nothing but a sewer drain. ~ ~ 0 -1 7225 7225 D2 You see nothing vut a sewer drain. ~ ~ 0 -1 7223 -1 D3 You see a strange sewer pipe. ~ ~ 0 -1 7229 -1 S #7225 The sewer~ You are in a sewer, where the slimy water runs down through a tiny hole. You see some odd scrates on the pipe wall, as from a gigantic rat. There is a sewer drain south. ~ 45 9 3 D2 You see a sewer drain. ~ ~ 0 -1 7224 -1 S #7229 The strange sewer~ You are in a very strange sewer indeed, there are some odd scrates on the pipe wall, as from a gigantic rat. And you can see a lot of organic decay like bones from animals AND humans. West the drain runs slightly upwards. ~ 45 9 3 D1 You see a sewer junction. ~ ~ 0 -1 7224 -1 D3 You see a slimy sewer drain. ~ ~ 0 -1 7230 -1 S #7230 The damp sewer~ You are in a sewer drain with a funny damp substance on the floor, in the substance you see a lot of decay. You see some odd scrates on the wall, as from a gigantic rat. Both to the east and west the pipe seems to run down. ~ 45 13 3 D1 You see a sewer. ~ ~ 0 -1 7229 -1 D3 You see a sewer. ~ ~ 0 -1 7231 -1 S #7231 The strange sewer~ You are in an ordinary sewer exept for a lot of scrates on the sewer wall, ad a lot of debris on the floor. ~ 45 9 3 D1 You see a sewer. ~ ~ 0 -1 7230 -1 D3 You see another sewer. ~ ~ 0 -1 7232 -1 E debris~ You see a lot of organic decay on the floor. ~ S #7232 The sewer~ You are in a sewer with more scrates on the walls. And ofcouse a whole lot of decay. The drain runs east and north. ~ 45 9 3 D0 You see yet another sewer line. ~ ~ 0 -1 7233 -1 D1 You see a sewer pipe. ~ ~ 0 -1 7231 -1 S #7233 The sewer drain~ You stand in in a sewer drain, you are able to see some kind of cave-like room. You see some odd scrates on the drain wall, as from a gigantic rat. The sewer leads south. ~ 45 9 3 D1 You see a cave-like room. ~ ~ 0 -1 7234 -1 D2 You see a sewer. ~ ~ 0 -1 7232 -1 S #7234 The rat's lair~ You are in a little cave. You are able to see quite a lot of debris on the floor. There is a sewer drain west of here. ~ 45 9 3 D3 You see the sewer system that way. ~ ~ 0 -1 7233 -1 S #7279 The Wall of the Abyss~ You hang onto some steps leading down into utter darkness. There's an exit leading up as well, though you'll have to open the tiny rock again to do so. ~ 45 9 5 D4 ~ rock~ 33 -1 7111 -1 D5 ~ ~ 0 -1 7399 -1 S #7280 The entrance.~ You are in a very dark room. You notice that some faces are staring at you from inside the walls. In the middle of the room there is a small altar. To the north there is a small round door. ~ 45 9 1 D0 A beam of red light seeps through a hole in the door. ~ small round door~ 1 -1 7281 -1 D4 ~ secret door~ 3 -1 7116 -1 E triangle~ The triangle are filled with small symbols. A language you have never seen before. ~ E altar~ This altar are very special. Faces are smiling from it. There is a triangle in top of it. ~ S #7281 The corridor.~ The corridor is glowing oppressively in a red hue. You can hear wailing through an open black hole to the east. To the south there is a round door. ~ 45 8 1 D1 The hole seems more black than the night. It is appears to be "eating" the red light around it. ~ ~ 0 -1 7282 -1 D2 ~ small round door~ 1 -1 7280 -1 E walls~ The walls look alive. ~ E red light~ The red light glows from the walls. ~ E small round door~ The door is completely round without a keyhole. ~ S #7282 The Realm of lost souls~ You are standing in nothing. All around you there are stars. Sometimes a shadow flies closely by you, wailing very loudly. To the north there is a small bright hole. To the west there is a small red hole. ~ 45 8 0 D0 You look into a very bright hole. ~ ~ 0 -1 7283 -1 D3 You look into a red hole. ~ ~ 0 -1 7281 -1 E shadow~ The shadow looks like a man in great pain. ~ S #7283 The T-crossing~ You are in a small hallway. There are doors to the east and to the west. To the south there are a black hole. There is writing in the wall. Wails can be heard from the south. ~ 45 13 1 D1 To dark to tell. ~ ~ 0 -1 7286 -1 D2 A black hole in the wall. ~ ~ 0 -1 7282 -1 D3 You can see a big fire to the west. It looks like a unhealthy place to enter! ~ ~ 0 -1 7284 -1 E writing~ The writing says 'The one to the east, belongs to the beast. To the west you will surely END your quest!'. ~ S #7284 The firedeath~ This room is very hot. There are flames surounding you. You can see no exits at all! Skeletons are lying all over the floor. ~ 45 12 1 E writing wall~ The writing says 'A pray to the GODS will not be heard, though the only exit is death..... Mother, I love you'. ~ E skeletons~ The skeletons looks like they had suffered the death of hunger. One of them looks like he has written something at the wall. ~ S #7285 The tortureroom.~ You are standing in a middle of a square room. Along the walls skeletons are hanging in rusty chains. In the middle of the room there is a big metal box, covered with dust. To the south you can just make out a small exit. ~ 45 8 1 D2 To dark to tell. ~ door iron~ 1 -1 7286 -1 E big metal box~ The metal box is covered with dust. You notice that is once has been filled with coal, as you see some of them. ~ E skeletons~ When you look at the skeletons, you can see that they once had been in great pain. They are hanging in their arms, and some of them has been killed with a sharp instrument. ~ S #7286 The hells yard~ You are standing in a lot of mud. A disguisting smell surrounds the place, and makes you feel sick. Small flames sometimes shoot up from the hot mud. To the west there is a small door. To the north you can see an iron door. ~ 45 12 5 D0 To dark to tell. ~ door iron~ 1 -1 7285 -1 D3 To dark to tell. ~ ~ 0 -1 7283 -1 S #7301 The Entrance to the Realm of silence~ This is an utterly silent place. As you look around you see that there hasn't been a living thing in a long time. The dust lies here in a thick layer on the floor and on the furniture. On the wall hangs a bleak and worn tapestry. A winding stone staircase leads up into darkness. On the wall to the west you can see a huge torch stuck into the solid rock. A large portcullis blocks your way to the north. ~ 45 12 2 D0 Through the portcullis, you can see a faintly lighted hallway leading east. ~ ~ 1 -1 -1 -1 D4 ~ ~ 0 -1 -1 -1 E stairs staircase~ This looks as if it has been standing here for at least 12 centuries. It's Very worn and cracks in the surface mingle with the cores of mineral that penetrates the rock from which these steps are chiselled. ~ E torch light~ This VERY old torch looks as if it has burned for ages, yet no traces of the searing flame can be seen on it! ~ E portcullis gate~ This seems like an exceptionally heavy gate, made of thick iron. ~ S #7399 On the walls of the Abyss~ You are clutching the steps on the wall so that you don't fall to the ground down below. ~ 45 9 5 D4 ~ ~ 0 -1 7279 -1 D5 A swirling mist greets you as you look downwards, you can only guess what lies down there. ~ ~ 0 -1 25000 -1 S #7400 Cave entrance~ You are standing in the cave entrance. It is very dark downhere. There is writing at the wall. There is an exit to the north. A stairway leads up. ~ 46 9 1 D0 To the north you can see a small tunnel. ~ ~ 0 -1 7401 -1 D4 You can see the stairs going up into darkness. ~ ~ 33 -1 7102 -1 E writing wall~ The writing says 'BEWARE adventurer!' ~ S #7401 Cave tunnel~ You are walking in a tunnel. It is very cold. You can feel the presence of a living thing ... SOMEWHERE. ~ 46 9 1 D0 To the north you can see the tunnel continuing. ~ ~ 0 -1 7402 -1 D2 To the south tunnel continuing. ~ ~ 0 -1 7400 -1 S #7402 Cave room~ You are standing in a room. It's much cooler now. The walls are glowing. ~ 46 8 1 D1 To the east you see the tunnel going downwards. ~ ~ 0 -1 7403 -1 D2 To the south you see a dark cave tunnel. ~ ~ 0 -1 7401 -1 D3 ~ ~ 0 -1 7421 -1 S #7403 Cave T-cross~ You are standing in a mudlike substance. The smell here is awful, it is rotten. To the west you can see some light. ~ 46 9 2 D1 To the east the tunnel still goes downwards. ~ ~ 0 -1 7404 -1 D2 ~ ~ 0 -1 7408 -1 D3 You can see some light to the west. ~ ~ 0 -1 7402 -1 E worms~ The worms are purple. They do not look edible. ~ E mud~ When you examine the mud, you notice small worms crawling around. ~ S #7404 Cave turning-point~ The mud are getting deeper. You are wondering, 'Would it be an idea to leave, before I disappear?'. To the south you notice a flat round stone are blocking the way. To the west you can see mud. ~ 46 9 2 D2 You can see an opening behind the stone. ~ flat round stone~ 1 -1 7405 -1 D3 ~ ~ 0 -1 7403 -1 E flat round stone~ The stone looks very uninteresting. BUT as you are about to turn away, you see a lightstribe coming through a small hole. Conclusion: The stone is moveable. ~ S #7405 The secret room~ There is dust all over the place. It looks like nobody has been here for ages. In the middle of the room you see a socket with a crystal globe. The globe glows with a pulsing light. To the north you see a stone door. To the south you see a grey block. ~ 46 8 1 D0 You see a round stone door. ~ round stone door~ 1 -1 7404 -1 D2 You see a grey block ~ grey block~ 1 -1 7406 -1 E crystal globe~ The crystal globe is glowing with a pulsing light. It looks like there is smoke inside it. ~ E socket~ The socket looks like the work of a dwarf. It is VERY beautifull. ~ S #7406 The mudhole~ You are standing in a lot of mud. The mud goes to your chest. You feel the precence of something IN the mud. The only obivicios exit is to the west. ~ 46 9 6 D0 You can see nothing at all. ~ grey block~ 1 -1 7405 -1 D3 ~ ~ 0 -1 7407 -1 S #7407 Tunnel~ The mud goes to your knees. Otherwise the tunnel looks very normal. ~ 46 9 5 D0 ~ ~ 0 -1 7408 -1 D1 You can see a mudhole. ~ ~ 0 -1 7406 -1 D2 ~ ~ 0 -1 7409 -1 S #7408 The long tunnel~ Here There is almost no mud, as you stand at the top of a small rock. Just beside you there are a sign which says 'WARNING! The worms are dangerous!'. ~ 46 9 1 D0 You can see a lot of mud..Yarck! ~ ~ 0 -1 7403 -1 D2 The tunnel goes a little downwards. ~ ~ 0 -1 7407 -1 S #7409 The hot room~ You are very surprised, as this room for a change are hot instead of cold. To the north it goes downwards into some mud. There are also an exit to the west. ~ 46 9 1 D0 You see a lot of mud. ~ ~ 0 -1 7407 -1 D3 You see a entrance to a small room. ~ ~ 0 -1 7410 -1 S #7410 The small room~ As you look around you notice a small statue. There are exits to the west and to the east. ~ 46 9 1 D1 It is pitch dark out there. ~ ~ 0 -1 7409 -1 D3 You see a VERY long hallway. ~ ~ 0 -1 7411 -1 E small statue~ This is a statue of a imp, pointing to the west. The imp looks like a man with horns and a tail. ~ S #7411 The stalagmite cave~ You are standing in a stalagmite cave. Water is drippling from the walls. It is very cold in here. ~ 46 9 2 D0 ~ ~ 0 -1 7414 -1 D1 You see a long hallway, and some mud. ~ ~ 0 -1 7410 -1 D2 ~ ~ 0 -1 7412 -1 E stalagmite~ The stalagmites are very tall, and looks very beautiful. ~ S #7412 The stalagmite tunnel~ You has entered a small tunnel. Here it is quite dry. Mabye it would be an idea to rest here. ~ 46 9 1 D0 You can see a small cave to the north. ~ ~ 0 -1 7411 -1 D3 ~ ~ 0 -1 7413 -1 S #7413 The spongy room~ You definatly NOT like this area. It is very dank, and most of the places it is wet. ~ 46 12 3 D1 ~ ~ 0 -1 7412 -1 D3 ~ ~ 0 -1 7445 -1 S #7414 The stalagmite T-cross~ You are standing in a cross. To the north you can see some light. Otherwise it is dark. ~ 46 12 1 D0 You see some light ahead. ~ ~ 0 -1 7417 -1 D1 ~ ~ 0 -1 7415 -1 D2 ~ ~ 0 -1 7411 -1 S #7415 The blind end room~ This room is obviously a blind end. To the north you see a primitive picture. ~ 46 9 1 D0 You see a primitive picture ~ sun~ 1 -1 7416 -1 D3 ~ ~ 0 -1 7414 -1 E primitive picture~ You see some persons dancing around a huge sun. The sun is about 7 feet in diameter, which shows the size of the picture. ~ S #7416 The treasure room~ This room is rich ornamented. The walls has carves showing persons dancing around a sun which is drawed at the floor. It looks very old, and it is very dusty. To the south you see a secret door. ~ 46 9 1 D2 you can see a picture with some persons crawling around a huge moon. ~ door picture sun moon~ 1 -1 7415 -1 S #7417 The square lair~ You are standing in the south-east part of the lair. You can see a skeleton lying at the wall. ~ 46 8 1 D0 Another part of the lair ~ ~ 0 -1 7418 -1 D2 ~ ~ 0 -1 7414 -1 D3 Another part of the lair ~ ~ 0 -1 7420 -1 E skeleton~ It looks like a adventurer who was'nt lucky. You better watch out- ~ S #7418 The square lair~ You are standing in the north-east part of the lair. You see a sign at the wall ~ 46 9 1 D1 You see a wooden door ~ wooden door~ 1 -1 7421 -1 D2 another part of the lair. ~ ~ 0 -1 7417 -1 D3 another part of the lair. ~ ~ 0 -1 7419 -1 E sign wall~ The sign says 'Gods of War I call you, my sword is by my side, I seek a light free from all false pride' Reyemle Grug..... ~ S #7419 The square lair~ You are standing in the north-west part of the lair. Here's another sign. There are a exit from the lair to the north. ~ 46 9 1 D0 You see a small tunnel leading north. ~ ~ 0 -1 7422 -1 D1 another part of the lair. ~ ~ 0 -1 7418 -1 D2 another part of the lair. ~ ~ 0 -1 7420 -1 E sign~ The sign says 'I'm wandering around in a everlasting tale, seeking the light to regain my pride Corama... ~ S #7420 The lair end~ You can see a table in front of you. It's very dusty. Around the tabel five skeletons are siting.Exits are north and east. ~ 46 9 1 D0 the northern part of the lair. ~ ~ 0 -1 7419 -1 D1 the eastern part of the lair. ~ ~ 0 -1 7417 -1 E tabel~ On the tabel there is dust, in the center there is a small statue of a Dragon sleeping. ~ E skeleton skeletons~ You can see that they have been killed in some sort of way. Not by sword or club. ~ E dragon statue~ it looks like a silver dragon. It is nailed onto the tabel. The dragon sits on a red dragon that looks dead. But the eyes of the red dragon is glowing pulsating red. You feel drained. ~ S #7421 East tunnel~ You are standing in dark tunnel, the exits are east and west. To the west you see a wooden door. ~ 46 12 1 D1 You can see a muddy tunnel. ~ ~ 0 -1 7402 -1 D3 You can see a wooden door. ~ wooden door~ 1 -1 7418 -1 S #7422 North tunnel~ You are standing in a dark tunnel, it leads upwards. ~ 46 9 1 D0 The dark tunnel continues. ~ ~ 0 -1 7423 -1 D2 You can see the lair. ~ ~ 0 -1 7419 -1 D3 You can see a cave entrance. ~ ~ 0 -1 7436 -1 S #7423 The L-shaped room.~ You are standing in deep darkness. To the south there is a small exit. To the east you can see a gaping hole. ~ 46 9 1 D1 ~ ~ 0 -1 7424 -1 D2 ~ ~ 0 -1 7422 -1 S #7424 The Circular hall.~ You are standing in round hall. To the north, east and south you can see a stone head hanging on the walls. ~ 46 9 1 D1 you see nothing special. ~ green head dragon sculpture face~ 1 -1 7425 -1 D3 you see a room far away. ~ ~ 0 -1 7423 -1 E blue~ This looks like a good dragon ~ E red~ This looks like a neutral dragon ~ E green~ This looks like a evil dragon ~ E head heads~ When you study the faces of the heads you see that it is faces of dragons. The face to the north is red, the face to the east is green and the face to the south is blue. ~ S #7425 Dusty tunnel~ You are standing in dust. This place has not been touched for a long time. Otherwise it is quite boring here, looks like a place to rest! To the west you see the outline of a door. A tunnel leads to the east. ~ 46 12 1 D1 You see a tunnel which leads downwards. It is quite dark. ~ ~ 0 -1 7426 -1 D3 You can see the outline of a door. Just like in the description! ~ door~ 1 -1 7424 -1 S #7426 The crossing~ You are standing in a crossing of hallways. You can leave this place in every direction, except up and down. In the dust you notice strange footprints. ~ 46 9 3 D0 ~ ~ 0 -1 7431 -1 D1 ~ ~ 0 -1 7430 -1 D2 ~ ~ 0 -1 7427 -1 D3 ~ ~ 0 -1 7425 -1 E footprints foot~ You have never seen this kind of footprints before! ~ S #7427 The L-shaped room~ You are standing in a L-shaped room. You can hear noices from the long tunnel to the east. You can feel fear! A sign is hanging on the wall. ~ 46 9 2 D0 ~ ~ 0 -1 7426 -1 D1 a long dark tunnel. ~ ~ 0 -1 7428 -1 E sign~ The sign says 'DANGER!!'. ~ S #7428 Dragons lair~ You can see burned walls, the floorstones are fiery red. All kinds of bones are scattered all over the floor. On the walls you can see some burned shapes. You smell burned flesh. Two creatures are like melted into the floor. ~ 46 8 2 D0 You can see a long tunnel. ~ ~ 0 -1 7429 -1 D3 You can see nothing but darkness. ~ ~ 0 -1 7427 -1 S #7429 The burned room~ You are in a room, which once had been quite burned. There is writing on the wall. ~ 46 9 1 D2 You can see a red glow ~ ~ 0 -1 7428 -1 D3 ~ ~ 0 -1 7430 -1 E writing~ The writing says 'DANGER!!!' ~ S #7430 The wind tunnel~ You are standing in a tunnel. Above you, you can feel a breeze. ~ 46 9 1 D1 To dark to tell ~ ~ 0 -1 7429 -1 D3 ~ ~ 0 -1 7426 -1 E breeze~ The breeze comes from a hole above you. NO way to get up there. ~ S #7431 The glittering room~ This room are all bright. In the walls you can see some silver. Exits are: West, east and south. ~ 46 8 1 D1 ~ ~ 0 -1 7432 -1 D2 ~ ~ 0 -1 7426 -1 D3 ~ ~ 0 -1 7433 -1 E glitter walls silver~ The glittering silver looks like it is INSIDE the walls. ~ S #7432 The secret passage room~ You have entered a tiny room. There is an exit down, and an exit to the west. ~ 46 9 1 D3 You can see a light to the west ~ ~ 0 -1 7431 -1 E down~ A sign is blocking the way. It says 'This has not been implementated yet....' ~ S #7433 End of long tunnel~ You are at a end of a long tunnel. Right in front of you, you can see a grey mass. To the east you can see a tremendous long tunnel, but you know that, you has just been there. ~ 46 9 5 D1 Long tunnel. JUST like in the description! ~ ~ 0 -1 7431 -1 D3 A grey mass is blocking the way. ~ ~ 0 -1 7434 -1 E grey mass~ The mass is nothing but a mass, but it is quite suspecious! ~ S #7434 Stair-room~ You are standing in a small room. Drawings of faces in pain are on the walls. You can fell darkness is ruling the place. there are two exits: south and down. ~ 46 9 1 D2 nothing but darkness ~ ~ 0 -1 7435 -1 D5 A sign is blocking the way: 'This has not been implementated yet'. ~ ~ 0 -1 -1 -1 S #7435 Dark tunnel~ You are standing in a dark tunnel. It continues to the north and to the south. Bones are spred on the floor ~ 46 9 1 D0 ~ ~ 0 -1 7434 -1 D2 ~ ~ 0 -1 7436 -1 E bones bone~ it looks like bones of a human. ~ S #7436 Entrance to lair~ The smell here is awfull. To the south you can see some smoke. A tunnel leads north, and east. ~ 46 13 2 D0 ~ ~ 0 -1 7435 -1 D1 A small cave is to the east. ~ ~ 0 -1 7422 -1 D2 the only thing you can see are smoke. ~ ~ 0 -1 7437 -1 S #7437 North-eastern part of Basilisks cave~ It is hard to see here because of the smoke. To the north you can see barly see a small tunnel. Other exits are to the south and to the west. ~ 46 9 2 D0 ~ ~ 0 -1 7436 -1 D2 ~ ~ 0 -1 7438 -1 D3 ~ ~ 0 -1 7439 -1 S #7438 South-eastern part of basilisks cave~ There are a very small hole in wall, from where the smoke are coming from. Otherwise it is pitch dark. Exits are north and west. ~ 46 9 2 D0 You can see nothing but smoke ~ ~ 0 -1 7437 -1 D3 You can see nothing but smoke ~ ~ 0 -1 7440 -1 E hole small~ It's a small hole. About 1 feet in diameter. ~ S #7439 North-western part of basilisks cave~ You can see some hay spred on the floor. The smell is awfull here, and it makes you feel sick. This place is the place where the basilisk sleep. Watch out..Mabye it is not far away. ~ 46 9 2 D1 ~ ~ 0 -1 7437 -1 D2 ~ ~ 0 -1 7440 -1 E hay~ The hay is very dirty. The smell of it makes you feel sick. ~ S #7440 South-western part of basilisks cave~ You can see nothing but smoke. ~ 46 9 5 D0 ~ ~ 0 -1 7439 7439 D1 ~ ~ 0 -1 7438 -1 D2 ~ ~ 0 -1 7441 -1 S #7441 The small cave~ You are standing in small cave. You can see some light in the end. Exits are north and south. ~ 46 13 2 D0 You can see only smoke. ~ ~ 0 -1 7440 -1 D2 You can see a blue glow. And you feel a fresh breeze. ~ ~ 0 -1 7442 -1 S #7442 The northern end of the pool~ You have wet feet, you are standing in water. The water looks calm. You can see that it's a big lake. Light seeps from the water. ~ 46 8 4 D0 You can see a small cave. ~ ~ 0 -1 7441 -1 D1 You can see more water. ~ ~ 0 -1 7443 -1 D2 You can see water. ~ ~ 0 -1 7444 -1 S #7443 The pool~ You are swimming in water. It is getting deep here. It is also dark in this end. ~ 46 9 6 D2 You can see some bubbles in the water. ~ ~ 0 -1 7445 -1 D3 You see calm water. ~ ~ 0 -1 7442 7442 S #7444 The south end of the pool~ You standing in water up to you neck. You can only see water. ~ 46 8 5 D0 You can see calm water. ~ ~ 0 -1 7442 7442 D1 To dark to tell, but you can feel something nearby. ~ ~ 0 -1 7445 -1 S #7445 The pool~ You are swimming in DARKNESS. You feel something touching your right leg. ~ 46 9 6 D0 To dark to tell. ~ ~ 0 -1 7443 7443 D1 You can feel a warm breeze. ~ ~ 0 -1 7413 -1 D3 ~ ~ 0 -1 7444 -1 S #7500 The Temple of Syrinx~ This is the Temple of Syrinx. Large, great computers line the walls of this most hallowed and holy place. In other rooms, leading off of this one, great riches and wonders, the gifts of life, are piled as far and as high as can be seen. In the north-east corner is a glowing archway. To the north-west is a large chaise lounge. Along the south wall is a very large table with a full colour, x-terminal. ~ 47 520 0 D1 ~ door east hallway~ 0 -1 7501 -1 E archway~ This archway hums and glows with a gold and blue light. Beyond it, you can see many different swirling locations, as if it led everywhere. ~ E table~ This table is covered with all sorts of strange items: parchments filled with drawings and writings and arcane symbols, many strange shaped boxes made of a very pourous material, and a device that ocassionally makes a ringing sound with thrity or so buttons on it. The majority of the table is taken up by the large X-Windows terminal that sits in it's center. ~ E computer terminal~ There is a sign above this computer. It reads: DREAMLINE Dreamline (DLUX XXI.1.2) login: password: ~ S #7501 Steppenwolf's Born to Be Wild~ This is the playroom, and bedroom of Steppenwolf, Dark Lord of Evil. This room is strictly off limits to everyone, except by special invitation. Taking up the majority of one side of the room is a large waterbed. Very expensive rainbow coloured, crushed velvet sheets adorn the bed. A close inspection of the bed shows silk cords of the same colour design attached to the four corners. Also in this room is a dressing table and a pot filled with exotic looking bird feathers. The regal plummages of peacocks, parrots, barettas, and other birds can be seen. A large closet is set into one wall. However, it appears to be closed and locked, so you have no idea what is in it. On the north wall is a very large electronic entertainment center, with a large collection of CDs and DATs. ~ 47 536 0 D3 ~ ~ 0 -1 7500 -1 S #7699 Xenakis' Office~ You are now in the Office of Xenakis the Lord of the Shadows, with its black granite walls, halogen lights, and with a grey marble floor. In the corner you see a large white marble statue of Mags, and along one wall you see a large black marble desk. ~ 47 8 0 D5 ~ door~ 1 -1 98 -1 S #7900 Outside Redferne's residence~ A huge cloud forms the plateau on which you are now standing. The wind here is absolutely quiet and the sun is shining warmly upon you. From under the cloud you can hear the faint sounds of Shadowdale. Right before you to the north lies the grand Mansion of Naris, the residence of the Greater God Redferne. ~ 48 516 0 D0 You see a HUGE arched gate leading into this magnificent building. ~ gate door huge arched~ 39 7901 7901 -1 D5 You see a Huge Chain that anchors the Mansion of Naris to the ground. ~ ~ 0 -1 7918 -1 S #7901 The Southern end of the hall~ You are standing in a vast hall that is dimly lit, but wherefrom the light comes, is a mystery. The walls seem to radiate warmth and give the pleasent feeling of being welcome here. A large portrait is hanging on one of the walls. A large wooden staircase leads up into the tower. To the east there is a high passage away from the hall. This ends shortly after by a tall oak door. The enormous hall extends further north from here. To the south you can see a huge, and VERY heavy- looking iron-wrought door. It looks like this is the only exit from this magnificent old house. To the west you can see a large ashen door. ~ 48 524 0 D0 The hallway continues that way. You can see more doorways under the wooden staircase in that direction. ~ ~ 0 -1 7904 -1 D1 You see there a tall oak door. It looks quite tightly closed to you. On it little runes are chiselled into the wood. ~ oak tall east oakdoor talldoor eastdoor~ 35 -1 7910 -1 D2 Here you see a REAL door. It would be more proper to call this a "GATE", rather than a "door". It's really HUGE! On it hangs a large sign with very large letters spelling : "EMERGENCY EXIT". ~ gate south exit iron huge emergency~ 39 7901 7900 -1 D3 This looks like a "door" in the meaning of the word. The ashen wood is painted in a peculiar yellow colour. Small letters are written with black on it. ~ ashen ash door west yellow~ 35 -1 7902 -1 D4 You see the staircase extending upwards into the very high tower. It ends in what seems like a large bedroom up there. ~ ~ 0 -1 7909 -1 E letters~ They read "LIBRARY". ~ E runes~ These runes are utterly strange to you, but you are in luck today: Under the runes you can just make out a sentence in Common. It goes : " Stay out, if you treasure your life. That is if you are mortal.". ~ S #7902 Redferne's Library~ This is truly a magnificent place! Books and scrolls lie together on every shelf. A large globe, with the map of the Mud-world upon it, stands in the dimly lit north-western corner of the room. Two large and comfortable- looking leather arm-chairs adourn the center of the library together with a huge oak desk. Dim light radiates from an enormous crystal chandelier hanging down from the ceiling approximately 10 feet off the floor. To the east there is a great old ashen door. A large glass window is set in the west wall. ~ 48 524 0 D1 You can see an old ashen door, painted in a peculiar yellow colour. ~ door ash ashen east~ 35 -1 7901 -1 E river~ You see a large and winding river cut through the landscape, starting at a huge mountain chain, it seeps through Shadowdale and finally ends up in the Grand Sea on the West-coast of the land. ~ E out outside beyond~ The clouds muster and form the ground on which this entire building is set. Through the thinnest of the clouds you can just make out Shadowdale with all it's magnificent activity. ~ E window glass~ These windows are really BIG! They reach from about 20 inches above the floor to approximately 10 inches under the ceiling. If you try and "look out", you might see what might lie beyond these windows. ~ E chairs leather arm-chairs~ These two chair are exactly alike one another. They look incredibly comfortable. They're both made from old leather, and yet they seem so worn that they can be nothing but a perfect place for a long needed rest. ~ E shadowdale town city~ You see a small speck with woods on the west from it, plains to the east from it and mountains to the north from it. To the south from it you can see a thin trail lead to a large castle. Finally you notice a rather large river pour in from the east and go through Shadowdale in the middle. ~ E globe world map~ You see a large world map stretch out on the enormous globe. It has towns drawn in every spot available for such. In the middle of the map you can spot a large town with the name 'Shadowdale' written over it. The rest is mountains, woods, plains and water. ~ S #7903 The Artifact room of Naris~ This is gloomy and dark room with only a faint light radiating from the walls. A bunch of funny-looking items fill the center of the room. There are no furniture here what-so-ever. The only way out seems to be west, through the low steel door. ~ 48 524 0 D3 You see only the back of a safe's steel door. ~ steel door exit safe~ 39 7900 7910 -1 S #7904 The Northern end of the hall~ You are standing in the northern end of the huge hall. This part is under the grand wooden staircase so the light seems a little less bright here, but this doesn't bother your sight at all. To the north lies the kitchen. To the south lies the Southern end of the hall. To the east there is a huge metal door. To the west there is a large aspenwood door. ~ 48 524 0 D0 ~ ~ 0 -1 7906 -1 D1 You see a huge metal door. From it a foul stench emanates. The smell is the most awful experience in your entire life. A thought seeps through this terrible stench and into your mind : "Monsters", you feel BAD about opening that door. ~ steel metal huge~ 35 -1 7913 -1 D2 The rest of the hall lies in that direction, and so does the exit. ~ ~ 0 -1 7901 -1 D3 The door has "SITTING ROOM" written on it. It is made from Aspenwood and is beautifully carven with small elves as main issue of sculpture. ~ aspen asp~ 35 -1 7905 -1 S #7905 The Sitting room of Naris~ You are standing in the middle of a really comfortable place. The walls are decorated with paintings of smiling Kings and Queens. The most attractive picture is one of a Prince in shiny armour. By one of the walls there is an old arm-chair. The only exit is through the aspenwood door to the east. ~ 48 524 0 D1 The door seems to be a very HEAVY door, carved completely from the trunk of an Aspen tree. ~ asp aspen door heavy~ 35 -1 7904 -1 E chair arm-chair~ This is truly a wonderful relic of the past. In it is a large cushion. ~ S #7906 The Kitchen of Naris~ This must be the place of food and drink. You can hear the faint noise of rats feasting on meat and bread from somewhere undeterminable. The sound makes you feel the agony of HUNGER. The only visible exit is south to the Northern end of the hall. ~ 48 524 0 D0 It's dark in there. But the sounds from there are unmistakable. The rats are here to your information. ~ larder wooden cupboard~ 35 -1 7907 -1 D1 You can see the fridge from here. In it are drinks all over. ~ fridge~ 35 -1 7908 -1 D2 ou can see the northern end of the hall. ~ ~ 0 -1 7904 -1 S #7907 The Larder~ You can see food all over. Among the heaps of food you notice HUGE rats scuttering around, nibling pieces off the heaps here and there. ~ 48 524 0 D2 ~ door wooden larder exit~ 35 -1 7906 -1 S #7908 The Fridge~ This place is LOADED with drink, water and booze. ~ 48 524 0 D3 ~ door exit fridge~ 35 -1 7906 -1 S #7909 On the stairs~ You can see up and down the stairway. It seems to take forever, either going up OR down. It's just a seemingly insurmountable climb, either way. Up is the bedroom of Redferne, and Down leads to the Southern end of the hall. ~ 48 524 0 D4 ~ ~ 0 -1 7911 -1 D5 ~ ~ 0 -1 7901 -1 S #7910 The Treasure room~ This place is gloomy. A HUGE safe is cemented into the west wall. The only visible exit is west, through the oak door. ~ 48 524 0 D1 ~ safe steel~ 39 7900 7903 -1 D3 You see a tall oak door. ~ door oak tall~ 35 -1 7901 -1 S #7911 Redferne's Bedroom~ This is a snugly set bedroom with all the necessities for a romantic evening. A large fireplace adourns the east wall, and sizzling away is the wood that is ablaze within. The bed is enormous, covering at least HALF of this great room. This stretches at least 140 square feet, so can you imagine the BED? A large staircase leads down to the hall. A couple of doors open up to a broad balcony to the south. ~ 48 524 0 D2 The suns seems to shine out there, warmly and comforting. ~ doors~ 3 -1 7912 -1 D5 ~ ~ 0 -1 7909 -1 S #7912 The Balcony of Redferne's Residence~ You see a splendid of the most of this world. The valleys stretch as far as the eye reaches to the south from here. Down below you can see the entrance of this magnificent building. To the north are the doors to Redferne's Bedroom. ~ 48 516 0 D0 You see the comfortable bedroom of Naris, the mansion of Redferne the Greater God. ~ doors~ 35 -1 7911 -1 D5 You see the ground on which this castle is set. Funnily it seems to you that it's no more than clouds. ~ ~ 0 -1 -1 -1 S #7913 The Monster Pen~ This looks like the cage in which a large carnivor is being kept. Judging by the state the walls are in, this could very well be a large AGGRESSIVE animal. This makes you pretty insecure, this stating your feeling about the place, quite mildly. ~ 48 8 0 D3 This looks like the only exit from here. ~ door cage metal pen~ 35 -1 7904 -1 S #7914 On the Huge Chain~ This place has quite a good view over Shadowdale. Your possibilities of movement seems to extend only to up and down. Unless you want to let go of the secure and seemingly unmoveable chain, then those are the directions you should take from here. ~ 48 4 5 D4 Up the way you see the chain dissappearing into the clouds above. ~ ~ 0 -1 7915 -1 D5 Down below you see the huge chain anchored to the ground in the Road Crossing. ~ ~ 0 -1 3120 -1 S #7915 The Chain where it's too windy~ Hanging on to the chain you figure out that there's no way of leaving down from here. The wind pulls you from left to right and back. This seems like a totally impossible task. The ascend is the only way ahead for you. Otherwise you would risk death by falling to the hard ground below. DO NOT DESCEND NOW OR YOU'LL SURELY DIE!!!! ~ 48 4 5 D4 That way seems to be the only way away from here. ~ ~ 0 -1 7916 -1 D5 THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain down below you. It swings like a furious serpent from side to side! The descend is ABSOLUTELY out of the QUESTION. ~ ~ 0 -1 7920 -1 S #7916 On the Great Chain of Naris~ You are approximately on the middle of the treacherous Chain. One false step and death will come and collect you quickly. The chain leads upwards and down. No way are you going to descend now... You've only just begun your climb. Besides it could cost you your life. Look down and you'll see why.~ 48 4 5 D4 There seems to be only one way from here and that's up. ~ ~ 0 -1 7918 -1 D5 The chain down there is swinging wildly back and forth. Going down there will be pretty risky! ~ ~ 0 -1 7915 -1 S #7917 The Chain~ As you descend, the chain seems to absorbe all weather around it, making it swing less and less in the very powerful wind tearing at it. The Chain seems to chuckle quietly, and as you descend further you hear a soft whisper originating from within the Chain *ITSELF*. It says, " Welcome back some other time, stranger. Your company is always ... hmmm ... interesting. God Speed. " The chain extends further down through the now spreading clouds. ~ 48 4 5 D4 It seems to you that the Chain is dissolving again. Maybe it's just an illusion, but still ...! ~ ~ 0 -1 -1 -1 D5 That way seems safe enough ... now. ~ ~ 0 -1 7914 -1 S #7918 The Mighty Chain of Naris~ This place truly a splendid view of the WHOLE COUNTRY SIDE!!! A magnificent light shines upon you and the way up through the clouds is opened. Up there you can now see the Mansion of Naris, Residence of the Greater God Redferne. The chain beneath you seems to evaporate in the mustering clouds that surround you by now. ~ 48 4 5 D4 You see the sunny top of the clouds. Beyond these, the Mansion towers before your eyes. Beautiful!! ~ ~ 0 -1 7900 -1 D5 You see nothing but the thick clouds. They've closed completely around the Chain. ~ ~ 0 -1 7917 -1 S #7920 Free fall from the Chain~ This is probably the third worst place to be in this entire MUD right now. You fall . . . and fall . . . and fall . . . and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly. Bye Cruel World. You lose all your things immediately, Sorry!! ~ 48 2 0 D0 ~ ~ 0 -1 7914 -1 D1 ~ ~ 0 -1 7915 -1 D2 ~ ~ 0 -1 7916 -1 D3 ~ ~ 0 -1 7917 -1 D4 ~ ~ 0 -1 7918 -1 D5 ~ ~ 0 -1 3120 -1 S #8000 Palace Road~ This lovely white stone road leads north to the Palace of Shadowdale, and South to the Eastern gate. To the west is the side of the Weapons shop. ~ 49 0 1 D0 You see the path to the palace. ~ ~ 0 -1 8001 -1 D2 You see the East Gate ~ ~ 0 -1 3041 -1 E stone white~ the white stones are smooth and polished. ~ S #8001 Palace Road~ The road continues to stretch to the north and south. The east is blocked by the city wall, and to the west you can see the first Bank of Shadowdale. ~ 49 0 1 D0 You see the palace courtyard ~ ~ 0 -1 8002 -1 D2 You see the palace road, and beyond that, the East Gate. ~ ~ 0 -1 8000 -1 D3 You can see the first Bank of Sillyness ~ ~ 0 -1 2000 -1 S #8002 Palace Courtyard~ The palace courtyard is here. White marble steps lead north into the palace, and to the east and the west are beautiful lawns and gardens. to the south you can see palace road. ~ 49 0 1 D2 You see the palace Road. ~ ~ 0 -1 8001 -1 S #9000 Valley Trail~ To the south this path ends at a cave in the mountains. To the north, it stretches down through the hills, towards a winding river. You can see a line of smoke there too. ~ 50 0 2 D0 You can see the valley through the hills ~ ~ 0 -1 9001 -1 D2 You can see the Valley at the cave. ~ ~ 0 -1 4031 -1 S #9001 Valley Trail~ This trail continues to wind through the hills. it forks off, to the east, and continutes to the north. The line of smoke to the north is clearer now, perhaps it is from a village? ~ 50 0 2 D0 You can see a trail through the hills. ~ ~ 0 -1 9002 -1 D1 You can see a trail through the hills. The hills grow higher here. ~ ~ 0 -1 9003 -1 D2 You can see a trail that leads towards a mountain. ~ ~ 0 -1 9000 -1 S #9002 Valley Trail~ The path becomes more treacherous here, You may wish to turn back. A deep ravine bars your passage to the west, and a steep cliff your passage to the east. Northwards you can see the river now, and you think that there might be some movement there too. ~ 50 0 2 D0 ~ ~ 0 -1 9004 -1 D2 You can see a trail through the hills. ~ ~ 0 -1 9001 -1 S #9003 Trail through the hills~ This trail rises to the crest of a large hill, and you can see the entire area in its beauty. To the north, you can see at least two settlements, one far to the north, the other closer. The river winds below, and there may be something or someone on the river, though you are not sure. The path leads down the hillside, or back to the west ~ 50 0 2 D1 ~ ~ 0 -1 16700 -1 D3 You can see a trail through the hills. ~ ~ 0 -1 9001 -1 S #9004 A path through the hills~ You are standing on a flat area. To the north, you can see a large river winding through the hills. To the south, the path continues through the mountains. ~ 50 0 0 D0 ~ ~ 0 -1 9005 -1 D2 ~ ~ 0 -1 9002 -1 S #9005 A path through the hills~ The path slopes down the side of a hill, from north to south. To the south, not far away, you can see a small river. To the north, you see the path dissapear into the hills. ~ 50 0 0 D0 ~ ~ 0 -1 9006 -1 D2 ~ ~ 0 -1 9004 -1 S #9006 On the riverbank~ You are standing on the edge of a small river. It flows west to east, through a small forest. To the south, you can see a path that quickly rises into the hills. ~ 50 0 0 D0 ~ ~ 0 -1 9007 -1 D2 ~ ~ 0 -1 9005 -1 S #9007 The waters of the silver river~ You are on the silver river, which flows westerly through a small forest. You can see a path to the south, it leads up into the hills. From downstream, you can faintly see something or someone moving, but it is impossible to be sure what or who is there ~ 50 0 7 30 3 D2 ~ ~ 0 -1 9006 -1 D3 ~ ~ 0 -1 9008 -1 S #9008 The waters of the silver river~ You are on the silver river. It is flowing west through a small forest. To the west, you can see a tree, waving in the wind. To the south lies a large hilly area. ~ 50 0 7 30 3 D1 ~ ~ 0 -1 9007 -1 D3 ~ ~ 0 -1 9009 -1 S #9009 The waters of the silver river~ You are on the silver river. It is flowing west through a small forest. To the west, you can see a tree, waving in the wind. To the south lies a large hilly area. ~ 50 0 7 30 3 D1 ~ ~ 0 -1 9008 -1 D3 ~ ~ 0 -1 9010 -1 S #9010 The waters of the silver river~ You are on the silver river. It turns here, flowing from east to north through a small forest. ~ 50 0 7 15 0 D0 ~ ~ 0 -1 9011 -1 D1 ~ ~ 0 -1 9009 -1 S #9011 The waters of the silver river~ You are on the silver river. It flows slowly north and south through a small forest. The forest edge is nearby to the north. You can hear strange sounds in the woods ~ 50 0 7 45 1 D0 ~ ~ 0 -1 9012 -1 D2 ~ ~ 0 -1 9010 -1 S #9012 The waters of the silver river~ You are on the waters of the silver river. As the river passes a large rock, a Huge wooden fortress is revealed to the west!. The river quickly turns into rapids here, it is more or less impassable to the north for the time being. The only exits: West, or South ~ 50 0 7 45 1 D2 ~ ~ 0 -1 9011 -1 D3 ~ ~ 0 -1 9013 -1 S #9013 The shores of the silver river~ You are standing on the shores of the silver river. To the north, a path leads around the edge of a HUGE wooden fortress. The walls are at least 20 feet tall! It is one of the largest structures you have ever seen. The silver river lies to the east, and a huge wooden door lies to the west. ~ 50 0 0 D0 ~ ~ 0 -1 9014 -1 D1 ~ ~ 0 -1 9012 -1 D3 ~ ~ 0 -1 9018 -1 S #9014 Along the edge of the fortress~ You are standing at the northeast corner of a huge fortress. You can hear many sounds from within, the barking of large dogs, and a hearty laugh or two,but you can see no entrance here ~ 50 0 0 D2 ~ ~ 0 -1 9013 -1 D3 ~ ~ 0 -1 9015 -1 S #9015 The north-west corner~ You are standing at the north-west edge of a huge fortress. A path leads south and east around the edges of the fortress. You can hear faint noises from within, perhaps the sounds of barking dogs. ~ 50 0 0 D1 ~ ~ 0 -1 9014 -1 D2 ~ ~ 0 -1 9016 -1 S #9016 The south-west corner~ You are standing at the south-west edge of a huge fortress. A path leads north and east around the edges of the fortress. You can hear faint noises from within, perhaps cooking noises. ~ 50 0 0 D0 ~ ~ 0 -1 9015 -1 D1 ~ ~ 0 -1 9017 -1 S #9017 The south-east corner~ You are standing at the south-east corner of a huge fortress. To the north, you can see a huge door, which leads into the fortress, while to the west, a path leads around the south-western edge ~ 50 0 0 D0 ~ ~ 0 -1 9018 -1 D3 ~ ~ 0 -1 9016 -1 S #9018 At the edge of the huge fortress~ You are standing in front of a huge door, which seems to lead inside this giant fortress. No noises come from within, all seems quiet. A path leads south around the fortress, and a path leads east to the silver river ~ 50 0 0 D1 ~ ~ 0 -1 9013 -1 D2 ~ ~ 0 -1 9017 -1 D3 ~ door wooden huge w~ 1 0 9200 -1 S #9200 Eastern End of the Main Entry~ Sitting in the corner is a nearly empty keg of ale. Many pegs set high up line the walls and many gigantic fur cloaks hang from some of these pegs. A torchlit hallway leads off to the north. There is a huge wooden door to the east. ~ 51 8 0 D0 ~ ~ 0 0 9206 -1 D1 ~ huge door wooden e~ 1 -1 9018 -1 D3 ~ ~ 0 -1 9201 -1 S #9201 The Main Entryway~ You are in the main entry of the hill giant smial. To the north, you see a huge pair of bronze doors, and the entry continues to the east and west. ~ 51 8 0 D0 ~ door bronze north n~ 1 9200 9208 -1 D1 ~ ~ 0 -1 9200 -1 D3 ~ ~ 0 -1 9202 -1 S #9202 Western End of the Main Entry~ You are in the western end of the main room. To the north, you see a long torchlit hallway leading off into the distance. A ladder leads up to who knows where. ~ 51 8 0 D0 ~ ~ 0 0 9210 -1 D1 ~ ~ 0 -1 9201 -1 D4 ~ ~ 0 0 9203 -1 S #9203 Watch Tower~ From this tower, you can see the surrounding countryside for miles around. A large iron hoop and straight bar hanging from a rafter by ropes seems to be some type of alarm system for the rest of the compound. ~ 51 4 0 D5 ~ ~ 0 0 9202 -1 S #9204 Main Guest Chamber~ There are 6 beds, 4 chairs, 4 stools, 7 chests, and two tables in the room. Various skins and hides cover the floors, several hang on the walls, and there are giant garments on several pegs. A torch burns smokily at the west end of the room in a wall sconce. ~ 51 8 0 D0 ~ door north n~ 1 9201 9213 -1 S #9205 Barracks~ There are many beds and chests in this room. There are items of giants clothing hanging from pegs in the walls and a couple of torches are smouldering in wall cressets. ~ 51 8 0 D0 ~ ~ 0 0 9215 -1 S #9206 Hallway~ Torches set in sconces high in the wall line this hallway. A large door lies to the west. ~ 51 8 0 D0 ~ ~ 0 0 9216 -1 D2 ~ ~ 0 0 9200 -1 D3 ~ door west w~ 1 9201 9207 -1 S #9207 Sub-Chief's Chamber~ This place contains a scattering of furnishings: hides on the floors, a bear skin on the wall, a chair, a stool, and a huge bed covered with furs. ~ 51 8 0 D1 ~ door east e~ 1 9201 9206 -1 S #9208 Long Hall~ This 80 foot long passageway is dim, shadowy, and very dirty and messy. A few torches burn smokily along either wall. A door lies to the west. ~ 51 8 0 D0 ~ ~ 0 0 9233 -1 D2 ~ door bronz south s~ 1 9200 2901 -1 D3 ~ door west w~ 1 9201 9209 -1 S #9209 Weapons Storage~ Racks of weapons line the walls. ~ 51 8 0 D1 ~ door east e~ 1 9201 9208 -1 S #9210 Hallway~ Torches set in sconces high in the wall line this hallway. The hallway continues on to the west and the south. Through an archway, you see a large room to the north. ~ 51 8 0 D0 ~ ~ 0 0 9217 -1 D2 ~ ~ 0 0 9202 -1 D3 ~ ~ 0 0 9211 -1 S #9211 Hallway Intersection~ Smoky torches line this dirty hallway. The hallway leads off to the north, east and west. ~ 51 8 0 D0 ~ ~ 0 0 9226 -1 D1 ~ ~ 0 0 9210 -1 D3 ~ ~ 0 0 9212 -1 S #9212 Hallway~ A torch burns brightly in its holder in the south wall. A large door lies to the north. ~ 51 8 0 D0 ~ door north n~ 1 9201 9218 -1 D1 ~ ~ 0 0 9211 -1 D3 ~ ~ 0 0 9213 -1 S #9213 Hallway Intersection~ A torch set in a holder next to a door lights this area. Hallways lead off to the north, east, and west. A door lies to the south. ~ 51 8 0 D0 ~ ~ 0 0 9228 -1 D1 ~ ~ 0 0 9212 -1 D2 ~ door south s~ 1 9201 9204 -1 D3 ~ ~ 0 0 9214 -1 S #9214 End of the Hallway~ Two torches light this area. A large door lies to the north. ~ 51 8 0 D0 ~ door north n~ 1 9201 9219 -1 D1 ~ ~ 0 0 9213 -1 S #9215 Hallway~ A torch burns brightly from its holder in the east wall. Through a large square opening to the south, you see a room that looks like a barracks of some type. The hallways leads off to the north and west. ~ 51 8 0 D0 ~ ~ 0 0 9221 -1 D2 ~ ~ 0 0 9205 -1 D3 ~ ~ 0 0 9216 -1 S #9216 Hallway~ A torch set high in the west wall burns smokily giving off a great deal of heat and very little light. A large door lies to the north. The hallway continues on to the east and south. ~ 51 8 0 D0 ~ door north n~ 1 9201 9263 -1 D1 ~ ~ 0 0 9215 -1 D2 ~ ~ 0 0 9206 -1 S #9217 Arsenal Room~ There are several racks of weapons in this room. Unfortunately, it is all way too big to be of any use to anyone in the party. ~ 51 8 0 D2 ~ ~ 0 0 9210 -1 S #9218 Common Room~ This place has 10 cots, 10 boxes, 4 stools, a table, 2 benches, and various other odds and ends. Several hides lie on the floor, and some skins hang from the walls. ~ 51 8 0 D2 ~ door south s~ 1 9201 9212 -1 E box~ You see a pile of cloaks. ~ S #9219 Common Room~ This place has 10 cots, 10 boxes, 4 stools, a table, 2 benches, and various other odds and ends - all of which have no apparent value to the group. ~ 51 8 0 D2 ~ door south s~ 1 9201 9214 -1 S #9220 Chamber of the Chief's Wife~ There is a huge bed, a small table, chair, stool, a coffer, and rugs, hides, and the like in this chamber. ~ 51 8 0 D0 ~ door north n~ 1 9201 9223 -1 S #9221 Hallway~ A torch set high in the east wall burns brightly giving off a great deal of smoke. To the west, you see what appears to be some type of guardpost. The hallway continues on to the north and south. ~ 51 8 0 D0 ~ ~ 0 0 9224 -1 D2 ~ ~ 0 0 9215 -1 D3 ~ ~ 0 0 9222 -1 S #9222 Guard Post~ A pile of bolders lies in a corner of this room. A half empty keg of ale sits between two stools. A rack of weapons fills the western wall. ~ 51 8 0 D1 ~ ~ 0 0 9221 -1 S #9223 Hall of the Chief~ Numerous interesting things fill this room. There are 2 tables, 5 chairs, 2 stools, and rugs, hides, and skins on the floors and walls. There are trophies on the walls: heads (dwarven, human, elven, and various other monster), skulls skins, and some battered arms and armor. A huge fireplace dominates the west wall. To the south there is a large door and the room opens into a hallway to the north. ~ 51 8 0 D0 ~ ~ 0 0 9230 -1 D2 ~ door south s~ 1 9201 9220 -1 S #9224 Hallway~ Torches set high in wall sconces line the west wall. A door with a word written on it in some strange language lies to the west. The hallway continues on to the north and south. ~ 51 8 0 D0 ~ ~ 0 0 9231 -1 D2 ~ ~ 0 0 9221 -1 D3 ~ door west w~ 1 9201 9225 -1 S #9225 Maid's Quarters~ 4 cots lie in this room. Shelves filled with various cleaning items line the walls. A barrel with a few mops and brooms sits in the corner. ~ 51 8 0 D1 ~ door east e~ 1 9201 9224 -1 S #9226 Torch Lined Hallway~ A torch set high in the east wall burns brightly giving off a great deal of smoke. To the west, you see what appears to be some type of guardpost. The hallway continues on to the north and south. ~ 51 8 0 D0 ~ ~ 0 0 9234 -1 D2 ~ ~ 0 0 9211 -1 D3 ~ ~ 0 0 9227 -1 S #9227 Guard Post~ A pile of bolders lies in a corner. Two stools sit next to the door. A rack of weapons fills the western wall. ~ 51 8 0 D1 ~ ~ 0 0 9226 -1 S #9228 Hallway~ A torch is set next to a swinging door to the north. You hear a great deal of noise coming from behind the door. The hallway leads off to the south. ~ 51 8 0 D0 ~ ~ 0 0 9236 -1 D2 ~ ~ 0 0 9213 -1 S #9229 Alcove~ Two torches light the area. A large door lies to the north. ~ 51 8 0 D0 ~ door north n~ 1 9201 9237 -1 D3 ~ ~ 0 0 9230 -1 S #9230 Entryway to Hall of the Chief~ To the south, you see a large room full of various trophies. The hallway continues to the east and west. ~ 51 8 0 D1 ~ ~ 0 0 9229 -1 D2 ~ ~ 0 0 9223 -1 D3 ~ ~ 0 0 9231 -1 S #9231 Hallway Intersection~ Hallways lead off in all four directions. ~ 51 8 0 D0 ~ ~ 0 0 9240 -1 D1 ~ ~ 0 0 9230 -1 D2 ~ ~ 0 0 9224 -1 D3 ~ ~ 0 0 9232 -1 S #9232 End of Hallway~ Going west, this dark hallway dead ends into a huge bronze door. To the east, you see some light and what appears to be another hallway. ~ 51 8 0 D1 ~ ~ 0 0 9231 -1 D3 ~ door bronze west w~ 1 9200 9233 -1 S #9233 Great Hall~ This place contains trestle tables, benches, and stools. To the north of the fire pit (where the remains of a blue dragon roasts) lies a table higher than the others. This appears to be the chief's table. Barrels and kegs of ale, beer, and mead stand here and there. All of the tables have various sorts of meats, cheese, bread, and drinking containers of all sorts scattered on their tops. There is singing, talking, laughing, shouting, arguing, wrestling, joking, and the like going on, so the place is very noisy. ~ 51 8 0 D1 ~ door east bronze e~ 1 9200 9232 -1 D2 ~ ~ 0 0 9208 -1 D3 ~ door bronze west w~ 1 9200 9234 -1 S #9234 Torch Lined Hallway~ Torches set in sconces next to 2 doors light this area. A swinging door lies to the west, and a huge bronze door lies to the east. The hallway continues on to the north and south. ~ 51 8 0 D0 ~ ~ 0 0 9245 -1 D1 ~ door bronze east e~ 1 9200 9233 -1 D2 ~ ~ 0 0 9226 -1 D3 ~ ~ 0 0 9235 -1 S #9235 Entry to Kitchen~ A large block of ice sits in the corner keeping some vegetables cool. A large wooden table sits in the center of the room. The smell of meat cooking comes at you from the west. ~ 51 12 0 D1 ~ ~ 0 0 9234 -1 D3 ~ ~ 0 0 9236 -1 S #9236 Kitchen~ This is a typical giant kitchen with counters along the walls, several tables benches, a stool or two, and various items for cooking and baking. A swinging door lies along the east and south walls. The room continues on to the north. ~ 51 12 0 D0 ~ ~ 0 0 9247 -1 D1 ~ ~ 0 0 9235 -1 D2 ~ ~ 0 0 9228 -1 S #9237 Chief's Chamber~ This room has rugs and skins hung from the walls. There are hides on the floor. There is a bed, 2 chairs, a small table with a tun of cheap wine on it. ~ 51 8 0 D2 ~ door south s~ 1 9201 9229 -1 D3 ~ secret door west w~ 1 9201 9240 -1 E skins rugs~ As you examine the skins and rugs on the wall, you notice a secret door to the west ~ S #9238 Weapons Closet~ This room appears to be currently used for storage. Large barrels line the floor. Sacks of flour a piled in a corner. There are several closed crates piled on top of each other off to one side. ~ 51 8 0 D3 ~ door west w~ 1 9201 9239 -1 S #9239 Storage Room~ Several crates, sacks, and other various items fill this room. There is a door to the east. ~ 51 8 0 D0 ~ ~ 0 0 9242 -1 D1 ~ door wooden e~ 1 9201 9238 -1 S #9240 End of Hallway~ The hallway ends here. A door lies to the west and an opening to the north reveals an open area. The hallway continues on to the south. There is a large tapestry on the eastern wall ~ 51 8 0 D0 ~ ~ 0 0 9248 -1 D1 ~ secret tapestry east e~ 1 9201 9237 -1 D2 ~ ~ 0 0 9231 -1 D3 ~ door west w~ 1 9201 9241 -1 E tapestry~ As you examine the tapestry, you notice the faint outline of a door behind it ~ S #9241 Small Dining Room~ A small table sits in the center of this room. A map showing the planned attacks on the town of Shadowdale lies in the center of the table. A door lies to the west and to the east. ~ 51 8 0 D1 ~ door east e~ 1 9201 9240 -1 D3 ~ ~ 0 0 9242 -1 S #9242 Study~ A huge easy chair sits in front of a gigantic fireplace. A bearskin rug lies on the floor in front of the chair. Several old and rusty weapons sit in holders all along the walls. A door leads to the south and to the east. ~ 51 8 0 D1 ~ ~ 0 0 9241 -1 D2 ~ ~ 0 0 9239 -1 D3 ~ secret grate west w~ 1 9202 9243 -1 E fireplace~ As you examine the fireplace, you suddenly notice a secret grate leading to to the west. ~ S #9243 Stairwell to Lower Level~ A rusted iron stairwell leads down into the darkness. A musty, and damp smell assaults your senses. ~ 51 9 0 D1 ~ secret grate east e~ 1 9202 9242 -1 D5 ~ ~ 0 0 9353 -1 E stairwell iron rusted~ As you examine the stairwell, you notice a secret grate to the east. ~ S #9244 Ogre Quarters~ There are several beds in this room. The sheets on these beds have been ripped up and many of the beds have been smashed. The stench in this room is overpowering. ~ 51 8 0 D0 ~ ~ 0 0 9250 -1 S #9245 Torch Lined Hallway~ A torch sits in its holder on the west wall. The hallway leads on to the north and south. ~ 51 8 0 D0 ~ ~ 0 0 9251 -1 D2 ~ ~ 0 0 9234 -1 D3 ~ secret door west w~ 1 9201 9246 -1 E torch~ As you examine the torch on the western wall, you notice a secret door. ~ S #9246 Stairwell to Lower Level~ A marble stairwell leads down into the darkness. A large door lies to the west and seems to be from where the smell of meat is coming from. ~ 51 13 0 D1 ~ secret door east e~ 1 9201 9245 -1 D3 ~ door west w~ 1 9201 9247 -1 D5 ~ ~ 0 0 9356 -1 E stairwell marble~ As you examine the marble stairwell, you notice a secret door in the eastern wall ~ S #9247 Kitchen~ Shelves line every wall. A chopping block sits in the center of the room. A door lies to the east. To the north, you see several barrels and sacks. ~ 51 8 0 D0 ~ ~ 0 0 9252 -1 D1 ~ door east e~ 1 9201 9246 -1 D2 ~ ~ 0 0 9236 -1 S #9248 Entryway to a Large Open Area~ In front of you lies to a large open area. Two large buildings lies to the north. A watchtower lies to the northwest. The sounds of dogs barking alerts you to a kennel of some type to the west. A 30 foot high log wall surrounds the entire area. ~ 51 0 0 D0 ~ ~ 0 0 9254 -1 D2 ~ ~ 0 0 9240 -1 D3 ~ ~ 0 0 9249 -1 S #9249 Kennel~ Several huge cages stand before you. The smell of animals fills your senses. ~ 51 0 0 D0 ~ ~ 0 0 9255 -1 D1 ~ ~ 0 0 9248 -1 S #9250 End of Hallway~ You are at the end of the hallway. A torch burns in a sconce to the east. A strong odor comes out of the room to the south. To the north, you hear a rumbling sound. ~ 51 8 0 D0 ~ ~ 0 0 9257 -1 D2 ~ ~ 0 0 9244 -1 D3 ~ ~ 0 0 9251 -1 S #9251 Hallway~ The hallway leads off to the east and south. A swinging door lies to the west. ~ 51 4 0 D1 ~ ~ 0 0 9250 -1 D2 ~ ~ 0 0 9245 -1 D3 ~ ~ 0 0 9252 -1 S #9252 Storage Room~ Barrels and sacks fill this room. A swinging door lies to the east. To the south, you hear the clanging of metal. ~ 51 8 0 D1 ~ ~ 0 0 9251 -1 D2 ~ ~ 0 0 9247 -1 S #9253 Barracks Room~ Several beds line the east wall. All the chairs in the room are pulled around a large empty keg. Several pegs line the walls. A strong odor of some type fills your nose. ~ 51 8 0 D3 ~ ~ 0 0 9254 -1 S #9254 Open Compound~ A large building lies to the north. To the east, you see a similar building. Off to the west, a large tower rises up into the air. The tower is very tall and has a good view of the surrounding area. ~ 51 0 0 D0 ~ ~ 0 0 9258 -1 D1 ~ ~ 0 0 9253 -1 D2 ~ ~ 0 0 9248 -1 D3 ~ ~ 0 0 9255 -1 S #9255 Base of a Watchtower~ A huge rope ladder leads up into a log watchtower. The rope is as thick as your arm. You think you could climb it with some difficulty. ~ 51 0 0 D1 ~ ~ 0 0 9254 -1 D2 ~ ~ 0 0 9249 -1 D4 ~ ~ 0 0 9264 -1 S #9256 Orc Slave Quarters~ Shackles line the walls. A foul smell of urine almost overcomes your senses. Lice infested straw pallets are strewn about. ~ 51 8 0 D3 ~ door west w~ 1 9201 9257 -1 S #9257 Servant's Quarters~ This large common room has various sizes of cots, tables, stools, and the like. It is cluttered with old clothing and junk. To the east, you hear a rumbling sound from behind a locked door. ~ 51 8 0 D1 ~ door east e~ 1 9201 9256 -1 D2 ~ ~ 0 0 9250 -1 S #9258 Barracks Room~ Several large beds line the north wall. Stools and tables are strewn here and there. Several pegs line all the walls and giant cloaks hang from them. ~ 51 8 0 D2 ~ ~ 0 0 9254 -1 S #9259 Marist's Common Room~ Empty ~ 51 8 0 D0 ~ ~ 0 0 9265 -1 D1 ~ ~ 0 0 9261 -1 D2 ~ ~ 0 0 9266 -1 D3 ~ ~ 0 0 9262 -1 D4 ~ ~ 0 0 9260 -1 D5 ~ ~ 0 0 3001 -1 S #9260 Pain's Room~ Empty ~ 51 0 0 D5 ~ ~ 0 0 9259 -1 S #9261 Sinat's Room~ Empty ~ 51 0 0 D3 ~ ~ 0 0 9259 -1 S #9262 Var's Room~ Empty ~ 51 0 0 D1 ~ ~ 0 0 9259 -1 S #9263 Dormitory~ Huge desks fill this room. A chalkboard dominates an entire wall. Writing slates are strewn about. A map of Shadowdale and the surrounding area is posted on a wall. ~ 51 8 0 D2 ~ door south s~ 1 9201 9216 -1 S #9264 Watch Tower~ From this tower, you have a clear view in all 4 directions. A large hoop with an iron bar hangs from a rafter from the ceiling. ~ 51 4 0 D5 ~ ~ 0 0 9255 -1 E north n~ To the north, you see several impassable mountains. ~ E south s~ To the south, you see the rest of the compound and several hilly areas. ~ E west~ There are several very high and impassable mountains to the west. ~ E east~ A thick forest lies to the east. ~ S #9265 Sain's Room~ Empty ~ 51 0 0 D2 ~ ~ 0 0 9259 -1 S #9266 Naip's Room~ Empty ~ 51 0 0 D0 ~ ~ 0 0 9259 -1 S #9300 Marist's Chillin Room~ An easy chairs sits in one corner. On every available wall space, there is a bookshelf crammed with books. A cooler full of beer sits next to the chair. Marist's headphones sit on the chair ~ 51 28 0 D0 ~ ~ 0 0 9201 -1 D5 ~ ~ 0 0 3001 -1 E Felix~ coo guy who gave me my level back and gave me another chance... practical joker... ~ E Companion~ Partner and friend... person who can be trusted... helped him get his level (53rd) and I am helping him create his area... ~ S #9301 Cavern~ You see before you a large cavern. The strong scent of bat guano fills the air. From overhead, you hear the squeaking of a great many bats. There is a large opening to the north and a smaller opening to the west. ~ 51 9 0 D0 ~ ~ 0 0 9306 -1 D3 ~ ~ 0 0 9302 -1 S #9302 Tunnel~ The small opening at the beginning of this tunnel gradually gives way to a large tunnel. Stalagmites are everywhere, and small winged creatures fly overhead, dodging the many stalactites that completely fill the ceiling. The tunnel continues on to the east and you see a small branch leading off to the north. ~ 51 9 0 D0 ~ ~ 0 0 9307 -1 D1 ~ ~ 0 0 9301 -1 D3 ~ ~ 0 0 9303 -1 S #9303 Natural Cavern~ This area of the dungeon appears to be somewhat natural. There are no signs of stonework on any of the cavern walls. A dim light, coming from some strange type of mold, lights this area with a dim green light. Small creatures scurry away from your approaching lights, seeking safety in the shadows of the many bolders and stalagmites that fill this cavern. A small opening lies to the east. ~ 51 13 0 D0 ~ ~ 0 0 9308 -1 D1 ~ ~ 0 0 9302 -1 S #9304 Vestry~ The visible walls of this place bear faint traces of disgusting murals and bas relief depictions of nasty things. A flight of ridged, step-like stones slants steeply downwards towards the south, but this way is completely blocked by tons of stone blocks and rubble. ~ 51 9 0 D0 ~ ~ 0 0 9309 -1 S #9305 Tunnel~ The tunnel floor start getting damper and damper. About halfway through the tunnel, you are up to your ankles in water and mud. A few minutes later, you are up to your knees. Eventually, the water starts getting lower and lower. The tunnel continues on to the north and west. ~ 51 9 0 D0 ~ ~ 0 0 9312 -1 D3 ~ ~ 0 0 9306 -1 S #9306 Large Tunnel~ The ceiling of this tunnel is a good 80 feet over your head. Your lights dance off the walls creating a strange myriad of giant shadows dancing around you. The tunnel goes on to the east and south, and a small fork goes to the west. A small crack to the north could allow access to the north. ~ 51 9 0 D0 ~ ~ 0 0 9313 -1 D1 ~ ~ 0 0 9305 -1 D2 ~ ~ 0 0 9301 -1 D3 ~ ~ 0 0 9307 -1 S #9307 Branch from Tunnel~ The tunnel get gradually smaller and smaller. Just as soon as you thought that you would have to turn back, the tunnel opens up. ~ 51 9 0 D1 ~ ~ 0 0 9306 -1 D2 ~ ~ 0 0 9302 -1 S #9308 Unfinished Hallway~ Construction on this hallway appears to have been prematurely halted. To the west, you see a large black door made of some strange material. It appears to have been exposed during building of this hallway. Large humanoid skeletons lie strewn before the door, broken by some immense force into strange positions at there death. You sense a great evil from behind this door. The hallway continues on to the north and a small natural tunnel leads off to the south. ~ 51 13 0 D0 ~ ~ 0 0 9320 -1 D2 ~ ~ 0 0 9303 -1 D3 ~ door black old rune west w~ 33 9300 9309 -1 S #9309 Weird Abandoned Temple~ This room is made out of a faintly glowing green stone. Several disturbing shapes are carved into the stone. These shapes seem to dance and move in the flickering torchlight of this room. The walls chill you to the bone when you touch them. You sense a great evil about this place. A vestry of some type is to the south and a black temple lies to the west. ~ 51 9 0 D1 ~ door rune black old rune east e~ 33 9300 9308 -1 D2 ~ ~ 0 0 9304 -1 D3 ~ ~ 0 0 9310 -1 S #9310 Bloodstained Altar~ A large black stone stands on top of a blood red platform. Trails of dried blood mark the stone in trails leading down to a fountain which is full of blood. Dark shapes move about the pillars which support the roof. You sense a great evil in this place. ~ 51 9 0 D1 ~ ~ 0 0 9309 -1 S #9311 Armory and Smithy~ Here are stacks of giant arms and armor, being repaired or fabricated. There are many huge spears, some giant sized battle axes, many 3 handed swords, and other weapons usable only by giants. There are various pieces of armor lying here and there. Two huge forges and bellows sit in the middle of this room. The heat from this room is stifling. ~ 51 8 0 D0 ~ ~ 0 0 9325 -1 S #9312 Underground Cavern~ Looking about this cavern, you are struck by its natural beauty. The roof is a full 200 feet over your head. A small pond lies to the east. The entire area is lit with a strange yellow glow coming from the quartz walls. You lights dance of the walls, causing a tinkling that looks like a million diamonds glittering before you. A large opening lies to the north. To the south, you see a tunnel leading off into the darkness. A small crack to the west affords you a possible entrance into a cave. ~ 51 8 0 D0 ~ ~ 0 0 9318 -1 D1 ~ ~ 0 0 9380 -1 D2 ~ ~ 0 0 9305 -1 D3 ~ ~ 0 0 9313 -1 S #9313 Troglodyte Cave~ After a tight squeeze, you enter into a large cave. You hear a dripping of water from somewhere. The stench in this cave in intensely strong and foul. Using every bit of self control, you manage to keep your lunch down. You see a small opening to the north that might lead out. To the east, a faint yellow glow can be seen behind a small crack. A narrow opening to the south leads off into the darkness. ~ 51 9 0 D0 ~ ~ 0 0 9319 -1 D1 ~ ~ 0 0 9312 -1 D2 ~ ~ 0 0 9306 -1 S #9314 Slave Quarters~ Several cots sit of to one side of the room. A small table sits along the south wall. Moldy bread, cracked mugs, and a leaky barrel of water are the only other features of this room. ~ 51 8 0 D0 ~ door north n~ 1 9202 9321 -1 S #9315 Bugbears Guardpost~ A brass brazier lights this alcove. A stool rests next to a large wooden door. You see a hallway to the south. ~ 51 8 0 D0 ~ door north n~ 0 0 9332 -1 D2 ~ door south s~ 1 9201 9322 -1 S #9316 Slave Quarters~ Pallets of straw are scattered to and from in this room. A broken barrel sits of to one side. Several rusty chains are attached to the western wall. A putrid smell fills this room. It is the smell of the recently dead. ~ 51 8 0 D0 ~ door north n~ 1 9201 9323 -1 S #9317 Slave Quarters~ Pallets of straw are piled haphazardly along the east wall. An old oaken barrel half filled with a murky liquid sits in one corner. Rats scurry from you approach. A dank, wet smell overcomes you. ~ 51 9 0 D0 ~ door north n~ 1 9201 9324 -1 S #9318 Large Tunnel~ The tunnel opens up into a huge natural tunnel. To the south, you see a faint yellow glow. The tunnel continues on to the west. ~ 51 9 0 D2 ~ ~ 0 0 9312 -1 D3 ~ ~ 0 0 9319 -1 S #9319 Small Cave~ You are in a small cave. Mining tools, in a general state of disrepair, lie in a pile in the corner. To the south, you see a small opening that might pass as being a cave. There is a large opening to the north, and the tunnel continues on to the east. ~ 51 9 0 D0 ~ ~ 0 0 9328 -1 D1 ~ ~ 0 0 9318 -1 D2 ~ ~ 0 0 9313 -1 S #9320 Rough Hallway~ This hallway doesn't have the finished look of the rest of the area. The walls are not as smooth and polished and show an incredible lack of quality work. A small tunnel leads to the east and the hallway continues on to the south. ~ 51 13 0 D1 ~ ~ 0 0 9379 -1 D2 ~ ~ 0 0 9308 -1 D3 ~ rock door west w~ 1 9202 9321 -1 S #9321 Blocked End of the Hallway~ The hallway ends here. To the east, a large rock has been pushed into the hallway, effectively sealing it. You think it might be moved if you work at it a bit. The hallway continues on to the west and a metal bound door lies to the south. ~ 51 8 0 D1 ~ rock door east e~ 1 9202 9320 -1 D2 ~ door south s~ 1 9202 9314 -1 D3 ~ ~ 0 0 9322 -1 S #9322 Stone Hallway~ To the north here, you see a small alcove with a large door in it. The hallway leads on for a while to the west, while it ends after a while to the east. ~ 51 8 0 D0 ~ door north n~ 1 9201 9315 -1 D1 ~ ~ 0 0 9321 -1 D3 ~ ~ 0 0 9323 -1 S #9323 Stone Hallway~ You stand at the intersection of two hallways. The hallway leads off to the north, west, and east. To the south, you see a large metal bound door. ~ 51 9 0 D0 ~ ~ 0 0 9349 -1 D1 ~ ~ 0 0 9322 -1 D2 ~ door south s~ 1 9201 9316 -1 D3 ~ ~ 0 0 9324 -1 S #9324 Stone Hallway~ You stand in a long dark hallway. The Hallway continues on to the east and west. To the south, you see a large metal bound door. ~ 51 9 0 D1 ~ ~ 0 0 9323 -1 D2 ~ door south s~ 1 9201 9317 -1 D3 ~ ~ 0 0 9325 -1 S #9325 End of Stone Hallway~ You are at the end of the hallway. To the north, you see a small guardpost. A strange red light flickers in your eyes from the west. To the south, you feel a strong wave of heat, it's cause, unknown. The hallway continues on to the east. ~ 51 8 0 D0 ~ ~ 0 0 9334 -1 D1 ~ ~ 0 0 9324 -1 D2 ~ ~ 0 0 9311 -1 D3 ~ ~ 0 0 9326 -1 S #9326 Torture Chamber~ This area contains various implements for torturing prisoners large and small. There are iron maidens, a huge rack, thumbscrews, chains, whips, branding irons and many other items of pain infliction. Several of the instruments still have their last occupants in them, all in various states of decomposition. A large fire burns perpetually in the middle of the room. The fire gives the room a hellish look to it. ~ 51 8 0 D1 ~ ~ 0 0 9325 -1 S #9327 Moving the Rubble~ As you move some of the rubble around, a strange blue glow fills the cave. As the glow intensifies, the pile of rubble swings out of your way revealing a large tunnel! ~ 51 9 -1 10 9336 1 0 S #9328 Large Natural Tunnel~ The tunnel opens up into a very large tunnel. The walls are a good 200 feet apart and the ceiling is at least 70 feet over your head. The tunnel continues on to the west and to the south. It is remarkably free of debris except for a large pile of rubble to the east. ~ 51 13 0 D1 ~ rubble secret east e rocks pile~ 0 0 9327 -1 D2 ~ ~ 0 0 9319 -1 D3 ~ ~ 0 0 9329 -1 S #9329 Dragon's Lair~ This natural cavern opens up into a huge room. You notice a distinct lack of clutter in this room: few stalactites, stalagmites, rubble. The air in this cavern is also a little bit chillier than the rest of the caves. To the east, the cavern leads to a large tunnel. ~ 51 8 0 D1 ~ ~ 0 0 9328 -1 S #9330 Bugbear Sleeping Quarters~ Several cots fill this room. A row of pegs are set into the walls. Cloaks and bags hang from these pegs. A bench sits in front of an extinguished brazier. ~ 51 9 0 D3 ~ ~ 0 0 9331 -1 S #9331 Bugbear Meeting Room~ Several torches light this area. A group of chairs face a board with a map on it. A desk lies along the south wall. A door lies to the east. ~ 51 8 0 D1 ~ ~ 0 0 9330 -1 D3 ~ ~ 0 0 9332 -1 E map~ test... ~ E map board~ CAMP ----| | | | MMMMMMMMMMMMMMMMMMMMMMMMMMM | M M | M M | M M | | M <-----------------<---------------<---------| M M M M M Old Shadowdale M M M MMMMMMMMMMMMMMMMMMMMMMMMMMM ~ S #9332 Bugbear Common Room~ A large fireplace lines the west wall. Several furs and hides lie on the floor. The remains of what looks like a keg of some liquid sits in the center of the room. Several benches are pushed up against the east wall. ~ 51 8 0 D0 ~ ~ 0 0 9339 -1 D1 ~ ~ 0 0 9331 -1 D2 ~ door south s~ 0 0 9315 -1 S #9333 Slave Cell~ This chamber has blood stained stone floors. Several chains are mounted into the walls. A skeleton lies crumpled into one corner. There is a mildewed smell in this room. ~ 51 8 0 D3 ~ gate door west w~ 1 9201 9334 -1 S #9334 Guard Post (use direction to open door)~ Three huge door are here: one to the north, east, and west. The stench in this area is intense and seems to be coming from behind the doors. ~ 51 13 0 D0 ~ gate door north n~ 1 9201 9340 -1 D1 ~ gate door east e~ 1 9201 9333 -1 D2 ~ ~ 0 0 9325 -1 D3 ~ gate door west w~ 1 9201 9342 -1 S #9335 Branch Off of Tunnel~ The tunnel narrows down to the point you have to walk single file. After a while of squeezing through the narrow confines, the tunnel starts getting wider. The tunnel goes on to the north and to the west. ~ 51 9 0 D0 ~ ~ 0 0 9343 -1 D3 ~ ~ 0 0 9336 -1 S #9336 Large Tunnel~ You are in an extremely large tunnel. Your light reveals small rat and bat which flee from you. To the north, the tunnel continues on for a long time. A small branch leads off to the east. ~ 51 13 0 D0 ~ ~ 0 0 9344 -1 D1 ~ ~ 0 0 9335 -1 D3 ~ ~ 0 0 9381 -1 S #9337 Row of Cells~ You walk down a narrow hallway. A large cage which serves as a cell of some type lies to the north. The stench from the cage is unbearable. Blood stains are located at the bottom of the cage. Another cage lies to the east. The main room lies to the west. ~ 51 8 0 D0 ~ cage cell door north n~ 1 9201 9383 -1 D1 ~ ~ 0 0 9382 -1 D3 ~ ~ 0 0 9338 -1 S #9338 Prison~ You have entered into a small room with cages. To the east, you see a long row of cages. A desk sits in one corner. Several sets of manacles are piled in one corner of the room. Through an opening to the north, you see a dark hallway. ~ 51 8 0 D0 ~ ~ 0 0 9347 -1 D1 ~ ~ 0 0 9337 -1 S #9339 Entrance to Bugbear Complex~ Two braziers burn brightly next to a large wooden door. You see a hallway to the north. ~ 51 0 0 D0 ~ ~ 0 0 9348 -1 D2 ~ ~ 0 0 9332 -1 S #9340 Slave Cell~ All along the walls of this room are manacles of all shapes and sizes. The rusted chains are pegged into the wall. The floor are bloodstained from the previous occupants of this cell. Rats scurry from you at your approach. The smell of death is very strong in here. ~ 51 8 0 D2 ~ gate door south s~ 1 9201 9334 -1 S #9341 Prison~ The man, driven insane from torture starts yelling at you! "You'll never get me to talk! I'll kill my self first!! Johan? Is that you? No!! It's a trick!!!! I'll never talk..... NEVER!!!" With this he grabs at the bars on the cage. One of the metal bands breaks and he uses this new 'weapon' to take his own life. Meanwhile, the 3 manticores have been making a great deal of noise in their attempt to get at you.... Suddenly, the chain pressed pass it's limits, snap!! The manticores rush forward to attack you! ~ 51 13 -1 40 9375 1 0 S #9342 Slave Cell~ A thin layer of damp straw cover the floor. Several piles of chains lie in piles on the floor. The strong smell of orc fills this area. ~ 51 8 0 D1 ~ gate door east e~ 1 9201 9334 -1 S #9343 Cave of the Carrion Crawlers~ You have entered into a cave full of the remains of many creatures. Bones are scattered everywhere and the stench is almost unbearable. You see an exit to the west and to the south.~ 51 9 0 D2 ~ ~ 0 0 9335 -1 D3 ~ ~ 0 0 9344 -1 S #9344 Large Cavern~ You are in a large cavern. Your light shine on a great multicolored pillar in the middle of the cavern. The pillar glows with a strange white light and you sense a great power emanating from it. Between two large bolders, you see a small cave to the east. The Cavern leads into a tunnel to the north and to the south. ~ 51 9 0 D0 ~ ~ 0 0 9352 -1 D1 ~ ~ 0 0 9343 -1 D2 ~ ~ 0 0 9336 -1 E pillar monolith stone~ Written on the Pillar is the following: "Death Comes on Blue Wings... Beware of the evil and the might of winged ones.. for theirs is true power... "Death to all those who dares defile the Cavern of the Dragon... ~ S #9345 Wine Cellar~ Several large barrels are stored here. In one corner, you see about 30 kegs stacked on there sides. The temperature in this chamber is extremely cool. ~ 51 9 0 D2 ~ door south s~ 1 9201 9365 -1 S #9346 Natural Hallway~ As you are walking down this hallway, you notice that it starts taking on a more natural appearance: the walls appears less smooth, the ceiling is uneven, the floor isn't as smooth. Small piles of rubble are pushed to the sides revealing a path that leads to the north. The hallway also leads back to the west. ~ 51 9 0 D0 ~ ~ 0 0 9364 -1 D3 ~ ~ 0 0 9347 -1 S #9347 Rubble Filled Hallway~ The hallway here is starting to get cluttered with rubble. You also notice that the floors and walls are not as finished as the other hallway. To the south, you see an alcove leading into a small room. The hallway leads on to the east and west. ~ 51 0 0 D1 ~ ~ 0 0 9346 -1 D2 ~ ~ 0 0 9338 -1 D3 ~ ~ 0 0 9348 -1 S #9348 Dark Hallway~ The hallway here is dark. Your footfalls echo off into the distance. To the south, you see a small alcove with a large door. The hallway leads into a large room to the west. The hallway leads on into the dark to the east. ~ 51 0 0 D1 ~ ~ 0 0 9347 -1 D2 ~ ~ 0 0 9339 -1 D3 ~ ~ 0 0 9349 -1 S #9349 Southern End of the Marshalling Area~ Several crates are pushed into the corner. The floors are have been worn smooth by the passing of many men over a long period of time. A small hallway leads off into the dark to the east. To the south, you see a door in the distance. The room continues on to the north. ~ 51 9 0 D0 ~ ~ 0 0 9355 -1 D1 ~ ~ 0 0 9348 -1 D2 ~ ~ 0 0 9323 -1 S #9350 Cave In~ You have reached the end of the tunnel. To the east, your path is totally blocked by rubble. It appears that the cave has collapsed due to some erosion from an underground stream. To the north, you see a large cave opening. A strange light seems to be coming from the cave. The tunnel leads back to the west. ~ 51 9 0 D0 ~ ~ 0 0 9359 -1 D3 ~ ~ 0 0 9351 -1 S #9351 Large Tunnel~ The tunnel opens into a larger tunnel. You see a small dark pit in the center of the room. A small crack to the south can give you access to what looks like a cave of some type. The tunnel leads on to the west and onwards to the east. ~ 51 9 0 D1 ~ ~ 0 0 9350 -1 D2 ~ ~ 0 0 9343 -1 D3 ~ ~ 0 0 9352 -1 D5 ~ ~ 0 0 9387 -1 S #9352 Large Grotto~ The tunnel soars above your heads. You can hear the faint sound of water running and after some searching, you find a small stream running off to one side. The area around this stream has widened by natural erosion to form a small pathway to the east. The tunnel also continues on to the south. ~ 51 9 0 D1 ~ ~ 0 0 9351 -1 D2 ~ ~ 0 0 9344 -1 S #9353 Stairwell to Upper Level~ This stairwell leads up to the upper level. It is rusted and seems to not have seen much use recently. Rats run away from you at your approach. ~ 51 0 -1 30 9353 1 0 D0 ~ ~ 0 0 9360 -1 D4 ~ ~ 0 0 9243 -1 S #9354 Chamber of the Keeper~ This is the room of the Foreman of the Hill Giant Construction crews. He appears to be in charge of the building of the dungeons located under the compound. A desk stand over to one side, stacks of papers piled high upon it. A bunk sits in one corner and there are many skins covering the floor against the inherent dampness associated with caves. ~ 51 8 0 D3 ~ ~ 0 0 9355 -1 S #9355 Marshalling Area~ This room is lit by several smoky torches. Several benches and tables are pushed up against the walls. The floor is worn smooth by what looks like the passing of many booted feet over a long period of time. A small hallway leads to the north. To the east, you see a large wooden door. The room continues on to the south. ~ 51 8 0 D0 ~ ~ 0 0 9366 -1 D1 ~ ~ 0 0 9354 -1 D2 ~ ~ 0 0 9349 -1 D3 ~ ~ 0 0 9356 -1 E door~ A sign on the door reads 'Foreman' ~ S #9356 Stairwell to Upper Level~ A large marble stairwell leads up to the first level. A smell of meat cooking fill the air, causing your stomach to rumble in hunger. ~ 51 13 0 D0 ~ secret north n~ 1 9200 9362 -1 D1 ~ ~ 0 0 9355 -1 D4 ~ ~ 0 0 9246 -1 S #9357 Prison~ `Four huge metal cages swing from chains making a loud squeaking sound. The bars on these cages appear to be very brittle. In on cage, a skeleton of a dwarf is hanging between the bars. A man wearing rags stands staring at you from another cage. On the wall to the east, 3 manticores sit bound to the wall by huge chains and collars. Upon seeing you, they charge you, tugging on their chain!! ~ 51 13 -1 60 9341 1 0 S #9358 Treasure Room~ This room is empty of everything except several large chests. ~ 51 9 0 D1 ~ secret east door e~ 1 9201 9375 -1 S #9359 Cavern of the Carrion Crawlers~ Over the years, litter and debris has built up in here from the prey of the crawlers. All sorts of bones, human and otherwise, are heaped and piled here and there. A large sinkhole in the middle of the cave has acquired some water from somewhere and you see a strange glow coming from the bottom of the hole. ~ 51 12 0 D2 ~ ~ 0 0 9350 -1 D5 ~ ~ 0 0 9378 -1 S #9360 Treasure Room~ Several large chests lie broken open at your feet. A skeleton clutching a dagger lies off to one side. It appears that someone has beaten you to the treasure. ~ 51 9 0 D2 ~ ~ 0 0 9353 -1 D3 ~ secret west w~ 1 9202 9361 -1 S #9361 Chief's Treasure Room~ This room is small and dark. A small painting adorns the eastern wall A stench fills the air. No sound is coming from this room. ~ 51 9 0 D1 ~ door east e~ 1 9202 9360 -1 S #9362 Secret Room~ This room appears to be empty. A strong odor almost overpowers you. ~ 51 13 0 D2 ~ secret south s~ 1 9200 9356 -1 D3 ~ ~ 0 0 9363 -1 S #9363 Empty Chamber~ This room is also empty. A pile of rotting meat sits in one corner, smelling very bad. To the south, you think you see many torches and you hear a load squeaking sound. ~ 51 13 0 D1 ~ ~ 0 0 9362 -1 D2 ~ ~ 0 0 9357 -1 S #9364 Rubble Strewn Hallway~ The hallway eventually gives way to a natural tunnel. To the north, you hear the sounds of running water. To the west, you see a torch lit area filled with crates and various tools. The tunnel leads on to the south. ~ 51 9 0 D0 ~ ~ 0 0 9369 -1 D2 ~ ~ 0 0 9346 -1 D3 ~ ~ 0 0 9365 -1 S #9365 Storage Room~ The chamber is filled with scattered tools for digging and stone masonry. There are shovels, pickaxes, hammers, drills, chisels, baskets, and so forth, many sized for giant, others for smaller creatures. A door lies to the north is locked with a huge padlock. ~ 51 9 0 D0 ~ door n north~ 1 9201 9345 -1 D1 ~ ~ 0 0 9364 -1 S #9366 Marble Hallway~ This hallway is made of a smooth, polished stone. A slight rosy hue can be detected in you light. Great care must have been taken to craft the hallway. The hallway continues on to the west and south. ~ 51 0 0 D2 ~ ~ 0 0 9355 -1 D3 ~ ~ 0 0 9367 -1 S #9367 Rubble Filled Marble Hallway~ You are in a hallway which has not been cleared out fully. Piles of rock are pushed up against both sides of the hallway clearing a rough path to the north. What little of the floor you see is remarkably smooth and finished. Strange that there would be debris scattered on it. A small opening to the west gives you access to what looks like a natural cavern. The hallway continues on to the east and the path through the debris leads off to the north. ~ 51 9 0 D0 ~ ~ 0 0 9370 -1 D1 ~ ~ 0 0 9366 -1 D3 ~ ~ 0 0 9368 -1 S #9368 Giant Quarters~ This appears to be some type of natural cave that has been converted into some type of barracks for the workers. There are several giants sized cots set up and many skins are thrown on the floor. A small stream is found at the back of this room. ~ 51 9 0 D1 ~ ~ 0 0 9367 -1 E stream~ This appears to be the source of fresh water as well as the restroom for the workers who live in this room. ~ S #9369 Room with an Underground Pool~ This room has been largely cleared of debris revealing a small pool of water. To the north, you see a faint shimmer of light. You can probably wade out there to get a better look. ~ 51 13 0 D0 ~ ~ 0 0 9372 -1 D2 ~ ~ 0 0 9364 -1 S #9370 Strange Finished Chamber~ A large chamber lies before you. The walls are smooth and reflect a remarkably high quality of stonework. Strange mosaics are set into the walls. To the west, you see another chamber very similar to this one. An large opening leads to the south. ~ 51 9 0 D2 ~ ~ 0 0 9367 -1 D3 ~ ~ 0 0 9371 -1 S #9371 Chamber in Process of Being Cleared~ This chamber is still in the process of being cleared. Several tools are strewn here and there. Large piles of rubble are still found in here and the walls are still in the process of being roughed out. It looks like great care is being taken in the excavation process for some reason. ~ 51 9 0 D1 ~ ~ 0 0 9370 -1 S #9372 Deep End of the Pond~ The current on this end of the pond seems to be picking up. You are being sucked under!!! ~ 51 8 -1 10 9373 10 6 6 D1 ~ ~ 0 0 9373 -1 D2 ~ ~ 0 0 9369 -1 S #9373 Rapids!!!!!~ You are sucked downstream by the rapid current of the river. You lose all sense of direction and distance to the Hill Giant Encampment. ~ 51 8 -1 20 9374 1 7 15 1 S #9374 Pool at the End of the Rapids~ After tumbling for what seems like hours, you come to rest in a secluded little pond. A river lies to the south. To the north, you see Mirkwood. ~ 51 0 0 D0 ~ ~ 0 0 15100 -1 D2 ~ ~ 0 0 13669 -1 S #9375 Prison ~ Four large cages hang suspended in the air by chains. A skeleton of a dwarf hang out of one of the cages. A man wearing rags lies in the bottom of one of the cage, his throat cut by a jagged piece of metal clutched in his right hand. A rotten smell assaults your senses to the north. ~ 51 8 0 D0 ~ ~ 0 0 9376 -1 D3 ~ secret door west w~ 1 9201 9358 -1 S #9376 Empty Chamber~ This room is also empty. A pile of rotting meat silts in one corner, smelling very bad. To the south, you think you see many torches and you hear a load squeaking sound. ~ 51 13 0 D1 ~ ~ 0 0 9362 -1 D2 ~ ~ 0 0 9375 -1 S #9377 Mid - Air~ You float in some strange plane for what seems like a long time. Looking ahead of you, you see a light that is getting brighter and brighter with each passing minute. ~ 51 12 -1 20 3001 1 0 S #9378 Pool of Water~ You enter the pool of water. As your feet touch the edge of the water, the faint glow intensifies and suddenly everyone in the party is surrounded by a bright white light. ~ 51 12 -1 20 9377 1 0 S #9379 Cave Tunnel~ As you are walking down this tunnel, you hear a strange 'click' followed by a rumbling. Looking behind you, you see that the tunnel has started caving in! Running forward as fast as you can, you make you way towards the other end of the tunnel. ~ 51 8 -1 20 9319 1 0 S #9380 Pool of Water~ You wade into the icy water. Almost instantly, your legs go numb. After several minutes of wading, you realize that it was awful silly for you to be out in the water freezing your rearend off. You can return to the bank by going west. ~ 51 12 0 D3 ~ ~ 0 0 9312 -1 S #9381 Passing the Rubble Revealed Opening~ As you walk past the opening, the large pile of rubble glows blue again. Silently, the pile swings back were it had been originally, blocking you way back to the east. ~ 51 13 -1 10 9328 1 0 S #9382 Row of Cells~ You continue walking down the row of cells. Another large cage lies to the north and it looks quite empty. It could have something to do with the lack of a door. You guess that something with incredible strength must have burst the door from the inside out from the twisted remains of the cell. ~ 51 8 0 D0 ~ ~ 0 0 9385 -1 D1 ~ ~ 0 0 9384 -1 D3 ~ ~ 0 0 9337 -1 S #9383 Cage~ You are in a filthy cage. Bloodstains are everywhere. A thin layer of mildewed straw lines the floor of this cell. You see the places where people have tried to saw through the cage using whatever they can get ahold of. ~ 51 0 0 D2 ~ cage cell door south s~ 1 9201 9337 -1 S #9384 End of Row~ You are at the end of the cells. To the north, you see a cell which is a lot different from the other cages. This cell is a wooden box with a metal bound door. Strange symbols are written on the door and the box has a slight glow to it. You sense very powerful magic coming from the box. The row continues on back to the west. ~ 51 8 0 D0 ~ ~ 0 0 9386 -1 D3 ~ ~ 0 0 9382 -1 S #9385 Broken Cell~ The bars of this cell are twisted into weird shapes. It must have taken someone or something with an incredible strength to destroy the cage. ~ 51 8 0 D2 ~ ~ 0 0 9382 -1 S #9386 Blinding Flash of Light!~ As you open the door to this cell, the symbols written on the door glow brightly and you feel a strange tingling sensation in your hand. This tingling sensation quickly spreads up your arms and you start to feel like you are losing your grasp on your life energy. After a few seconds, you feel absolutely nothing... You are dead from a Glyph of Warding..... ~ 51 14 0 D2 ~ ~ 0 0 9384 -1 S #9387 The Pit...~ As you dangle down here, you hear a rumbling sound. Looking about you, you see rubble starting to fall down on you. A bolder strikes you and you black out. The next feeling you have is one of floating..... ~ 51 14 0 D4 ~ ~ 0 0 9351 -1 S #9388 Companion's Field ~ Empty~ 51 0 0 S #9401 An Icy path~ You are standing on an icy path, which leads northwards, around a corner onto what looks like a large glacier. The wind howls around you.. strange it sounds much like a creature's voice. The only exits are north and south ~ 52 4 2 D0 ~ ~ 0 -1 9402 -1 D2 ~ ~ 0 -1 6861 -1 S #9402 An icy path~ You are standing on an icy path, which leads east and north along the edge of a huge glacier. Cracks and crevices litter the surface of the glacier. Some are more than 40 feet wide. The wind howls as it rushes past your face and ears. ~ 52 0 -1 30 9403 1 2 D1 ~ ~ 0 -1 9405 -1 D2 ~ ~ 0 -1 9401 -1 S #9403 You hear a noise from above...~ A few rocks and pebbles shower down on you ~ 52 0 -1 10 9404 0 2 D1 ~ ~ 0 -1 9405 -1 D2 ~ ~ 0 -1 9401 -1 S #9404 An icy path~ You are standing on an icy path, which leads east and north along the edge of a huge glacier. Cracks and crevices litter the surface of the glacier. Some are more than 40 feet wide. The wind howls as it rushes past your face and ears. ~ 52 0 2 D1 ~ ~ 0 -1 9405 -1 D2 ~ ~ 0 -1 9401 -1 D4 ~ ~ 0 -1 9406 -1 S #9405 An icy path~ The path turns here, leading downwards, towards one of the large crevices in the glacier, and westwards, along the edge of a mountain. It is very quiet here, the wind seems to have died down some ~ 52 0 2 D1 ~ ~ 0 -1 9546 -1 D3 ~ ~ 0 -1 9402 -1 S #9406 A hidden passage~ You find yourself on a path, hidden from view from below, which leads farther along the edge of the glacier. You can see the end of the lower path below you, it looks like it dead-ends in some sort of cul-de-sac. There might be something moving down there, but you're not sure. This path leads down, and east ~ 52 0 2 D1 ~ ~ 0 -1 9407 -1 D5 ~ ~ 0 -1 9404 -1 S #9407 The upper trail~ You are on a path, which leads east west along the edge of a mountain, about 50' above a huge glacier. To the east, you can see the path follow the contour of the mountain, it turns north, and then vanishes around the edge, to the northeast. ~ 52 0 2 D1 ~ ~ 0 -1 9408 -1 D3 ~ ~ 0 -1 9406 -1 S #9408 An icy path~ You are standing on a path, which leads west and north along the edge of a mountain.. A huge glacier lies about 40' below you, you can occasionally hear pops and rattles, as it slowly expands and contracts. ~ 52 0 2 D0 ~ ~ 0 -1 9409 -1 D3 ~ ~ 0 -1 9407 -1 S #9409 An icy path~ You are standing on an icy path, which leads east and south along the edge of a mountain. A glacier lies about 30' below you. To the east, it looks like you can see a structure of some sort, out on the glacier. ~ 52 0 2 D1 ~ ~ 0 -1 9410 -1 D2 ~ ~ 0 -1 9408 -1 S #9410 An icy path~ To the east, you can see a _HUGE_ rift in the glacier. It appears to be inhabited, you can see smoke rising from somewhere at the edge of the glacier. The path you're on leads downwards to the surface of the glacier, and westwards, along the edge of a mountain. There is a huge boulder resting against the mountainside to the south ~ 52 4 2 D2 ~ boulder huge~ 33 9458 9544 -1 D3 ~ ~ 0 -1 9409 -1 D5 ~ ~ 0 -1 9411 -1 S #9411 A path on the glacier~ You are standing on the surface of the glacier. A huge rift in the ice lies to the north.. You can see smoke rising from several crevices in the rift, and along the path, you can see bits and pieces of trash. Clear indications that something lives within. ~ 52 0 2 D0 ~ ~ 0 -1 9412 -1 D4 ~ ~ 0 -1 9410 -1 S #9412 A path on the glacier~ You are standing on a path, leading northwards to a glacial rift, and southwards towards a mountain. The wind whistles, and howls as you cross the expanse of the glacier, and you get the distinct feeling that you are being watched. ~ 52 0 -1 40 9413 1 2 D0 ~ ~ 0 -1 9414 -1 D2 ~ ~ 0 -1 9411 -1 S #9413 Suddenly, the snow around you erupts,~ and several large humanoids leap out at you ~ 52 0 2 D0 ~ ~ 0 -1 9414 -1 D2 ~ ~ 0 -1 9411 -1 S #9414 At the edge of the rift~ You are standing at the edge of the great rift. You can see icy paths leading east and west along the edge of the rift, and the rift itself lies to the north of you. To the south, you can see a path, which seems to lead towards a mountain. ~ 52 0 2 D0 ~ ~ 0 -1 9464 -1 D1 ~ ~ 0 -1 9440 -1 D2 ~ ~ 0 -1 9412 -1 D3 ~ ~ 0 -1 9415 -1 S #9415 An icy path~ You are standing on a path, which leads downwards, towards a crack in the edge of the cliff-wall that makes up the edge of the rift, and eastwards, towards the southernmost tip of the crevice. The rift itself lies northwards. You can faintly see smoke rising from a crevice on the eastern side of the rift. ~ 52 0 2 D1 ~ ~ 0 -1 9414 -1 D5 ~ ~ 0 -1 9416 -1 S #9416 An Icy ledge~ You are standing on a ledge, which leads around the edge of the rift. The floor of the rift is about 70' below you. A path leads upwards, towards the southern end of the rift. To the west is a small crevice, which seems to beckon you to enter. ~ 52 0 2 D1 ~ ~ 0 -1 9467 -1 D3 ~ ~ 0 -1 9417 -1 D4 ~ ~ 0 -1 9415 -1 S #9417 An Ice tunnel~ You are standing in a tunnel, of immense proportions, which seems to lead into the depths of the glacier. You can see tunnels leading north, south and west. To the east, a large crevice leads to the open air. ~ 52 8 0 D0 ~ ~ 0 -1 9420 -1 D1 ~ ~ 0 -1 9416 -1 D2 ~ ~ 0 -1 9418 -1 D3 ~ ~ 0 -1 9419 -1 S #9418 An Ice tunnel~ You have reached a dead-end here. The only exit is to the north. ~ 52 8 0 D0 ~ ~ 0 -1 9417 -1 S #9419 An Ice tunnel~ You are standing in a tunnel, which leads east, and north through they bowels of an immense glacier. You think you can hear voices to the north. ~ 52 8 0 D0 ~ ~ 0 -1 9423 -1 D1 ~ ~ 0 -1 9417 -1 S #9420 An Ice tunnel~ You are standing in a tunnel,which leads north and south through the bowels of the glacier. You can see light, and feel fresh, cold air to the north. ~ 52 8 0 D0 ~ ~ 0 -1 9421 -1 D2 ~ ~ 0 -1 9417 -1 S #9421 An Ice tunnel~ You have reached a dead-end here. The only exit is to the south. ~ 52 8 0 D2 ~ ~ 0 -1 9420 -1 S #9423 An Ice tunnel~ You are standing in a tunnel, which leads east, and north through they bowels of an immense glacier. You think you can hear voices to the north. ~ 52 12 0 D0 ~ ~ 0 -1 9425 -1 D1 ~ boulder stone~ 33 9458 9424 -1 D2 ~ ~ 0 -1 9419 -1 S #9424 An Icy cave~ You are standing in an icy cave. It looks like some sort of storage room. Boxes and crates of stuff lie all around. Most of them are MUCH bigger than normal boxes and crates that you see. ~ 52 8 0 D3 ~ ~ 0 -1 9423 -1 S #9425 An Ice tunnel~ The tunnel splits in all four cardinal directions here. To the east, you think you can hear something like a shrilly voice. ~ 52 8 0 D0 ~ ~ 0 -1 9428 -1 D1 ~ ~ 0 -1 9426 -1 D2 ~ ~ 0 -1 9424 -1 D3 ~ ~ 0 -1 9429 -1 S #9426 An Icy Tunnel~ You are standing in an icy tunnel, which leads east and west through the bowels of a huge glacier. To the east, you can see a crevice, which appears to lead outside. You can hear the wind whistling as it passes through the crevice, it almost sounds like a child's voice ~ 52 8 0 D1 ~ ~ 0 -1 9427 -1 D3 ~ ~ 0 -1 9425 -1 S #9427 An icy ledge~ You are standing on an icy ledge, which juts out over the floor of the rift, some 60' below you. As you glance at the eastern edge of the rift, you see a brief movement, and then nothing. ~ 52 0 2 D0 ~ ~ 0 -1 9466 -1 D1 ~ ~ 0 -1 9466 -1 D2 ~ ~ 0 -1 9466 -1 D3 ~ ~ 0 -1 9426 -1 D4 ~ ~ 0 -1 9463 -1 S #9428 An Ice tunnel~ You have reached a dead-end here. The only exit is to the south. ~ 52 12 0 D2 ~ ~ 0 -1 9425 -1 S #9429 An Icy tunnel~ The icy tunnel leads east and west here. You sense that it leads slightly downwards to the west ~ 52 8 0 D1 ~ ~ 0 -1 9425 -1 D3 ~ ~ 0 -1 9430 -1 S #9430 An Ice tunnel~ You are standing in an icy tunnel, which is at least 18' tall, and about 12' wide. You can hear noises from the south, and a faint whistling sound to the east. to the east. ~ 52 8 0 D0 ~ ~ 0 -1 9431 -1 D1 ~ ~ 0 -1 9429 -1 S #9431 An icy cavern~ You are standing in the southeast corner of an icy cavern. Several small knick-knacks and other pieces of useless junk are scattered about the room. The cavern continues to the east, and north, and an icy tunnel leads southwards ~ 52 8 0 D0 ~ ~ 0 -1 9432 -1 D1 ~ ~ 0 -1 9433 -1 S #9432 An icy cavern~ You are standing in an icy cavern, carved out of the living ice of the great glacier. The cavern continues to the north, and east, and a large boulder lies against the western wall. ~ 52 8 0 D1 ~ ~ 0 -1 9434 -1 D2 ~ ~ 0 -1 9431 -1 D3 ~ boulder large~ 33 9458 9435 -1 S #9433 An Icy Cavern~ You are standing in the southeastern corner of a large cavern.. The cavern continues to the north, and west. There appears to be a source of heat nearby, because the ice-walls of the cavern here seem to be slowly melting. A sizable pool of water has developed on the floor, its edges crusted over by ice. ~ 52 8 0 D0 ~ ~ 0 -1 9434 -1 D3 ~ ~ 0 -1 9431 -1 S #9434 An Icy cavern~ You are standing in the northeastern corner of a large cavern. A large rock formation fills the center of the room, dividing it up into 4 parts. To the west, and south, the cavern continues, while an icy tunnel leads northwards into the heart of the glacier ~ 52 8 0 D0 ~ ~ 0 -1 9436 -1 D2 ~ ~ 0 -1 9433 -1 D3 ~ ~ 0 -1 9432 -1 S #9435 A storage room~ You are standing in a storage room, empty except for some small bits of wood, and a few pieces of straw. The only exit lies to the east. ~ 52 12 0 D1 ~ boulder large~ 33 9458 9432 -1 S #9436 An icy tunnel~ You are standing in an icy tunnel, carved out of the living ice of the great glacier Mjolnir. Small cracks and pops indicate that this entire complex is slowly moving southwards, with the motion of the glacier. The tunnel continues to the east, and a large cavern lies to the south ~ 52 8 0 D1 ~ ~ 0 -1 9437 -1 D2 ~ ~ 0 -1 9434 -1 S #9437 An icy tunnel~ You are standing in an icy tunnel. The tunnel is unremarkable. It continues to the east, and west ~ 52 8 0 D1 ~ ~ 0 -1 9438 -1 D3 ~ ~ 0 -1 9436 -1 S #9438 An icy 'T' crossing~ The tunnel intersects here, with a larger tunnel which slopes steeply downward into unknown depths. You can faintly feel a brush of cold air from the west. ~ 52 8 0 D1 ~ ~ 0 -1 9461 -1 D3 ~ ~ 0 -1 9437 -1 D5 ~ ~ 0 -1 9481 -1 S #9440 An icy ledge~ You are standing on an icy ledge, which leads along the edge of the great glacial rift. To the west, you can see a path, which leads south- wards, away from the rift. To the east, the ledge continues, almost halfway along the edge of the rift. ~ 52 8 0 D1 ~ ~ 0 -1 9441 -1 D3 ~ ~ 0 -1 9414 -1 S #9441 An icy ledge~ You are standing on an icy ledge, overlooking the great glacial rift of the frost giants. You can see the floor of the rift below you, lost in swirling snow and ice. A tunnel lies to the north, a small cave lies to the east, and the ledge continues to the west ~ 52 8 0 D0 ~ ~ 0 -1 9443 -1 D1 ~ ~ 0 -1 9442 -1 D3 ~ ~ 0 -1 9440 -1 S #9442 An icy cave~ You are standing in a small cave, which lies open to the outside to the west. A large crevice leads eastwards, and there might be a light of some kind in that general direction. This room looks to be about man sized, much smaller than the other rooms in this complex. It is doubtful a giant would just wander in here, without a reason. ~ 52 13 0 D0 ~ ~ 0 -1 9444 -1 D3 ~ ~ 0 -1 9441 -1 S #9443 an icy tunnel~ You are standing in a tunnel intersection, which has passages leading north, east and south. the tunnel is very large, at least 20' tall, and nearly that wide. To the north, you can hear the whistling of the wind, and snow has built up on the icy ground. You might faintly hear noises to the east, but it may just be a trick of the wind ~ 52 8 0 D0 ~ ~ 0 -1 9447 -1 D1 ~ ~ 0 -1 9444 -1 D2 ~ ~ 0 -1 9441 -1 S #9444 A cross-tunnel intersection~ You are standing at the intersection of two tunnels, one leading north south, and one leading east west. The tunnel to the south is small, almost the right size for a human. To the north, you can see what looks like a large cave ~ 52 8 0 D0 ~ ~ 0 -1 9448 -1 D1 ~ ~ 0 -1 9445 -1 D2 ~ ~ 0 -1 9442 -1 D3 ~ ~ 0 -1 9443 -1 S #9445 An icy tunnel~ You are standing in a giant ice tunnel, which leads north and west. To the east, the tunnel seems to open up, but it is impossible to tell what lies beyond the inky blackness ~ 52 8 0 D0 ~ ~ 0 -1 9449 -1 D1 ~ ~ 0 -1 9446 -1 D3 ~ ~ 0 -1 9444 -1 S #9446 An icy cavern~ You are standing in a medium-sized cavern, perhaps small for frost giants, but large for one such as you. The only exit lies to the west. ~ 52 9 0 D3 ~ ~ 0 -1 9445 -1 S #9447 an icy ledge~ You are standing on a ledge, overlooking the great glacial rift of the frost giants. tunnels lead north, and south, offering shelter from the powerful winds and biting cold. Below you, you can fainly make out the depths of the glacier, but it is almost impossible to see anything because of the whirling snow and ice. ~ 52 8 0 D0 ~ ~ 0 -1 9450 -1 D2 ~ ~ 0 -1 9443 -1 D3 ~ ~ 0 -1 9466 -1 D4 ~ ~ 0 -1 9463 -1 D5 ~ ~ 0 -1 9476 -1 S #9448 An icy cave~ You are standing in a large cave, hollowed out of the living ice of the great glacier mjolnir. A large tunnel leads east, and another leads south. ~ 52 8 0 D1 ~ ~ 0 -1 9449 -1 D2 ~ ~ 0 -1 9444 -1 S #9449 An icy tunnel~ You are standing in a giant icy tunnel, which leads north, and south through the heart of the glacier Mjolnir. To the west, an opening leads to a cave, while a large cavern lies to the north ~ 52 8 0 D0 ~ ~ 0 -1 9452 -1 D2 ~ ~ 0 -1 9445 -1 D3 ~ ~ 0 -1 9448 -1 S #9450 an icy tunnel~ You are standing in a tunnel, which leads east and south, through the depths of a huge glacier. To the south, you can hear the wind whistling, and a slight accumulation of snow has built up. ~ 52 8 0 D1 ~ ~ 0 -1 9451 -1 D2 ~ ~ 0 -1 9447 -1 S #9451 an icy tunnel~ You are standing in an icy tunnel, which leads north, and west through the heart of the glacier. Track lead both north, and west, but it seems that more lead to the north, from the west,than vice-versa. ~ 52 8 0 D0 ~ ~ 0 -1 9453 -1 D3 ~ ~ 0 -1 9450 -1 S #9452 An icy cavern~ You are standing in a large, dry cavern. The walls are made of stone! After a few moments of pondering, you realize that this room must have at one time been a huge boulder, which has been hollowed out by some great magical force. You can feel magical powers pulsing through your body as you look around. The only exit is to the south ~ 52 392 0 5 D2 ~ ~ 0 -1 9449 -1 S #9453 an icy tunnel~ You are standing in an icy tunnel, which leads north and south through the great glacier mjolnir. All around you, you can hear creaks and pops, the noises of a slowly moving glacier. ~ 52 8 0 D0 ~ ~ 0 -1 9457 -1 D2 ~ ~ 0 -1 9451 -1 S #9454 An abandoned cavern~ You are standing at the northern end of a large cavern. On the east wall is a large sign, in Frost Giant, which you, sadly, cannot understand. From the skull and crossbones, however, you get the idea that it may be dangerous to go to the east. ~ 52 12 0 D0 ~ ~ 0 -1 9456 -1 D1 ~ ~ 0 -1 9455 -1 S #9455 The Brown cavern~ As you enter the cavern, the brown stuff covering the rocks and walls of the cavern begins to ripple and sway.. huge puffs of brown dust begin to cover you. You start to feel sleepy. Maybe you'll just lie down here, and rest a while.... ~ 52 10 0 D3 ~ ~ 0 -1 9454 -1 S #9456 An abandoned cavern~ You are standing in what looks like the entrance to an abandonded cavern.. Large piles of trash, and refuse lie about, but the look like they have been lying here for many years, undisturbed ~ 52 8 0 D2 ~ ~ 0 -1 9454 -1 D3 ~ ~ 0 -1 9457 -1 S #9457 an icy tunnel~ You are standing at a 'T' intersection of two giant tunnels, one which leads east and west, one which leads north and south.. The floor is covered with a dusting of snow, and you can see many footprints leading west and north. Few, if any, lead east. ~ 52 8 0 D1 ~ ~ 0 -1 9456 -1 D2 ~ ~ 0 -1 9453 -1 D3 ~ ~ 0 -1 9458 -1 S #9458 an icy tunnel~ You are standing in a huge tunnel, carved from the living ice of the great glacier Mjolnir. The tunnel stands at least 15' tall, and at least 10' wide. To the north, you can faintly hear a whistling sound, perhaps the wind , blowing into some small crevice. The tunnel leads both north and west ~ 52 8 0 D1 ~ ~ 0 -1 9457 -1 D2 ~ ~ 0 -1 9459 -1 S #9459 An icy tunnel~ You are standing in a tunnel, carved out of the ice, which leads west, and north. To the west, you can feel and hear a sharp, whistling wind, which covers the floor in snow and ice. ~ 52 8 0 D0 ~ ~ 0 -1 9458 -1 D3 ~ ~ 0 -1 9460 -1 S #9460 An icy ledge~ You are standing on an icy ledge, overlooking the floor of the great rift, which lies a few hundred feet below you. The bottom of the rift is lost in swirling snow, and it is impossible to see what might lie down there. A tunnel leads south, and another leads east. ~ 52 0 2 D0 ~ ~ 0 -1 9461 -1 D1 ~ ~ 0 -1 9459 -1 D4 ~ ~ 0 -1 9462 -1 S #9461 An icy tunnel~ You are standing in a tunnel, carved out of the living ice of the great glacier Mjolnir. The tunnel continues to the west, and to the south, you can hear the howling winds of the rift. ~ 52 8 0 D2 ~ ~ 0 -1 9460 -1 D3 ~ ~ 0 -1 9438 -1 S #9462 Above the rift~ You are floating above the great rift. From above, it seems even bigger than it does from the side. You can faintly see movement at the very bottom of the rift, but it is impossible to make out what is moving down there. ~ 52 0 8 D2 ~ ~ 0 -1 9463 -1 D5 ~ ~ 0 -1 9465 -1 S #9463 Above the rift~ You are floating above the great rift. From above, it seems even bigger than it does from the side. You can faintly see movement at the very bottom of the rift, but it is impossible to make out what is moving down there. ~ 52 0 8 D0 ~ ~ 0 -1 9462 -1 D2 ~ ~ 0 -1 9464 -1 D5 ~ ~ 0 -1 9466 -1 S #9464 Above the rift~ You are floating above the great rift. From above, it seems even bigger than it does from the side. You can faintly see movement at the very bottom of the rift, but it is impossible to make out what is moving down there. ~ 52 0 8 D0 ~ ~ 0 -1 9463 -1 D2 ~ ~ 0 -1 9414 -1 D5 ~ ~ 0 -1 9467 -1 S #9465 Inside the rift~ You are floating inside the great glacial rift. Below you, the floor of the rift is obscured by wind and snow, which whip around at unpleasantly high speeds. ~ 52 0 8 D1 ~ ~ 0 -1 9460 -1 D2 ~ ~ 0 -1 9466 -1 D4 ~ ~ 0 -1 9462 -1 D5 ~ ~ 0 -1 9478 -1 S #9466 Inside the rift~ You are floating inside the great glacial rift. Below you, the floor of the rift is obscured by wind and snow, which whip around at unpleasantly high speeds. ~ 52 0 8 D0 ~ ~ 0 -1 9465 -1 D1 ~ ~ 0 -1 9447 -1 D2 ~ ~ 0 -1 9467 -1 D3 ~ ~ 0 -1 9427 -1 D4 ~ ~ 0 -1 9463 -1 D5 ~ ~ 0 -1 9472 -1 S #9467 Inside the rift~ You are floating inside the great glacial rift. Below you, the floor of the rift is obscured by wind and snow, which whip around at unpleasantly high speeds. ~ 52 0 8 D0 ~ ~ 0 -1 9466 -1 D1 ~ ~ 0 -1 9443 -1 D2 ~ ~ 0 -1 9414 -1 D3 ~ ~ 0 -1 9416 -1 D4 ~ ~ 0 -1 9464 -1 D5 ~ ~ 0 -1 9469 -1 S #9468 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9471 -1 D3 ~ ~ 0 -1 9469 -1 D5 ~ ~ 0 -1 9467 -1 S #9469 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9472 -1 D1 ~ ~ 0 -1 9468 -1 D2 ~ ~ 0 -1 9472 -1 D3 ~ ~ 0 -1 9470 -1 D4 ~ ~ 0 -1 9467 -1 S #9470 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 0 0 D0 ~ ~ 0 -1 9473 -1 D1 ~ ~ 0 -1 9469 -1 D4 ~ ~ 0 -1 9467 -1 S #9471 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9476 -1 D2 ~ ~ 0 -1 9468 -1 D3 ~ ~ 0 -1 9472 -1 D4 ~ ~ 0 -1 9466 -1 S #9472 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9475 -1 D1 ~ ~ 0 -1 9471 -1 D2 ~ ~ 0 -1 9469 -1 D3 ~ ~ 0 -1 9473 -1 D4 ~ ~ 0 -1 9466 -1 S #9473 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9474 -1 D1 ~ ~ 0 -1 9472 -1 D2 ~ ~ 0 -1 9470 -1 D4 ~ ~ 0 -1 9466 -1 S #9474 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9479 -1 D1 ~ ~ 0 -1 9475 -1 D2 ~ ~ 0 -1 9473 -1 D4 ~ ~ 0 -1 9466 -1 S #9475 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D1 ~ ~ 0 -1 9476 -1 D2 ~ ~ 0 -1 9472 -1 D3 ~ ~ 0 -1 9474 -1 D4 ~ ~ 0 -1 9466 -1 S #9476 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D0 ~ ~ 0 -1 9477 -1 D2 ~ ~ 0 -1 9471 -1 D3 ~ ~ 0 -1 9475 -1 D4 ~ ~ 0 -1 9447 -1 S #9477 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D2 ~ ~ 0 -1 9476 -1 D3 ~ ~ 0 -1 9478 -1 D4 ~ ~ 0 -1 9465 -1 S #9478 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D1 ~ ~ 0 -1 9477 -1 D2 ~ ~ 0 -1 9480 -1 D3 ~ ~ 0 -1 9479 -1 D4 ~ ~ 0 -1 9465 -1 S #9479 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 52 1 2 D1 ~ ~ 0 -1 9478 -1 D2 ~ ~ 0 -1 9474 -1 D3 ~ ~ 0 -1 9478 -1 D4 ~ ~ 0 -1 9465 -1 S #9480 A shadowy lair~ A huge mound of snow and ice lies in front of you. It seems to shiver slightly in the wind. There seems to be an odd patch of snow on the ground below you, perhaps it is a secret door of some kind. ~ 52 13 0 D0 ~ ~ 0 -1 9478 -1 D4 ~ ~ 0 -1 9465 -1 S #9481 An icy tunnel~ You are standing in a large tunnel, which leads south through the heart of the glacier Mjolnir. A steep ramp leads upwards, towards the upper level of the complex. You can see a soft, red-glowing light to the south. ~ 53 12 0 D2 ~ ~ 0 -1 9482 -1 D4 ~ ~ 0 -1 9438 -1 S #9482 An Icy Tunnel~ You are standing in an icy tunnel, which leads north, south and east. To the south, you can see a faint red glow ~ 53 8 0 D0 ~ ~ 0 -1 9481 -1 D1 ~ ~ 0 -1 9483 -1 D2 ~ ~ 0 -1 9484 -1 S #9483 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 53 8 0 D3 ~ ~ 0 -1 9482 -1 S #9484 An Icy Cavern~ You are standing in an icy cavern, with exits in all four of the cardinal directions. Fire beetles give off a soft red glow, dimly illuminating the room. They are encased in small cages, and secured to the ceiling of the cavern. It is doubtful you could ever get them out. ~ 53 8 0 D0 ~ ~ 0 -1 9482 -1 D1 ~ boulder large~ 33 9458 9485 -1 D2 ~ ~ 0 -1 9490 -1 D3 ~ boulder large~ 0 -1 9499 -1 S #9485 An icy tunnel~ You are standing in a huge tunnel carved from the ice of the glacier. The tunnel leads east and west. ~ 53 12 0 D1 ~ ~ 0 -1 9486 -1 D3 ~ boulder large~ 0 -1 9484 -1 S #9486 Inside a large cavern~ You are standing in the southern edge of a rather enormous ice cavern. Several carcasses lie about on the floor, victim of some terrible beast. The room seems very cold, far colder than the other parts of this complex. ~ 53 12 0 D0 ~ ~ 0 -1 9487 -1 D3 ~ ~ 0 -1 9485 -1 S #9487 Inside a large cavern~ You are standing in the northern part of a huge ice cavern. The cavern extends to the south, and you notice a large hole at the top of the northern wall. With luck, you might be able to climb up to it. ~ 53 12 0 D0 ~ ~ 0 -1 9489 -1 D2 ~ ~ 0 -1 9486 -1 D4 ~ ~ 0 -1 9488 -1 S #9488 A hidden ledge~ You are standing on a large ledge, which you can plainly see is the lair of a large dragon. ~ 53 12 0 D2 ~ ~ 0 -1 9486 -1 D5 ~ ~ 0 -1 9487 -1 S #9489 Below a sinkhole~ You are standing below a sinkhole, formed by shifts in the internal ` structure of the glacier. Above you, you can hear the wind howling, and small flurries of snow drift down to rest upon your nose as you look upwards. ~ 53 4 2 D2 ~ ~ 0 -1 9487 -1 D4 ~ ~ 0 -1 9479 -1 S #9490 An icy tunnel~ You are standing in a ice tunnel, which leads north and south. To the east, you see another opening, that might be another cavern. ~ 53 8 0 D0 ~ ~ 0 -1 9484 -1 D1 ~ ~ 0 -1 9491 -1 D2 ~ ~ 0 -1 9492 -1 S #9491 An Icy Cavern~ You are standing in a small icy cavern. The only exit is to the west. ~ 53 8 0 D3 ~ ~ 0 -1 9490 -1 S #9492 An icy tunnel~ You are standing in a large ice tunnel, which bends here, leading north and east. You can see a faint red glow to the north. ~ 53 8 0 D0 ~ ~ 0 -1 9490 -1 D1 ~ ~ 0 -1 9493 -1 S #9493 An icy tunnel~ You are standing in an ice tunnel, which leads east and west through the heart of the great glacier. To the south, you can see the opening to what might be a cavern. ~ 53 8 0 D1 ~ ~ 0 -1 9494 -1 D2 ~ ~ 0 -1 9495 -1 D3 ~ ~ 0 -1 9492 -1 S #9494 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 53 12 0 D3 ~ ~ 0 -1 9493 -1 S #9495 An Icy Cavern~ You are standing in a large cavern, which seems to have been recently carved from the ice. Large chunks of ice lie on the ground, and the room is far rougher than the other parts of the complex. ~ 53 8 0 D0 ~ ~ 0 -1 9493 -1 D1 ~ ~ 0 -1 9496 -1 D2 ~ ~ 0 -1 9497 -1 S #9496 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 53 12 0 D3 ~ ~ 0 -1 9495 -1 S #9497 An Icy Cavern~ You are standing in a small ice cavern. Big chunks of ice and pieces of stone litter the floor of the cavern. A few tools lie about on the floor as well. The only exits lead north and east ~ 53 12 0 D0 ~ ~ 0 -1 9495 -1 D1 ~ ~ 0 -1 9498 -1 S #9498 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 53 12 0 D3 ~ ~ 0 -1 9497 -1 S #9499 An icy tunnel~ You are standing in a huge ice tunnel, which leads east and west. To the east, you can see a faint red glow. To the west, you hear faint noises, very low. ~ 53 8 0 D1 ~ boulder large~ 0 -1 9484 -1 D3 ~ ~ 0 -1 9500 -1 S #9500 A cross-tunnel intersection~ You are standing at the intersection of two tunnels, one leading north and south, the other leading east and west. You can hear faint noises from the south. ~ 53 8 0 D0 ~ ~ 0 -1 9501 -1 D1 ~ ~ 0 -1 9499 -1 D2 ~ ~ 0 -1 9505 -1 D3 ~ ~ 0 -1 9506 -1 S #9501 An icy tunnel~ You are standing in a tunnel, which leads southwards. To the east, and west, you see large caverns. ~ 53 8 0 D1 ~ boulder large~ 0 -1 9502 -1 D2 ~ ~ 0 -1 9500 -1 D3 ~ ~ 0 -1 9504 -1 S #9502 An Icy Cavern~ You are standing in a large cavern, carved from the heart-ice of the great glacier Mjolnir. Exits lead east and west. You can faintly hear noises from the west. ~ 53 8 0 D1 ~ boulder large~ 0 -1 9503 -1 D3 ~ ~ 0 -1 9501 -1 S #9503 An Icy Cavern~ You are standing in a guest cavern of sorts. It is large, and partially made of stone. Because of this, it seems to be fairly warm compared to the rest of the complex ~ 53 12 0 D3 ~ ~ 0 -1 9502 -1 S #9504 An Icy Cavern~ You are standing in a large cavern, which seems to be the guest quarters of some visiting dignitaries. It is surprisingly warm in here, certainly warm enough to melt ice, but strangly, the ice-walls seem to be just as firm as anywhere else that you have seen. Strange magic must be involved ~ 53 140 0 D1 ~ ~ 0 -1 9501 -1 S #9505 An icy cavern~ This cavern is large, and spacious. It looks like a training ground for the giant warriors. ~ 53 8 0 D0 ~ ~ 0 -1 9500 -1 S #9506 An Icy Cavern~ You are standing in a large cavern, carved from the heart of the glacier. This room was recently occupied, and there seems to be signs of a struggle written in the foot-marks on the floor. Tunnels lead east, south and west. ~ 53 8 0 D1 ~ ~ 0 -1 9500 -1 D2 ~ ~ 0 -1 9508 -1 D3 ~ ~ 0 -1 9507 -1 S #9507 An icy tunnel~ You are standing in a small tunnel, which dwindles away to a blank wall to the east. The only exit lies to the west. ~ 53 12 0 D1 ~ ~ 0 -1 9506 -1 S #9508 An icy tunnel~ You are standing in a tunnel, which leads north and south through the heart of the great glacier. You can faintly hear noises from the south, or perhaps voices. ~ 53 12 0 D0 ~ ~ 0 -1 9506 -1 D2 ~ ~ 0 -1 9509 -1 S #9509 An icy tunnel~ You are standing in a tunnel, which leads north and south through the heart of the great glacier. You can faintly hear noises from the south, or perhaps voices. ~ 53 12 0 D0 ~ ~ 0 -1 9508 -1 D2 ~ ~ 0 -1 9510 -1 S #9510 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9509 -1 D1 ~ ~ 0 -1 9513 -1 D2 ~ ~ 0 -1 9515 -1 S #9511 An Icy Tunnel~ You are standing in an icy tunnel, which leads east and south through the heart of the great glacier. You can faintly hear noises from the east. ~ 53 8 0 D1 ~ ~ 0 -1 9512 -1 D2 ~ ~ 0 -1 9513 -1 S #9512 An Icy Cavern~ You are standing in an icy cavern, which seems to be the residence of one of the giants. A large bed dominates the room, and tacky tapestries line the walls. ~ 53 12 0 D3 ~ ~ 0 -1 9511 -1 S #9513 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9511 -1 D1 ~ ~ 0 -1 9514 -1 D2 ~ ~ 0 -1 9516 -1 D3 ~ ~ 0 -1 9510 -1 S #9514 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D1 ~ ~ 0 -1 9530 -1 D2 ~ ~ 0 -1 9517 -1 D3 ~ ~ 0 -1 9513 -1 S #9515 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9510 -1 D1 ~ ~ 0 -1 9516 -1 D2 ~ ~ 0 -1 9518 -1 S #9516 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 0 0 D0 ~ ~ 0 -1 9513 -1 D1 ~ ~ 0 -1 9517 -1 D2 ~ ~ 0 -1 9519 -1 D3 ~ ~ 0 -1 9515 -1 S #9517 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9514 -1 D2 ~ ~ 0 -1 9520 -1 D3 ~ ~ 0 -1 9516 -1 S #9518 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9515 -1 D1 ~ ~ 0 -1 9519 -1 D2 ~ ~ 0 -1 9522 -1 S #9519 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 0 0 D0 ~ ~ 0 -1 9516 -1 D1 ~ ~ 0 -1 9520 -1 D2 ~ ~ 0 -1 9523 -1 D3 ~ ~ 0 -1 9518 -1 S #9520 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9517 -1 D2 ~ ~ 0 -1 9524 -1 D3 ~ ~ 0 -1 9519 -1 S #9521 A hidden ledge~ You are standing on a hidden ledge, overlooking the main cavern. You are fairly close to the ceiling here, but there is not much to see ~ 53 8 0 D5 ~ ~ 0 -1 9522 -1 S #9522 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9518 -1 D2 ~ ~ 0 -1 9526 -1 D4 ~ ~ 0 -1 9521 -1 S #9523 A throne room~ You are standing in what must be the throne room of the Frost Giant Jarl. Two enormous chairs sit in the center of this room. Each chair is adorned with the skull of a large dragon. Huge, gaudy tapestries line the walls of the room, depicting scenes of giants crushing humans, dwarves, elves, puppies and kittens. ~ 53 0 0 D0 ~ ~ 0 -1 9519 -1 S #9524 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9520 -1 D2 ~ ~ 0 -1 9528 -1 D4 ~ ~ 0 -1 9525 -1 S #9525 A hidden ledge~ You are standing on a hidden ledge, overlooking the main cavern. You are fairly close to the ceiling here, but there is not much to see ~ 53 8 0 D5 ~ ~ 0 -1 9524 -1 S #9526 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9522 -1 D1 ~ ~ 0 -1 9527 -1 S #9527 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D1 ~ ~ 0 -1 9528 -1 D3 ~ ~ 0 -1 9526 -1 S #9528 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 53 8 0 D0 ~ ~ 0 -1 9524 -1 D1 ~ ~ 0 -1 9529 -1 D3 ~ ~ 0 -1 9527 -1 S #9529 An icy tunnel~ You are standing in a tunnel which leads east and west through the heart of the great glacier. You can see a dim red glow to the west. ~ 53 0 0 D1 ~ ~ 0 -1 9539 -1 D3 ~ ~ 0 -1 9528 -1 S #9530 An icy tunnel~ You are standing in a tunnel which leads north and south through the center of the glacier. To the north, you can faintly hear voices, and you can see a dim red glow to the west. ~ 53 8 0 D0 ~ ~ 0 -1 9531 -1 D2 ~ ~ 0 -1 9534 -1 D3 ~ ~ 0 -1 9514 -1 S #9531 An Icy Cavern~ You are standing in a large, icy cavern, which seems to be the dining room of the giants. Huge stone tables fill the room, and giant empty pots rest against one wall. One would presume that these pots would be filled with the food for the meals. ~ 53 8 0 D0 ~ ~ 0 -1 9533 -1 D1 ~ ~ 0 -1 9532 -1 D2 ~ ~ 0 -1 9530 -1 S #9532 An Icy Cavern~ You are standing in a large cavern, which appears to be the sleeping chambers of a large number of giants. Huge piles of trash lie next to each bedding spot. ~ 53 8 0 D3 ~ ~ 0 -1 9531 -1 S #9533 An Icy Cavern~ You are standing in a large cavern, which appears to be the sleeping chambers of a large number of giants. Huge piles of trash lie next to each bedding spot. ~ 53 8 0 D2 ~ ~ 0 -1 9531 -1 S #9534 An icy tunnel~ You are standing at a 'T' intersection of two ice tunnels, which lead east, west and north. You can faintly hear noises from the north. You notice a bit of debris on the floor, a scrap of leather, a bit of frozen meat. Nothing particularly relevant, I just thought I would mention it. ~ 53 12 0 D0 ~ ~ 0 -1 9530 -1 D1 ~ ~ 0 -1 9535 -1 D3 ~ ~ 0 -1 9535 -1 S #9535 An icy tunnel~ You are standing in a tunnel which leads south and west through the heart of the glacier Mjolnir. You can faintly hear noises from the west, but it is impossible to tell exactly what the noises are from. ~ 53 12 0 D2 ~ ~ 0 -1 9536 -1 D3 ~ ~ 0 -1 9534 -1 S #9536 An Icy Cavern~ You are standing in a very large cavern, which seems to be some sort of gathering place for the Frost giants. Piles of trash, perhaps the precious belongings of the giants, lie scattered on the floor. ~ 53 8 0 D0 ~ ~ 0 -1 9535 -1 D1 ~ ~ 0 -1 9537 -1 D2 ~ ~ 0 -1 9538 -1 S #9537 An Icy Cavern~ You are standing in a large room, which appears to be a makeshift kitchen. Several frozen carcasses line the walls, and a giant mortar and pestle, and a giant ice-pick rest on a huge stone table. Apparently, the giants freeze their food, and then use the ice pick to break the victim up into bite sized chunks, or use the mortar and pestle to grind the victim up into a thick soup-like mixture, which they dunk pieces of ice into, like a dip. ~ 53 8 0 D2 ~ ~ 0 -1 9538 -1 D3 ~ ~ 0 -1 9536 -1 S #9538 An Icy Cavern~ You are standing in a very large cavern, which seems to be a sleeping place for the giants, when they are not busy stomping on people. It is very dirty, and rather foul smelling here. ~ 53 8 0 D0 ~ ~ 0 -1 9536 -1 D2 ~ ~ 0 -1 9539 -1 S #9539 An icy tunnel~ You are standing in a tunnel which leads east and west through the heart of the glacier. You can faintly hear noises from the north, and you can see a dim red glow to both the east, and the west. ~ 53 8 0 D0 ~ ~ 0 -1 9538 -1 D1 ~ ~ 0 -1 9540 -1 D3 ~ ~ 0 -1 9529 -1 S #9540 An Icy Cavern~ You are standing in a large ice cavern. Tunnels lead east and west. You suspect that this room might be a guard room of some sort. ~ 53 12 0 D1 ~ ~ 0 -1 9541 -1 D3 ~ ~ 0 -1 9539 -1 S #9541 An icy tunnel~ You are in a tunnel, which bends here, leading west and north. To the north, you can see a fairly bright red glow, much brighter than the dim red light you have grown accustomed to. ~ 53 8 0 D0 ~ ~ 0 -1 9542 -1 D3 ~ ~ 0 -1 9540 -1 S #9542 An Icy Cavern~ You are standing in the bedchambers of the Jarl. The walls are littered with gaudy tapestries, and large, tasteless bearhides. Fire beetle cages litter the room in abundance, which makes the room much brighter than other rooms that you have seem before. ~ 53 72 0 D1 ~ secret tapestry~ 33 9458 9543 -1 D2 ~ ~ 0 -1 9541 -1 S #9543 An icy tunnel~ You are standing in an icy tunnel, which seems to be some sort of last ditch escape route for the giants, if they are overrun. It appears to be one-way only. If you go east, you will not be able to return to the west ~ 53 12 0 D1 ~ ~ 0 -1 9549 -1 D3 ~ ~ 0 -1 9542 -1 S #9544 A small cave~ You are standing in a a small, dry cave, which leads southwards. It is not as cold here as it is outside, and there is more than enough space for everyone. To the south, you can faintly hear the sound of trickling water. Small bones and skulls lie about, but they seem years, perhaps decades old ~ 53 12 0 D0 ~ boulder huge~ 1 -1 9410 -1 D2 ~ ~ 0 -1 9545 -1 S #9545 The southern end of an icy cave~ You are standing at the southern end of an icy cave, which continues to the north.. A clear spring bubbles up slowly here, and trickles down an inch-wide crevice in the floor. The only visible exit is to the north ~ 53 12 0 D0 ~ ~ 0 -1 9544 -1 S #9546 An Icy Path~ You are standing on an icy path, which leads along the base of a mountain to the west, and seems to lead towards a large crevice to the north. You can't see what is inside the crevice, though it looks like something, or someone is moving, since light seems to glimmer off of something inside the crevice ~ 53 0 2 D0 ~ ~ 0 -1 9547 -1 D3 ~ ~ 0 -1 9405 -1 S #9547 The entrance to a glacial rift~ You are standing at the start of a fairly large crevice, which seems to lead northward, into the heart of the glacier. Shadows and reflections dance to the northwards, a sure sign that someone or something is ahead. A path leads southwards, towards the base of a snow-covered mountain ~ 53 0 2 D0 ~ ~ 0 -1 9548 -1 D2 ~ ~ 0 -1 9546 -1 S #9548 A glacial rift~ You are standing in the center of a fairly large crevice in the heart of the great glacier Mjolnir. Shadows and reflections dance to the north, a sure sign that someone or something lies ahead. The crevice leads northwards, and southwards ~ 53 0 2 D0 ~ ~ 0 -1 9549 -1 D2 ~ ~ 0 -1 9547 -1 S #9549 A glacial rift~ You are standing at the northern end of the crevice. A large pool of water is here, slowly crusting over with ice. Light reflects off the surface of the pool, causing light and shadows to dance across the walls. It looks like this place is perfectly natural, with no signs that anyone has tried to work the ice. ~ 53 8 2 D2 ~ ~ 0 -1 9548 -1 S #9601 Edge of the Spider Haunt Forest~ You stand at the edge of the dark woods, Spider Haunt. Tall pines and oaks tower above you almost forming a wall against you. Silence greets you as you arrive, but you get the feeling that you are not alone. ~ 54 4 3 D1 ~ ~ 0 0 3064 -1 D3 ~ ~ 0 0 9602 -1 S #9602 Darkening Spider Haunt Woods~ As you enter the Spider Haunt the silence becomes more oppressive making you wonder if anything lives here in the wood. The tall trees begin to block out the light and you are forced to come up with some sort of light source to see. The small path you follow looks well travelled but you do not see any new tracks. ~ 54 1 3 D1 ~ ~ 0 0 9601 -1 D3 ~ ~ 0 0 9603 -1 S #9603 Spider Haunt Trail~ The woods are very dark here and your range of site is very limited. You can follow the sandy trail beneith your feet and the trees along the edge of the path, but anything else is shrouded in darkness. ~ 54 1 3 D0 ~ ~ 0 0 9604 -1 D1 ~ ~ 0 0 9602 -1 D3 ~ ~ 0 0 9614 -1 S #9604 Spider Haunt Woods~ This appears to be a even smaller trail off the main path that traverses the Spider Haunt. There is no vlue as to where it leads to, but it seems to get just a bit lighter north. ~ 54 1 3 D0 ~ ~ 0 0 9605 -1 D2 ~ ~ 0 0 9603 -1 S #9605 Thinning Woods~ The trees seem to be getting farther apart here letting in a few shafts of light. The oppressive silence seems to be becoming less and less. The smells of the forest are becoming fresher and not so musky. ~ 54 4 3 D0 ~ ~ 0 0 9606 -1 D2 ~ ~ 0 0 9604 -1 S #9606 South of the Clearing~ You can definatly tell a differnce in the forest here. Small birds flit about chasing beautifully colored butterflies, small flowers grow in patches beneith the eligant oak and pine trees. To the north you can see a circle clearing and in the center a small pool. ~ 54 0 3 D0 ~ ~ 0 0 9607 -1 D2 ~ ~ 0 0 9605 -1 S #9607 Southern Part Of Clearing~ Tall oak and pines create a large circular clearing. The blue sky above is reflected in the small pool in the center of the clearing. ~ 54 0 3 D0 ~ ~ 0 0 9611 -1 D1 ~ ~ 0 0 9613 -1 D2 ~ ~ 0 0 9606 -1 D3 ~ ~ 0 0 9612 -1 S #9608 Western Edge of the Clearing~ The stones widen out here, but begins to thin back out towads the south, east and north. From there you can see the small pool in the center of the clearing. The stone path leads towards the pool, but does not reach it completely. ~ 54 0 3 D0 ~ ~ 0 0 9610 -1 D1 ~ ~ 0 0 9611 -1 D2 ~ ~ 0 0 9612 -1 S #9609 Eastern Edge of the Clearing~ The stoney path widens out here giving exits to the west, north and south. The small pool in the center of the clearing beckons you to take a refreshing drink. ~ 54 0 3 D0 ~ ~ 0 0 9610 -1 D2 ~ ~ 0 0 9613 -1 D3 ~ ~ 0 0 9611 -1 S #9610 Northern Edge of the Clearing~ The small stone path widens out a bit, but again thins out as it windes it's way east and westwards. To the south the stone path leads almost to the small pool, but stops short at a wonderful growth of green lush grass. ~ 54 0 3 D1 ~ ~ 0 0 9609 -1 D2 ~ ~ 0 0 9611 -1 D3 ~ ~ 0 0 9608 -1 S #9611 Center of Clearing~ The small pool is full of crystal clear water. The grass growing at the lip of the pool seems the healthest you have ever seen. You peer down into the pool but cannot tell if there is a bottom or if it is a illusion. You get the feeling this is one of the safest places in the Spider Haunt Woods. ~ 54 4 3 D0 ~ ~ 0 0 9610 -1 D1 ~ ~ 0 0 9609 -1 D2 ~ ~ 0 0 9607 -1 D3 ~ ~ 0 0 9608 -1 D5 ~ ~ 9 0 9664 -1 S #9612 Trail Around the Western Edge~ Your are on a small path layed with stones. The stones lead to the western edge of the circle. ~ 54 0 3 D0 ~ ~ 0 0 9608 -1 D1 ~ ~ 0 0 9607 -1 S #9613 Trail Around the Eastern Edge~ A small path leads towards the eastern edge of the circle. The path is layed with stone which was probably cut from some nearby mountain range. ~ 54 0 3 D0 ~ ~ 0 0 9609 -1 D3 ~ ~ 0 0 9607 -1 S #9614 On the Trail in Spider Haunt~ The woods become even darker. The light seems to be squeezed from the air itself. A un-easy feeling begins to nip at the back of your neck. ~ 54 1 3 D0 ~ ~ 0 0 9617 -1 D1 ~ ~ 0 0 9603 -1 D2 ~ ~ 0 0 9616 -1 D3 ~ ~ 0 0 9615 -1 S #9615 Spider Haunt~ Suddenly the woods are not silent anymore, yet you cannot see what is causing the noises. Click click click... What could be that noise? Blackness surrounds you. ~ 54 1 3 D0 ~ ~ 0 0 9619 -1 D1 ~ ~ 0 0 9614 -1 D2 ~ ~ 0 0 9620 -1 D3 ~ ~ 0 0 9628 -1 S #9616 Recent Battle~ From the looks of the area here there has recently been a battle. Bits of armor and broken swords lie here and there. The smell of death still lingers here. ~ 54 1 3 D0 ~ ~ 0 0 9614 -1 S #9617 Spider Haunt~ The path takes a twisty turn and continues on west or south. ~ 54 1 3 D2 ~ ~ 0 0 9614 -1 D3 ~ ~ 0 0 9618 -1 S #9618 Campsite~ Someone has been kind enough to setup a campsite, complete with a stack of wood and a fire pit. Was this set for anyone or for someone that never returned? ~ 54 1 3 D1 ~ ~ 0 0 9617 -1 S #9619 Dark Trail~ The dark trail leads off in two directions, you notice a few tracks leading towards the west. ~ 54 1 3 D1 ~ ~ 0 0 9621 -1 D2 ~ ~ 0 0 9615 -1 D3 ~ ~ 0 0 9622 -1 S #9620 Dark Trail in the Spider Haunt~ The sounds in the woods seem to get a bit louder as you continue on the trail, the constant 'click click' noises almost un-nerve you. ~ 54 1 3 D0 ~ ~ 0 0 9615 -1 D3 ~ ~ 0 0 9623 -1 S #9621 Dead Tree~ The path leads to a fallen tree and stops. The other trees seem to crowd in an blick any further movement in this direction. There is a small sign carved into the dead tree. ~ 54 1 3 D3 ~ ~ 0 0 9619 -1 E sign carving carve~ To be cleared out per orders of Elminster (future site of a unknown area) ~ S #9622 Smelly Hole~ The trail suddenly stops at what looks like a bottemless hole. The smells rising from below make you gag. What in the world could be down there? Some scuffle marks in the sand lead to the hole and seem to disappear. There is a sign above the hole. ~ 54 1 3 D1 ~ ~ 0 0 9619 -1 E sign~ To be invistigated per orders of Elminster (future site of a unknown area) ~ S #9623 Rounding the Corner~ The trail makes a sudden turn southwards, the air seems to get a bit colder... still the clicking noises continue. ~ 54 1 3 D1 ~ ~ 0 0 9620 -1 D2 ~ ~ 0 0 9624 -1 S #9624 Webby Trees~ The towering trees here are covered it what appears to be webs. The webbing could also be moss, but from here you cannot really tell. ~ 54 1 3 D0 ~ ~ 0 0 9623 -1 D1 ~ ~ 0 0 9625 -1 S #9625 Entrance to the Webs~ Before you is an amazing sight. Webs coat the trees here completely with only a small tunnel in-between two of the larger trees. The clicking noises seem to come from inside the spider web tunnel. You know the webbing is not moss now. ~ 54 1 3 D1 ~ ~ 0 0 9626 -1 D3 ~ ~ 0 0 9624 -1 S #9626 Short Tunnel~ As you step through the webbed passageway you notice some strange objects in the webs. When you look closer you recoil in horror after you realize that they are dead goblins wrapped in a thick layer of webs. You search a bit more and even find a few forest animals. ~ 54 1 0 D3 ~ ~ 0 0 9625 -1 D4 ~ ~ 0 0 9627 -1 S #9627 The WEB!~ You step into the web and realize it was a mistake, spiders are EVERYWHERE thousands scurry down deeper into the webs in fear of you. A dark shadow suddenly looms near, the clicking sounds come from here... as a matter-of-fact from above you! ~ 54 1 0 D5 ~ ~ 0 0 9626 -1 S #9628 Wider Trail~ You seem to cross a barrier in the woods and the sounds begin to return. The smells in the woods take on a more fresh fragrance. ~ 54 1 3 D0 ~ ~ 0 0 9629 -1 D1 ~ ~ 0 0 9615 -1 S #9629 Twisting Trail~ The trail begins to twist and turn giving way to a more brushy forest and less oppressive atmosphere. Light makes it's way down through the canopy of leaves and branches. ~ 54 0 3 D2 ~ ~ 0 0 9628 -1 D3 ~ ~ 0 0 9630 -1 S #9630 Winding Path~ The path continue to twist and wind around larger trees. Small animals move about as you arrive jumping over small pieces of garbage. Pieces of broken pottery, rotten animal hides and a few animal bones litter the edge of the trail on both sides. Who would do such a thing to this sacred wood? ~ 54 0 0 D0 ~ ~ 0 0 9631 -1 D1 ~ ~ 0 0 9629 -1 S #9631 More Trash~ The piles of trash get higher and more frequent. The smell begins to turn your nose. There are even half eaten carcuses, of small forest animals, farther north. ~ 54 0 3 D0 ~ ~ 0 0 9632 -1 D2 ~ ~ 0 0 9630 -1 S #9632 Sentry Post~ Tall pines line this trail leading to two posts, guarded by two fierce looking creatures. Thick armor covers both of them and at thier sides dangle short sword blades. Over the tops of the pines to the north you see a column of smoke rising. ~ 54 0 3 D0 ~ ~ 0 0 9633 -1 D2 ~ ~ 0 0 9631 -1 S #9633 Goblin Village~ The trees have been chopped down to make room here for a rather un-organized scattering of shacks. The shacks are made from bits a pieces of wood, large leaves and mud. the column of smoke rises from what appears to be the central shack. ~ 54 0 3 D0 ~ ~ 0 0 9635 -1 D2 ~ ~ 0 0 9632 -1 D3 ~ ~ 0 0 9634 -1 S #9634 Storage Shack~ This is a storage shack used to store junk. Piles of rotting hides, unused shields, broken helms and a few other useless items. The roof leaks so it is no wonder the place smells like a dump. ~ 54 0 0 D1 ~ ~ 0 0 9633 -1 E hide hides~ Large animal hides are stacked in a pile to the rear of the shack. It looks like some are bear hides. Others are either to far rotten or you just have never seen what type of animal it came from. ~ E shield shields~ The shield lying here are old, rusty and probably worthless. ~ E helms helm~ The broken helms look more smashed then anything... wonder what happened to the person inside. ~ S #9635 Between Two Shacks~ Two shacks stand, or lean, to the west and east of you. Both are in poor shape, as with most of these shacks here. ~ 54 0 3 D0 ~ ~ 0 0 9636 -1 D2 ~ ~ 0 0 9633 -1 E shack shacks~ The shack is made of wood, leaves and mud. It leans a bit and does not look very sturdy at all. ~ S #9636 Goblin Village~ Shacks are scattered about in disarray. Some are falling apart, but that is to be expected from goblin workmanship. To the east and west are entrances to some shacks. ~ 54 0 3 D0 ~ ~ 0 0 9641 -1 D1 ~ ~ 0 0 9639 -1 D2 ~ ~ 0 0 9635 -1 D3 ~ ~ 0 0 9637 -1 S #9637 Entrance to a Shack~ To the south stands a rickty old shack. The inside is shrouded in darkness so the only way to see what is inside is enter. To the east you can see several more shacks. ~ 54 0 3 D1 ~ ~ 0 0 9636 -1 D2 ~ ~ 0 0 9638 -1 S #9638 Inside a Shack~ In the corner of this shack is a pile of somewhat fresh reeds and hides, it appears to be a bed. Lying on a small wooden table is a bowl and cup, both empty. The dirt floor here looks to have been swept out. ~ 54 1 0 D0 ~ ~ 0 0 9637 -1 S #9639 Near a Shack~ The shack to the south has several small animal hides hanging on the doorway along with several bird feathers. There seems to be a candle burning on the table inside, but you cannot get a clear view of anyone or anything inside. Back to the west lies more of the shamble of shacks. ~ 54 0 3 D2 ~ ~ 0 0 9640 -1 D3 ~ ~ 0 0 9636 -1 S #9640 Inside the Shack~ The table in the center of the shack has a small burning candle atop it. There are two small chairs situated near the table as well, not of goblin make obviously. In the corner is a pile of plush animal hides and fresh reeds. A few spear tips and strips of leather lie strew about the place. ~ 54 0 0 D0 ~ ~ 0 0 9639 -1 S #9641 More Shacks~ The path you follow is a packed down earth, packed by a thousand passages of feet. You are somewhat in the center of the shamble of shacks. ~ 54 0 3 D0 ~ ~ 0 0 9644 -1 D1 ~ ~ 0 0 9642 -1 D2 ~ ~ 0 0 9636 -1 S #9642 Around the Shack~ The path you now follow is just packed dirt. It leads to the east and to the west. The pillar of smoke still comes from the north. ~ 54 0 3 D1 ~ ~ 0 0 9643 -1 D3 ~ ~ 0 0 9641 -1 S #9643 Inside a Red Colored Shack~ The inside of this shack is painted with a deep red color. The walls, floor even the poles in the center are all painted red. In the corner lies a pile of animal hides and fresh reeds. ~ 54 1 0 D3 ~ ~ 0 0 9642 -1 S #9644 Clump of Shacks~ Shacks falling apart and leaning are strewn about the area here. You must step over fallen debris to traverse this area. ~ 54 0 3 D0 ~ ~ 0 0 9645 -1 D2 ~ ~ 0 0 9641 -1 S #9645 Near a Large Forge~ From here you can see the source of the smoke column. Directly to the east you see what can only be a bad attempt at a forge. Smoke billows forth from the smoke pipe. Figures mill about the area moving in and around the forge. ~ 54 0 3 D1 ~ ~ 0 0 9646 -1 D2 ~ ~ 0 0 9644 -1 D3 ~ ~ 0 0 9648 -1 S #9646 Goblin Forge~ The forge lets out a tremendious amount of smoke, more than say a dwarven made forge. Stacks of un-forged ore are stacks in piles. A poorly shaped anvil and large hammer is placed near the outlet of the forge. ~ 54 8 0 D2 ~ ~ 0 0 9647 -1 D3 ~ ~ 0 0 9645 -1 S #9647 Wood Pile~ Halfway stacked piles of wood lean against each other here. Somehow the size of the wood logs looks to be much to large for goblins to carry. Near one large pile of wood there is a axe. ~ 54 0 3 D0 ~ ~ 0 0 9646 -1 E axe~ The axe huge by goblin standards. Well over 4 feet in length, the axe head is well over 4 hands lengths wide. ~ S #9648 Goblin Village~ From here you can see all the village. To the east the forge smokes, to the south are dozens of rickty old shacks and to the north are a few more shacks. ~ 54 0 3 D0 ~ ~ 0 0 9649 -1 D1 ~ ~ 0 0 9645 -1 S #9649 Towards the Center~ You are near the nicer shacks from here. Directly west you see a very large building, it has no walls but a somewhat sturdy roof. ~ 54 0 3 D0 ~ ~ 0 0 9652 -1 D2 ~ ~ 0 0 9648 -1 D3 ~ ~ 0 0 9650 -1 S #9650 East end of the Mess Hall~ Once you enter this shack you know what it is, a mess hall. A low and long table runs the length of the building along with a low bench to sit upon. Muck and other nasty things stick to the table and seemed to have resisted cleaning. Farther west you can see a kitchen. ~ 54 8 0 D1 ~ ~ 0 0 9649 -1 D3 ~ ~ 0 0 9651 -1 S #9651 End of the Mess Hall~ The long table ends at the kitchen were the food can be shoved on it then passed down. In the back of the room is a black firehole with a spit and pot. Large spoons and knives are hanging above the hole. ~ 54 8 0 D1 ~ ~ 0 0 9650 -1 S #9652 Northside~ The smell of fresh cut wood wafts through the air as you move into this area. Some of the trees here have been cut down to make room for a new shack. The half built shack looks to have been started, then the goblins realized that a tree was in the way so they cut it down, only for it to fall atop the new shack. Leave it to goblin technology. ~ 54 0 3 D1 ~ ~ 0 0 9653 -1 D2 ~ ~ 0 0 9649 -1 S #9653 Around the Fallen Tree~ The path leads around a fallen tree. Looks like the grand oak hit the east side of the shack as it fell. ~ 54 0 3 D0 ~ ~ 0 0 9654 -1 D3 ~ ~ 0 0 9652 -1 S #9654 Lane~ The dirt path here has been lined with rocks to make a sort-of lane that leads around to all the nicer shacks. Amazing that the path and rocks seem to even be lined up half the time. ~ 54 0 3 D2 ~ ~ 0 0 9653 -1 D3 ~ ~ 0 0 9655 -1 S #9655 Lane~ The dirt lane here continues east and west with short openings in the stone edging to a shack north and south. ~ 54 0 3 D0 ~ ~ 0 0 9656 -1 D1 ~ ~ 0 0 9654 -1 D2 ~ ~ 0 0 9657 -1 D3 ~ ~ 0 0 9658 -1 S #9656 Inside the Generals Shack~ The inside of this shack is more like a home, a cot is arranged in the corner, and small wooden table and chair set in the center. Above your head a small lantern burns lighting the room. Atop the table is a few eating utinsiles and a bowl. A few pieces of parchment are also tossed on the far edge of the table. ~ 54 8 0 D2 ~ ~ 0 0 9655 -1 E parchment paper~ The parchment has a few scribles on it, but looks like it is just used to impress other goblins into making them think the general could actually read them. ~ S #9657 Inside the Bunker Shack~ This shack is a bit larger than most and looks to be used as sleeping quarters for about eight to nine goblin soldiers. Small piles of animal hides and reeds are used as sleeping mats. Above your head a latern burns to keep the shack lighted. ~ 54 8 0 D0 ~ ~ 0 0 9655 -1 S #9658 Culdesac~ The path ends here, the stones form a circle to close off the pathway. To the north lies a large shack, could almost be considered a cabin here, that has from the looks of it several rooms. The door to the shack is covered with ears that have been nailed to it. ~ 54 0 3 D0 ~ door~ 1 0 9659 -1 D1 ~ ~ 0 0 9655 -1 E ears~ The door is covered in ears of several different types of animals. It even looks like there are a few human and elvish ears as well! ~ S #9659 Shack Entryway~ This is just a short hallway before the main room inside the shack. Looking north you can see what looks like a large giant with a wooden breast plate! ~ 54 8 0 D0 ~ ~ 0 0 9660 -1 D2 ~ door~ 1 0 9658 -1 S #9660 Throne Room~ Standing in the center of the north wall is the most obscene looking throne you have ever seen. It was carved from a tree stump, with the middle cut low so you could sit. Mounted atop the throne is a head of a long dead giant. Other trophies are mounted on the walls, a ogre head, a rather large tusk and several other unknown creature heads. ~ 54 8 0 D1 ~ ~ 0 0 9661 -1 D2 ~ ~ 0 0 9659 -1 D3 ~ ~ 0 0 9662 -1 D5 ~ secret trapdoor~ 0 0 9663 -1 S #9661 Servant Quarters~ A small cot is all that is in this room. Dark and cold you wonder why anyone would want to even sleep in here. ~ 54 8 0 D3 ~ ~ 0 0 9660 -1 S #9662 Bed Room~ A rather large wooden framed bed sits in the center of the room. Piles of plush hides along with a single pillow are piled atop the mattress. The walls have been painted a deep red color giving the room a civilized feeling even though it looks like blood was splashed on the walls. A small chair is also at the end of the bed. ~ 54 8 0 D1 ~ ~ 0 0 9660 -1 S #9664 Under the Water in the Pool~ The water is as clear down here as it was above. A few beams of light shine down from above lighting the bottom of the pool, you see flecks of shiny objects, wonder what is down here? ~ 54 148 9 D4 ~ ~ 9 0 9611 -1 S #9700 Several Passages~ Large stone arches cover each exit leading from this room. To the west a nasty looking wolf's head peers down from his arch. Eastwards a small rabbit seems to nibble at a carving of grass, blind to the wolf peering from the west. A large hawk has been carved into the arch of the north exit, it's wings spreading all the way down to the floor forming the outer edges of the doorway. The archway to the south is plain, utterly void of any carving what-so-ever. ~ 55 9 0 D1 ~ ~ 0 0 9900 -1 D3 ~ ~ 0 0 9701 -1 E wolf~ The carving of the peering wolf is very detailed, showing that most likely the artist was a stonemason, and probably dwarven at that. It's peering eyes even seem to stare directly at the rabbit. ~ E rabbit~ The stone rabbit archway is very simple, trying to show more the beauty of simplicity and not detail. Even with that, the rabbit seems to be alive. ~ E hawk~ The hawk clings to the archway tightly using his large talons. His eyes seem to pierce right through you, looking to the wall behind you. ~ S #9701 Smooth Tunnel~ The tunnel here is smooth to the touch, the walls, the floor and the high ceiling even looks smooth. You think you can sense a small breeze that wafts through, you must not be to far from the surface. ~ 55 9 0 D1 ~ ~ 0 0 9700 -1 D3 ~ ~ 0 0 9702 -1 S #9702 Several Choices of Direction~ The tunnel here splits off into several directions. Each direction looks the same, nothing to make you take one passage over the other. A slight whispering sound tickles your ears for a brief moment, before completely fading. ~ 55 9 0 D0 ~ ~ 0 0 9703 -1 D1 ~ ~ 0 0 9701 -1 D2 ~ ~ 0 0 9704 -1 D3 ~ ~ 0 0 9705 -1 S #9703 Dead End~ The tunnel here ends abruptly at a cave in, you might wanna be careful and try not to be to loud, the ceiling here looks very shaky. ~ 55 9 0 D2 ~ ~ 0 0 9702 -1 S #9704 Tight Squeeze~ The width of the tunnel shrinks down to about 5 handspans wide, making it a very tight fit. The walls look like they have been scuffed up as others have traversed here before. Other than a few pebbles on the floor the area is completely empty. ~ 55 265 0 0 D0 ~ ~ 0 0 9702 -1 D2 ~ ~ 0 0 9710 -1 S #9705 Twisting Passage~ The passage twists and turns, confusing your directions as you follow it. Finally you come to a wider section where a few more passages lead off into the darkness. ~ 55 9 0 D0 ~ ~ 0 0 9706 -1 D1 ~ ~ 0 0 9702 -1 D3 ~ ~ 0 0 9709 -1 S #9706 T Passage~ The passage ends at a smooth stone wall, two new passages continue off what would be left and right. The darkness seems oppressive here, even the light source you use seems to darken a bit. ~ 55 9 0 D1 ~ ~ 0 0 9707 -1 D2 ~ ~ 0 0 9705 -1 D3 ~ ~ 0 0 9708 -1 S #9707 Smelly Room~ The passage finally empties into a large cavern, the walls look worked but the ceiling still has a rough look to it. Suddenly you get a whif of a ghastly smell, WHEW! Something here must have died, you do your best to keep your last meal down. ~ 55 9 0 D3 ~ ~ 0 0 9706 -1 D5 ~ ~ 0 0 9723 -1 S #9708 Corner Tunnel~ The twisting passage blends into a corner with only two exits from here. In the northern corner a small puddle of water is forming, it looks like a small hole in the cavern ceiling drips water. ~ 55 9 0 D1 ~ ~ 0 0 9706 -1 D2 ~ ~ 0 0 9709 -1 E hole corner~ Up in the northern most corner of the ceiling you can see a dripping hole. The water looks clean and clear, but you feel a bit leary of trying to drink any. ~ S #9709 Turning Passage~ You trudge off into the darknes following the walls, the tunnel turns sharply. The walls here are a bit damp, the cool touch sends a shiver down your spine. ~ 55 9 0 D0 ~ ~ 0 0 9708 -1 D1 ~ ~ 0 0 9705 -1 S #9710 Narrow Passage~ A slight breeze touches your face as you travers this narrowing tunnel passage. The sounds of rock grinding against rock slowly breaks the silence for a brief moment. ~ 55 265 0 0 D0 ~ ~ 0 0 9704 -1 D1 ~ ~ 0 0 9711 -1 S #9711 Simple Cavern~ The passage ends in a simple cavern, in the center of the cavern a sturdy wooden table sits surrounded by 4 chairs. Atop the table are a few cups and wooden plates. This looks like it could be a look-out post for some residents of the caverns. ~ 55 9 0 D2 ~ ~ 0 0 9712 -1 D3 ~ ~ 0 0 9710 -1 E table chairs cups plates~ The wooden table looks to be of elven make, but you would guess it was stolen in a raid or something, elves would never leave wood here! ~ E chairs~ The wooden chairs looks to be of elven make. ~ S #9712 Lighted Passageway~ The walls here are lined with a few torches, sending wavering yellow light across the walls. The passageway looks very well travelled. The tunnel continues on north into the darkness and south following the line of torches. ~ 55 8 0 D0 ~ ~ 0 0 9711 -1 D2 ~ ~ 0 0 9713 -1 S #9713 Common Cavern~ The tunnel finally wides out into a large cavern that has been made into a common area. Long wooden tables bordered with benches line the walls. Several large torches are set into the walls and light the room up with a yellowish light. Cups, plates, wooden spoons and a empty flask are some of the items on the tables. The cavern smells here seem to be more of a civilized nature and not the earthy, underground of the rest of the caves. ~ 55 8 0 D0 ~ ~ 0 0 9712 -1 D1 ~ ~ 0 0 9714 -1 D2 ~ door~ 3 -1 9722 -1 D3 ~ ~ 0 0 9715 -1 S #9714 Cooking Area~ A small cooking pit has been setup in the northern section of this room. Several large pots and pans are stacked on a wooden table, alone with a meat cleaver. Sacks of flour and other items used in cooking are stacked alone the wall to the south. ~ 55 8 0 D3 ~ ~ 0 0 9713 -1 S #9715 Well Used Passage~ This passage leads to the some of the living quarters of the residents on the caverns. Stacked against the walls are piles of wood, probably used for cooking fires. ~ 55 8 0 D1 ~ ~ 0 0 9713 -1 D2 ~ ~ 0 0 9716 -1 D3 ~ ~ 0 0 9717 -1 S #9716 Small Room~ A Small cavern has been converted into living quarters for someone. A pile of grass and moss in the corner look to be a bed of sorts. Pieces of cloth and other sundries lie about the room. ~ 55 8 0 D0 ~ ~ 0 0 9715 -1 S #9717 Well Used Passageway~ Several exits lead off from this passageway, to the east the tunnel continues. Sounds of talking can be heard from several directions, your not real sure what direction it comes from. ~ 55 8 0 D0 ~ door~ 3 -1 9718 -1 D1 ~ ~ 0 0 9715 -1 D2 ~ door~ 3 -1 9719 -1 D3 ~ door~ 1 -1 9720 -1 S #9718 Large Common Sleeping Cavern~ The smell of dirty clothes hits you as you arrive, then you see why. About fifty small grass and moss made beds line the walls in this cavern, and at the end of most all them lies some sort of dirty clothes or simular item. ~ 55 8 0 D2 ~ door~ 1 -1 9717 -1 S #9719 Decorated Room~ Tapstries line the cave walls here, giving the room a almost house feeling. A fairly large wooden cot has been setup in the far end of the cavern, covered in warm looking furs. Near the entrance is a small table that is empty. ~ 55 8 0 D0 ~ door~ 1 -1 9717 -1 S #9720 Simple Sleeping Quarters~ This room is quiet simple, a grass and moss made bed against the south wall and a short table near the head of the bed. The room seems quiet empty other than the mentioned items. ~ 55 8 0 D1 ~ door~ 1 -1 9717 -1 D2 ~ moss bed~ 11 -1 9721 373 E south wall~ The south wall here is covered with the moss bed,it looks as though the bed even grows UNDER the wall. ~ E bed moss grass~ The bed is made from a soft grass and moss mixture, it lies next to the southern wall, almost looks like it grows into the wall. ~ S #9721 Secret Stash~ Pies of treasure hidden from would-be thieves lies stacked about in neat orderly piles. The secret exit to the north is almost invisible even from this side of the exit. ~ 55 9 0 D0 ~ wall moss~ 9 -1 9720 373 E north wall~ To the north you can see a bit of moss. The wall almost looks like it could be lifted. ~ S #9722 Storage Room~ Stacks or wooden crates, barrels and sacks of every sort of supplies you can think of are here. There are even a supply of spears and other weapons near the back. A few large shields have been attached to the walls. ~ 55 8 0 D0 ~ door~ 3 -1 9713 -1 S #9723 Underground Dump~ Above your head you can see a hole in the ceiling, and it looks like that is where all the trash strewn about the cavern came from. It appears this is a dump used by the residents of the upper caves. Rotten bones, hides , broken pieces of funiture and several unknown objects lie about. A short natural cavern exits from here into the darkness. ~ 55 9 0 D1 ~ ~ 0 0 9761 -1 D3 ~ ~ 0 0 9727 -1 D4 ~ ~ 0 0 9707 -1 S #9724 9724~ Empty ~ 55 0 0 S #9725 9725~ Empty ~ 55 0 0 S #9726 9726~ Empty ~ 55 0 0 S #9727 Narrow Cavern~ You manage to squeeze through the tight natural cavern, with only minor scraps to yourself. The smell off to the east is not very nice at all, the air seems to clear up as you move west. ~ 55 265 0 2 D1 ~ ~ 0 0 9723 -1 D3 ~ ~ 0 0 9728 -1 S #9728 Watery Split In the Caves~ The cavern widens into a large open space. Large stalagmites and stalagtights cover the ceiling and floor of this area, dripping water falls into a small stream. Several tunnels shoot off from here, they are all natural caverns and were probably made at one time when the now small stream was a roaring flood. ~ 55 9 0 D0 ~ ~ 0 0 9729 -1 D1 ~ ~ 0 0 9727 -1 S #9729 Natural Cavern~ The walls and here are smooth from whsat used to be a tunnel filled with water, in the center of the cavern a small stream runs through, a small reminder of what used to be a river. ~ 55 9 0 D0 ~ ~ 0 0 9732 -1 D2 ~ ~ 0 0 9728 -1 D3 ~ ~ 0 0 9730 -1 S #9730 Natural Cavern~ The smooth walls here give way to short off-shoots of other tunnels. The small stream follows the other tunnels off into the darkness. ~ 55 9 0 D0 ~ ~ 0 0 9737 -1 D1 ~ ~ 0 0 9729 -1 D2 ~ ~ 0 0 9731 -1 S #9731 Natural Cavern~ The passage to the south narrows into a small hole, where a trickle of water disappears. Northwards the water seems to have cut a larger passage in the living stone. ~ 55 9 0 D0 ~ ~ 0 0 9730 -1 S #9732 Stream Junction~ The streams pour into one large stream, before spliting off each other into every direction, following the previous path of the old river. A dark path leads off into every direction. ~ 55 9 0 D0 ~ ~ 0 0 9735 -1 D1 ~ ~ 0 0 9733 -1 D2 ~ ~ 0 0 9729 -1 D3 ~ ~ 0 0 9738 -1 S #9733 Boulder Strewn Cavern~ The passage follows the small stream till it meets a rather large stalagtigte where it twists off left and right. Several large boulders are lying on the floor here, and look like they must have fallen within the last few centuries. ~ 55 9 0 D0 ~ ~ 0 0 9734 -1 D1 ~ ~ 0 0 9736 -1 D3 ~ ~ 0 0 9732 -1 S #9734 Twisted Cavern~ The tunnel you are following comes to a rather sharp turn, leading off to the west and south. A small stream trikles gently in the middle of the passage following an ancient path. ~ 55 9 0 D2 ~ ~ 0 0 9733 -1 D3 ~ ~ 0 0 9735 -1 S #9735 Natural Cavern~ A small stream splits at a rather large boulder and T's off to the left and right, forming two new passages. Back to the south the stream disappears into the darkness and rock. ~ 55 9 0 D1 ~ ~ 0 0 9734 -1 D2 ~ ~ 0 0 9732 -1 D3 ~ ~ 0 0 9739 -1 S #9736 Dry Riverbed~ The walls here are smooth like most of the natural caves here, but the stream bed is dry. It seems this was the outer most edge of the older large river. It seems as though the river never managed to cut through the stone any farther than here. ~ 55 9 0 D3 ~ ~ 0 0 9733 -1 S #9737 Bend in The Natural Cavern~ A tight curve leads east and south from here, a small stream of water following the curve tightly. The walls bend making the passage almost round, and hard to travers. ~ 55 9 0 D1 ~ ~ 0 0 9738 -1 D2 ~ ~ 0 0 9730 -1 S #9738 Round Tunnel~ The walls in this cavern are completely smooth and round. You must follow the center of the path or lean against the walls to keep from falling down. ~ 55 9 0 D1 ~ ~ 0 0 9732 -1 D3 ~ ~ 0 0 9737 -1 S #9739 Natural Cavern~ It appears that this was the main pathway of the ancient river, because the passageway widens out where ten people could walk abreast. The stream that runs through here follows the passage directly in the center of the tunnel. Then soft trickling sounds relaxing your mind even in this dangerous area of the underworld. ~ 55 9 0 D0 ~ ~ 0 0 9740 -1 D1 ~ ~ 0 0 9735 -1 S #9740 Natural Cavern~ The smooth walls here have been painted by someone. The pictures follow the stream path north and southwards. Humanoid figures, more like sticks, are shown attacking other type of stick creatures. It would be almost impossible to determine what race or creatures they pictures depicted. ~ 55 9 0 D0 ~ ~ 0 0 9741 -1 D2 ~ ~ 0 0 9739 -1 S #9741 Final Bend~ The small stream takes a sharp turn to the left, before it seems to disappear completely. The sounds of water finally stop, leaving you in complete silence. ~ 55 9 0 D1 ~ ~ 0 0 9742 -1 D2 ~ ~ 0 0 9740 -1 S #9742 Dry Cavern~ The air is dry here, even begins to smell of earth and stone, and not moss and mold. A few stalagmites look to be large stone chairs, strangly there are no stalagtights at all here. ~ 55 13 0 D3 ~ ~ 0 0 9741 -1 D5 ~ ~ 9 0 9743 -1 S #9743 Underground Tunnel~ Strange glowing fungus clinging to the walls lights the caverns here, allowing you to see without a light source. Passages lead off west and east, both looking like they have been traveled in recently. ~ 55 8 0 D1 ~ ~ 0 0 9761 -1 D3 ~ ~ 0 0 9744 -1 D4 ~ ~ 9 0 9742 -1 S #9744 Near the Deep Ledge~ The strange fungus lights this area very well allowing you to see what lies to the west, a deep chasm. There appears to be a ledge over looking the chasm wide enough for several people. ~ 55 8 0 D1 ~ ~ 0 0 9743 -1 D3 ~ ~ 0 0 9745 -1 S #9745 The Chasm Ledge~ The stone of the cavern floor leans out over the pitch black chasm. You can see that other adventures have stood here at this magnifcent place before you, leaving faint tracks in the corse sand. Looking downwards into the chasm you cannot see the bottom. A light warm breeze touches your cheek lightly as you lean over to look. ~ 55 8 0 D0 ~ ~ 0 0 9747 -1 D1 ~ ~ 0 0 9744 -1 D5 You look over the edge and wonder why you would even consider moving over, there is no WAY you could survive the long fall. ~ ~ 0 0 9746 -1 S #9746 Over the EDGE.....~ You slip over the edge of the ledge, you try and grasp at a rocky outcropping as you realize it was a mistake to attempt to move down. You slip.... screaming you grasp at anything you can, images of yourself smmashed atop a stone floor gives you the shivers before you suddenly meet up with the cold stone, your life blood flows out and you die. ~ 55 66 0 D4 ~ ~ 0 0 9745 -1 S #9747 Along the Chasm Ledge~ The warm air continues to waft over the edge of the chasm keeping you and the rest of the party warm. The soft light from the glowing fungus lights the narrow ledge along the chasm. Small bits of stone lie in the passageway here and there. ~ 55 8 0 D0 ~ ~ 0 0 9748 -1 D2 ~ ~ 0 0 9745 -1 S #9748 Following the Ledge~ You follow the ledge along the edge of the chasm, the sounds of errie winds rises from the western edge of the ledge. To the east, the cavern walls are alight with the fungus that grows most all over here, it lights the narrow passage brightly here, giving off an errie green light. ~ 55 8 0 D0 ~ ~ 0 0 9749 -1 D2 ~ ~ 0 0 9747 -1 S #9749 On the edge of the Chasm~ The deep chasm to the west seems to emite a black light, were the fungus along the east walls emite a errie green light. Farther northwards you can see that a stone bridge has been built over the blackness of the chasm. From this side you can see two large pillars on either side of the bridge, atop each pillar a yellow flickering fire burns. ~ 55 8 0 D0 ~ ~ 0 0 9750 -1 D2 ~ ~ 0 0 9748 -1 S #9750 Pillars of Fire~ Two large stone pillars, made from pitch black stone, are placed on each side of the path leading to the bridge. Atop each pillar burns a small yellow fire. As you move nearer the pillars the flames roar up lighting the bridge completely in a wavering yellow light. The ledge following the chasm leads southwards. ~ 55 8 0 D2 ~ ~ 0 0 9749 -1 D3 The stone bridge looks very stable, but the flickering yellow light could be tricking you. ~ ~ 0 0 9751 -1 E pillars fire pillar stone~ The pillars are made from a black stone, it could be marble or it could be soot covering the stone. There are no carvings on the pillars to give you an idea who or what placed them here. Atop each pillar a eternal flame burns. ~ S #9751 Long Stone Bridge~ The stone bridge looks to be made of one single stone. Clearly this bridge was made by thebest stone masons. On the north and south edges of the bridge a short lip was made, to keep people from wondering over the edge and falling into the blackness. ~ 55 8 0 D1 ~ ~ 0 0 9750 -1 D3 ~ ~ 0 0 9752 -1 E stone bridge~ As you look closer at the stone you can see that the stone is actually several smaller stones placed together. The people that did make this must have been very good at stonemasonery. ~ S #9752 Western edge of the Chasm~ Two large pillars stand on either side of the path onto the bridge. A small fire burns atop each lighting the passage way and the bridge. The bridge leads westwards over the gaping chasm below. Glowing fungus lights the tunnel passage that leads off to the west. ~ 55 8 0 D1 The bridge traverses the blacknes of the chasm. ~ ~ 0 0 9751 -1 D3 ~ ~ 0 0 9753 -1 E bridge~ A narrow stone bridge leads across the chasm. ~ S #9753 Long Passage~ The tunnel here narrows a bit from the large cavern to the east. Glancing at the walls you can see someone or something has been chipping at the hard stone, probably mining. Bits of stone lie on the floor, but clearly the stones chipped from the walls were cleared away, somewhere else. The narrow tunnel continues on west and east. ~ 55 8 0 D1 ~ ~ 0 0 9752 -1 D3 ~ ~ 0 0 9754 -1 E wall walls~ The walls here have been chipped at by what appears to be a pick, or some other type of object with a sharp point ~ S #9754 Carved Tunnel~ The tunnel here seems to have been carved out of the stone, and not a natural occurance. The passageway to the north seems to widen out, to the west the tunnel continues, you must dodge several stones lying on the floor. ~ 55 8 0 D0 ~ ~ 0 0 9755 -1 D1 ~ ~ 0 0 9753 -1 D3 ~ ~ 0 0 9756 -1 S #9755 Wide Passageway~ The stone passage here seems to become natural again, the tunnelers must have broken through to a natural cavern once they began thier mining to the south. ~ 55 8 0 D0 ~ ~ 0 0 9757 -1 D2 ~ ~ 0 0 9754 -1 S #9756 Mining Tunnel~ Several tunnels split off from here, plainly this is a mining area used by some mining race. The walls and floor here are very rough and covered with stone a earth. Here and there you can even catch the glimmer of some shiny objects in the stone walls. ~ 55 9 0 D1 ~ ~ 0 0 9754 -1 S #9757 Twisting Tunnel~ The natural caves weave around and about but generally lead south and east from here. The rock here is sharp on the walls you must give wide berth to the walls or be cut. ~ 55 9 0 D1 ~ ~ 0 0 9758 -1 D2 ~ ~ 0 0 9755 -1 S #9758 Natural Caves~ The natural caves widen out to the north, you see what appears to be a dim purple light off in that direction. To the west the natural caves disappear into a weaving mass of stone. You begin to hear noises off to the north. ~ 55 8 0 D0 ~ ~ 0 0 9759 -1 D3 ~ ~ 0 0 9757 -1 S #9759 Nearing a Purple Light~ A deep purple light emits from somewhere to the north, several sounds echo off the natural cavern walls. Some even sound like voices. You get the urge to be a bit more quiet not sure what what lies ahead. The cavern to the south is silent. ~ 55 9 0 D0 ~ ~ 0 0 9760 -1 D2 ~ ~ 0 0 9758 -1 S #9760 Large Glowing Gates~ Large gates demands your attention here, they glow with a deep purple, almost black light. The gates are made of a black metal that seems to absorb any light shed here. In the center of the gates a large spider creature has been worked in metal, if the gates were to open the large spiders maw would open wide to accept you. Were the eyes of the spider would be several gems have been inlayed into the metal. Plainly the gates are magical, and surely there are guards to protect what ever lies behind those evil looking eyes. ~ 55 8 0 D0 ~ ~ 0 0 9773 -1 D2 ~ ~ 0 0 9759 -1 S #9761 Large Stone Door~ The passage ends at a large stone door. This cavern has been cleaned of all stone shards and dirt, near the wall to the west two chairs lean against the wall. There is no handles on the door on the east wall, it is probably opened from the other side only, to best protect someone or something. In a small alcove about waist high a lantern has been placed to light up the cavern. ~ 55 8 0 D1 ~ round stone ~ 1 -1 9762 371 D3 ~ ~ 0 0 9743 -1 E east wall east-wall~ Looking closer at the east wall, you can see at the lower corner a small round stone almost hidden. ~ S #9762 Guard Station~ Right off you see a large stone door that blocks the passage west. Iron bands enforce the already sturdy stone and make a place to put the large steel padlock. You wonder why someone would go to such and extree measure to protect a passage, but then you see signs of the residents living here. From the tools and barrels and markings on these items you would guess that dwarves live near here. A few wheel barrels and picks lie near the north wall, to the south spears, hammer and spikes and other gear. ~ 55 8 0 D1 ~ ~ 0 0 9763 -1 D3 ~ round stone~ 1 -1 9761 371 E south wall south-wall~ Covered by a rack of spears you can make out a small round stone placed into the wall. ~ S #9763 Long Tunnel~ This long passage leads west and east. Short torches line the walls about 1 meter above the ground lighting the tunnel. The length of the tunnel you would guess, would be about 100 yards. This would make a good place to stand should someone break past defenses. ~ 55 8 0 D1 ~ ~ 0 0 9764 -1 D3 ~ ~ 0 0 9762 -1 S #9764 Several Passages~ This appears to be a main junction in the tunnels, several smaller tunnels split off in every direction. This area looks well travelled. A few supplies for mining are stacked along the walls, making use of all storage space. ~ 55 8 0 D0 ~ ~ 0 0 9765 -1 D1 ~ ~ 0 0 9766 -1 D2 ~ ~ 0 0 9767 -1 D3 ~ ~ 0 0 9763 -1 S #9765 Short Tunnel~ Two short torches light this narrow, short tunnel. It leads north and south. Smells of burning coal or wood comes from the north along with a strong orange light. ~ 55 8 0 D0 ~ ~ 0 0 9768 -1 D2 ~ ~ 0 0 9764 -1 D3 ~ smooth wall~ 9 -1 9769 374 E west wall~ The wall looks normal here, except you see a dwarven hand print in the lower portion. ~ S #9766 Commons~ This area in the caves has been organized into a common area with tables chairs, and even a small fire pit. The walls are lined with short burning torches keeping the area completely in light. To the south living quarters have been carved from the stone. ~ 55 8 0 D2 ~ ~ 0 0 9770 -1 D3 ~ ~ 0 0 9764 -1 S #9767 Short Tunnel~ The short tunnel is lighted by two small torches in the wall. The passage continues on north and south. ~ 55 8 0 D0 ~ ~ 0 0 9764 -1 D2 ~ ~ 0 0 9771 -1 S #9768 Dwarven Forge~ Strong orange light keeps this area lighted completely, looking northwards you can see where the light comes from, a very LARGE forge. You can guess from the objects in the room that this is a forge area where metal weapons, tools and other things are made. A large anvil rests near the forge along with a large forming hammer. Hanging along the west wall are three leather aprons, slipped over small pins nailed into the stone wall. ~ 55 8 0 D2 ~ ~ 0 0 9765 -1 E anvil hammer~ The hammer is very large and would be impossible to use for anything other than it's assigned purpose, to form metal. The anvil looks like any anvil and from the size of it, you would guess it would take a giant to move. ~ S #9769 Precious Metals~ You have found the secret store of precious metals that the forger uses in his work. Stacks of silver, steel and a few precious piles of mithril and adamantite are arranged in neat order. The gold value of just one single pile would make anyone a king, at least a lord! ~ 55 8 0 D1 ~ smooth wall~ 9 -1 9765 374 E east wall~ In the lower portion of the wall you see a few hand prints on the wall. ~ S #9770 Living Quarters~ Carved into the rock are several sleeping quarters. All along the walls small alcoves have been carefully organized allowing for the best possible arrangement. This area would probably sleep about fifty to sixty dwarves, with extra space for a few youngsters. In each alcove a moss bed has been made. ~ 55 8 0 D0 ~ ~ 0 0 9766 -1 S #9771 Meeting Hall~ A large wooden tables rests in the center of the room, surrounded with a dozen chairs. Atop the table are several scrolls and maps. The walls in this cavern are covered in maps of mines and the surrounding areas. A large fire pit has been built in the north wall. ~ 55 8 0 D0 ~ ~ 0 0 9767 -1 D3 ~ leaver rod~ 9 -1 9772 373 E south wall~ Several rods have been rammed into the wall here, probably used to hang coats or armor upon. Although at this time there is nothing on them. ~ S #9772 Secret Stash!~ TREASURE! You have found a stash or iron chests, bound with steel bands. Each chest has a large lock that looks to be impossible to break, much less pick open. ~ 55 8 0 D1 ~ leaver rod~ 9 -1 9771 373 S #9773 Entrance to the Evil City~ You are behind the massive black gates, this small area looks to be a waiting area, or more likely a place to attack intruders that make a silly attempt to attack the city. ~ 55 8 0 D0 ~ ~ 0 0 9774 -1 D2 ~ ~ 0 0 9760 -1 S #9774 Main Roadway~ The caverns expand well over your head and reach heights of about one thousand feet. A dim pale purplish light seems to emate from the stones lighting most of city. A rocky path has been carved into the floor of the cavern here, probably by the blood and sweat of slaves, that leads east and west. In every direction you see tall towers, stalagmites, that seem to be spotted with internal lights. ~ 55 8 0 D1 ~ ~ 0 0 9797 -1 D2 ~ ~ 0 0 9773 -1 D3 ~ ~ 0 0 9775 -1 S #9775 Main Roadway~ Several massive stalamites rise above you to the south. As you look upon them you realize that withing that black stone creatures move about, what you thought was light spots on the stalagmites is light coming from the purplish light sources inside. The smooth road leads east and west from here. To the west several more large houses tower above you and the rest of the houses. ~ 55 8 0 D0 ~ ~ 0 0 9795 -1 D1 ~ ~ 0 0 9774 -1 D3 ~ ~ 0 0 9776 -1 S #9776 Main Roadway~ You are closer to the center of the underground city, sounds of a normal city meet your ears, along with a few sounds no normal city should hear. Screams echo off in the distance, chilling you to the bone. The towering stalagmites converge together the farther you move west. ~ 55 8 0 D1 ~ ~ 0 0 9775 -1 D3 ~ ~ 0 0 9777 -1 S #9777 Main Roadway~ Your almost in the center of the glowing city, the purple glow seems to get brighter as you look westwards. Several stalagmites, used a houses for the black elves ring the outer most edges of here. Farther west you can see the largest house you have ever seen. To the east the houses thin out. ~ 55 8 0 D1 ~ ~ 0 0 9776 -1 D3 ~ ~ 0 0 9778 -1 S #9778 Main Roadway~ The Main Roadway continues on east and west. Northwards a smaller roadway splits off. You stand amidst the largest stalagmites in the dark elf city. ~ 55 8 0 D0 ~ ~ 0 0 9779 -1 D1 ~ ~ 0 0 9777 -1 S #9779 Small Roadway~ The smaller roadway leads north and south. The cobblestone road leading north, leads directly to what looks like a place of worship. The entrance to the worship place, a smaller stalagmite, you must get past the large black iron doorway. ~ 55 8 0 D0 ~ ~ 0 0 9780 -1 D2 ~ ~ 0 0 9778 -1 S #9780 Worship Hall Entrance~ The Entrance to the worship hall is small. Paintings hang on the walls, covering the black stone. The painting hanging depect several events, most of which envolve blood. ~ 55 8 0 D0 ~ ~ 0 0 9781 -1 D2 ~ ~ 0 0 9779 -1 S #9781 Worship Hall~ This is a short hallway, the stone walls are covered in black cloth. Small pilliars of black stone have been errected all along the hallway only stopping for exits east and west. ~ 55 8 0 D0 ~ ~ 0 0 9786 -1 D1 ~ ~ 0 0 9782 -1 D2 ~ ~ 0 0 9780 -1 D3 ~ ~ 0 0 9784 -1 S #9782 Short Hallway~ A short hallway leads off into a smaller cavern, to the west the main entrance hallway can been seen in the dim purple light. ~ 55 8 0 D1 ~ ~ 0 0 9783 -1 D3 ~ ~ 0 0 9781 -1 S #9783 Prayer Room~ The rooms walls here are covered in a pitch black cloth covering the stone walls. In the center of the room a small stone object rests in the center of a cup, lighting the room. Near the cup a small carpet rests, probably for resting knees of a worshiper. The silence here is absolute making for a good place on contemplation. ~ 55 8 0 D3 ~ ~ 0 0 9782 -1 S #9784 Short Hallway~ Black cloth covers the stone walls in the hall. The short passage leads west into a small room, and east back to the main hallway. ~ 55 8 0 D1 ~ ~ 0 0 9781 -1 D3 ~ ~ 0 0 9785 -1 S #9785 Prayer Room~ Use DESC from 9783 ~ 55 8 0 D1 ~ ~ 0 0 9784 -1 S #9786 Silent Hallway~ The hallway is darker than other places, and silent. The black cloth covering the walls shifts in a light breeze. ~ 55 8 0 D0 ~ ~ 0 0 9787 -1 D2 ~ ~ 0 0 9781 -1 S #9787 Dark Hallway~ The silence begins to get oppressive, utter silence. Exits lead off east and west but the hallway continues north and south. ~ 55 8 0 D0 ~ ~ 0 0 9792 -1 D1 ~ ~ 0 0 9788 -1 D2 ~ ~ 0 0 9786 -1 D3 ~ ~ 0 0 9790 -1 S #9788 Short Hallway~ This is a narrow hallway leading to a shadowy room to the east. Westwards lies the main hallway. ~ 55 8 0 D1 ~ ~ 0 0 9789 -1 D3 ~ ~ 0 0 9787 -1 S #9789 Prayer Room~ A dim pulsing red light lites the room, the light comes from a idol formed from a large piece of red quartz. Looking closer you can see that the idol is in the shape of a half woman, half spider creature. You shiver. ~ 55 8 0 D3 ~ ~ 0 0 9788 -1 S #9790 Short Hallway~ The short dark hallway leads into a small room. Back to the east you can see the dim main hallway. ~ 55 8 0 D1 ~ ~ 0 0 9787 -1 D3 ~ ~ 0 0 9791 -1 S #9791 Prayer Room~ The room is completely empty of anything, the only object in the room is a small glowing stone placed in the center of the cavern. ~ 55 8 0 D1 ~ ~ 0 0 9790 -1 S #9792 Main Hallway~ The passage widens out, and looks to widen out more to the north. Brighter light flashes now and then from the northern end of the hallway. Dark stone pillars line the walls. ~ 55 8 0 D0 ~ ~ 0 0 9793 -1 D2 ~ ~ 0 0 9787 -1 S #9793 Entrance to the Center~ Flickering lights greets you as you arrive. To the north you can see two large wooden doors, both banded with iron and carved with hideous scenes or murder and violence. Behind the doors an evil awaits, least that is what you feel along the back of your neck. ~ 55 8 0 D0 ~ ~ 0 0 9794 -1 D2 ~ ~ 0 0 9792 -1 S #9794 Worship Cavern~ You pass through the massive wooden doors to find a huge cavern converted to an evil worship hall. The walls have been covered in black cloth in someplaces and statues, paintings and carvings in other places. Low benches are lined west to east, about ten rows. Farther north on a raised dias a large chair rests, currently the chair looks empty, but you sense great evil at one time or another has used this place as a throne room. ~ 55 8 0 D2 ~ ~ 0 0 9793 -1 S #9795 Small Alley~ The path you follow is small and narrow, almost forgotten. Very few adventures have come this way, or left it seems. The path leads west and southwards. ~ 55 9 0 D2 ~ ~ 0 0 9775 -1 D3 ~ ~ 0 0 9796 -1 S #9796 Small Alley Dead End~ Piles of trash have been left here, the walls of the of two large stalagmite houses meet here closing of futher travel westwards. ~ 55 9 0 D1 ~ ~ 0 0 9795 -1 S #9797 Main Roadway~ The road you follow has been paved with smooth stones, all placed in together forming a nice roadway. Your steps sound a bit loud on the stone but you sure that anyone that was here already knew you were about. Several stalagmites are scattered about, some looking like houses used by the evil residents living here. Pinholes of light spring out of a few here and there. The road curves northwards towards a large depression that you cannot see into from here. ~ 55 8 0 D0 ~ ~ 0 0 9798 -1 D2 ~ ~ 0 0 9850 -1 D3 ~ ~ 0 0 9774 -1 S #9798 Main Roadway~ The road passes very near a large depression in the cavern, father down into the depression you can see a areana that teams with movement. You can only guess what is going on in it. Looking past the areana you can see a seperated stalagmite house that is larger than most in this area, it stands tall behind the depression, looking very much the authroity of this area. ~ 55 8 0 D0 ~ ~ 0 0 9799 -1 D2 ~ ~ 0 0 9797 -1 D5 ~ ~ 0 0 9800 -1 S #9799 Main Roadway~ You move father from the city of stalagmite into the darkness of the surrounding cavern. Some of the stones are out of place here making travel dangerous without light. ~ 55 9 0 D2 ~ ~ 0 0 9798 -1 S #9800 Into the Arena~ You follow a long stone stairway that leads into and out of the massive arena. From here you can look over the sandy floor at the center of the arena. Scattered across the area are several dark elves practicing the arts of combat. Some battle with short swords, some with strange looking hand held cross bows, and some with spiked maces and buckler shields. In the very center you see a small dias with a crowd of dark elves. ~ 55 8 0 D1 ~ ~ 0 0 9801 -1 D4 ~ ~ 0 0 9798 -1 S #9801 Edge of the Sandy Arena~ The sandy part of the arena begins from here and covers most of the open space of the arena. You glance up and see the blackness where you guess the ceiling of the cavern must be. ~ 55 8 0 D0 ~ ~ 0 0 9802 -1 D1 ~ ~ 0 0 9815 -1 D2 ~ ~ 0 0 9812 -1 D3 ~ ~ 0 0 9800 -1 S #9802 Near the Northern Edge~ You continue your trek through these caverns, virtually surrounded by a myriad of sounds from combat. The chill breeze blows around this cave, and through your meager covering, chilling you to the bone. The fungus growing on the walls illuminates the few rocks lying on the sandy floor, and you sidestep them at the rat corpses as you continue your journey. ~ 55 8 0 D0 ~ ~ 0 0 9803 -1 D2 ~ ~ 0 0 9801 -1 S #9803 Northern Corner of the Arena~ You wander through the black caverns here, the ground slightly sandy beneath your feet. The chill breeze is a minimum here, but the sounds of fighting are far more intense to the south, swords clashing with shields, screams of pain, and cries of the dying. The whole cavern is softly lit by the purple fungus growing on the walls. ~ 55 8 0 D1 ~ ~ 0 0 9804 -1 D2 ~ ~ 0 0 9802 -1 S #9804 Near the Northern Edge~ The cavern widens a little here, to accomodate the passage entering from the north. The chill breeze continues to blow around you, and the cavern is only lit by the purple fungus growing on the walls. You hear the sounds of many crossbows discharging as you wander through, and you wonder who could be firing weapons in the area. ~ 55 8 0 D0 ~ ~ 0 0 9805 -1 D1 ~ ~ 0 0 9806 -1 D3 ~ ~ 0 0 9803 -1 S #9805 Northern Edge of the Arena~ The screams of pain and the clashing of swords rings out as you enter this area but to your surprise you do not see any fighters around. Instead you are greeted by the soft light of Narbondel, the central time stalagmite. You carefully avoid the falling rocks that dislodge from the ceiling as you explore this area of the caverns. A couple of rats scurry away from you as you wander near their nests. ~ 55 8 0 D2 ~ ~ 0 0 9804 -1 S #9806 Near the Eastern Corner~ You continue through the dark and damp caverns, seeing only by your own light and that of the fungus growing on the walls. Wandering around the small rats' nests and the various piles of rubble, you work your way towards one of the exits to this tunnel. ~ 55 8 0 D2 ~ ~ 0 0 9807 -1 D3 ~ ~ 0 0 9804 -1 S #9807 Almost at the Eastern Edge~ You continue walking through the cold and dark caverns, the damp breeze swirling around you. From the light of the purple fungus, you see the exits lying on three sides of the room, as well as the small piles of rubble in the corners of this cavern. The sounds of swordplay ring throughout the cavern as you ponder your next move. ~ 55 8 0 D0 ~ ~ 0 0 9806 -1 D1 ~ ~ 0 0 9808 -1 D2 ~ ~ 0 0 9809 -1 S #9808 Eastern Edge of the Arena~ The soft light of the time stalagmite Narbondel fills this dark cavern as you wander up the slight slope. The breeze fills this cavern, and the bats on the ceiling flap about in discomfort. The hard rock floor feels firm beneath your feet, unlike the more sandy floors to the west. ~ 55 8 0 D1 ~ ~ 0 0 9871 -1 D3 ~ ~ 0 0 9807 -1 S #9809 Nearing the Southern Edge~ You continue wandering through these dark, dank, black cavers as the chilly, damp breeze blows around you, circulating air through these caves. From the light of the purple fungus in the middle of the caves, you are able to avoid tripping on the rubble scattered throughout the caverns. You hear the sounds of swordplay in the distance, meaning that yet another battle has started in the area. ~ 55 8 0 D0 ~ ~ 0 0 9807 -1 D2 ~ ~ 0 0 9814 -1 S #9810 Close to the Southern Edge~ The cavern widens a little here as it branches out in three separate directions from where you stand. By the soft light of the purple fungus, you can see paths running to the east, north, and west. Over near the corner are a couple of small boulders, as well as some scraps left by the departing rats. ~ 55 8 0 D1 ~ ~ 0 0 9814 -1 D2 ~ ~ 0 0 9813 -1 D3 ~ ~ 0 0 9811 -1 S #9811 Western Corner~ You walk through the cool, dark cavern, examining things by the light that the purple fungus gives off. A breeze runs through the cavern as you wander, and some rats scurry away from your path. Sounds of swordfighting can be heard off in the distance to the north. ~ 55 8 0 D0 ~ ~ 0 0 9812 -1 D1 ~ ~ 0 0 9810 -1 S #9812 Near the Entrance to the Arena~ The floor starts to become sandy towards the northern section of this cavern as you approach the drow training arena. The cavern you stand in is mostly dim, however some fungus gives off a faint purple light so that there is something to see by. A couple of piles of small rubble lie over by one of the walls where some rock crumbled. You hear a scream of pain from the arena as you stand here and listen. ~ 55 8 0 D0 ~ ~ 0 0 9801 -1 D2 ~ ~ 0 0 9811 -1 S #9813 Southern Edge~ You approach this end of the cool, dark, damp cavern and turn around to look down on what you have seen so far. A scream of pain rings out throughout this cave complex as someone nearby must have been wounded in fierce fighting. The whole area is lit by the combination of fungus and the central time pillar of the city. The rats slip to the edge of the cave as you approach, and the bats overhead screech as they move away from your activity. ~ 55 8 0 D0 ~ ~ 0 0 9810 -1 S #9814 South Eastern Corner~ You approach this corner of the cavern shivering from the breeze running through this section of the caves. The whole area is softly lit from the moss and fungus that grows on the walls. You hear the sounds of combat off in the distance as you walk, and the floor here feels a little sandy beneath your feet. ~ 55 8 0 D0 ~ ~ 0 0 9809 -1 D3 ~ ~ 0 0 9810 -1 S #9815 Practice Area~ This area of the arena has been setup as a practicing area for all types of melee. Stuffed humanoid figures have been staked into the sand as standing figures. A few stone rings have been setup to make for practicing circles for fighting dark elves. ~ 55 8 0 D1 ~ ~ 0 0 9816 -1 D3 ~ ~ 0 0 9801 -1 S #9816 Near the Dias~ In all directions you can see battling dark elves, practicing with every known melee weapon. The skills that the elves show is astonishing, quickness only a feline should have. To the east you can see a small wooden dias. ~ 55 8 0 D0 ~ ~ 0 0 9818 -1 D1 ~ ~ 0 0 9817 -1 D2 ~ ~ 0 0 9819 -1 D3 ~ ~ 0 0 9815 -1 S #9817 The Dias~ Atop the small wooden dias several dark elves stand, watching two very well trained elves battle. The seem to flow as one in the darkness a mass of swirling blades and bodies. The dark elves in the circle watching are as amazed as you are at the feats of the two battling. The area ends at a large stone wall to the east, where several items of battle are stacked for use in practice. ~ 55 8 0 D3 ~ ~ 0 0 9816 -1 S #9818 Dualing Arena~ This area has been setup as a dulaing area. Several stone circles have been setup as rings for the dualing dark elves. The elves practicing fight with short swords in each hand, using one as a parring weapon and the other as a offensive weapon, then they switch and sometimes they are used as both. ~ 55 8 0 D1 ~ ~ 0 0 9822 -1 D2 ~ ~ 0 0 9816 -1 D3 ~ ~ 0 0 9823 -1 S #9819 Swordplay Practice~ Several dark elves are involved in intense swordplay here, using a dark bladed longsword in one hand and a small dagger in the other. Each dark elf seems better than you could ever think to be, even the youngest seems better than anyone you have ever seen. The seems to be one with thier weapons, attached at the hands they could slice the heart of anyone they saw fit. ~ 55 8 0 D0 ~ ~ 0 0 9816 -1 D1 ~ ~ 0 0 9821 -1 D3 ~ ~ 0 0 9820 -1 S #9820 Dagger Practice~ Dark elves circle each other here, daggers in each hand. Jumping at each other as thier commander orders, trying to get that killing blow on thier opponent. Now and then a wrist flicks and a dagger flies at a unprotected body part. ~ 55 8 0 D1 ~ ~ 0 0 9819 -1 S #9821 Hand to Hand~ Several elves wrestle here, slamming each other on the soft sands trying to get the upper hand on the other. Each is being taught by a commander a special move, neck holds, special technics to slip from holds and attack moves that will down most creatures instantly. ~ 55 8 0 D3 ~ ~ 0 0 9819 -1 S #9822 Buckler Practice~ The clash of shields on armor ring as you arrive. Dark elves armed with maces and buckler shields practice here, smashing at each other with wild abandon. Now and then sparks fly off as a buckler and mace meet with a scrap. ~ 55 8 0 D3 ~ ~ 0 0 9818 -1 S #9823 Crossbow Practice~ Small targets of stuffed clothes have been staked into the arena sands in an upright position. Several dark elves stand at the other end of the area holding small crossbows, held in a single hand. They fire at the targets with a soft 'click' and a bolt appears in the stuffed figures. ~ 55 8 0 D1 ~ ~ 0 0 9818 -1 S #9824 9824~ Empty ~ 55 0 0 S #9825 9825~ Empty ~ 55 0 0 S #9826 9826~ Empty ~ 55 0 0 S #9827 9827~ Empty ~ 55 0 0 S #9828 9828~ Empty ~ 55 0 0 S #9829 Outer Gate of House Baenre~ Before you sits House Baenre, first house of Menzoberranzan. This massive complex is formed of roughly oval ring of stalagmites connected at their bases by what appears to be a silvery spider's web. Twenty feet high, with strands thick as a drow's arm, the web is a formidable barrier to those who would test the strength of this great house. Before you, to the north, between the largest pair of stalagmites, is a magnificent gate. To either side, sits a statue of a giant black spider. ~ 55 8 0 D0 ~ door~ 0 0 9830 -1 D1 ~ ~ 0 0 9778 -1 S #9830 Great Courtyard~ You stand within the massive courtyard of the great compound. To the north lies a fantastic dome glowing with a soft purple hue. East is a somewhat unimpressive stalagmite, while to the west lies a more spectacular one. Positioned directly above you is a fortified stalactite, guards man both the fortifications, and levitate in the air beside it. To the south of course, is the gate leading in. ~ 55 0 0 D0 ~ door~ 0 0 9834 -1 D1 ~ door~ 0 0 9832 -1 D2 ~ door~ 0 0 9829 -1 D3 ~ door~ 0 0 9836 -1 D4 ~ door~ 0 0 9831 -1 S #9831 Barracks~ You have blundered into a nest of armed drow!!! They swarm all about you, moving in from not only the walkway area you now stand upon, but also from the air around you. ~ 55 8 8 D5 ~ door~ 0 0 9830 -1 S #9832 Elaborate Pathway~ To either side of the path sit skillfully carved statues depicting various drow and spiders in an incredible variety of poses, ranging from the simple to the psychotic. Further, faerie fire spells have been used to create intricate designs wreathing the statues and adding to the exotic appeal of the artwork. ~ 55 0 0 D1 ~ door~ 0 0 9833 -1 D3 ~ door~ 0 0 9830 -1 S #9833 Male's Quarters~ While not exactly a slum, the overall appeal of this building is at best nonexistent. Male drow sit about here in various stages of relaxation. They look up at you as if to say "Why do we even bother." If it wasnt for the fact that they are slowly climbing to their feet to kill you, you would feel sorry for them. ~ 55 0 0 D3 ~ door~ 0 0 9832 -1 S #9834 Great Temple~ You have entered the staggeringly immense temple of House Baenre. Your eyes instantly lock on the awesome illusion floating possesively in the air above the altar. It depicts the dark goddess Lloth shifting slowly from a black spider, whose limbs twitch in an almost hypnotic pattern that makes you desire to walk into her dark embrace, to the most beautiful and terrible female drow you have ever seen. The room itself is so big you get the feeling that it could house every living being in the whole city if it needed to. Rows of seats circle the chamber and desend level by level to a great open floor in the very center of the building. In the middle of the floor raises a great altar to Lloth. A low chanting fills the room, then stops as a figure on the altar raises a strange spider shaded dagger over the heart of a figure bound to the altar. ~ 55 0 0 D2 ~ door~ 0 0 9830 -1 D5 ~ door~ 0 0 9835 -1 S #9835 Altar~ You have descended to the altar itself. Even as you arrive, the drow standing over the bound figure which you can now discern to be a surface elf, plunges the dagger into her victim's heart. As you step onto the altar itself, she turns and looks at you with a fanatical light in her eyes. "DEFILERS!" she screams, and all about you, drow take up the and desend down upon you. Still others race from the temple to sound the alarm. You have more present worries however, for you must deal with the drow already here. Especially the priestess with the knife. ~ 55 0 0 D4 ~ door~ 0 0 9834 -1 S #9836 Elaborate Path~ Statuary lines line path showing drow and spiders engaged in unspeakable acts . . . often with each other. The faerie fire flickering about them somehow just enhances the horrifying statuary. To the west an exquisitely designed stalagmite rises almost to the ceiling. The faerie fire designs are more incredible then anything you have seen up to this point anywhere in the city. The path continues on to the north. ~ 55 0 0 D0 ~ door~ 0 0 9838 -1 D1 ~ door~ 0 0 9830 -1 D3 ~ door~ 0 0 9837 -1 S #9837 Female's Quarters~ All about you female drow lie in opulent luxury. Powerfully built women stand about heavily armed and very dangerous, while others lie about on soft pillows, gazing at you seductively while licking their lips. Images of Lloth adorn the walls, next to these are others showing everything from spiders to unbelievable sexual practices that make your blood run cold. Even as you take all this in, the drow advance on you to make your blood run freely. ~ 55 0 0 D1 ~ door~ 0 0 9836 -1 S #9838 Elaborate Path~ Yet more statuary and faerie fire decorations lay before you as you continue your trek into the heart of the complex. Ahead of you the most impressive structure yet sits in quiet dignity. Every sqaure inch has been carved or decorated with flawless skill. Precious metals and priceless gems and strategically about it to enhance its appearance to the hightest degree possible. Yet you feel the weight of impending danger creep up on you . . . ~ 55 0 0 D0 ~ door~ 0 0 9839 -1 D2 ~ door~ 0 0 9836 -1 S #9839 Great Mound~ This lowest level appears to be only a place for those beings living here who dont have the powers of levitation to enter the higher levels without taking the stairs. All about you drow soldiers sit about sharpening weapons and readying armor. When you enter, several drow rush to grates set in the ground and yank them open. From the slave pens pour various humanoids under the fierce direction of the drow to hurl themselves at you and serve as a buffer for the drow. ~ 55 0 0 D2 ~ door~ 0 0 9838 -1 D4 ~ door~ 0 0 9840 -1 S #9840 Mage's Level~ Smoke, powders, braziers, wands, books, drow mages, herbs, arcane symbols, benches . . . wait, did you say . . . DROW MAGES!?!?!?! Realization strikes you about the same time as the various spell casters themselves do. ~ 55 0 0 D4 ~ door~ 0 0 9841 -1 D5 ~ door~ 0 0 9839 -1 S #9841 Cleric's Level~ This room is dedicated in totality to the worship of Lloth. Her priestesses are everywhere, bowing and praying, and turning to look at you disturbing their meditation and worship. Hmmmm where was that entrance that you just came in . . . . ~ 55 0 0 D4 ~ door~ 0 0 9842 -1 D5 ~ door~ 0 0 9840 -1 S #9842 Private Chambers~ This is a small room, greatly constrating the the ones before. It is not much more then a landing on the stairway really. Doors lie in all four compass, each with strange and ominous looking runes on each door. Above you, the stairway widens and turns into a grand platform leading to a massive adamantine door. The symbol of Lloth sits above the symbol of House Baenre, and to either side of these sit a matched pair of the symbols of Matron Malice Baenre herself. ~ 55 0 0 D0 ~ door~ 0 0 9843 -1 D1 ~ door~ 0 0 9844 -1 D2 ~ door~ 0 0 9845 -1 D3 ~ door~ 0 0 9846 -1 D4 ~ door~ 0 0 9847 -1 D5 ~ door~ 0 0 9841 -1 S #9843 Advisor's Chamber~ This room is simply adorned, especially in contrast to the rest of the rooms in the mound. In one corner sits a cot, seemingly ill designed for a drow body. Laid out on it is a robe, also seemingly ill designed for a drow form. Finally, you see a strange shape move out of the shadows. Roughly humanoid up to the shoulders, the similarity ends there. Looking like nothing more then a squid's head on top of a humanoid form, the mind flayer stares at you with pale white eyes, lacking any pupil. Then the next thing you know, your brain is on fire as El-Viddenvelp releases his awesome mental energies upon you. ~ 55 0 0 D2 ~ door~ 0 0 9842 -1 S #9844 Chamber of The High Mage~ This room is obviously the living quarters of a powerful mage. This is easily discerned by gazing about the room at the powerful magical tools that sit carefully in their place. A large bone desk dominates the room on one side, and a large summoning pentagram sits across from it on the other. ~ 55 0 0 D3 ~ door~ 0 0 9842 -1 S #9845 Weaponsmaster's Chamber~ This is the room of a fighting man. Suberbly crafted weapons adorn the walls, a simple sleeping mat lies in a corner on the floor. Most of the room is simply open area, perfect for a warrior to practice skills or spar. Everything about this rooms speaks of a cool efficiency, and obvious confidence. ~ 55 0 0 D0 ~ door~ 0 0 9842 -1 S #9846 Chamber of The High Priestess~ A fair sized, well ordered room, tastefully furnished and richly appointed. A small altar to Lloth dominates the center of the wall opposite the door. It appears you have entered the quarters of Triel Baenre, Matron Mistress of Arach-Tinilith, the Academy. ~ 55 0 0 D1 ~ door~ 0 0 9842 -1 S #9847 High Chamber~ This is the room of Matron Mother Baenre herself. Dominating this room is a fantastic throne carved entirely of black sapphire. Within the throne can be seen shadowy shapes twisting and churning within the throne itself, and if you listen, you can almost hear the screams of torturered souls. At the end of each of the chair's arms, a diamond of incredible size is embedded. Resting in this throne is a drow so ancient and withered that she seems almost corpselike, but the power of her gaze leaves no doubt that she is an awesome foe to be dealt with. About her stand her personal attendants and guards, though you find it doubtful that she needs protection from anyone. ~ 55 0 0 D1 ~ door~ 0 0 9848 -1 D5 ~ door~ 0 0 9842 -1 S #9848 Secret Vault~ You have discovered the wealth of House Baenre! Magical items lay tossed about amidst great piles of gold and gems. It is all yours for the taking! Hmmm, well if you can take it away from its guardians that is. ~ 55 0 0 D3 ~ door~ 0 0 9847 -1 S #9849 9849~ Empty ~ 55 0 0 S #9850 Huge Gate~ You are standing in front of a huge iron gate. The gate is attached to a wall that seems to be surrounding this enormous stalagmite. The gate has intricate carvings of spiders eating humanoid creatures in it, if that doesn't say welcome I don't know what does! In the center of the gate is a gargoyle's head. The mouth of the gargoyle is open as if he was screaming. You consider climbing over the wall but that is when you notice the sharp spikes on top of it, climbing over them would be impossible. A pathway lies to the south through the gate towards the stalagmite. ~ 55 8 0 D0 ~ ~ 0 0 9797 -1 D2 ~ gate~ 1 -1 9851 -1 S #9851 Doorway~ As you stand in front of the stalagmite you open your mouth in awe. This stalagmite is bigger than any stalagmite you have ever seen before. The stalagmite is made of stone is seems to be like any other colossal sized stalagmite except for the door standing before you. The door is as smooth as glass, it must be made of obsidian. The door is totally black except for a crystal symbol of a spider in the top center of it. A huge gate attached to the wall surrounding the stalagmite lies to the north. ~ 55 8 0 D0 ~ Gate ~ 1 -1 9850 -1 D2 ~ door~ 1 -1 9852 -1 E stalagmite~ The stalagmite is huge, this is possibly the biggest stalagmite you have ever seen. It is made of smooth stone and seems unclimbable. ~ E door~ The door feels cold to the touch and is very smooth. It is made of black obsidian with a crystal spider in the center of it. The spider looks hideous, why would anyone want such a decoration on their doorway? ~ S #9852 Guard Post~ This seems to be a house in the middle of the stalagmite, what type of creature would want to live in such an abode? You are stand in the middle of a large hallway, a large chamber lies to the south, and there are smaller chambers to the east, and west. Before you are able to take in fully the possibility of living in such a place, a guard notices you. The guard rushes for the wall and pushes a button before you are able to stop him. An alarm sounds and a regiment of guards appear from a puff of smoke. ~ 55 8 0 D0 ~ door ~ 1 -1 9851 -1 D1 ~ ~ 0 -1 9854 -1 D2 ~ ~ 0 -1 9855 -1 D3 ~ ~ 0 -1 9853 -1 S #9853 Weapons Room~ A chill runs up your spine as you see the racks of various blood encrusted weapons along the walls. There seems to be enough weapons in this room for an entire army, you realize that war must be a great part of the drows lifestyle. A huge burley drow is who looks as if he knows his way with weapons and combat is here glaring at you. You barely have a change to look him over before he rushes to attack you. ~ 55 8 0 D1 ~ ~ 0 -1 9852 -1 S #9854 Guards Baracks~ This rooms smells very clean. There are several rows of bunk beds in this room with small chests at the foot of them. The whole room is neat and free of any sort of dirt or dust. A few drow are sleeping in the bunks and are startled at your sudden entrance. They aren't startled for long and soon rush for their weapons and lunge toward you. ~ 55 8 0 D3 ~ ~ 0 -1 9852 -1 S #9855 Central Chamber of House~ You are standing in what appears to be the middle of the stalagmite. The ceiling is a grand vaulted one that seems to be very high. A fountain lies in the center of this room, a strange red liquid is flowing from it, and it is giving off an awful stench. Glancing again at the ceiling you notice there are move levels of the house up there, but you don't see any stairs to reach them. ~ 55 8 0 D0 ~ ~ 0 -1 9852 -1 D1 ~ ~ 0 -1 9856 -1 D2 ~ ~ 0 -1 9858 -1 D3 ~ ~ 0 -1 9857 -1 D4 ~ ~ 0 -1 9860 -1 S #9856 Womens Area~ White satin tapestries are all around this room. Ornate golden designs are carved into the ceiling. Along the sides are huge beds with pink silk sheets. Total elegance is the impression you get from this room. However, once you get over the opulence of it all you notice some desks scattered about. The women seem to do most of the works in this society. ~ 55 8 0 D3 ~ ~ 0 -1 9855 -1 S #9857 Mens Area~ Small bunk beds are aligned in rows in this room. They look very uncomfortable, but functional. There are some weapon sharpening tools hanging along the wall. Its obvious that the men do all the physical labor, intelligent work seems to be beyond them. ~ 55 8 0 D1 ~ ~ 0 -1 9855 -1 S #9858 Kitchen~ A delicious aroma floats throughout this room. A large brick oven lies in the center of the room, it's heat radiates outward towards you. There are three small fireplace's along the south wall, its obvious that this room was built to prepare grand feasts. A very rotund drow notices you looking at his food. He doesn't seem to be too pleased with your presence. ~ 55 8 0 D0 ~ ~ 0 -1 9855 -1 D2 ~ ~ 0 -1 9859 -1 S #9859 Storage~ This is a small room full of dusty shelves. Tons of knickknacks and useless items fill the shelves. Even if something in here was actually useful, you have no idea how you would begin to search for it. There is one large shelf in the center of the room that seems to catch your eye. It seems as if it could topple over any second. ~ 55 8 0 D0 ~ ~ 0 -1 9858 -1 E shelf~ The shelf looks like it could fall on top of you any second now. Wait, there is something written on the shelf in the dust, it says: I look at you, you look at me Open me up, and a great reward their will be. ~ S #9860 Floating in the Air~ You are floating in the air towards a large vaulted ceiling. There are actually exits in the walls up here, one in each direction. Making these rooms accessible to flying individuals only is a great way to keep out all the lowly drow commoners, since only the drow nobles can fly. ~ 55 8 8 D0 ~ ~ 0 -1 9861 -1 D1 ~ ~ 0 -1 9863 -1 D2 ~ ~ 0 -1 9862 -1 D3 ~ ~ 0 -1 9864 -1 D4 ~ ~ 0 -1 9865 -1 D5 ~ ~ 0 -1 9855 -1 S #9861 Cleric's Chambers~ Religious chants are echoing throughout the room. A black statue of a spider around 5 feet tall hangs over a small altar. A drow priestess is here sacrificing small animals for Lloth, the drow god. She snarls at you angrily for disturbing her ceremony. ~ 55 8 0 D2 ~ ~ 0 -1 9860 -1 S #9862 Chamber of the Drow Grand Magus~ An overpowering odor of burning incense is in this room, if makes you feel a little light headed. There are four long, black candles sitting in each corner of the room, their flames glow brightly. A crescent moon is drawn in blood in the center of the room. A drow mage is here performing some type of ceremony. This is the person who teaches all arcane abilities to the residence of the house and enchants the weapons of the soldiers. The Magus seems to be caught up in her ceremony and doesn't seem to notice you. ~ 55 8 0 D0 ~ ~ 0 -1 9860 -1 S #9863 Chamber of the Drow High Scholar~ Tons of books are stacked in bookshelves on all the walls in this room. Huge scrolls and maps lie on a table on the eastern side of the room. On the table is also a dim lamp, an inkwell, a writing tablet, and the seal of the matron. A woman's is sitting on a chair sleeping by the table, she must be the drow scholar of the house, the person who does all the official business for the Matron, the dealings with other houses and writing of drow history. Your presence goes unnoticed for she is in a deep sleep. ~ 55 8 0 D3 ~ ~ 0 -1 9860 -1 S #9864 Combatant's Chamber~ You see sparks fly around the room as a very strong looking drow sharpens her blade against a spinning stone. This drow's purpose if for forging new weapons and training all fighters in the house the intricacies of great fighting skills. The drow combatant sports a great grin across her face, she knows a battle is about to begin. ~ 55 8 0 D1 ~ ~ 0 -1 9860 -1 S #9865 Floating Near the Ceiling~ You are floating about high above the floor close to the ceiling. An ominous glow is coming from the north. A chill runs through your body as you think of going that way. An exit also lies to the south which looks very grandiose. You sure hope your means of flying doesn't wear off, for it is a LONG drop down. ~ 55 8 8 D0 ~ ~ 0 -1 9866 -1 D2 ~ ~ 0 -1 9868 -1 D5 ~ ~ 0 -1 9860 -1 S #9866 Temple of Lloth~ A sense of foreboding overcomes you as you enter this room. You have the feeling that you really shouldn't be in here. Various statues of spiders are along the walls, and you can see a very large one to the north. Small black candles are burning in crevices along the walls. This is the place where the occupants of the house come to worship Lloth, there are no chairs here, all must kneel before the great spider god. ~ 55 8 0 D0 ~ ~ 0 -1 9867 -1 D2 ~ ~ 0 -1 9865 -1 S #9867 Altar of Lloth~ You decide, against your better judgment, to go towards the altar. A humungous statue of a spider is above the altar. Red rubies are where the eyes on the spider should be, the statue seems to be peering at you as if it was alive. A marble slab is in front of you under the statue. There ate 4 chains on the slab, one at each corner, located in such as manner as if to hold some creature down for sacrifice. Some dry, encrusted blood is still on the altar, you better get out of here before you become the next victim. ~ 55 8 0 D2 ~ ~ 0 -1 9866 -1 S #9868 Matron's Throne Room~ A red carpet flows from the entrance to the room in the north, to an elegant throne on the south wall of the room. The throne is made of the skeletal remains of various humanoid type races. Each arm rest if made of a skeletal arm, with the hand grasping a large sapphire, which sparkles in the light. This is the throne room of the matron mother, great painting of the lineage of this mother and the battles she has fought line the walls. Very few humans have been to the room and lived to tell about it. From the look on the matrons face as you enter her throne room, she doesn't plan on you being the first person to leave alive. ~ 55 8 0 D0 ~ ~ 0 -1 9865 -1 D3 ~ ~ 0 -1 9869 -1 S #9869 Matron's Bedroom~ This is the bedroom of the matron mother. Black is by far the most abundant color in this room. Black tapestries hang from the wall, black sheets and blankets are on the bed, which looks very comfortable. A huge mirror is on the south wall, it seems to be warped a bit to make a person look skinnier than they actually are. There is a closet full of the matrons clothes, very tacky and nothing you would want, on the west wall. There are two guards in this room that constantly serve to protect the matron while she is in this room. They probably aren't too pleased to see you. ~ 55 8 0 D1 ~ ~ 0 -1 9868 -1 D2 ~ mirror~ 1 -1 9870 -1 E mirror~ Aaaaa! There is hideous monster starting at you from within the mirror! Oh, no wait, its just your reflection. Upon closet inspection of the mirror you notice its attached to hinges, as if it could be opened like a door. ~ S #9870 JACKPOT! The Treasure Room~ YOU HAVE HIT THE MOTHER LOAD! All of the houses riches are stored in this room, there seems to be a huge amount of gold stored here, this must be a very rich house. Its all yours for the taking! Oh, and you also notice a few guards in this room, eh, so they are 10 feet tall and look very mean. Nothing is going to stand between you and your gold! ~ 55 8 0 D0 ~ mirror~ 1 -1 9869 -1 S #9871 Nearing the House Do'Urden~ The dark caverns and the arena fall away behind you to the west, and the sounds of swordplay grow ever more faint. Rising above you is the imposing structure of House Do'Urden, radiating power in all its majesty. The guards you notice are much more numerous up ahead, and the security is tighter too, all as you approach a mighty seat of power. ~ 55 9 0 D3 ~ ~ 0 0 9808 -1 D4 ~ ~ 0 -1 9872 -1 S #9872 Gateway to House Do'Urden~ You approach the gate of House Do'Urden and pass through the adamantite gates and into the cave the ancient family Daermon N'a'shezbaernon. Glares from the guards follow your every move, as if they were planning to stick their swords in your backs at their earliest convienence. Down leads to the family's arena and to the east lies the main part of the house. ~ 55 9 0 D1 ~ ~ 0 -1 9873 -1 D5 ~ ~ 0 -1 9871 -1 S #9873 Inside the Do'Urden Compound~ You walk through the rocky floor of the cave that House Do'Urden rests in. The house looms to the east of you, and the commoners and slaves walk around handling the various tasks of upkeep and devotion on the house. To the north and south lie low mounds housing the slaves of the household. The gate to the city lies west, and to the east is the House structure itself. ~ 55 9 0 D0 ~ ~ 0 -1 9874 -1 D1 ~ ~ 0 -1 9876 -1 D2 ~ ~ 0 -1 9875 -1 D3 ~ ~ 0 -1 9872 -1 S #9874 Slave Barracks North~ Goblin and bugbear slaves live in here under the most deplorable of conditions when they are not working. Slaves are mashed together, sleeping on top of each other and their waste products. This place smells like a pigsty, does not look much better, and you could imagine how much fun the slaves have in here. ~ 55 9 0 D2 ~ ~ 0 -1 9873 -1 S #9875 Slave Barracks South~ Goblin and bugbear slaves live in here under the most deplorable of conditions when they are not working. Slaves are mashed together, sleeping on top of each other and their waste products. This place smells like a pigsty, does not look much better, and you could imagine how much fun the slaves have in here. ~ 55 9 0 D0 ~ ~ 0 -1 9873 -1 S #9876 Lower Floor of House Do'Urden~ You enter the lavish surroundings of House Do'Urden. Do not let the luxury be a trap, however, since the most deadly of the underground races, the drow, are still residents of this area. To your west is the courtyard of this mighty house and further is the gate and the arena. To the east is the Grand Temple where all the drow go to pray on festival days and days of battle. To the north and south are soldiers' barracks. Did I say barracks? The soldiers come pouring out of the doorways with all their weaponry, intent on your death!!! ~ 55 9 0 D0 ~ ~ 0 -1 9877 -1 D1 ~ ~ 0 -1 9880 -1 D2 ~ ~ 0 -1 9878 -1 D3 ~ ~ 0 -1 9873 -1 D4 ~ ~ 0 -1 9881 -1 S #9877 Commoner Barracks~ These barracks are sparsely furnished, with only bedding and some small space for each soldier to use for his personal belongings. Obviously these barracks are designed for the housing of the maximum number of soldiers in the minimum amount of space. Some soldiers are here lost in private thoughts or quietly talking to one another, but upon your entrance they turn, grab weapons, and try to hack you to pieces! ~ 55 9 0 D2 ~ ~ 0 -1 9876 -1 S #9878 Soldiers Barracks~ These barracks are sparsely furnished, with only bedding and some small space for each soldier to use for his personal belongings. Obviously these barracks are designed for the housing of the maximum number of soldiers in the minimum amount of space. Some soldiers are here lost in private thoughts or quietly talking to one another, but upon your entrance they turn, grab weapons, and try to hack you to pieces! ~ 55 9 0 D0 ~ ~ 0 -1 9876 -1 S #9879 Matron Malice's Private Chambers~ This room practically hums with power and dedication to the Spider Queen as you walk through the double doors. This room must belong to Matron Malice Do'Urden who herself is in the highest graces of the Spider Queen. You see a large double bed in the shape of a gigantic spider in one corner of the room, large enough to sleep at least two people. Sitting on the bed and pondering his miserable fate in life is the family's patron, Rizzen Do'Urden. He turns to see who has entered and a wicked grin crosses his face! He vaults over the bed, draws his sword, and viciously attacks you! At the same time, Malice Do'Urden enters from behind with a massive snake-headed whip and attacks you from behind! You are in trouble now! ~ 55 9 8 D0 ~ ~ 0 -1 9888 -1 S #9880 Grand Temple of House Do'Urden~ You enter the mighty temple of House Do'Urden, under the watchful stares of numerous statues. The statues all represent Lloth in some way, either as spiders or as beautiful and naked drow females. These statues are spotlessly clean as well. Rows of pews fill the room, all facing the front of the room where the altar stands. This room looks like it could hold all the drow of this house and then some. Looking up into the cavernous ceiling, you see an opening from the noble's level, obviously from where Matron Malice makes her grand appearance to lead prayers and hymns of praise to Lloth. There is an exit to the main complex to the west and a small doorway off to the east, from which you hear constant prayers. ~ 55 9 0 D1 ~ ~ 0 -1 9891 -1 D3 ~ ~ 0 -1 9876 -1 S #9881 Upper Hallway of House Do'Urden~ This hallway is virtually deserted as you wander from one end to the other. You have arrived in the upper hallways of House Do'Urden, a place where only the building's nobles tread, and then even lightly in fear of the awesome power that the house's mother commands. You quickly come to a decision and move on your way. ~ 55 9 8 D0 ~ ~ 0 -1 9883 -1 D1 ~ ~ 0 -1 9885 -1 D2 ~ ~ 0 -1 9884 -1 D3 ~ ~ 0 -1 9882 -1 D5 ~ ~ 0 -1 9876 -1 S #9882 Balcony~ You stand on the balcony of House Do'Urden, shivering in the chill breeze that extends up this far in the cave. Immediately in front of you are the grounds of the house, bustling with activity as the commoners go about their daily business. In the distance, you can see the whole of the city of Menzoberranzan and the various schools of the Academy. Lit by Narbondel, the time pillar that illuminates the city and serves as a clock, you can make out the structures of Arach-Tinilith, Melee-Magthere, and Sorcere. You also see the great mushroom grove and the powerful houses within, including mighty Baenre and the seat of the ultimate power in the city. The myriad of lights throughout the city seem to twinkle on and off at random. ~ 55 9 8 D1 ~ ~ 0 -1 9881 -1 S #9883 Briza's Private Chambers~ This room is sparsely furnished, with only a chest of drawers, a bed, and a small table within the walls of this spacious abode. However, most of this chamber is filled with idols and paintings and illuminations of the Spider Queen that Briza worships along with the rest of her people. On the wall opposite you hangs a deadly spiked adamantite mace that is definitely NOT for show. Briza comes tearing around from behind her bed and prayers, grabs a massive six-headed snake whip, and swings it at you with all her considerable strength! She is a deadly foe indeed, and those snakeheads are pretty good competition for you! ~ 55 9 8 D2 ~ ~ 0 -1 9881 -1 S #9884 Vierna's Private Chambers~ You enter a lavishly decorated room that proves a noble child of Menzoberranzan lives in here. From the various idols, paintings, and unholy symbols of the drow Spider Queen Lloth, you can tell that this must be the chamber of a high priestess. A soft chanting comes from a hunched figure in the back of the room and it suddenly turns around and snarls at you! Vierna Do'Urden, priestess of Lloth grabs her whip and attacks you in the name of Lloth! ~ 55 9 8 D0 ~ ~ 0 -1 9881 -1 S #9885 Upper Hallway of House Do'Urden~ You continue to wander the halls of House Do'Urden's noble floor. This hallway is also deserted as it runs from east to west. To the north and south are doors leading to private chambers of the Do'Urden nobles. You hear a low humming noise to the north, east and west, but you dismiss it out of hand as some of the strange drow magic that is present everywhere you go. ~ 55 9 8 D0 ~ ~ 0 -1 9887 -1 D1 ~ ~ 0 -1 9888 -1 D2 ~ ~ 0 -1 9886 -1 D3 ~ ~ 0 -1 9881 -1 S #9886 Dinin's Private Chambers~ You enter this room sparsely decorated. It appears that the occupant of the chamber does not spend much time here, although there are enough personal effects that the person who sleeps here is never without them. There is a large portrait of Lloth on the wall behind the bed, and you see a figure in supple silvery armor kneeling before it saying his daily prayers. Noticing your entrance, the figure stands up and whirls upon you! Sword and dirk slashing, the fearsome fighter Dinin Do'Urden screams a praise to his Spider Queen as he slashes out with his weapons! ~ 55 9 8 D0 ~ ~ 0 -1 9885 -1 S #9887 Maya's Private Chambers~ This spartan chamber is adorned only by Maya Do'Urden's personal effects and what room she needs to be able to store clothing. A small onyx idle of a spider with the face of a female drow stands on the counter to one side of the room, and Maya kneels in front of it reverently, the High Priestess of Lloth offering up her prayers to her wicked deity until she realizes that you are standing there. Then she turns on you with an animal snarl and starts bashing you with her mace while screaming praises to Lloth! ~ 55 9 8 D2 ~ ~ 0 -1 9885 -1 S #9888 Upper Hallway of House Do'Urden~ You approach the end of the upper hallway here in House Do'Urden. Private chambers appear to be to the north and south, while the hallway starts west from here. To the east are a large set of double doors, leading into some important room within the household. You are careful to keep to the shadows to avoid detection while deciding on your next move. ~ 55 9 8 D0 ~ ~ 0 -1 9889 -1 D1 ~ ~ 0 -1 9890 -1 D2 ~ ~ 0 -1 9879 -1 D3 ~ ~ 0 -1 9885 -1 S #9889 Zaknafein's Private Chambers and Training Floor~ You walk into a small room subdivided into three sections. Zaknafein's private quarters take up a small corner of the room, and another corner is reserved as a war/tactics room for planning attacks on the other houses. The rest of the room appears to be a floor for training with weapons. This room looks to be much used, and there is even another bedroll in the corner, probably that of Drizzt Do'Urden, Secondboy of House Do'Urden. Neither one is present though, meaning that they are taking care of other activities elsewhere. ~ 55 9 8 D2 ~ ~ 0 -1 9888 -1 S #9890 Matron Malice's Throne Room~ You stand in the throne room of Malice Do'Urden, great Matron of the Ninth House of Menzoberranzan. A large spidery throne stands along the center of one wall of this chamber, apparantly used by Matron Malice when she presides over her family, dictating Lloth's and her will to them. Other than the throne, you notice nothing else in particular about the room besides the various references to Lloth the Spider Queen. In one corner is a hole in the floor, leading down to the commoner's level. ~ 55 9 8 D3 ~ ~ 0 -1 9888 -1 D5 ~ ~ 0 -1 9880 -1 S #9891 Chapel of House Do'Urden~ You stand in a small chapel east of the grand temple of House Do'Urden. In the center of the room is a small table, upon which sits an onyx statue of a mighty spider. This must be an idol of Lloth, and you must be standing in a small chapel of some sorts. As you observe your surroundings, a number of the commoner priestesses curse at you and grab their maces and shields to attack you! Defend yourself! ~ 55 9 0 D3 ~ ~ 0 -1 9880 -1 S #9892 9892~ Empty ~ 55 0 0 S #9893 9893~ Empty ~ 55 0 0 S #9894 9894~ Empty ~ 55 0 0 S #9895 9895~ Empty ~ 55 0 0 S #9896 9896~ Empty ~ 55 0 0 S #9897 9897~ Empty ~ 55 0 0 S #9898 9898~ Empty ~ 55 0 0 S #9899 9899~ Empty ~ 55 0 0 S #9900 A Pebbly Pathway~ You come across a sloppy paved road. The whole strip seems to be paved with pebbles. You smell an odd stench..and the soft breeze seems to whisper danger. ~ 55 0 0 D1 ~ ~ 0 9901 9901 -1 D3 ~ ~ 0 9700 9700 -1 S #9901 A Pebbly Pathway~ The stench you detected earlier seems to grow stronger.. You look around and notice several skeletal parts laying about, some even with fresh blood stains. ~ 55 0 0 D1 ~ ~ 0 9902 9902 -1 D3 ~ ~ 0 9900 9900 -1 S #9902 A Pebbly Pathway~ You look further to your north and notice that the pebbled path has broken off into an old road. It seems rather rugged and vacant..in fact the whole place seems to look abandoned. Small critters scurry along quickly every now and then as if seeking refuge from danger. Continuing to your east is a small field. ~ 55 0 0 D0 ~ ~ 0 9904 9904 -1 D1 ~ ~ 0 9903 9903 -1 D3 ~ ~ 0 9901 9901 -1 S #9903 A Pebbly Pathway~ Empty ~ 55 0 0 D3 ~ ~ 0 9902 9902 -1 S #9904 A Broken Road~ The road is quiet, and empty. Some few leafless trees stand arkwardly along the sides of the road. The ground is rocky, with chunks of rocks and quite a few cracks. The beating sun is beginning to nettle. ~ 55 0 0 D0 ~ ~ 0 9905 9905 -1 D2 ~ ~ 0 9902 9902 -1 S #9905 A Broken Road~ You continue tramping downgrade through the sweltering heat. Above you towers the walls of some main range, fretted on the summit with goblin rocks and hoodoo boulders. Nothing much alive seems to be stirring..except for a few lizards here and there, dashing from shade to patch, bush to rock and back. ~ 55 0 0 D0 ~ ~ 0 9906 9906 -1 D2 ~ ~ 0 9904 9904 -1 S #9906 A Broken Road~ Continuing your journey to the north is the passage way to a mine, the habitat of some numerous dark dwellers. To the east is the end of the road, head of a trail. A narrow path towards the upper levels of this vast region. ~ 55 0 0 D0 ~ ~ 0 9910 9910 -1 D1 ~ ~ 0 9907 9907 -1 D2 ~ ~ 0 9905 9905 -1 S #9907 Ragged Trail~ The trail is dusty, steep, rocky and well beaten. You can tell many generations have trodden here. The deep imprints of the tracks do not resemble those of human. ~ 55 0 0 D1 ~ ~ 0 9908 9908 -1 D3 ~ ~ 0 9906 9906 -1 S #9908 Ragged Trail~ Empty ~ 55 0 0 D0 ~ ~ 0 9909 9909 -1 D3 ~ ~ 0 9907 9907 -1 S #9909 Ragged Trail~ Empty ~ 55 0 0 D0 ~ ~ 0 9927 9927 -1 D2 ~ ~ 0 9908 9908 -1 S #9910 Mine Passage~ Already, the musky humidity has surrounded you. The entire passage is a land tortuously dissected into precipitous ridges and shadowy hollows cut through by entrenched rivers carving out the bedrock. ~ 55 0 0 D0 ~ ~ 0 9911 9911 -1 D2 ~ ~ 0 9906 9906 -1 S #9911 In the Mine~ Almost immediately, the light is suffocated by the thick darkness. You hear an occasional drip of water and all else seems silent. It's almost like a small secluded hideaway..and perhaps lurking onward IS the owner(s) of this enchanting, yet murky hollow. ~ 55 0 0 D0 ~ ~ 0 9912 9912 -1 D2 ~ ~ 0 9910 9910 -1 S #9912 Tunnel of Mine~ You feel yourself enveloped by the darkness. Everything seems still, except for the occasional eering drip of the water from the walls. ~ 55 0 0 D0 ~ ~ 0 9913 9913 -1 D2 ~ ~ 0 9911 9911 -1 S #9913 Tunnel of Mine~ You hear the pitter patter of some small rodents scurry along the side of the walls. The moist damp ground sinks you in and makes your steps heavier and slower. ~ 55 0 0 D0 ~ ~ 0 9914 9914 -1 D2 ~ ~ 0 9912 9912 -1 S #9914 Sloping Shaft~ The darkness beneath the earth is like no other darkness anywhere. Outside, even on the blackest nights, with the moon down and stars obliterated by clouds, the eye can adapt enough to perceive the dim outlines of the world. But here, you literally cannot see your hand before your eyes. ~ 55 0 0 D1 ~ ~ 0 9915 9915 -1 D2 ~ ~ 0 9913 9913 -1 S #9915 Shaft Leading Underground~ There is an alien quality to this darkness, a quality that prickles deep in your bones. It isolates you within your skins, shrinking the world to a sphere measured by the length of your arms. Rummaging noises start to become apparent...and so does a sudden rush of panic and helplessness. ~ 55 0 0 D1 ~ ~ 0 9916 9916 -1 D3 ~ ~ 0 9914 9914 -1 S #9916 Underground~ You are now layers beneath light and the world you were accustomed to. The temperature is a bit more cooler and constant than that of the one outside...it is about the only comfort that this dank covert underworld offers. ~ 55 0 0 D2 ~ ~ 0 9917 9917 -1 D3 ~ ~ 0 9915 9915 -1 S #9917 Underground~ Although still dark and eery, your eyes manage to focus enough to make out a few characteristics of your surroundings. Perhaps it's because there is a glowing light coming from one of the walls... ~ 55 0 0 D0 ~ ~ 0 9916 9916 -1 D1 ~ door~ 0 9936 9936 -1 S #9918 Small Grassy Field~ Empty ~ 55 0 0 D0 ~ ~ 0 9919 9919 -1 D1 ~ ~ 0 9921 9921 -1 D3 ~ ~ 0 9903 9903 -1 S #9919 Small Grassy Field~ Empty ~ 55 0 0 D1 ~ ~ 0 9920 9920 -1 D2 ~ ~ 0 9918 9918 -1 S #9920 Stoney Path~ Empty ~ 55 0 0 D2 ~ ~ 0 9921 9921 -1 D3 ~ ~ 0 9919 9919 -1 S #9921 Stoney Path~ Empty ~ 55 0 0 D0 ~ ~ 0 9920 9920 -1 D2 ~ ~ 0 9918 9918 -1 S #9922 A Runed Structure~ Empty ~ 55 0 0 D0 ~ ~ 0 9924 9924 -1 D2 ~ ~ 0 9923 9923 -1 S #9923 Stoney Tract~ Empty ~ 55 0 0 D0 ~ ~ 0 9922 9922 -1 D3 ~ ~ 0 9921 9921 -1 S #9924 Inside the Runed Structure~ Empty ~ 55 0 0 D1 ~ ~ 0 9925 9925 -1 D2 ~ ~ 0 9922 9922 -1 S #9925 Crumbled Corridor~ Empty ~ 55 0 0 D0 ~ ~ 0 9926 9926 -1 D3 ~ ~ 0 9924 9924 -1 S #9926 Crumbled Corridor~ Empty ~ 55 0 0 D2 ~ ~ 0 9925 9925 -1 S #9927 Mounting Hillock~ Empty ~ 55 0 0 D0 ~ ~ 0 9928 9928 -1 D2 ~ ~ 0 9909 9909 -1 S #9928 Mounting Hillock~ Empty ~ 55 0 0 D1 ~ ~ 0 9929 9929 -1 D2 ~ ~ 0 9927 9927 -1 S #9929 Shaky Ridge~ Empty ~ 55 0 0 D0 ~ ~ 0 9931 9931 -1 D2 ~ ~ 0 9930 9930 -1 D3 ~ ~ 0 9928 9928 -1 S #9930 Mounting Hillock~ Empty ~ 55 0 0 D3 ~ ~ 0 9927 9927 -1 S #9931 Shaky Ridge~ Empty ~ 55 0 0 D0 ~ ~ 0 9932 9932 -1 D1 ~ ~ 0 9934 9934 -1 D2 ~ ~ 0 9929 9929 -1 S #9932 Steep Side~ Empty ~ 55 0 0 D1 ~ ~ 0 9933 9933 -1 D2 ~ ~ 0 9931 9931 -1 S #9933 Rocky Cliff~ Empty ~ 55 0 0 D2 ~ ~ 0 9934 9934 -1 D3 ~ ~ 0 9932 9932 -1 D5 ~ ~ 0 9935 9935 -1 S #9934 Steep Side~ Empty ~ 55 0 0 D0 ~ ~ 0 9933 9933 -1 D3 ~ ~ 0 9931 9931 -1 S #9935 Gorge~ Empty ~ 55 0 0 S #9936 Nebulous Chasm~ You step into a rather well lit room. The room is not supported by common rescources such as a torch or small fire..but the walls itself seem to emit a soft but strong glow. A few bones lay together in a pile of rat pellets off in a corner. ~ 55 0 0 D1 ~ ~ 0 9938 -1 -1 D2 ~ ~ 0 9937 9937 -1 D3 ~ door~ 0 9917 9917 -1 S #9937 Inside the Chasm~ As your eyes adjust to the light, you start to hear some gnawing noises and not so distant stomps of steps. ~ 55 0 0 D0 ~ ~ 0 9936 9936 -1 D1 ~ ~ 0 9941 9941 -1 S #9938 Inside the Chasm~ The air is musky..if any at all. All around you, you hear noises..of eating ..of rummaging..and odd noises in which you can not comprehend. ~ 55 0 0 D0 ~ ~ 0 9939 -1 -1 D1 ~ ~ 0 9940 -1 -1 D2 ~ ~ 0 9941 9941 -1 D3 ~ ~ 0 9936 9936 -1 S #9939 The Chasm~ This seems to be some sort of a treasure room..although you can't seem to identify anything here that would be considered valuable..except for a half-beaten chest in one corner. ~ 55 0 0 D2 ~ ~ 0 9938 9938 -1 S #9940 The Chasm~ The light here seems dimmer. The floor has a generous split in the middle which manifests a small stream running from one end of the room to another. ~ 55 0 0 D3 ~ ~ 0 9938 9938 -1 S #9941 The Chasm~ The floor is cold and the walls are cracked from generations and generations of beating and lack of sufficient air. ~ 55 0 0 D0 ~ ~ 0 9938 -1 -1 D1 ~ ~ 0 9942 -1 -1 D3 ~ ~ 0 9937 9937 -1 S #9942 Big Wooden Door~ It is a door. It is big. It is made of wood. ~ 55 0 0 D1 ~ ~ 0 9943 -1 -1 D2 ~ ~ 0 9944 -1 -1 D3 ~ ~ 0 9941 -1 -1 S #9943 Luminous Chasm~ Empty ~ 55 0 0 D1 ~ ~ 0 9946 9946 -1 D2 ~ ~ 0 9945 9945 -1 D3 ~ ~ 0 9942 9942 -1 S #9944 Luminous Chasm~ Empty ~ 55 0 0 D0 ~ ~ 0 9942 9942 -1 D1 ~ ~ 0 9945 9945 -1 S #9945 Luminous Chasm~ Empty ~ 55 0 0 D0 ~ ~ 0 9943 9943 -1 D1 ~ ~ 0 9947 9947 -1 D3 ~ ~ 0 9944 9944 -1 S #9946 Luminous Chasm~ Empty ~ 55 0 0 D3 ~ ~ 0 9943 9943 -1 S #9947 End of Chasm~ Empty ~ 55 0 0 D0 ~ ~ 0 9946 9946 -1 D3 ~ ~ 0 9945 9945 -1 S #10901 Entrance to the Temple Labyrinth~ This is a chance to turn back. Once in, return is not guaranteed. Turn back to the south and leave or continue into the fray. There is a large flashing neon sign here attracting your attention. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10903 -1 D1 A small crack in the wall ~ ~ 0 0 10904 -1 D2 In the temple dungeon ~ ~ 0 -1 164 -1 D3 A small crack in the wall ~ ~ 0 0 10902 -1 E sign neon~ It reads: This area designed specifically for mid-level players. Caution all who enter who aren't between levels 5 and 10. You have been warned! ~ S #10902 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10902 -1 D1 A small crack in the wall ~ ~ 0 0 10904 -1 D2 A small crack in the wall ~ ~ 0 0 10901 -1 D3 A small crack in the wall ~ ~ 0 0 10903 -1 S #10903 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rites. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10901 -1 D1 A small crack in the wall ~ ~ 0 0 10901 -1 D2 A small crack in the wall ~ ~ 0 0 10902 -1 D3 A small crack in the wall ~ ~ 0 0 10902 -1 S #10904 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10901 -1 D1 A small crack in the wall ~ ~ 0 0 10902 -1 D2 A small crack in the wall ~ ~ 0 0 10905 -1 D3 A small crack in the wall ~ ~ 0 0 10902 -1 S #10905 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10906 -1 D1 A small crack in the wall ~ ~ 0 0 10907 -1 D2 A small crack in the wall ~ ~ 0 0 10903 -1 D3 A small crack in the wall ~ ~ 0 0 10901 -1 S #10906 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10905 -1 D1 A small crack in the wall ~ ~ 0 0 10903 -1 D2 A small crack in the wall ~ ~ 0 0 10902 -1 D3 A small crack in the wall ~ ~ 0 0 10904 -1 S #10907 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10908 -1 D1 A small crack in the wall ~ ~ 0 0 10907 -1 D2 A small crack in the wall ~ ~ 0 0 10907 -1 D3 A small crack in the wall ~ ~ 0 0 10906 -1 S #10908 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10909 -1 D1 A small crack in the wall ~ ~ 0 0 10901 -1 D2 A small crack in the wall ~ ~ 0 0 10908 -1 D3 A small crack in the wall ~ ~ 0 0 10910 -1 S #10909 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10910 -1 D1 A small crack in the wall ~ ~ 0 0 10910 -1 D2 A small crack in the wall ~ ~ 0 0 10907 -1 D3 A small crack in the wall ~ ~ 0 0 10902 -1 S #10910 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10907 -1 D1 A small crack in the wall ~ ~ 0 0 10911 -1 D2 A small crack in the wall ~ ~ 0 0 10910 -1 D3 A small crack in the wall ~ ~ 0 0 10913 -1 S #10911 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10911 -1 D1 A small crack in the wall ~ ~ 0 0 10911 -1 D2 A small crack in the wall ~ ~ 0 0 10911 -1 D3 A small crack in the wall ~ ~ 0 0 10910 -1 S #10912 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10911 -1 D1 A small crack in the wall ~ ~ 0 0 10910 -1 D2 A small crack in the wall ~ ~ 0 0 10912 -1 D3 A small crack in the wall ~ ~ 0 0 10902 -1 S #10913 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10908 -1 D1 A small crack in the wall ~ ~ 0 0 10916 -1 D2 A small crack in the wall ~ ~ 0 0 10914 -1 D3 A small crack in the wall ~ ~ 0 0 10907 -1 S #10914 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10915 -1 D1 A small crack in the wall ~ ~ 0 0 10915 -1 D2 A small crack in the wall ~ ~ 0 0 10915 -1 D3 A small crack in the wall ~ ~ 0 0 10915 -1 S #10915 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10914 -1 D1 A small crack in the wall ~ ~ 0 0 10901 -1 D2 A small crack in the wall ~ ~ 0 0 10914 -1 D3 A small crack in the wall ~ ~ 0 0 10914 -1 S #10916 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10919 -1 D1 A small crack in the wall ~ ~ 0 0 10902 -1 D2 A small crack in the wall ~ ~ 0 0 10910 -1 D3 A small crack in the wall ~ ~ 0 0 10903 -1 S #10917 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10910 -1 D1 A small crack in the wall ~ ~ 0 0 10903 -1 D2 A small crack in the wall ~ ~ 0 0 10909 -1 D3 A small crack in the wall ~ ~ 0 0 10912 -1 S #10918 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10921 -1 D1 A small crack in the wall ~ ~ 0 0 10920 -1 D2 A small crack in the wall ~ ~ 0 0 10907 -1 D3 A small crack in the wall ~ ~ 0 0 10910 -1 S #10919 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10918 -1 D1 A small crack in the wall ~ ~ 0 0 10917 -1 D2 A small crack in the wall ~ ~ 0 0 10922 -1 D3 A small crack in the wall ~ ~ 0 0 10917 -1 S #10920 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10911 -1 D1 A small crack in the wall ~ ~ 0 0 10921 -1 D2 A small crack in the wall ~ ~ 0 0 10902 -1 D3 A small crack in the wall ~ ~ 0 0 10904 -1 S #10921 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10922 -1 D1 A small crack in the wall ~ ~ 0 0 10920 -1 D2 A small crack in the wall ~ ~ 0 0 10923 -1 D3 A small crack in the wall ~ ~ 0 0 10921 -1 S #10922 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10901 -1 D1 A small crack in the wall ~ ~ 0 0 10901 -1 D2 A small crack in the wall ~ ~ 0 0 10924 -1 D3 A small crack in the wall ~ ~ 0 0 10901 -1 S #10923 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10912 -1 D1 A small crack in the wall ~ ~ 0 0 10911 -1 D2 A small crack in the wall ~ ~ 0 0 10924 -1 D3 A small crack in the wall ~ ~ 0 0 10902 -1 S #10924 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 56 9 0 D0 A small crack in the wall ~ ~ 0 0 10910 -1 D1 A small crack in the wall ~ ~ 0 0 10925 -1 D2 A small crack in the wall ~ ~ 0 0 10902 -1 D3 A small crack in the wall ~ ~ 0 0 10904 -1 S #10925 A small room~ This small room has been carved out of the bedrock under Shadowdale. The High Priests of Odin come here to perform many ancient rites. Only they know the true path and you have found it. There is a ladder leading up here. There are no other exits! ~ 56 9 0 D4 A ladder leading up! ~ ~ 0 -1 3054 -1 S #11001 Throne Room~ You are standing in what you guess is the throne room. The large throne situated strategically in this room is a good clue. Another was the sign proclaiming Throne Room over the entrance to this room. ~ 57 8 0 D0 You see a large archway leading to the entry hall. ~ ~ 0 -1 11004 -1 D1 You see a small archway leading to the ball room. ~ ~ 0 -1 11002 -1 E throne~ Actually, the throne isn't that big, it's just that the room is small. ~ S #11002 Southern Ball Room~ The south end of a large ball room. There are no furnishings here except for some chairs along the walls. There are several murals painted on the walls here. The ball room continues to the north, and an exit leads west. ~ 57 8 0 D0 This long room extends far to the north ~ ~ 0 -1 11003 -1 D3 An archway with a sign proclaiming 'Throne Room' leads somewhere... ~ ~ 0 -1 11001 -1 E mural wall~ The pictures are of people in various strange uniforms engaged in strange and strenuous activities. The only constant is that the activities all involve some sort of ball. ~ S #11003 Ball Room~ The large room has a high, arched ceiling. The walls are covered with murals. This end of the room is dominated by a large ball resting in the center of the room. There is more space to the south and the main hallway lies to the west. ~ 57 8 0 D2 There is more space to the south. ~ ~ 0 -1 11002 -1 D3 The archway leads to the main hallway. ~ ~ 0 -1 11004 -1 E mural wall~ The pictures are of people in various strange uniforms engaged in various strange and strenuous activities. The only constant is that the activities all involve some sort of ball. ~ E ball~ The ball is bright red. It is also over 10 feet high. ~ S #11004 Main Hall~ This grand hall is richly furnished with many tapestries. Tons of gold, silver, and platinum were used to craft the many fine fixtures. The size of hall need to hold all these riches is vast. So vast that you must have travelled a mile to get to your present location, although you have taken a few steps inside. Exits lead in all directions. ~ 57 8 0 D0 In the distance you can just make out a gate. ~ ~ 0 -1 11008 -1 D1 In the distance you can just make out a red ball. ~ ~ 0 -1 11003 -1 D2 In the distance you can just make out a small throne. ~ ~ 0 -1 11001 -1 D3 In the distance you can make out a small room. ~ ~ 0 -1 11005 -1 E wall mural fixture gold~ No matter how you move, you can't get close to anything of interest. You also notice that the hall has a tendency to flicker at the edge of your vision. ~ S #11005 Wait Room~ This is the castle's waiting room. Fine carpeting covers the floor and plush furniture is scattered about the room. All very relaxing except for the off duty guards standing here lifting weights. ~ 57 8 0 D1 A large hall extends far into the east. ~ ~ 0 -1 11004 -1 D2 There appears to be an awful mess to the south. ~ ~ 0 -1 11006 -1 E floor carpet weights~ A heavy crop of weights appears to have grown in the carpet. ~ E furniture sofa chair~ Several heavy weights are scattered about the furniture. ~ S #11006 Mess Hall~ This room is a disaster area. It appears that several good sized tornadoes have dumped at ton of food in this room. It would take days to clean this room even if you had several water-breathing dragons. ~ 57 8 0 D0 The waiting room is to the north. ~ ~ 0 -1 11005 -1 D3 You see the kitchen. ~ ~ 0 -1 11007 -1 E food mess~ This room is an awful mess. You do NOT want to investigate this mess further. ~ S #11007 Kitchen~ The kitchen is a lot cleaner than the mess hall. Still the kitchen is a mess. You would guess that it is not wise to disturb the chef. ~ 57 8 0 D1 The mess hall is a mess. ~ ~ 0 -1 11006 -1 S #11008 Second Gate House~ This is the entrance to the lord's castle. The large gate to the north has rusted open due to disuse. To the west is the castle armory, and a small guardhouse lies to the east. A large hall extends to the south. ~ 57 8 0 D0 The Courtyard is north of here. ~ ~ 0 -1 11012 -1 D1 You see a small guard room. ~ ~ 0 -1 11009 -1 D2 You see a large hall that extends out to the horizon. ~ ~ 0 -1 11004 -1 D3 The castle armourer works there. ~ ~ 0 -1 11011 -1 E large rusty gate~ The large castle gate has rusted open. Obviously the residents believe they have little to fear. (At least from things that use the front door. ~ S #11009 Guard Room~ This is the room where the castle guards like to hang out. Several casks of ale line the wall. The gate house is to the west, and an ominous door leads east. ~ 57 8 0 D1 You see a large iron bound door. You feel a chill run down your spine, down your leg, and scuttle across the floor. A sign above the door reads: To the Dungeon Keep Out! ~ ominous door~ 1 -1 11010 -1 D3 You see the entrance to the inner castle. ~ ~ 0 -1 11008 -1 E cask ale~ Several casks of good ale line the wall. From the way the guards eye you, you would guess that it's safer to attack the lord of the castle than to stand too close to the ale. ~ S #11010 Dungeon Entrance~ This room is dark, dank, and small. A small note is taped to the wall. ~ 57 8 0 D3 The large iron bound door leads back to the guard house. You feel that it would be safer to stand on the other side of the door. ~ ominous iron door~ 1 -1 11009 -1 D5 The trap door leads down into the dungeon. ~ trap door~ 1 -1 11059 -1 E note sign~ The note reads: Please return the Gumbies to their room. Thanks. ~ S #11011 Armory~ The castle Armoury is here. All sorts of armor and weapons line the walls here. The room is unusually warm, the forge must be nearby. ~ 57 8 0 D1 The gate house lies ahead. ~ ~ 0 -1 11008 -1 S #11012 South End of Courtyard~ You are in the Castle courtyard. Several trees here provide cool shade on a hot day. You can smell the bakery to the east, and a cafe can be found to the west. ~ 57 0 1 D0 You see a fountain in the courtyard to the north. ~ ~ 0 -1 11014 -1 D1 The bakery emits a mouth watering aroma. ~ ~ 0 -1 11019 -1 D2 The gate leading into the inner castle has rusted open. ~ ~ 0 -1 11008 -1 D3 You see a small outdoor cafe with beautiful landscaping. ~ ~ 0 -1 11020 -1 S #11013 East End of Courtyard~ You are in the castle courtyard. To the east large open doors lead into the stables. To the south is a large sign identifying the general store. ~ 57 0 1 D1 The large doors lead into the stable. ~ ~ 0 -1 11021 -1 D2 The entrance to the store is under the sign. ~ ~ 0 -1 11022 -1 D3 You see a fountain in the courtyard to the west. ~ ~ 0 -1 11014 -1 S #11014 Courtyard~ You are in the castle courtyard. To the north is the castle gatehouse. The courtyard extends in all the other directions. You can see the inner castle in the distance to the south. A large fountain dominates this section of the courtyard. ~ 57 0 1 D0 The entrance to the castle. ~ ~ 0 -1 11016 -1 D1 You see more courtyard. ~ ~ 0 -1 11013 -1 D2 You see more courtyard. ~ ~ 0 -1 11012 -1 D3 You see more courtyard. ~ ~ 0 -1 11015 -1 E fish gold coins~ Lightning piranha guard the coins left in the water. ~ E water fountain~ The water fountain is beautifully sculptured in white marble. The sculpture features a large python. You can see several fish swimming in the water. The fish share the water with several gold coins. ~ S #11015 West End of Courtyard~ You are in the castle courtyard. To the west lies the castle barracks. A large sign hangs over the entrance to an inn to the south. ~ 57 0 1 D1 You see a fountain in the courtyard to the east. ~ ~ 0 -1 11014 -1 D2 The sign identifies the inn as The Flying Circus Inn. It also has strange artwork including a large foot at the top. ~ ~ 0 -1 11023 -1 D3 The castle barracks lie ahead. ~ ~ 0 -1 11024 -1 E sign inn~ The sign identifies the inn as The Flying Circus Inn. It also has strange artwork including a large foot at the top. ~ S #11016 Gate House~ This is the gate house to Castle Python. The drawbridge lies to the north and a courtyard lies to the south. ~ 57 8 0 D0 The drawbridge leads out of the castle. ~ drawbridge bridge gate~ 1 -1 11017 -1 D2 You see a large fountain in the courtyard. ~ ~ 0 -1 11014 -1 S #11017 Outside Castle~ You are standing outside of the Castle Python. The drawbridge is to the south, and a path leads north. ~ 57 0 2 D0 ~ ~ 0 -1 11018 -1 D2 ~ drawbridge bridge gate~ 1 -1 11016 -1 S #11018 Path to castle~ This path leads south to Castle Python. A much less used path runs east from here. ~ 57 0 2 D0 ~ ~ 0 -1 15004 -1 D1 A small path leading through the woods. It doesn't look important. ~ ~ 0 -1 11026 -1 D2 ~ ~ 0 -1 11017 -1 S #11019 Bakery~ You are in the castle bakery. You can smell the food cooking behind the counter. A note rests on the counter. ~ 57 8 0 D3 The door leads out into the courtyard. ~ ~ 0 -1 11012 -1 E note counter~ The note on the counter reads: Out to Lunch I will be back soon. Thank You ~ S #11020 Cafe~ This is a nice, relaxing cafe. Comfortable chairs are strategically placed to afford the best view of the beautiful landscaping. The many trees provide ample shade and seclusion, but never seem to be in the way. ~ 57 0 1 D1 The courtyard can be seen past the entrance. ~ ~ 0 -1 11012 -1 E landscaping tree trees~ The landscaping was done by a true artist. ~ E chair chairs~ The chairs are extremely comfortable. You could easily fall asleep in one. ~ S #11021 Stables~ You are in the castle stables. The first thing you notice is all the hay scattered about. Besides that, you can see more hay and still more hay. Under all this you find a relatively normal stable. ~ 57 8 1 D3 The large doors lead out into the courtyard. ~ ~ 0 -1 11013 -1 E still more hay~ Attached to the hay you find a note that reads: Made in Taiwan Looking a little farther you find: a needle. ~ S #11022 General Store~ You have found the castle's general store. All sorts of items line the walls, from standard torches and bags to items that you couldn't imagine in your wildest dreams. A staircase leads up. There is a sign on the wall. ~ 57 8 0 D0 Outside you see the courtyard ~ ~ 0 -1 11013 -1 D4 Up the stairs is another shop. ~ ~ 0 -1 11025 -1 E sign wall~ The sign says: Cheese shop upstairs. ~ S #11023 Flying Circus Inn~ You have entered the Flying Circus Inn. It is owned and operated by Monty, Lord Python's cousin. The Inn has an incomplete look to it. There is a sign on the wall. ~ 57 92 0 D0 Outside you see the courtyard. ~ ~ 0 -1 11015 -1 E sign wall~ The sign says: This Inn will be expanded if people show an interest in it. -Melkor ~ S #11024 Barracks~ You have entered the castle barracks. Many bunks line the walls of this room. ~ 57 8 0 D1 Outside you see the courtyard. ~ ~ 0 -1 11015 -1 S #11025 Cheese Shop~ This is a the best cheese shop in the castle. It is considered the best on account of it's the cleanest cheese shop. At least it is certainly uncontaminated with cheese. ~ 57 8 0 D5 Down the stairs you see another shop. ~ ~ 0 -1 11022 -1 S #11026 Small path~ This is an overgrown east-west path. It's hard to believe that anything important might be found to the east. ~ 57 0 3 D1 You can make out a cottage to the east. ~ ~ 0 -1 11027 -1 D3 A more impressive southern path lies to the west. ~ ~ 0 -1 11018 -1 S #11027 Path outside cottage~ The path bends here leading north and west. An average peasant cottage lies to the east. Average except in that the normal stink associated with peasant cottages has been replaced by the sweet sent of lupins. ~ 57 0 3 D0 the path leads north out of the forest. ~ ~ 0 -1 11029 -1 D1 The door leading in has been decorated with lupins. Looking closer, you see that in fact lupins have been used to plug up holes in the door. ~ door lupin lupins~ 1 -1 11028 -1 D3 You see an unimportant path through the woods. ~ ~ 0 -1 11026 -1 S #11028 Lupin Cottage~ The striking feature of this cottage is the abundance of lupins. Lupins lie around in large piles. The curtains are woven from lupins. The furniture is made of lupins. In fact, everything seems to be composed of lupins. ~ 57 8 0 D3 Outside there don't seem to be as many lupins. ~ door~ 1 -1 11027 -1 E lupin lupins~ Lupins are everywhere. In fact, it appears that for dinner tonight the peasants are having lupins in creamed lupin sauce. You are already getting sick of lupins. ~ S #11029 Edge of forest~ You have reached the edge of the forest. To the north there appears to be field in the middle of a valley. Steep hills block passage to the east or west. ~ 57 0 3 D0 North leads to the field. ~ ~ 0 -1 11030 -1 D2 Further into the woods might be found a cottage. ~ ~ 0 -1 11027 -1 S #11030 Small Field~ You have reached a small stony field. Little of value will grow here, yet peasants still work the fields for want of anything better. The valley slopes up to the north, and a dark pass slips between the hills to the east. ~ 57 0 2 D0 North leads higher up in the valley. ~ ~ 0 -1 11039 -1 D1 To the east lies a dark, evil looking forest. ~ ~ 0 -1 11031 -1 D2 Trees can be seen peeking over the trees to the south. ~ ~ 0 -1 11029 -1 S #11031 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A ray of light shines as a beacon from the west. ~ 57 1 4 D2 An evil mist blocks your sight! ~ ~ 0 -1 11032 -1 D3 A way out of this evil path! ~ ~ 0 -1 11030 -1 S #11032 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A strange mist lurks in the distance, hiding evil sights in the distance. ~ 57 1 5 D0 An evil mist blocks your sight! ~ ~ 0 -1 11031 -1 D1 An evil mist blocks your sight! ~ ~ 0 -1 11033 -1 S #11033 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A strange mist lurks in the distance, hiding evil sights in the distance. ~ 57 1 5 D0 An evil mist blocks your sight! ~ ~ 0 -1 11034 -1 D3 An evil mist blocks your sight! ~ ~ 0 -1 11032 -1 S #11034 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A strange mist lurks in the distance, hiding evil sights in the distance. ~ 57 1 5 D1 An evil mist blocks your sight! ~ ~ 0 -1 11035 -1 D2 An evil mist blocks your sight! ~ ~ 0 -1 11033 -1 S #11035 Outside the Dark Castle~ You stand outside a dark, foreboding castle. The dark forest lies in wait for you behind you. Above from a tower window you briefly spy a a golden beam of light, perhaps from a grail. ~ 57 5 3 D1 The large castle gates stand here. ~ door gate~ 1 -1 11036 -1 D3 An evil mist blocks your sight! ~ ~ 0 -1 11034 -1 S #11036 Castle Anthrax~ You have entered Castle Anthrax. The interior is well furnished with many tapestries and plush carpets. Soft cushions litter the plush furniture. Steps lead up higher into the castle. A sign sits here on a wall, welcoming you to the castle. ~ 57 8 1 D3 The large castle gates stand here ~ door gate~ 1 -1 11035 -1 D4 The steps lead up to another room ~ ~ 0 -1 11037 -1 E sign~ Welcome to Castle Anthrax! This castle is full of nubile girls, from 16 to 25 years of age. They are stuck out here in the forest with no one to guard them. ~ S #11037 Bedroom in Anthrax~ This is a large bedroom. A king sized bed is the centerpiece of this room, which is as richly furnished as the previous room. Another sign adorns the wall of this room. ~ 57 8 1 D4 The stairs lead still higher into the castle. ~ ~ 0 -1 11038 -1 D5 The stairs lead down to the main room. ~ ~ 0 -1 11036 -1 E sign~ Notice to all visitors: There is but one punishment for girls who misbehave in Castle Anthrax. You must tie them down and give them a sound spanking. When your are done you may deal with them however you want. Thank you. As your read the sign you notice the girls get visibly excited, as if some grand event is about to take place. ~ S #11038 Beacon Room~ You have gained access to the highest room in the castle. There is a large window overlooking the forest here. Placed before the window is a large grail-shaped beacon. It appears to have been left on. Yet another sign may be found on the walls here. ~ 57 8 1 D5 The stairs lead down to the bedroom. ~ ~ 0 -1 11037 -1 E sign~ Notice: the grail-shaped beacon is not to be left on. It distracts true knights from their quests. If anyone should find that the beacon has been lit, please punish the residents accordingly so that they may learn their lesson. thanks, the management ~ S #11039 Small Field~ This it the north end of the small rocky field. The field continues south, and a path leads up the east side into the mountains. Sheer cliffs block paths to the north and west. ~ 57 0 3 D1 The path leads up into the eastern mountains. ~ ~ 0 -1 11040 -1 D2 The field opens up to the south. ~ ~ 0 -1 11030 -1 D4 The path leads up into the eastern mountains. ~ ~ 0 -1 11040 -1 S #11040 Rocky Trail~ This rocky trail leads east and west. Some of the rocks here look like they have been scorched and blasted by some sort of explosions. A message seems scrawled on the southern rock face here. ~ 57 0 3 D1 More rocks lie east. ~ ~ 0 -1 11041 -1 D3 The path leads down into a field. ~ ~ 0 -1 11039 -1 E message note wall rock face~ Beware of the guardian of the cave of Kyar Bannor. Few warriors may stand against it's attack. ~ S #11041 Rocky Trail~ This is a rocky east-west trail. The rocks here seem blasted by many fireballs. ~ 57 0 3 D1 Still more rocks lie east. ~ ~ 0 -1 11042 -1 D3 Rocks lie to the west. ~ ~ 0 -1 11040 -1 S #11042 Rocky Slope~ The rocky trail here ends, and a rocky slope leads away to the north. A sign on a wooden post stands here. The rocks here haven't been blasted by fireballs. ~ 57 0 3 D0 To the north is a rocky slope littered with the bones of 54 men. ~ ~ 0 -1 11043 -1 D3 More rocks lie west. ~ ~ 0 -1 11041 -1 E wooden sign~ The sign proclaims: Welcome to the cave of Kyar Bannor, prepare to die. Have a nice day. ~ S #11043 Rocky Slope~ The slope here slopes down and to the west, leading into the dark caves. The slope here is littered with the bones of 54 men. Beware of the beast that slaughtered these men. ~ 57 0 3 D2 The trail slopes up to the south. ~ ~ 0 -1 11042 -1 D3 A large cave mouth gapes darkly here. ~ ~ 0 -1 11044 -1 S #11044 Entrance to Kyar Bannor~ This is the entrance to the cave. The cave continues down from here, or you can leave to the east, where the trail slopes up. ~ 57 13 1 D1 The bones of 54 men litter the slope. ~ ~ 0 -1 11043 -1 D5 The passage leads deeper into the earth. ~ ~ 0 -1 11045 -1 S #11045 Deep cave~ You are deep into the cave of Kyar Bannor. Your light flickers here and casts strange shadows on the walls. Passages lead up, east, and south. ~ 57 9 1 D1 This passage might take you someplace interesting. ~ ~ 0 -1 11046 -1 D2 This passage leads deeper into the earth. ~ ~ 0 -1 11047 -1 D4 You can spot a faint light somewhere above. ~ ~ 0 -1 11044 -1 S #11046 Message Cave~ This cave dead ends here. A message has been carved into the living rock that makes up the walls. ~ 57 9 1 D3 This leads deeper into the earth. ~ ~ 0 -1 11045 -1 E message carving wall walls rock~ Here may be found the last words of Joseph of Aramethea. He who is valiant and pure of spirit, may find the holy grail in the Castle of Argh. ~ S #11047 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north, east, and south. ~ 57 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11045 -1 D1 This leads deeper into the earth. ~ ~ 0 -1 11048 -1 D2 This leads deeper into the earth. ~ ~ 0 -1 11049 -1 S #11048 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead south and west. ~ 57 9 1 D2 This leads deeper into the earth. ~ ~ 0 -1 11050 -1 D3 This leads deeper into the earth. ~ ~ 0 -1 11047 -1 S #11049 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north and south. ~ 57 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11047 -1 D2 This leads deeper into the earth. ~ ~ 0 -1 11051 -1 S #11050 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north, east, and south. ~ 57 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11048 -1 D1 This leads deeper into the earth. ~ ~ 0 -1 11052 -1 D2 This leads deeper into the earth. ~ ~ 0 -1 11053 -1 S #11051 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north and east. ~ 57 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11049 -1 D1 This leads deeper into the earth. ~ ~ 0 -1 11053 -1 S #11052 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. A passage leads west. ~ 57 9 1 D3 This leads deeper into the earth. ~ ~ 0 -1 11050 -1 S #11053 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north and west. A breeze can be felt from the passage south. ~ 57 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11050 -1 D2 This leads to a giant underground chasm. ~ ~ 0 -1 11054 -1 D3 This leads deeper into the earth. ~ ~ 0 -1 11051 -1 S #11054 North Edge of Chasm~ You stand on the north edge of a wide chasm. The Bridge of Death spans the gap to the south. To the north a hole leads into a cavern system. You feel a breeze flowing along the chasm. ~ 57 13 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11053 -1 D2 The bridge is old and rickety. It may not hold for long. ~ ~ 0 -1 11055 -1 S #11055 Bridge of Death~ You stand on an old rickety rope bridge. Many planks are missing from the walkway, making traversing the bridge treacherous. The breeze blows about unpredictably, almost throwing you off. ~ 57 9 3 D0 This leads to the north end of the chasm. ~ ~ 0 -1 11054 -1 D2 This leads to the south end of the chasm. ~ ~ 0 -1 11056 -1 S #11056 South Edge of Chasm~ You stand at the south end of a huge chasm. The bridge of death extends to the north and the castle dungeon lies to the south. A breeze blows along the chasm. A sign has been posted on the wall. ~ 57 9 1 D0 The bridge is old and rickety. It may not hold for long. ~ ~ 0 -1 11055 -1 D2 This leads into a tunnel. ~ ~ 0 -1 11057 -1 E sign wall~ The sign warns of dangerous evil monsters wandering the caves to the north. ~ S #11057 Intersection~ This is a three way intersection in the dungeon below Castle Python. Passages lead north, east, and south. A door is set in the west wall. A slight breeze blows from the north. ~ 57 9 1 D0 The passage opens out to a chasm. ~ ~ 0 -1 11056 -1 D1 You see an every day dungeon passage. ~ ~ 0 -1 11058 -1 D2 The passage opens up into a room. ~ ~ 0 -1 11061 -1 D3 The door has "Gumby storage room, please keep closed" written on it. ~ door~ 1 -1 11060 -1 S #11058 Dungeon Passage~ This passage bends to the north and the west. This passage is utterly ordinary, nothing here to distinguish it from any other typical dungeon corridor. You might as well move on, or leave through the trap door in the ceiling. ~ 57 9 1 D0 This leads to the torture chamber. ~ ~ 0 -1 11059 -1 D3 This leads further in to the dungeon. ~ ~ 0 -1 11057 -1 D4 This leads up out of the dungeon. ~ trap door~ 1 -1 11010 -1 S #11059 Torture Chamber~ This is your typical torture chamber you may find rented out to the Spanish Inquisition. Racks on the walls hold various implements of torture. Other more bulky objects of torture can be found on the floor, such as the dreaded comfy chair. An exit can be found to the south. ~ 57 9 1 D2 This leads out. ~ ~ 0 -1 11058 -1 E comfy chair~ The chair is rather plush and looks very comfy. ~ E rack racks wall~ The racks have such devious implements as fluffy cushions. ~ S #11060 Gumby Room~ This room contains all those annoying Gumbies. You probably don't want to stay here. ~ 57 8 0 D1 Quick, get out! Before you go insane! ~ door~ 1 -1 11057 -1 S #11061 Dungeon Room~ This is a rather ordinary dungeon room. Ordinary except for the large desk located in the center of the room. Various exits lead in all directions. ~ 57 8 1 D0 You seem confused. ~ ~ 0 -1 11057 -1 D1 You seem confused. ~ ~ 0 -1 11062 -1 D2 You seem confused. ~ ~ 0 -1 11063 -1 D3 You seem confused. ~ ~ 0 -1 11064 -1 E desk~ It looks perfectly out of place. ~ S #11062 Green Hillside~ This is a nice hillside with a rich carpet of green grass. The sun shines and there isn't a cloud in the sky. Strangely the only exit is to the west. ~ 57 0 1 D3 You seem confused. ~ ~ 0 -1 11061 -1 S #11063 Ministry of Silly Walks~ This is a nice stately office. A large wooden desk can be found here, as well as several chairs. Bookshelves full of books line some walls, and a window is on another. A note has been left on the desk. You may leave to the north. ~ 57 8 0 D0 You seem confused. ~ ~ 0 -1 11061 -1 E note desk~ The note on the desk reads: Sorry, the minister has broken his leg skiing and can't see anyone. Please come back again. thank you ~ S #11064 Small Room~ This is a small bare room. The only notable features are a small desk, 2 chairs, and an exit to the east. ~ 57 8 0 D1 You seem confused. ~ ~ 0 -1 11061 -1 S #11300 Wert's private chamber~ This place fills you with a sense of awe! The floor is covered with a thick green carpet and the walls are made of flawless black marble. There are many plants all over the room covering most of the walls and reaching to the ceiling. It almost appears that you are in a lush forest, deep in space. You swear you can see a star twinkle on the wall. On the north wall there is a gigantic painting of a sea serpent swimming at sunset. A large, comfortable bed sits below the painting, promising a soothing rest. Beside the bed two braziers burn furthering the awe inspiring effect. A beautiful waterfall cascades down the rocky, marble of the southern wall, beginning in nothingness and ending in absolution. The sound soothes you to your very being. A large view screen hangs from the ceiling above the foot of the bed. ~ 58 8200 0 D0 ~ door~ 41 12005 11301 -1 D2 ~ door~ 0 0 12000 -1 D4 ~ door~ 97 12005 3008 -1 E carpet floor~ The carpet is so thick and green, it almost looks like a carpet of grass, only much softer. ~ E walls wall black marble~ These walls are made of a beautiful black marble. The longer you stare at them the deeper they seem to draw you into them. ~ E plants~ The plants seem to have many golden berries growing on them. They look filling. ~ E bed~ This is a god-sized bed with dark green, thick blankets. The bed appears to be a soft-sided waterbed of sorts. ~ E braziers~ These golden braziers are the only light for this room. They seem to add to the mood perfectly. ~ E waterfall~ It gurgles and bubbles as it flows from nothingness down into a pool of absolution. ~ S #11301 On the road to Theronia~ You are standing at the entrance to the Theronian forest. The great road to Theronia leads north from here and south you see the dusty trail leading around Shadowdale. A thick, eerie forest surrounds you on the east and the west. A bright, new sign has been placed in the ground here. And a wanted poster has been nailed to a nearby oak tree. ~ 58 0 1 D0 You see a well-kept road leading north. ~ road~ 0 0 11302 -1 D2 You see the road around the northern wall of Shadowdale. ~ road~ 0 0 54 -1 E forest~ The forest is lush and green here. As you gaze deeper in the forest darkens and the inviting feeling you had towards the forest. You must need a rest, you could have sworn you saw some of the shadows dance about and disappear. ~ E poster~ LET IT BE KNOWN THAT THAR THERON HAS PLACED A PRICE ON THE HEAD OF WYLIE BAKER, THIEF LORD. ANYONE WHO DELIVERS THE HEAD OF THIS SCOUNDREL TO THAR'S COURT, SHALL BE JUSTLY REWARDED! FARGO FELDSPAR -- CAPTAIN OF THE THERONIAN ROYAL GUARD ~ E sign~ The sign reads: WELCOME TO THE THERONIAN FOREST. TRAVELERS BEWARY, OUR BELOVED FOREST HAS BEEN INFESTED WITH THIEVES AND OTHER UNDESIRABLES. ONE FINAL WORD OF CAUTION...AVOID DEAD-ENDs, THEY ARE CERTAIN DEATH! HAIL THAR! THE THERONIAN FOREST AND WILD LIFE COMMISSION. ~ S #11302 On the road to Theronia~ You are on a well maintained road that leads north into the thriving city of Theronia. Southward the road leads off to Shadowdale. Well-worn forest trails lead off into the lush Theronian forest to the east and west. The road looks nice and safe, you had better not stray far from it. ~ 58 4 1 D0 You see a well-kept road leading off to the north. ~ road~ 0 0 11303 -1 D1 You see a well-worn path leading into the dark forest to the east. ~ path~ 0 0 11306 -1 D2 You see a well-kept road leading south to the city of Shadowdale. ~ road~ 0 0 11301 -1 D3 You see a well-worn path leading into the dark forest to the west. ~ path~ 0 0 11320 -1 E forest~ The forest is lush and green here. As you gaze deeper in the forest darkens and the inviting feeling you had towards the forest. You must need a rest, you could have sworn you saw some of the shadows dance about and disappear. ~ S #11303 On the road to Theronia~ You are on a well-maintained road leading north to the beautiful city of Theronia. The road continues south, to the city of Shadowdale. The thick Theronian forest has been worn away to the east and west here. Why would anyone want to leave this nice safe road, unless the didn't go willingly. ~ 58 0 1 D0 You see a well-kept road leading north. ~ road~ 0 0 11304 -1 D1 ~ door~ 0 0 11341 -1 D2 You see a well-kept road leading south to the city of Shadowdale. ~ road~ 0 0 11302 -1 D3 ~ door~ 0 0 11335 -1 E forest~ The forest is lush and green here. As you gaze deeper in the forest darkens and the inviting feeling you had towards the forest. You must need a rest, you could have sworn you saw some of the shadows dance about and disappear. ~ S #11304 On the road to Theronia~ You are on a well maintained road that leads north to the glorious city of Theronia. The road continues southwards to city of Shadowdale. The thick Theronia forest surrounds you on the east and the west. From the likes of the forest you might be better off sticking to the road. ~ 58 0 1 D0 You see a well-kept road leading north. ~ road~ 0 0 11305 -1 D2 You see a well-kept road leading south to the city of Shadowdale. ~ road~ 0 0 11303 -1 E forest~ The forest is lush and green here. As you gaze deeper in the forest darkens and the inviting feeling you had towards the forest. You must need a rest, you could have sworn you saw some of the shadows dance about and disappear. ~ S #11305 On the road to Theronia~ You are on a well kept road that leads north to the wondrous city of Theronia. The road continues on to the south taking you back to Shadowdale. The lush Theronian forest surrounds either side of the road. The brush to the east and west looks as though it had been trampled down a bit, like someone had ventured off into the foreboding forest there. ~ 58 0 1 D0 You see a well-kept road leading north to the entrance of a city. ~ road~ 0 0 11334 -1 D2 You see a well-kept road leading south to the city of Shadowdale. ~ road~ 0 0 11304 -1 E forest~ The forest is lush and green here. As you gaze deeper in the forest darkens and the inviting feeling you had towards the forest. You must need a rest, you could have sworn you saw some of the shadows dance about and disappear. ~ S #11306 Well-worn forest trail~ You are on a well-worn trail at the forest's edge. You can't help wondering why anyone would want to leave the nice, safe road to the west. It mystifies you even more why anyone would continue on to the south, deeper still into the forest. The southern path does look like it is still pretty well used, so maybe there is someone out there in the forest...you just wonder WHO that might be. ~ 58 0 3 D2 You see a well-worn trail leading deeper into the forest. ~ trail~ 0 0 11307 -1 D3 You see a well-kept road leading to brighter, friendlier places. ~ road~ 0 0 11302 -1 E forest~ The forest is lush and green here. As you gaze deeper in the forest darkens and the inviting feeling you had towards the forest. You must need a rest, you could have sworn you saw some of the shadows dance about and disappear. ~ S #11307 Well-worn forest trail~ You stand at the end of a well-worn trail in the forest. The trail continues on north to friendlier places. The thick forest becomes darker here, as the forest grows closer together. A light forest path winds eastward between the trees. Now what kind of idiot would want to follow an unknown path into a dark, sinister forest. ~ 58 0 3 D0 The trail looks well-kept and very inviting. ~ trail~ 0 0 11306 -1 D1 The path leads off into the dark forest. Hope you brought your torch. ~ path~ 0 0 11308 -1 S #11308 Forest path~ The forest here begins to look less and less friendly. The nice trail leading west, to nicer places, looks very inviting. The forest starts to close in around you, blocking out most of the sun's welcome rays. Shadows dance and play about this part of the forest. Some of these shadows seem so real, but who would be crazy enough to come this far into a dark forest, to be casting a shadow. Other than yourself that is. A less promising path leads off north through the forest. You would have to be very adventurous or just downright crazy to continue on north. ~ 58 0 3 D0 The path leads off into the dark forest. Hope you brought your torch. ~ path~ 0 0 11309 -1 D3 The trail looks well-kept and very inviting. ~ trail~ 0 0 11307 -1 S #11309 Forest path~ You stand on a light path in the Theronian forest. A strong sense of foreboding seems to overwhelm you. A little voice in your head screams go back, go back before it is too late. The reckless part of you pushes you onward into the unknown that lies to the north. The forest is so dense here that you can only make out faint outlines of the large forest trees. You do notice a more appealing path that leads south towards the forest's entrance. ~ 58 0 3 D0 The path leads off into the dark forest. Hope you brought your torch. ~ path~ 0 0 11310 -1 D2 The path leads back to the lighter part of the forest. ~ path~ 0 0 11308 -1 S #11310 Forest path~ The forest path comes to an end here. The forest swallows up the path as it leaves northwards. It is darker here from the vast number of trees, and how closely together they have grown. It seems that there was once a path to the north, but the trees have overcome it. The only means of escape is the light forest path leading south to brighter, safer places. A feeling of joy overcomes you, knowing that you don't have to go any further. ~ 58 0 3 D0 You see broken branches and thick vegetation. ~ forest~ 33 0 11311 -1 D2 You see a light forest path. ~ path~ 0 0 11309 -1 S #11311 Hidden path~ You notice that the trees are very thick here. They allow enough sunlight to see the nose on your face and that is about it. The forest starts to look eerie here, almost like it is alive. A slight path leaves south between a few ancient trees, that have grown quite close. You doubt your armor could squeeze through that narrow of a space. The path you are on seems to end at a group of trees to the east, leaving you no where else to go. ~ 58 0 3 D1 The trees are very close together. Maybe you could pry them open. ~ trees~ 33 0 11312 -1 D2 Trees, trees and more trees! Gosh, you must be in a forest! ~ forest~ 33 0 11310 -1 S #11312 Hidden path~ You are standing on a poorly hidden path deep within the forest. The timber towers above you so high that it shelters you from almost all forms of natural light. Westwards the path you are on fades away into the ever thickening forest. While your view east is cut off by the huge trees reaching towards the sky. The forest closes in on you here, like it is trying to swallow you up. ~ 58 0 3 D2 Hmmm... imagine that, there's trees in this here forest! ~ forest~ 33 0 11313 -1 D3 Gosh you see trees! What a concept, trees in a forest. ~ forest~ 33 0 11311 -1 S #11313 Dark hidden path~ The forest is so thick here that you can not see anything without a light. The trees here are ancient and huge, their withered trunks are wider than you are tall. The vast size of the trees makes travel through the forest here impossible. To the north you do see a slightly wider gap between two trees, and the path you have followed continues on south into the unknown. Now which way was it that takes you back to that nice safe road? ~ 58 1 3 D0 Lookie there, big wooden things with little green things on them. ~ forest~ 33 0 11312 -1 D2 You see a thick clump of trees. ~ forest~ 33 0 11314 -1 S #11314 Dark hidden path~ You are standing on a hidden path deep in the Theronian forest. The tall trees black out all the sun's welcome rays. The trees close in on you from all sides, you wonder how you managed to come this far, the trees are so close together there is no way you could ever get out of here. You wonder if you could slip back through the way you came or if you could pry apart the south cluster of trees enough so you could squeeze through. ~ 58 5 3 D0 Lookie there, big wooden things with little green things on them. ~ forest~ 33 0 11313 -1 D2 You see a thick clump of trees. ~ forest~ 33 0 11315 -1 S #11315 Dead-end~ This is a dead-end in more ways than one. The trees here surround you completely except for a narrow opening to the north. A grassy hillside pushes its way into the forest to the east. You feel very boxed in, you sure hope that you are not claustrophobic. ~ 58 1 3 D0 You see a thick clump of trees. ~ forest~ 33 0 11314 -1 D1 Hmmm, why is that stone a different color than the rest of the hillside. ~ hill~ 33 12003 11316 -1 S #11316 Entrance to the cave~ This is a large room with no furnishings, only trash. There seems to be a lot of footprints in the dirt here, as if this were a well frequented place. A huge stone wall to the west has some strange lines carved in it, like a door almost, yet there is nothing to open it with. Through the entryway to the east you see what appears to be a guard post of sorts. Why would thieves need guards? Are they afraid of getting robbed? The shadows seem to move around you here as if they were coming and going. How odd. ~ 58 2120 0 D1 ~ door~ 33 12003 11317 -1 D3 There seems to be strange carvings and marks on the wall. ~ wall~ 33 12003 11315 -1 S #11317 Guard room~ The guard post is a small room with very poor lighting. The floor here is covered with trash and scraps of rotting meat. Man what an awful stench! Westwards you see a large entryway, while on south you see what appears to be a shimmering room of gold! Before you leave the room you ask yourself, why would thieves need guards? ~ 58 72 0 D2 ~ door~ 33 12003 11318 -1 D3 ~ door~ 33 12003 11316 -1 S #11318 Counting room~ This room is very business like. There are papers and records piled and scattered all over the place here. It looks like this room is used for counting money, because of the huge piles of coins and all the accounting records. There is a table and a chair here with even more forms and papers on it. A single torch lights this room, making you wonder just how accurate of a count they are getting. The scent of jasmine floats from under the door in the western wall, my what a wonderful smell. Through the doorway to the north you see some sort of guard post. How odd for thieves to have guards. ~ 58 72 0 D0 ~ door~ 33 12003 11317 -1 D3 You see a large, sturdy door leading to the west. ~ door~ 33 12005 11319 -1 S #11319 Wylie's Lair~ The room you are in is large and filled with many stolen items that have been scattered all over the place. The floor is covered with silk pillows and other forms of bedding, probably stolen from some unfortunate merchant. A large finely crafted oak table and chairs have been placed in the center of the room, it looks like a comfortable place to sit and ponder a body's next move. The northern wall is covered with a large map of some city. The room is lit by hanging oil lamps that have been strategically placed about the room, casting more shadows than normal. You wonder what reasoning there could be behind this. A huge tapestry has been hung on the western wall, covering it completely. The heavy scent of jasmine fills the air, bringing your attention back to the eastern door through which you came. You think to yourself...you could plot to rob the world from this place! ~ 58 72 0 D1 The wall is carved from the stone that makes up the cave. A sturdy wooden door has been placed in the wall leading to the east. ~ door~ 33 12005 11318 -1 D3 You see a beautiful tapestry that portrays a scene from 1001 Arabian Knights. ~ tapestry~ 33 12005 11315 -1 E map~ The map appears to be a map of the city of Theronia. It shows a path that leads from the eastern gate to the princesses chambers. Looks like Wylie has become bored with stealing. Why would the route be marked from the eastern gate when they are located nearest to the main gate or the southern gate. ~ S #11320 Well-worn forest trail~ You are on a well-worn trail at the forest's edge. You can't help wondering why anyone would want to leave the nice, safe road to the east. It baffles you even more why someone would continue on south, deeper still into the dark forest. The southern path does look like it is pretty well used though, maybe there is someone out there in the forest...you wonder WHO it might be. ~ 58 0 3 D1 You see a well-kept road leading to safer places. ~ road~ 0 0 11302 -1 D2 You see a well-worn trail leading deeper into the forest. ~ trail~ 0 0 11321 -1 S #11321 Well-worn forest trail~ You stand at the end of a well-worn trail in the forest. The trail leads north to friendlier places. The thick forest becomes darker here, as the trees grow closer together. A light path winds westward between the trees. Now what kind of fool would want to follow an unknown path into a dark forest. ~ 58 0 3 D0 The trail looks well-kept and very inviting. ~ trail~ 0 0 11320 -1 D3 You see a well-worn trail leading deeper into the forest. ~ trail~ 0 0 11322 -1 S #11322 Forest path~ The forest here begins to look less and less friendly. The nice trail leading north to nicer places looks really inviting. The trees start to close in around you, blocking out most of the sun's welcome rays. Shadows dance and play about this part of the forest. Some of these shadows seem so real, but who would be silly enough to come this far into a dark forest, other than yourself of course. A less inviting path leads off north through the forest. You would have to be very brave or foolhardy (maybe a bit of both) to continue on north. ~ 58 0 3 D0 The path leads off into the dark forest. Hope you brought your torch. ~ path~ 0 0 11323 -1 D1 The trail looks well-kept and very inviting. ~ trail~ 0 0 11321 -1 S #11323 Forest path~ You stand on a light path in the Theronian forest. A strong sense of foreboding seems to overwhelm you. A wiser part of you screams go back, you dolt before we get killed. While the adventurer in you pulls you north towards the unknown. The forest is so thick that only faint outlines of the trees can be made out. A more appealing path leads south towards the forest entrance. ~ 58 0 3 D0 The path leads off into the dark forest. Hope you brought your torch. ~ path~ 0 0 11328 -1 D2 The path leads off into the dark forest. Hope you brought your torch. ~ path~ 0 0 11322 -1 S #11324 Hidden path~ You notice that the tall trees are very thick here. They allow enough sunlight to see your hand in front of your face and little more. The forest starts to look eerie here, almost as if it is alive. A slight path leaves south between two trees that are very close together, you wonder if you could fit through there. The path you are on seems to end at a group of trees to the west, leaving you no obvious exits. ~ 58 0 3 D2 Look there, big wooden things with leaves, now whatever could they be? ~ forest~ 33 0 11328 -1 D3 The trees are so close together that the only thing of interest is the difference in the bark patterns from one tree to the next. ~ forest~ 1 0 11325 -1 S #11325 Hidden path~ You are standing on a poorly hidden path deep in the forest. The trees rise high into the sky blocking out almost all of the natural light here. Eastwards the small path you are on fades into the forest. While to the west you notice the shadows moving and dancing about, almost as if they aren't shadows at all! The tall, menacing trees close in around you cutting you off from the rest of the forest. A horrible smell wafts from the south, almost causing you to retch. Alas, you are cut off from investigating the source, much to your disappointment. ~ 58 0 3 D1 The trees are very thick here. There is no way you could make it through. ~ forest~ 33 0 11324 -1 D2 This is most strange. Some fool has placed trees in this perfectly good forest. ~ forest~ 33 0 11326 -1 D3 What was that? Did you see that shadow dive into that bush? Hey, what was that shiny thing the shadow had? Gosh, it sure is quiet there. It kind of gives you the creeps. ~ path~ 0 0 11333 -1 S #11326 Dark hidden path~ You are deep in the Theronian forest. The towering trees have blocked out all forms of natural sunlight here, making it pitch black. With the help of your light you notice that there is a large gap between two large oaks south of here. You could try squeezing through, but that is where that awful smell is coming from. The northern path that brought you here seems very inviting to you. ~ 58 1 3 D0 Looks like you could open a hole in the brush and make your way through. ~ brush~ 0 0 11325 -1 D2 Whoa, what a stench! That is the way ya don't wanna go. ~ ~ 0 0 11327 -1 S #11327 Dark hidden path~ You are standing on a well-hidden path deep within the Theronian forest. The forest closes in around you as ancient trees reach skywards, touching the very edge of the sky. The forest looks as if some of the trees and brush have been disturbed by someone or something. Off to the east, the forest looks unchanged. The smell of death is very strong here, causing you to almost retch again. Whatever the source of the smell is, it must be quite near! If there was only a way to get through the tightly spaced trees to the south, so you could investigate further. Alas the path north is the only accessible exit. The smell will have to remain a mystery for now. ~ 58 1 3 D0 You see a dark patch of forest. ~ forest~ 33 0 11326 -1 D2 Those trees are very close together. It might take some doing to open a way south through all that. ~ forest~ 1 0 11329 -1 D3 Yet another batch of close-knit trees. Someone needs to give John the lumberjack a call, maybe he could blaze a trail through here. ~ forest~ 9 0 11331 -1 S #11328 Forest path~ The forest path ends here. The forest swallows up the path as it leaves northwards. It seems darker here, due to the vast number of trees, and how closely together they grow. There seems to have been a path north, but the trees have overcome it. The only means of escape is the light path leading south towards safer places. A sense of relief fills you knowing that you have to go no further, and you can keep your ego intact. ~ 58 0 3 D0 Anybody got an axe? Where's a druid when ya need one. No way are you walking through that cluster of trees. ~ forest~ 33 0 11324 -1 D2 You see broken branches and thick vegetation. ~ forest~ 33 0 11323 -1 S #11329 Outside of a dark cave~ The trees that remain here are burnt and have claw marks in them as if something had ripped them apart in a fit of blind rage. The huge trees that do remain are so enormous that they do not allow any natural light here. The cave to the west is even more of a sight. The outside of the cave is a mixture of reddish brown and black. This doesn't seem to be a very nice place to visit. The final hint of the emanate peril awaiting you in the cave, is the human bones fused to the side of the cave with what seems to have once been armor melted over the bones. It is almost as if this was some sort of sick trophy. The smell of rotting flesh is overpowering to the west, while friendlier places await you to north, or at least you hope. ~ 58 5 3 D0 You see broken branches and thick vegetation. ~ forest~ 33 0 11327 -1 D3 Yep, that is where the smell is coming from. What could make such an awful smell? ~ cave~ 0 0 11330 -1 S #11330 Inside the dark cave~ You are inside of a large cave that appears to be the lair of some nasty beastie. The walls are stained with fresh blood and shattered bones are strewn everywhere. The smell here is sickening, with a faint scent of sulfur. The inviting cave exit is to the east, you had better use it before the beast returns, if it already hasn't! ~ 58 2057 0 D1 Who cares what is there it is someplace other than here. Better make a run for it quick! ~ clearing~ 0 0 11329 -1 S #11331 Dark hidden path~ You are deep in the Theronian forest. The towering trees have blocked out all forms of natural sunlight here, making it pitch black. With the help of your light you notice that there is a large gap between two large oaks north of here. You could try squeezing through, but that is even darker than the path that you came from. The eastern path that brought you here seems very inviting to you. ~ 58 5 3 D0 You see tree, trees, and more trees. Odd thing to have in a forest.~ forest~ 33 0 11332 -1 D1 What a thick clump of trees, bet John has never been here before. ~ forest~ 33 0 11327 -1 S #11332 Secret path~ Darkness envelops you here, as the trees grow so closely together that you have to hold your breath as you squeeze your way through the narrow path. The trees widen to your south. Permitting you to make your way back the way you came. To the north the path also widens, and you notice a large number of shadows moving into the trees as if they are setting a trap for some poor traveler! ~ 58 1 3 D0 What the heck...that shadow just hid behind that tree. Was that a whisper? Hey who's up there? ~ path~ 0 0 11333 -1 D2 You see broken branches and thick vegetation. ~ forest~ 33 0 11331 -1 S #11333 The DEAD-END!~ The forest swims black as a hoard of thieves springs from their hiding places in the forest. You realize that this is truly a DEAD-end. You fight valiantly but there are just too many of them. You scream out to your god as an evil blade finds its mark and you are no more! ~ 58 78 0 D0 ~ door~ 0 0 11340 -1 D1 ~ ~ 0 0 11325 -1 D2 ~ ~ 0 0 11332 -1 S #11334 City Entrance~ You are standing south of the main gate into Theronia. To the north you see the hustle and bustle of city life. To the immediate north you see the main gate of the city and its guards. Southwards you see a road that leads back to Shadowdale. The lush forest is lighter here, due to the clearing for the city. ~ 58 0 1 D0 You see the main gate of the city of Theronia. ~ road~ 0 0 11400 -1 D2 You see a very well-kept road leading south to Shadowdale. ~ road~ 0 0 11305 -1 S #11335 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one. To the east you see the road to Theronia. All of the trees look the same here, making it easy to lose your way. ~ 58 4 3 D0 It looks like the branches on that tree have been disturbed recently. ~ branch~ 33 0 11336 -1 D1 You see a well-kept road leading to friendlier places. ~ road~ 0 0 11303 -1 S #11336 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one. To the east you see the road to Theronia. All of the trees look the same here, making it easy to lose your way. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11337 -1 D1 You see a well-kept road leading to friendlier places. ~ road~ 0 0 11304 -1 D2 It looks like the branches on that tree have been disturbed recently. ~ branch~ 33 0 11335 -1 S #11337 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one.. All of the trees look the same here, making it easy to lose your way. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 33 0 11337 -1 D3 The forest thins out to the west, making travel much easier. ~ forest~ 0 0 11338 -1 S #11338 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one.. All of the trees look the same here, making it easy to lose your way. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11350 -1 D1 The forest thins out to the east, making travel much easier. ~ forest~ 0 0 11337 -1 D3 The forest thins out to the west, making travel much easier. ~ forest~ 0 0 11339 -1 S #11339 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one.. All of the trees look the same here, making it easy to lose your way. To the west an area has been cleared in the forest. The clearing to the west looks very quiet. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11350 -1 D1 The forest thins out to the east, making travel much easier. ~ forest~ 0 0 11338 -1 D2 Look there, big wooden things with leaves, now whatever could they be? ~ forest~ 33 0 11325 -1 D3 A peaceful clearing beckons to you. Promising a quiet rest. ~ clearing~ 0 0 11340 -1 S #11340 Peaceful Forest Clearing~ The forest is very quiet here. The soft rustling of the leaves puts you at ease. You think this would be a nice place to rest. You realize that others have found peace here by the news board that has been nailed to a nearby tree. To the south the forest comes to a dead-end that looks very frightening. The forest surrounds you on all other sides except for the makeshift path that has been forged to the east. ~ 58 1108 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11350 -1 D1 The forest thins out to the east, making travel much easier. ~ forest~ 0 0 11338 -1 D2 What the heck...that shadow just hid behind that tree. Was that a whisper? Hey who's up there? ~ dead-end~ 0 0 11333 -1 D3 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11350 -1 S #11341 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one. To the west you see the road to Theronia. All of the trees look the same here, making it easy to lose your way. ~ 58 4 3 D0 It looks like the branches on that tree have been disturbed recently. ~ branch~ 33 0 11342 -1 D3 You see a well-kept road leading to friendlier places. ~ road~ 0 0 11303 -1 S #11342 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one. To the west you see the road to Theronia. All of the trees look the same here, making it easy to lose your way. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11343 -1 D2 It looks like the branches on that tree have been disturbed recently. ~ branch~ 33 0 11341 -1 D3 You see a well-kept road leading to friendlier places. ~ road~ 0 0 11304 -1 S #11343 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one.. All of the trees look the same here, making it easy to lose your way. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 33 0 11343 -1 D1 The forest thins out to the east, making travel much easier. ~ forest~ 0 0 11344 -1 S #11344 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one.. All of the trees look the same here, making it easy to lose your way. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11350 -1 D1 The forest thins out to the east, making travel much easier. ~ forest~ 0 0 11345 -1 D3 The forest thins out to the west, making travel much easier. ~ forest~ 0 0 11343 -1 S #11345 In the Forest~ You force your way through the thick forest into a small clearing. The forest surrounds you on all sides but one.. All of the trees look the same here, making it easy to lose your way. Huge, rocky cliffs shoot out from the forest to the east. The plant life eastward is hindered by the rocky terrain making travel a bit easier. ~ 58 0 3 D0 The forest gets thicker to the north. It looks like a tight squeeze. ~ forest~ 0 0 11350 -1 D1 The forest thins out to the east. The cliffs have a sinister look about them. ~ forest~ 0 0 11346 -1 D2 Look there, big wooden things with leaves, now whatever could they be? ~ forest~ 33 0 11312 -1 D3 Look there, big wooden things with leaves, now whatever could they be? ~ forest~ 0 0 11344 -1 S #11346 Below the Cliffs~ The forest is fading here due to the presence of all the rocky ground and the tall cliffs. The forest is much thicker to the north and to the west. The cliffs continue on to the south and you notice a flash coming from the south. ~ 58 0 5 D0 ~ door~ 0 0 11350 -1 D2 You see a valley between the forest and the cliffs. ~ ground 0 0 11347 D3 The forest gets thicker to the west. ~ 0 0 11347 -1 D3 ~ door~ 0 0 11345 -1 S #11347 Below the Cliffs~ The forest has all but dwindled away here. The rocky ground has choked the life out of most of the vegetation here giving you a great view of the cliffs. You notice shadows dashing about on the top of the cliffs. From here you can't make out who or what it is up there. Maybe it would be better to go back. Wouldn't want to walk into a trap now would we? ~ 58 0 5 D0 You see a valley between the forest and the cliffs. ~ valley~ 0 0 11346 -1 D2 You see a valley leading into a box canyon. Something shiny catches your eyes to the south. ~ valley~ 0 0 11348 -1 E cliffs cliff~ You see a few dark figures dashing in and out of sight. They are pointing at you and you hear whispers and laughter come from their direction. ~ S #11348 Outside the Box Canyon~ You are standing to the north of a box end canyon. The cliffs above you are teaming with dark figures sneaking about. The forest is gone here, leaving the ground bare and lifeless. The forest seems healthier to the north. Something shiny catches your eye to the south. Could it be some long forgotten treasure? Then again it might be a trap. ~ 58 0 5 D0 You see a valley between the forest and the cliffs. ~ valley~ 0 0 11347 -1 D2 The cliff walls close in about the valley, forming a very tight box canyon. ~ canyon~ 0 0 11349 -1 E cliffs cliff~ You see a few dark figures dashing in and out of sight. They are pointing at you and you hear whispers and laughter come from their direction. ~ S #11349 Boxed in the Canyon~ As you enter the canyon the shadowy figures on the cliffs spring their trap. Huge rocks and boulders thunder down the cliff walls sealing off your only escape route. Cheers go out from the masses above you. Then an order is given to bring more rocks. It seems they are going to smash you and take what is left for themselves. The cliff walls are too steep to climb, but the rocky mass to the north looks like it could be scaled or flown over. Better start climbing or get ready to meet your maker. It looks like a few of the scoundrels have return with more rocks, move it or lose it. You wonder if the shiny object you saw was really worth all this. ~ 58 0 -1 100 11351 1 1 D0 You see a mass of rocks that have sealed off your only exit. Maybe you could climb over them. ~ rocks~ 64 0 11348 -1 S #11350 Stuck between two trees~ As you force your way between the trees you realize you shouldn't have eaten that last piece of bread. You have gone and gotten yourself stuck between two trees. Now what was that nice cleric's name, the one that has the summon spell. You hope you are missed soon before some hungry animal comes along and takes advantage of your misfortune. ~ 58 540 3 S #11351 Crushed under a Huge rock~ You see the huge rock falling from the cliffs above, but there is no time to move out of its way. As your bones are splintered and your organs burst, you hope that your equipment is smashed along with your body. You can do nothing but bleed and wait for Death's icy embrace. ~ 58 526 0 D0 ~ door~ 0 0 11349 -1 S #12000 The pool of absolution~ Empty ~ 58 0 9 D2 ~ door~ 0 0 12001 -1 D4 ~ door~ 0 0 11300 -1 S #12001 The pool of absolution~ Empty ~ 58 0 9 D0 ~ door~ 0 0 12000 -1 S #12999 12999~ Empty ~ 58 0 0 S #13400 The Entrance to the Dancing Daemon Inn~ You find yourself in an entrance foyer to the Dancing Daemon Inn. Chrome plated stairs spiral up to the reception area. To the south you hear the sounds of merriment and drinking and from the west you hear the bustling activity of New Thalos. ~ 59 8 0 D2 You see people dancing and drinking. ~ ~ 0 -1 13402 -1 D3 You see people walking by on Sultan's Walk. ~ ~ 0 -1 13420 -1 D4 The spiral stairs lead up to the reception area. ~ ~ 0 -1 13401 -1 S #13401 The Reception Area~ You are now standing in the reception of New Thalos. A huge mahogany desk is here along with two sofas and a coffee table covered in magazines. The plush carpeting under your feet is a nice change from the rugged paths you are used to travelling. A chrome stairway spirals downstairs to the tavern of the Dancing Daemon Inn, and your future adventures in New Thalos. ~ 59 124 0 D5 The stairs lead down to the Daemon. ~ ~ 0 -1 13400 -1 E 1.picture~ You see a picture of Felix here, standing before the arena. He seems to be doing a body count. ~ E 2.picture~ You see a picture of Shark standing behind his desk screaming at a newbie. Through a window in the back you see a large aquarium. The newbie seems to be cowering in fear. ~ E 3.picture~ You see a picture of Hammor on the front porch of the Danjerhaus, drinking a guinness stout and petting Big Guy the Cat. ~ E 4.picture~ You see a picture of Loki... at least you think it's Loki. He seems to be hiding from the camera. ~ S #13402 The Dancing Daemon Inn~ A huge circling wet-bar takes up most of the east end of the Daemon. An old mage reclines against the mirror behind the bar absentmindedly pouring several drinks at once with his refined telekinesis. The Lokettes, a local band, are playing thier usual gig on the stage. The large booths along the all are filled with people drinking and having a grand time. You feel like partying here. The only obvious exit is to the north. ~ 59 8 0 D0 You see the entrance to the Daemon. ~ ~ 0 -1 13400 -1 E bar~ The bar looks slightly out of place and you can only assume the powerful magic of the bartender allows it to revolve. ~ S #13403 The Medina~ You stand on the Medina, on the larger open areas in New Thalos. People walk to and fro carrying on their day to day business. The Common Square of the people opens up to the south and the Medina continues north. ~ 59 0 1 D0 You see medina. ~ ~ 0 -1 13404 -1 D2 You see the Common square. ~ ~ 0 -1 13410 -1 S #13404 The Medina~ You are walking along a wide open expanse of road connecting the market square to the common square. Panhandlers, beggars, and other such riff- raff wander about hoping to catch those few who with open hearts. The medina continues to the south and the market spreads out to the north. ~ 59 0 1 D0 You see the market. ~ ~ 0 -1 13405 -1 D2 You see the medina. ~ ~ 0 -1 13403 -1 S #13405 The Southern Market Square~ The large square of markets fills your vision. Strange sights and sounds, those known only to the New Thalos market, barrage your senses. The only hope of making any sense of whats going on here is to wander around. The Market continues north, west, and east, with the Medina trailing off south. ~ 59 0 1 D0 ~ ~ 0 -1 13406 -1 D1 ~ ~ 0 -1 13407 -1 D2 ~ ~ 0 -1 13404 -1 D3 ~ ~ 0 -1 13408 -1 S #13406 The Center of Market Square~ You are standing on the Center of Market Square, the famous square of New Thalos. A large, peculiar looking statue is standing in the middle of the square. The square extends in every direction. ~ 59 0 0 D0 ~ ~ 0 -1 13415 -1 D1 ~ ~ 0 -1 13417 -1 D2 ~ ~ 0 -1 13405 -1 D3 ~ ~ 0 -1 13409 -1 E statue~ Before you is a statue of the Mighty Beholder! A great beast with multiple eyes and wicked... wicked... um.... eyes... The Mighty Beholder is in Excellent condition. ~ S #13407 The Southeastern Market Square~ In this corner of the market some of the largest warriors in the land tower over you. It's easy to understand why they hangout here once you notice the weapon shop and the armory close by. Perhaps you might stop in and take a look at the wares these shops have to offer. ~ 59 0 1 D0 ~ ~ 0 -1 13417 -1 D1 ~ ~ 0 -1 13529 -1 D2 ~ ~ 0 -1 13536 -1 D3 ~ ~ 0 -1 13405 -1 S #13408 The Southwestern Market Square~ This area of the market seems relatively quiet, save the high pitch banter of the shopkeeps attempting to lure you into their stores. South you see the bread stand and west is the entrance to the general store. The market's sprawl continues east and north of here. ~ 59 0 1 D0 ~ ~ 0 -1 13409 -1 D1 ~ ~ 0 -1 13405 -1 D2 You see the grocer's. ~ ~ 0 -1 13535 -1 D3 You see the general store. ~ ~ 0 -1 13528 -1 S #13409 The Western Market Square~ This area of the square seems a bit more subdued than the rest. You notice that most of the outland adventurers mill around the southern end of the market, while the townfolk seem to keep their business in the northern end. West Main street begins here and heads for the gate, the market's expanse fills the other directions. ~ 59 0 1 D0 ~ ~ 0 -1 13414 -1 D1 ~ ~ 0 -1 13406 -1 D2 ~ ~ 0 -1 13408 -1 D3 ~ ~ 0 -1 13426 -1 S #13410 The Common Square~ People pass by talking to each other, or rest thier weary bones on this grassy field. You can hear faint sounds of the river to the south of you as it passes through the city. Ishtar drive heads east and west from here and the medinais to the north. South lies the Ishtar River bridge and the southern gate. ~ 59 0 1 D0 You see the medina. ~ ~ 0 -1 13403 -1 D1 ~ ~ 0 -1 13437 -1 D2 You see the bridge over the river. ~ ~ 0 -1 13412 -1 D3 ~ ~ 0 -1 13436 -1 S #13411 Outside the Southern Gate of New Thalos~ You see before you the expanse of the Great Easter Desert. You have heard many tales of the Great Pyramid, the Lost city of Thalos and the friendly brass dragon the lies under the desert. To the south lies the desert and the city of New Thalos is to the north. ~ 59 0 1 D0 ~ gate~ 1 13401 13413 -1 D2 ~ ~ 0 -1 5039 -1 S #13412 The Southern Bridge~ Walking over the bridge you see the rushing waters of the Ishtar River. To the south you see the Southern Gate of New Thalos and the Common Square stretches out to the north ~ 59 0 1 D0 ~ ~ 0 -1 13410 -1 D2 ~ ~ 0 -1 13413 -1 D5 ~ ~ 0 -1 13485 -1 S #13413 Inside the South Gate of New Thalos~ Two large stone towers rise up to greet you with the massive iron gate swinging on ornately crafted hinges and emblazoned with the crest of New Thalos. The makers of the city spared no expense in rebuilding the defenses or their home. The Ishtar River bridge lies to the north and wilderness to the south. ~ 59 0 1 D0 ~ ~ 0 -1 13412 -1 D2 ~ gate~ 1 13401 13411 -1 S #13414 The Northwestern Market Square~ This corner of the market contains some of the most civilized folk in New Thalos. To the north lies the humble store of the merchant Ahkeem, his weavings known to be the best in the city. West of here is the entrance to the First Royal Bank of New Thalos. ~ 59 0 1 D0 ~ ~ 0 -1 13514 -1 D1 ~ ~ 0 -1 13415 -1 D2 ~ ~ 0 -1 13409 -1 D3 ~ ~ 0 -1 13521 -1 S #13415 The Northern Market Square~ You stand in one of the most heavily used parts of town. To the north lies the Palace of New Thalos and the Casbah, east west and south of here the busy market thrives with life. ~ 59 0 1 D0 ~ ~ 0 -1 13418 -1 D1 ~ ~ 0 -1 13416 -1 D2 ~ ~ 0 -1 13406 -1 D3 ~ ~ 0 -1 13414 -1 S #13416 The Northeastern Market Square~ Pandemonium. Chaos. Madness. A few other choice words come to mind as you gaze into this corner of the market. The vegetable stand seems quiet enough so you have to assume the noise comes from the Butchery. You have to think for a while before you muster the will to enter this shop. The market continues to the south and west. ~ 59 0 1 D0 ~ ~ 0 -1 13515 -1 D1 ~ ~ 0 -1 13522 -1 D2 ~ ~ 0 -1 13417 -1 D3 ~ ~ 0 -1 13415 -1 S #13417 The Eastern Market Square~ You stand in the market of New Thalos, the gem of the desert. The market is the hub of the city, all trade and commerce of any significance is carried on here. The market spreads out in all directions save east, here Main Street heads for the eastern gate. ~ 59 0 1 D0 ~ ~ 0 -1 13416 -1 D1 ~ ~ 0 -1 13427 -1 D2 ~ ~ 0 -1 13407 -1 D3 ~ ~ 0 -1 13406 -1 S #13418 Sultan's Walk~ This cobblestone road aides your journey through town. Traveling north will take you by the palace and the Dancing Daemon Inn, and south will put you on the market square. ~ 59 0 0 D0 ~ ~ 0 -1 13419 -1 D2 ~ ~ 0 -1 13415 -1 S #13419 Sultan's Walk~ This part of the road travels between one of the sturdy walls of the Palace and the Dancing Daemon. To the east you peer through a small window into the Daemon, seeing many people dancing and drinking. After you tend to your other chores you plan on visiting the Daemon. The walk continues north and south from here. ~ 59 0 1 D0 ~ ~ 0 -1 13420 -1 D2 ~ ~ 0 -1 13418 -1 S #13420 Sultan's Walk~ The road here between the palace and the Dancing Daemon Inn seems well worn by the travel of horses, carts, and leather boots. From the west you hear the faint sound of trumpets announcing the arrival of some duke or duchess to the palace. Safe haven awaits you to the east in the halls of the Daemon, and Sultan's Walk continues north and south. ~ 59 0 1 D0 ~ ~ 0 -1 13421 -1 D1 ~ ~ 0 -1 13400 -1 D2 ~ ~ 0 -1 13419 -1 D3 ~ ~ 0 -1 13558 -1 S #13421 Sultan's Walk~ The main road north from the square continues here, surrounded by the walls of the palace and the Boar. To the north you see the heavily guarded gate and can make out faint sounds of trade to the south. ~ 59 0 1 D0 ~ ~ 0 -1 13422 -1 D2 ~ ~ 0 -1 13420 -1 S #13422 Inside the Northern Gate of New Thalos~ Two large stone towers rise up to greet you with a massive iron gate swinging between on ornately crafted hinges and emblazend with the crest of New Thalos. The makers of this city spared no costs in rebuilding the defenses of thier home. Sultan's Walk runs to the south and the Casbah stretches out east and west. To the north lay wilderness. ~ 59 0 0 D0 ~ gate~ 1 13401 13567 -1 D1 ~ ~ 0 -1 13449 -1 D2 ~ ~ 0 -1 13421 -1 D3 ~ ~ 0 -1 13448 -1 S #13423 Inside the West Gate of New Thalos~ Two large stone towers embedded in the wall loom over you. The massive iron gate, emblazoned with the crest of New Thalos, swings easily on four ornately crafted hinges. It is obvious the makers of this city spared no expense in protecting their home. Main street heads towards the market eastward and the wilderness beckons from the west. To the south lies the entrance the warriors guild. ~ 59 0 1 D1 ~ ~ 0 -1 13424 -1 D2 ~ ~ 0 -1 13526 -1 D3 ~ gate~ 1 13401 13569 -1 S #13424 West Main Street~ This is the main road traveling though the city. To the south you hear the hammering of the repair shop and to the north is the grassy field known as the temple square. Main street continues east and west. ~ 59 0 1 D0 ~ ~ 0 -1 13520 -1 D1 ~ ~ 0 -1 13425 -1 D2 ~ ~ 0 -1 13527 -1 D3 ~ ~ 0 -1 13423 -1 S #13425 West Main Street~ A foreman stands stand here watching over two construction workers fixing a pothole. The road here branches off north and south into two alleys behind the stores of the market. The main street continues east and west from here. ~ 59 0 1 D0 ~ ~ 0 -1 13471 -1 D1 ~ ~ 0 -1 13426 -1 D2 ~ ~ 0 -1 13472 -1 D3 ~ ~ 0 -1 13424 -1 S #13426 West Main Street~ You are strolling on the street between the bank and general store. To the West you hear a roadcrew at work and to the East, the sounds of commerce taking place. The air is filled with the smell of gold and riches. On the wall of the store is a poster. ~ 59 0 1 D1 ~ ~ 0 -1 13409 -1 D3 ~ ~ 0 -1 13425 -1 E poster~ A wealthy man in red robes is smiling at you. The caption reads: THE SULTAN REMINDS YOU TO PAY YOUR TAXES! ~ S #13427 East Main Street~ Here on East Main, you smell the odor of freshly slaughtered meat and, hear the pounding of new metal from the armory. The Square is to the west and a junction is to the East. ~ 59 0 1 D1 ~ ~ 0 -1 13428 -1 D3 ~ ~ 0 -1 13417 -1 S #13428 East Main Street~ You are on East Main Street. To the North is the beginning of Guildsman Row. To the South is a dark alley. The road also continues to the East. There is a small sign on a wire hanging across the junction. ~ 59 0 1 D0 ~ ~ 0 -1 13464 -1 D1 ~ ~ 0 -1 13429 -1 D2 ~ ~ 0 -1 13465 -1 D3 ~ ~ 0 -1 13427 -1 E sign~ NO LOITERING! (by order of the Sultan of New Thalos) ~ S #13429 East Main Street~ As you walk by the mercenary guild a cold chill causes you to shiver uncontrollably. You see some shady looking characters lurking about the entrance to this house of 'helpful' people. Perhaps curiosity gets the best of you, but you wonder what could be going on inside. To the north you see the open doors of the apothecary shop where one may buy many magical livations. Main Street continues east and west from here. ~ 59 0 1 D0 ~ ~ 0 -1 13523 -1 D1 ~ ~ 0 -1 13430 -1 D2 ~ ~ 0 -1 13530 -1 D3 ~ ~ 0 -1 13428 -1 S #13430 East Main Street~ The Main street through eastern New Thalos begins here and heads westward towards the marketplace. One of the main gates can be seen to the east and Braheem's Magic Shop awaits your business to the north. ~ 59 0 1 D0 ~ ~ 0 -1 13524 -1 D1 ~ ~ 0 -1 13431 -1 D3 ~ ~ 0 -1 13429 -1 S #13431 Inside the Eastern Gate of New Thalos~ Two large stone towers imbedded in the wall loom over you. The massive iron gate, emblazened with the crest of New Thalos, swings easily on four ornately crafted hinges. It is obvious the makers of this city spared no expense in protecting thier home. Main street heads towards the market westward and the wilderness beckons from the east. To the north lies the entrance to the mages guild. ~ 59 0 1 D0 ~ ~ 0 -1 13525 -1 D1 ~ gate~ 1 13401 13568 -1 D3 ~ ~ 0 -1 13430 -1 S #13432 Cassandra's Catch of the Day~ Nothing in your life has prepared you for the odor which fills your lungs. Not wanting to offend the beautiful shopkeeper you hold your tongue and quietly look over her selection. ~ 59 56 0 D2 ~ ~ 0 -1 13441 -1 S #13433 West Ishtar Drive~ This is the warehouse district of New Thalos. Strong men walk back and forth from the docks to the warehouse carrying large crates loading and unloading the boats as they sail down the river. To the north is one of the entrances of the warehouse and West Ishtar leads east. ~ 59 0 1 D0 ~ ~ 0 -1 13540 -1 D1 ~ ~ 0 -1 13434 -1 S #13434 West Ishtar Drive~ A few men walk by almost pushing you out of the way as they go about thier business of loading and unloading the boats. An entrance to the huge warehouses of New Thalos is to the north and the Ishtar River quietly flows by to the south. Ishtar Drive continues east and west. ~ 59 0 1 D0 ~ ~ 0 -1 13541 -1 D1 ~ ~ 0 -1 13435 -1 D3 ~ ~ 0 -1 13433 -1 S #13435 West Ishtar Drive~ The cobblestone road is moist here, the trail of water heading down to the boat ramp. Catching your balance as you start to slide on the slick pavement you grab on to the handrail someone has conveniently placed here. To the north is the Shipwright and Ishtar Drive continues east and west. ~ 59 0 1 D0 ~ ~ 0 -1 13542 -1 D1 ~ ~ 0 -1 13436 -1 D2 ~ ~ 0 -1 13443 -1 D3 ~ ~ 0 -1 13434 -1 S #13436 West Ishtar Drive~ A cool breeze blows up off the river chilling the sweat otherwise present on you skin. Orders and sometimes curses can be heard from the west in the direction of the warehouses. The common square opens up to the east and Ishtar Drive continues west. ~ 59 0 1 D1 ~ ~ 0 -1 13410 -1 D3 ~ ~ 0 -1 13435 -1 S #13437 East Ishtar Drive~ Loud hammering and the sound of red hot iron cooling in water reaches your ears as you stand in front of the blacksmith. A small boy runs up to you with big eyes and as you return his gaze runs off down the road. The common square can be seen to the west and Ishtar Drive continues to the east. ~ 59 0 1 D0 ~ ~ 0 -1 13544 -1 D1 ~ ~ 0 -1 13439 -1 D3 ~ ~ 0 -1 13410 -1 S #13438 East Ishtar Drive~ The wide road bordering the south of town continues to the east west here, bordered only by the hay-loft to the north and the Ishtar River to the south. ~ 59 0 1 D1 ~ ~ 0 -1 13440 -1 D3 ~ ~ 0 -1 13439 -1 S #13439 East Ishtar Drive~ Small clumps of hay strewn about the ground alerts you to the fact that you have reached the stables. Arabian stallions as well as many other fine breeds of horses can be purchased for a price. Ishtar road continues east and west. ~ 59 0 1 D0 ~ ~ 0 -1 13545 -1 D1 ~ ~ 0 -1 13438 -1 D3 ~ ~ 0 -1 13437 -1 S #13440 East Ishtar Drive~ Even in broad daylight, you can hardly see into the back alley that begins here and heads north. Sounds of loud drunken folk and the occasional screaming cat emenate from the direction. Luckily you have the choice of going east or west down the drive as well. ~ 59 0 1 D0 You see murky darkness. ~ ~ 0 -1 13468 -1 D1 ~ ~ 0 -1 13441 -1 D3 ~ ~ 0 -1 13438 -1 S #13441 East Ishtar Drive~ Your highly acute sense of smell reports you have reached the entrance to the fish market. Although renowned for it fresh catches and wide selection of aquarian delicacies you wonder how much longer you can endure the smell! The Ishtar River flows alongside to the south with the drive running along side it east to west. ~ 59 0 0 D0 ~ ~ 0 -1 13432 -1 D1 ~ ~ 0 -1 13442 -1 D3 ~ ~ 0 -1 13440 -1 S #13442 East Ishtar Drive~ The sound of squawking gulls and the smell of rotting fish gives you a hint of your location. The Ishtar River flows south of you, but looks crystal clear, so it cannot be the source of this putrid smell. Looking north you notice a small sign hanging over the dump. ~ 59 0 1 D0 ~ ~ 0 -1 13547 -1 D3 ~ ~ 0 -1 13441 -1 E sign~ ========================================================================== THE DUMP OF NEW THALOS ----- Enter at your own risk. -the management ========================================================================= ~ S #13443 Boat Ramp~ This sloped slab of stone allows easy passage to and from the Ishtar. Boats are moored to the docks here awaiting thier masters to return from the warehouses and the pubs. The waters of the Ishtar lap at your feet to the south and Ishtar Drive is to the north. ~ 59 0 1 D0 ~ ~ 0 -1 13435 -1 D2 ~ ~ 0 -1 13486 -1 S #13444 West Casbah~ The air takes on a somber note as you stand before the entrance to the jailhouse of New Thalos. Hopefully you won't ever see this structure from the inside. The northwest tower stands here with a spiral staircase leading up. The avenue ends here, only exiting to the east. ~ 59 0 1 D1 ~ ~ 0 -1 13445 -1 D2 ~ ~ 0 -1 13553 -1 D4 ~ ~ 0 -1 13559 -1 S #13445 West Casbah~ You have almost reached the end of the avenue in this direction, the number of guards in this part of town is nearly doubled. To the north the familiar city wall protects you from the wilderness. Looking south marble stairs rise towards the entrance of city hall surrounded by massive white pillars. The avenue continues west and south from here. ~ 59 0 1 D1 ~ ~ 0 -1 13446 -1 D2 ~ ~ 0 -1 13554 -1 D3 ~ ~ 0 -1 13444 -1 S #13446 The Casbah~ The wall of the palace curves south from here, a darkened alley runs along it in that direction. West of here you see the steps of the city hall and notice the increase in the number of guards. To the east the avenue continues. ~ 59 0 1 D1 ~ ~ 0 -1 13447 -1 D2 ~ ~ 0 -1 13458 -1 D3 ~ ~ 0 -1 13445 -1 S #13447 The Casbah~ As you travel down the road towards towards the city hall you look up at the guards walking along the wall keeping watch. South of you stands the great walls of the palace and the avenue goes east and west. ~ 59 0 1 D1 ~ ~ 0 -1 13448 -1 D3 ~ ~ 0 -1 13446 -1 S #13448 The Casbah~ The cobblestone pavement runs along the north wall here. South of you stand the great walls of the palace and the avenue goes east and west. ~ 59 0 1 D1 ~ ~ 0 -1 13422 -1 D3 ~ ~ 0 -1 13447 -1 S #13449 The Casbah~ The activity here is only slightly less than chaotic. Young boys run to and fro with stern intent, and older gentleman swagger down the street towards the library. To the west you can see the tall towers of the northern gate, and the avenue continues east. ~ 59 0 1 D1 ~ ~ 0 -1 13450 -1 D3 ~ ~ 0 -1 13422 -1 S #13450 The Casbah~ Walking along the cobblestone path you feel secure with the walls of the city towering over you. You hear the scraping sounds of metal on stone and look up to see a large, strong guard looking out to the north. To the east lies the intersection on Guildsman's Row and the northern gate is a short walk to the west. ~ 59 0 1 D1 ~ ~ 0 -1 13451 -1 D3 ~ ~ 0 -1 13449 -1 S #13451 The Casbah~ The din of the guilds assaults your senses as you reach this intersection, the sound of hammering, the smell of tanned leather, and the smoke rising from the smithy all rush up to greet you. The avenue continues east and west form here and the row leads south. ~ 59 0 1 D1 ~ ~ 0 -1 13452 -1 D2 ~ ~ 0 -1 13460 -1 D3 ~ ~ 0 -1 13450 -1 S #13452 The Casbah~ You walk between the solid stone wall of the city and that of the Mason's guild. Young children on thier nanny's walk around enjoying the saftey of the city. The avenue runs east and west from here. ~ 59 0 1 D1 ~ ~ 0 -1 13453 -1 D3 ~ ~ 0 -1 13451 -1 S #13453 The Casbah~ You have almost reached the end of the avenue in this direction. Walking towards the north-east corner of the city you notice the population density here is much less then the rest of the town. A few old men hobbling on canes and young men intent on studies are the only travelers of the path to the library on a regular basis. The avenue continues east and west from here ~ 59 0 1 D1 ~ ~ 0 -1 13454 -1 D3 ~ ~ 0 -1 13452 -1 S #13454 The Casbah~ The avenue ends here, turning south to become Kali Row. Traveling in that direction will take you to the library and the grand dance hall of the city. The Northeast Tower of the wall is accessible here up a spiral staircase. ~ 59 0 1 D2 ~ ~ 0 -1 13455 -1 D3 ~ ~ 0 -1 13453 -1 D4 ~ ~ 0 -1 13562 -1 S #13455 Kali Row~ This is a small, newly added section of the town. The city's library can be entered through the door to the west and The Casbah begins it's journey a little ways north of here. The row and the entrance to the dancehall is to the south. ~ 59 0 1 D0 ~ ~ 0 -1 13454 -1 D2 ~ ~ 0 -1 13456 -1 D3 ~ ~ 0 -1 13551 -1 S #13456 Kali Row~ The short row ends abruptly here at the entrance to the dance hall of New Thalos. The entrance to the hall is to the west and the row continues northward. ~ 59 0 1 D0 ~ ~ 0 -1 13455 -1 D3 ~ ~ 0 -1 13552 -1 S #13457 Underground~ The small passage continues north and south. ~ 59 9 1 D0 ~ ~ 0 -1 13478 -1 D2 ~ ~ 0 -1 13480 -1 S #13458 Alley~ This is a dark alley running between the palace and city hall. Not a lot here, unless you're partial to spiders and rats. ~ 59 0 1 D0 ~ ~ 0 -1 13446 -1 D2 ~ ~ 0 -1 13459 -1 S #13459 Alley~ The alley ends here. ~ 59 1 1 D0 ~ ~ 0 -1 13458 -1 D5 You see a manhole covering an opening in the road. ~ manhole hole man~ 1 -1 13475 -1 S #13460 Guildsman's Row~ This row is a hive of activity second only to the actual market square itself. Along this row stands all the guilds of the working class citizens of New Thalos, here all the items sold in the square are made. Along this particular stretch of the row lie the Boyer/ Fletcher to the west and the Mason's to the east. The row leads off to the south and East Casbah is to the north. ~ 59 0 1 D0 ~ ~ 0 -1 13451 -1 D1 ~ ~ 0 -1 13556 -1 D2 ~ ~ 0 -1 13461 -1 D3 ~ ~ 0 -1 13555 -1 S #13461 Guildsman's Row~ The guilds continue here, to the west is the Weaver's guild, and to the east stands the Craftsman's Guild. The row of guilds continues north and south from here. ~ 59 0 1 D0 ~ ~ 0 -1 13460 -1 D1 ~ ~ 0 -1 13507 -1 D2 ~ ~ 0 -1 13462 -1 D3 ~ ~ 0 -1 13506 -1 S #13462 Guildsman's Row~ Only one guild offers its door to this stretch of the row, the Tanner's Guild, to the west. To the east is a beautifully sculpted marble door allowing entrance to the Museum of the Greater Gods. The row of Guilds leads north and south. ~ 59 0 1 D0 ~ ~ 0 -1 13461 -1 D1 ~ ~ 0 -1 13511 -1 D2 ~ ~ 0 -1 13463 -1 D3 ~ ~ 0 -1 13564 -1 S #13463 Guildsman's Row~ After the guilds were built the people of the city used some of the extra space to erect a shrine to thier patron saints. The result of this labor became the Museum of the greater gods. You may enter the sacred hall to the east. ~ 59 0 1 D0 ~ ~ 0 -1 13462 -1 D1 ~ ~ 0 -1 13516 -1 D2 ~ ~ 0 -1 13464 -1 S #13464 Guildsman's Row~ This small cramped road is worn with travel as apprentices to the guilds run merchandise from the guildhouses to the shops on market square. The guildhouses lie to the north and Main street is to the south. ~ 59 0 1 D0 ~ ~ 0 -1 13463 -1 D2 ~ ~ 0 -1 13428 -1 S #13465 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 59 1 1 D0 ~ ~ 0 -1 13428 -1 D2 ~ ~ 0 -1 13466 -1 S #13466 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 59 1 1 D0 ~ ~ 0 -1 13465 -1 D1 ~ ~ 0 -1 13467 -1 D3 ~ ~ 0 -1 13537 -1 S #13467 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 59 1 1 D1 ~ ~ 0 -1 13538 -1 D2 ~ ~ 0 -1 13468 -1 D3 ~ ~ 0 -1 13466 -1 S #13468 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 59 1 1 D0 ~ ~ 0 -1 13467 -1 D2 ~ ~ 0 -1 13440 -1 S #13469 Alley~ This is a tiny corner in the alley. The temple walls are North and West. You notice a fair amount of footprints to the east. ~ 59 1 1 D1 ~ ~ 0 -1 13470 -1 D2 ~ ~ 0 -1 13471 -1 E footprint~ Kind of looks like a yeti has been here.... Hmmmm. ~ S #13470 Alley~ This is a dead end to the tiny alley. There is an unusual amount of wear appearent on the ground. ~ 59 1 1 D3 ~ ~ 0 -1 13469 -1 D5 You see a small iron circle imbedded in the ground. ~ manhole man hole~ 1 -1 13478 -1 S #13471 Alley~ You are in a tiny ally between the temple and the bank. You hear some shouting and general roadwork to the south. The ground is rough and in need of repair. In the road is a small pothole. ~ 59 1 1 D0 ~ ~ 0 -1 13469 -1 D2 ~ ~ 0 -1 13425 -1 E pothole~ Why are you looking in a pothole?????? You poor or something? ~ S #13472 Alley~ You are on a small alley between the repair shop and the general store. Nothing much here but small rodents and dust. ~ 59 1 1 D0 ~ ~ 0 -1 13425 -1 D2 ~ ~ 0 -1 13473 -1 S #13473 Alley~ This is a small corner in the alley behind the warehouses and the guild of warrior's. You notice some small scrapings to the west. ~ 59 1 1 D0 ~ ~ 0 -1 13472 -1 D1 ~ ~ 0 -1 13474 -1 S #13474 Alley~ The alley ends here as do the footprints you had noticed earlier. ~ 59 1 1 D3 ~ ~ 0 -1 13473 -1 D5 You see a small round iron plate set in the ground. ~ manhole man hole~ 1 -1 13481 -1 S #13475 Underground~ You are in a small underground passage beneath the city. You see a small glint of light from above and the passage continues south. ~ 59 9 1 D2 ~ ~ 0 -1 13476 -1 D4 ~ man hole manhole~ 1 -1 13459 -1 S #13476 Underground~ The passage continues north and south. ~ 59 9 1 D0 ~ ~ 0 -1 13475 -1 D2 ~ ~ 0 -1 13477 -1 S #13477 Underground~ The tunnel branches here going north, east, and west. ~ 59 9 1 D0 ~ ~ 0 -1 13476 -1 D1 ~ ~ 0 -1 13478 -1 D3 ~ ~ 0 -1 13479 -1 S #13478 Underground~ The alley turns again here and heads south and west. You notice a small glint of light from above. ~ 59 9 1 D2 ~ ~ 0 -1 13457 -1 D3 ~ ~ 0 -1 13477 -1 D4 ~ manhole man hole~ 1 -1 13470 -1 S #13479 Underground~ The passage ends here and you hear some low chanting from the west. You also notice the clearing of dust on the ground but can't seem to find any door in that direction. ~ 59 9 1 D1 ~ ~ 0 -1 13477 -1 S #13480 Underground~ The small passage continues north and south from here. ~ 59 9 1 D0 ~ ~ 0 -1 13457 -1 D2 ~ ~ 0 -1 13481 -1 S #13481 Underground~ The small passage heads north and east from here. You here the sounds of the city above you. ~ 59 9 1 D0 ~ ~ 0 -1 13480 -1 D1 ~ ~ 0 -1 13482 -1 D4 ~ manhole man hole~ 1 -1 13474 -1 S #13482 Underground~ The tunnel continues you west and east. Hopefully you have a good sense of direction. ~ 59 9 1 D1 ~ ~ 0 -1 13492 -1 D3 ~ ~ 0 -1 13481 -1 S #13483 Ishtar River~ High above you on the top of the city wall guards look down to see if you wish to exit the city via water. To do so they must open the iron grating in front of you from above. The horrid smell of the dump wafts down from the shore. ~ 59 0 7 45 1 D1 ~ ~ 0 -1 13624 -1 D3 ~ ~ 0 -1 13484 -1 S #13484 Ishtar River~ The gentle flow of the river carries you eastward, looking up you see couples strolling along the road. To the west you see the southern bridge and to the east you see the iron grating protecting the city from unwanted guests. ~ 59 0 7 45 1 D1 ~ ~ 0 -1 13483 -1 D3 ~ ~ 0 -1 13485 -1 S #13485 Ishtar River~ You hear you voice echo as you float under the bridge above. The city construction crews have just recently finished the small ladder giving common-folk easy access to the river. To the west and east you see the river flowing by the city. ~ 59 0 7 45 1 D1 ~ ~ 0 -1 13484 -1 D3 ~ ~ 0 -1 13486 -1 D4 ~ ~ 0 -1 13412 -1 S #13486 Ishtar River~ This part of the river seems alive with activity. Boats moored to the docks near the ramp north of here make navigation a bit more trying. As the river flows eastward you can see the southern bridge in that direction. ~ 59 0 7 45 1 D0 ~ ~ 0 -1 13443 -1 D1 ~ ~ 0 -1 13485 -1 D3 ~ ~ 0 -1 13487 -1 S #13487 Ishtar River~ The river flows through a huge iron grating from the wilderness through the city. Strong guards above await word to open the portal should any citizen require exit or entry. ~ 59 0 7 45 1 D1 ~ ~ 0 -1 13486 -1 D3 ~ ~ 0 -1 13623 -1 S #13488 Dark Passage~ You seem to have stumbled into a small hand made passage. The wall to the west doesn't look quite right but searching it reveals no secret doors. The only exit it seems is east. ~ 59 9 1 D1 ~ ~ 0 -1 13489 -1 S #13489 Dark Passage~ The small passage continues east and west from here. Again you notice something peculiar about the wall, this time to the north, but you fail to find any secret doors. Voices can be faintly heard from the north. ~ 59 9 1 D1 ~ ~ 0 -1 13490 -1 D3 ~ ~ 0 -1 13488 -1 S #13490 Dark Passage~ The small passage continues west and east from here. ~ 59 9 1 D1 ~ ~ 0 -1 13491 -1 D3 ~ ~ 0 -1 13489 -1 E boulder~ A huge boulder stands here. In its center someone has carved out a perfect round hole. ~ S #13491 Dark Passage~ The small passage ends here for no apparent reason. Looking around you find a small ladder half buried in the dirt. setting it up you find a trap door in the ceiling. The passage continues west from here. ~ 59 9 1 D3 ~ ~ 0 -1 13490 -1 D4 ~ secret~ 1 -1 13570 -1 E fire~ Moving closer you see this fire is actually FROZEN in place. The flames still radiate heat, but are not actually burning. Looking around you notice a small hole about the size of a piece of charcoal at the base of the flames. ~ S #13492 Underground~ The small passage continues west and east. ~ 59 9 1 D1 ~ ~ 0 -1 13493 -1 D3 ~ ~ 0 -1 13482 -1 E cloud~ Peering into the misty cloud the form a huge conch shell seems to fade in and out. Perhaps this is somehow the entrance to the next challenge ~ S #13493 Underground~ The small passage continues west and east. ~ 59 9 1 D1 ~ ~ 0 -1 13500 -1 D3 ~ ~ 0 -1 13492 -1 S #13494 Common Room of the Clan MacCleod~ You have entered a large hall with passages leading off in all directions. A large table dominates the center of this hall with many chairs were the clan gathers for feasting, merriment, and meetings. On the walls hang large tapestries paying homage to thier leader Conner MacCleod. ~ 59 40 0 D0 ~ iron gate~ 1 -1 13499 -1 D1 ~ door east~ 1 -1 13496 -1 D2 ~ drawbridge draw bridge door~ 39 7901 6100 -1 D3 ~ door west~ 1 -1 13497 -1 D4 ~ door up~ 1 -1 13495 -1 D5 ~ door down~ 1 -1 13498 -1 S #13495 Iuz's Room~ Climbing up the staircase you enter the hovel of a curious mage. A small uncomfortable looking bed rests in the corner, surrounded by ancient tomes. On the worn desk next to the window candles burn low, casting strange shadows on the walls. The only noticeable decor is the mounted head of the Demi-Lich. ~ 59 120 0 D5 ~ door~ 1 -1 13494 -1 S #13496 Ice's Room~ Brrrrrr, it's COLD in here. Must be 30 below. It would seem the cleric Ice lives up to his name. Healing herbs and other such things line the walls in racks, holy symbols and pictures cover the walls, and the smiley face button stuck on his bedpost tells you he'll probably help you out all he can. As you turn to leave the room the mounted head of Kalas stares past you into emptiness. ~ 59 120 0 D3 ~ door~ 1 -1 13494 -1 S #13497 Naazgul's Room~ Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in thier halls of stone, Nine for Mortal Men doomed to die, One for the Dark Lord on his Dark Throne In the Land of Mordor where Shadows lie. One ring to rule them all, One ring to find them, One ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie. If I have to explain, you wouldn't understand. ~ 59 120 0 D1 ~ door~ 1 -1 13494 -1 S #13498 Tank's Room~ Now here's a room that is easy to understand. A bed, a dresser, and a rack for weapons and armor are all that occupy it. Some posters adorn the walls, to add color, proclaiming things such as Live fast, Die Young, and a homemade one in the corner with a picture of Ice and under it the inscription, "I LOVE the resurrection spell". The only thing out of place in this happy-go-lucky room is mounted head of Crimson Death. ~ 59 120 0 D4 ~ door~ 1 -1 13494 -1 S #13499 Inside the Castle of Clan MacCleod~ You have entered the grand hall of the castle. A huge throne dominates a raised area in the northern part of then room. In front of this stands a drafting table. ~ 59 120 0 D1 ~ gate~ 33 5300 1079 -1 D2 ~ iron gate~ 1 -1 13494 -1 S #13500 Underground~ The small passage continues west and east. ~ 59 9 0 D1 ~ ~ 0 -1 13501 -1 D3 ~ ~ 0 -1 13493 -1 S #13501 Underground~ The small passage continues west and east. ~ 59 9 0 D1 ~ ~ 0 -1 13502 -1 D3 ~ ~ 0 -1 13500 -1 S #13502 Underground~ The small passage continues west and east. ~ 59 9 0 D1 ~ ~ 0 -1 13488 -1 D3 ~ ~ 0 -1 13501 -1 S #13503 Celric's Sanctum~ You walk down the staircase into the silent inner sanctum. Here sits your guildmaster ready to assist you when the time is right. The room is completely silent. The only obvious exit is back up the staircase into the the Nectar. ~ 59 124 0 D1 You notice the floor at the base of the eastern wall has some faint scratches in it. ~ secret door~ 3 -1 13479 -1 D4 ~ ~ 0 -1 13519 -1 S #13504 Chamber of the High Priest~ You have entered the chamber of the most holy man in New Thalos. The High Priest advises the Sultan on all matters in the world of the sacred. From what you have heard however, this holy man has a bit of a temper, and he doesn't look very happy that you've disturbed his prayers. The only obvious exit is south. ~ 59 8 0 D2 ~ ~ 0 -1 13508 -1 S #13505 By the Altar~ You are by the temple altar in the northern end of Temple of New Thalos. A huge altar made of highly polished black onyx is standing in front of you. Behind this altar sits a twelve foot tall statue of Celestian, the highest god in all the lands. ~ 59 76 0 D2 ~ ~ 0 -1 13509 -1 E statue~ Looking up the huge statue you see Celestian calmly gazing out across his lands, he seems pleased. ~ S #13506 The Weaver's Guild~ Rows and rows of uncut cloth lie about waiting to be hemed up into tailored clothes. Cotten is brought in from the country side and spun up into cloth and dyed different colors. A young boy walks in, grabs a pile of clothing and leaves. ~ 59 8 0 D1 ~ ~ 0 -1 13461 -1 S #13507 The Craftsman's Guild~ You have entered a busy workshop filled with people running amok with various tools and materials. The air is tense with the rush to complete various projects and creations. ~ 59 8 0 D3 ~ ~ 0 -1 13461 -1 S #13508 Inside the Temple~ The temple continues here, but not on such a grand scale. The place still looks immaculate. To the north you see the chamber of the High Priest and a sign on the door in BIG letters thats says DO NOT DISTURB. To the south is the entrance to the Cleric's Guild. ~ 59 8 0 D0 ~ ~ 0 -1 13504 -1 D1 ~ ~ 0 -1 13509 -1 D2 ~ ~ 0 -1 13512 -1 S #13509 Inside the Temple~ Huge marble pillars rise on either side of you and grab hold of the ceiling. Between each of these, fine softstone fescoes have been carved depicting scenes from the religous history of New Thalos. Rows of pews face forward giving thier full attention to the pulpit rising high above the ground. The deep red carpeting underfoot shows not a speck of wear or dirt. It's obvious that New Thalonians take religion seriously. ~ 59 120 0 D0 ~ ~ 0 -1 13505 -1 D1 ~ ~ 0 -1 13510 -1 D2 ~ ~ 0 -1 13513 -1 D3 ~ ~ 0 -1 13508 -1 S #13510 Donation Room~ This room is new to the temple, it was created during the hard times that had struct the city in recent decades. Luckily for them the sultan had been hoarding some of the basic neccesities for just such an occasion. These days the donation room depends on the generosity of wealthy adventures, and a curse on any that walk in to get all. ~ 59 8 0 D3 ~ ~ 0 -1 13509 -1 S #13511 The Museum of the Greater Gods~ Four large stone statues reside in the museum. They were constructed by the people of New Thalos to pay homage to the saints they believe to have saved all their lives. ~ 59 8 0 D2 ~ ~ 0 -1 13516 -1 D3 ~ ~ 0 -1 13462 -1 S #13512 Entrance to the Guild of Clerics~ This hall pales in comparison to that of the main hall, but is beautiful in its own right. Shaven heads and brown robes can be seen milling about quitely talking to each other. North is back inside the temple proper, and south is the entrance to the cleric's bar. ~ 59 8 0 D0 ~ ~ 0 -1 13508 -1 D2 ~ ~ 0 -1 13519 -1 S #13513 The Temple Gates~ You stand before the entrance way to the Temple of New Thalos. Two large wrought iron gates lie open before you. Although they might not ever be used the priests in the temple are ready to defend themselves, should their city ever come under seige again. ~ 59 0 1 D0 ~ ~ 0 -1 13509 -1 D2 ~ ~ 0 -1 13520 -1 D5 ~ ~ 0 -1 13520 -1 S #13514 Ahkeem's Stuff~ You step into a shop swirling with smoke. Ahkeem seems to have a liking for things not of this world...very strange stuff indeed. ~ 59 120 0 D2 ~ ~ 0 -1 13414 -1 S #13515 Vera's Veggies~ This is a busy place. Customers shuffle around, bartering for lower prices on the wide selection of vegetables. You can still hear your mother telling you 'Eat your Veggies'. That's probobly why you're mudding right now and not hanging out with mom. But wait...Vera looks just like your mother! ~ 59 120 0 D2 ~ ~ 0 -1 13416 -1 S #13516 The Museum of the Greater Gods~ This room is identical to the one north of it, but contains four differnt statues. ~ 59 8 0 D0 ~ ~ 0 -1 13511 -1 D3 ~ ~ 0 -1 13463 -1 S #13517 Base of the Tower~ You walk into a cold room whose only feature is an old wooden staircase spirling up along the wall to a higher level. Up these stairs you are told lie the old mage who may be able to help you advance in your studies. ~ 59 8 0 D1 ~ ~ 0 -1 13518 -1 D2 You see some small scratches on the floor near the base of the wall. ~ secret door~ 1 -1 13524 -1 D4 ~ ~ 0 -1 13548 -1 S #13518 The Mage's Courtyard~ You enter a small tiled courtyard with a small fountain in the middle. Around the sides are four wrought iron benches with cushions where the mages of the land sit and exchange ideas. To the west stands a two-story tower where the leader of the mage's guils performs his experiments. ~ 59 0 0 D2 ~ ~ 0 -1 13525 -1 D3 ~ ~ 0 -1 13517 -1 S #13519 Nectar of the Gods~ You are startled by the lavishness of this place. From what you know of clerics they are supposed to be humble people, giving all thier material goods to their cause. Perhaps because only clerics are allowed to enter this bar they have condoned making it as comfortable as possible. In the corner stands a staircase leading down to the meditaion chambers. ~ 59 8 0 D0 ~ ~ 0 -1 13512 -1 D5 ~ ~ 0 -1 13503 -1 S #13520 The Temple Square~ You are standing on the meeting grounds of those with holy intentions. Monks, bards, paladins and clerics mill around either preachin or listening to their fellows preach. Huge marble steps lead up to the gates of the temple and Main Street lies to the south. ~ 59 32 1 D0 ~ ~ 0 -1 13513 -1 D2 ~ ~ 0 -1 13424 -1 D4 ~ ~ 0 -1 13513 -1 S #13521 The Bank~ You stand in a large building decorated with black marble and red satin. Huge pillars support an arched ceiling far above you're head. You wonder at the skill the dwarves have for detail as you examine the trim. Fine silver seperates the polished blocks that make up the floor. ~ 59 120 0 D1 ~ ~ 0 -1 13414 -1 S #13522 The Butchary~ This shop has the aroma of freshly slaughterd beasts. You feel right at home. You see a fairly simple set up. The corpses..er...selections hang on hooks, still bleeding into catch pans that drain into a single underground vat. You wonder where that leads.... ~ 59 120 0 D3 ~ ~ 0 -1 13416 -1 E vat~ You think you hear noises from the vat....nah. ~ S #13523 The Witch's Brew~ The first thing you notice as you walk into this spacious shop is the hundreds of candles that line the shelves. The swirling mist that surrounds your feet makes it seem that you have stepped into a gateway to another plane. A tall brunette stands behind her clutterd table unaware of your entrance. ~ 59 120 0 D2 ~ ~ 0 -1 13429 -1 S #13524 Braheem's Magic Shop~ You enter a shop crowded with bookshelves and clutterd with scrolls. The owner seems to be hard at work on his latest magical creation. You see a small sign on the wall. ~ 59 120 0 D2 ~ ~ 0 -1 13430 -1 E sign~ Welcome to Braheem's. LIST -Shows you all of my wonderful creations. VAL -Shows what an item might be worth to me. SELL -Allows you to rid yourself of excessive magic items. BUY -Allows you to rid youself of excessive cash. ~ S #13525 Entrance to the Mage's Tower~ The entrance hall is a small poor lighted room. It would seem it's only purpose is to house the powerful sorcerer standing here guarding the entrance. ~ 59 8 0 D0 ~ ~ 0 -1 13518 -1 D2 ~ ~ 0 -1 13431 -1 S #13526 Entrance to the Guild of Warrior's~ This small hall is merely a check point to keep the unwanted out. ~ 59 8 0 D0 ~ ~ 0 -1 13423 -1 D2 ~ ~ 0 -1 13533 -1 S #13527 The Repair Shop~ One of the most popular shops in New Thalos, this shop is always a hive of activity. It is almost inhuman the way one man can fix all the areas armor singlehandedly. If you have an item in need of repair simply give it to the man behind the counter. ~ 59 8 0 D0 ~ ~ 0 -1 13424 -1 S #13528 The General Store~ The new found wealth of this beautiful city is apearant in the exotic items for sale here. You wonder what would happen if you typed....LIST... ~ 59 120 0 D1 ~ ~ 0 -1 13408 -1 S #13529 Abdul's Armor~ The sound of hammering metal grows louder as you enter the armory. Young boys run to and fro carrying buckets of water and coal. A few dwarves work on sections of armor in the back of the shop. Thier hammers working too fast to follow. The walls are adorned in all of Abdul's prize creations. Here you can purchase suits of armor ment to keep monsters from hacking you into little pieces. A note on the wall beckons newbees. ~ 59 120 0 D3 ~ ~ 0 -1 13407 -1 E note~ LIST : gives you a list of items for sale. VALUE : tells you how much an item is worth to Abdul SELL : sells an item to Abdul for a generous sum BUY : Abdul's FAVORITE command lets you have an item for his low low price. NEWBEE INTRUCTOR COMITEE ~ S #13530 The Mercenary's Guild~ This guild is frowned upon by most of the population of New Thalos, but the laws of supply and demand are irresistable. People come here when they feel unable or are unwilling to fight thier own battles. For a small fee you may hire henchman. ~ 59 0 0 D0 ~ ~ 0 -1 13429 -1 D1 You notice some small scratches in the floor next to the eastern wall. ~ secret door~ 1 -1 13532 -1 S #13531 The Mercenary's Guild~ This is the storage room for the mercenaries to be hired. ~ 59 0 0 S #13532 Entrance to the Thief's Guild~ This small, dark room has a single torch mounted in the wall for light. There is a small wooden bench and a book lying on it. The assassin guarding the entrance from 'outsiders' stands as you walk in. ~ 59 9 0 D2 ~ ~ 0 -1 13539 -1 D3 ~ secret door~ 1 -1 13530 -1 S #13533 The Whet Stone~ Very large men with very large swords drink beer from very large mugs. Every- thing in this room is BIG. The large round tables are scuffed and nicked from the numerous bar brawls that have sprung up. It might be a good idea to hold your tounge for a while as you soak up the atmosphere. There is an exit to the east where the master swordsman awaits pupils to train with. ~ 59 8 0 D0 ~ ~ 0 -1 13526 -1 D1 ~ ~ 0 -1 13534 -1 S #13534 Tournament and Practice Yard~ This is a wide expanse of grass filled with dummies, punching bags and swordpupils. To the north you see a man dressed in black robes, unlike his iron clad comrades, who you assume to be your master. ~ 59 124 0 D1 You see the grass near the base of the wall here is slightly torn. ~ secret door~ 3 -1 13473 -1 D3 ~ ~ 0 -1 13533 -1 S #13535 The Bread Stand~ A small stand has been set up here, showing the shopkeep's humble selection. You notice he has added a few things to his list. ~ 59 120 0 D0 ~ ~ 0 -1 13408 -1 S #13536 Igor's Implements of Destruction~ You can't help but shiver as you look at the selection of vicious weapons. Huge swords and wicked looking axes hang on pegs around the room. A dwarf sits at a bench in the back hammering away on his latest creation. It is here you can buy rare and exotic items not found in other parts of the world. A note catches your eye. ~ 59 104 0 D0 ~ ~ 0 -1 13407 -1 D5 ~ secret sesame~ 39 3691 13650 -1 E note~ READ THE NOTE IN THE ARMORY NIC ~ S #13537 Ye Old Leather Shoppe~ You are standing on a thick oriental rug surrounded on all sides by racks of numerous leather goods. A few women sit on leather cushins sewing in some detail work on custom orderd jackets. ~ 59 120 0 D1 ~ ~ 0 -1 13466 -1 S #13538 Smuggler's Inn~ You are inside a filthy inn, that seemingly has been cleaned in decades. Poker tables line the walls and everyone stares at you as you walk in, you don't feel very welcome. The bar has numerous knife holes in it and the bartender leans over waiting for your order. ~ 59 8 0 D3 ~ ~ 0 -1 13467 -1 S #13539 The Filthy Unicorn~ A draft chills your bones as you enter, though you see no open window or door. Hooded figures lurk around in the shadows and speak in low voices. A flash of steel lets you know that weapons are in great abundance in this crowd. As you quickly check your beltpouch you notice a small staircase leading down. ~ 59 8 0 D0 ~ ~ 0 -1 13532 -1 D5 ~ ~ 0 -1 13546 -1 S #13540 Warehouse~ You are standing in a large room used to store merchandise made in the city before it is shipped off. All the items here are made in New Thalos and shipped to other parts of the land. ~ 59 8 0 D1 ~ ~ 0 -1 13541 -1 D2 ~ ~ 0 -1 13433 -1 S #13541 Warehouse~ Men walk to and fro counting crates and writing down their findings. This area of the warehouse is used for storing the raw materials brought in from areas outside the city. These goods are then delivered to the various guilds. The export area of the warehouses is to the south. ~ 59 8 0 D2 ~ ~ 0 -1 13434 -1 D3 ~ ~ 0 -1 13540 -1 S #13542 Shipwright~ The wood under you feet creaks from years of being soaked in saltwater. An old man with a curly, grey beard stand behind a small counter waiting to take your order. Behind him are mounted various model sailboats and large fish. ~ 59 120 0 D1 ~ ~ 0 -1 13543 -1 D2 ~ ~ 0 -1 13435 -1 S #13543 Drafting Room~ The walls are covered with paper sketchings of hull designs. This room is used by the shipwright to build his creations on paper before making a single cut in wood. ~ 59 8 0 D3 ~ ~ 0 -1 13542 -1 S #13544 The Forge~ Very much like the weaponsmith this man deals in the molding of metal. It seems that most of his creations deal with horses. On the walls you see several horseshoes made of iron. The room is hot, hotter than the desert just south of here, and one wonders how the smithy can stand it. ~ 59 124 0 D2 ~ ~ 0 -1 13437 -1 S #13545 The Royal Stables~ Nothing you wouldn't expect is here. Several stalls hold the Sultan's choice Arabian Stallions, and each has their own trough for drinking. A small boy wonders in sometimes with a shovel to remove the offensive by-product of such beasts. ~ 59 8 1 D1 ~ ~ 0 -1 13549 -1 D2 ~ ~ 0 -1 13439 -1 S #13546 The Secret Yard~ This is a hidden yard known to only a few people in New Thalos. Here you may train in the arts of stealing, picking locks, and becoming almost invisible. A small staircase leads back up to the unicorn. ~ 59 8 0 D2 You see some small scratches in the wall to the south. ~ secret door~ 1 -1 13489 -1 D4 ~ ~ 0 -1 13539 -1 S #13547 The Dump~ This is the place where the people of the city dump their trash. Due to the constant winds blowing down the moutains the smell is usually blown outside the walls and over the desert. ~ 59 0 0 D2 ~ ~ 0 -1 13442 -1 S #13548 The Mage's Laboratory~ You stand in the top of an old stone tower. Along the walls hundreds of potions, scroll, and wands lie in disaray. The man you see before you sits hunched over a small wooden table with two beakers of bubbling liquid in front of him. He looks up as you enter an smiles broadly. ~ 59 8 0 D5 ~ ~ 0 -1 13517 -1 S #13549 The Hay Loft~ Not as big as tho ones you see on farms in the country, this hay loft serves as a storage area for the horses in the stables. The young boy you saw with the shovel seems to have takes up residence on the second story. ~ 59 8 0 D3 ~ ~ 0 -1 13545 -1 S #13550 The Grand Entrance~ Nowhere have you seen such an obscene display of wealth then in this corridor. The shag carpeting under your feet makes it seem as if you are walking on a cloud. Platinum candelabras hang delicately from the ceiling casting light on the ancient tapestries adorning the walls. The crick in your neck tells you its time to stop staring. To the west the numerous halls of the palace being and the gate lies to the east. ~ 59 8 0 D0 ~ ~ 0 -1 13560 -1 D1 ~ gate~ 33 3600 13558 -1 D2 ~ ~ 0 -1 13557 -1 D3 ~ ~ 0 -1 13605 -1 S #13551 The Library~ This building holds the vast collection of books and documents that have been brought here by the commitee apointed to recover the lost knowledge of Thalos. Rows of shelves filled with book in every condition line the walls. The air has the aroma of old parchment and glue. ~ 59 8 0 D1 ~ ~ 0 -1 13455 -1 S #13552 The Dance Hall~ You seem to have missed a huge party. The janitors are here cleaning up the confetti and cigarette butts. Hundreds of empty beer mugs on the tables surrounding the dance floor suggest that the citizens love their drink. There is still a banner on the wall. ~ 59 8 0 D1 ~ ~ 0 -1 13456 -1 E banner~ ======================================================================== H A P P Y B I R T H D A Y T O U S ======================================================================== ~ S #13553 Jail~ You are in jail. For some reason the god's feel youve fucked up pretty bad and should be put away safely for a while. ~ 59 120 0 D0 ~ secret gate~ 33 3693 13444 -1 S #13554 City Hall~ You stand inside the administrative head of the city. Here the decisions regarding city policy are made. Although the Sultan's word is law, he usually spends his time on affairs outside the city wall. ~ 59 8 0 D0 ~ ~ 0 -1 13445 -1 S #13555 The Boyer/Fletcher's~ The walls in this room are covered with pegs that hold various types of bows. There are few people working here, lending to the fact that the skills are rare to come by in the general populas. A few boys are busy in the corner preparing feathers for the fine shafts used in making arrows. Some Elven craftsmen are carefuly inspecting each bow as it is finnished. ~ 59 8 0 D1 ~ ~ 0 -1 13460 -1 S #13556 The Mason's~ There is no doubt that the Dwarves here know what they're doing. They have been invaluable in the building of this beautiful city. Here they are hard at work doing what they do best. The hammers fly in a blur as these talented craftsmen work the stone into ornate bricks, pillars, trim, and many other forms. ~ 59 8 0 D3 ~ ~ 0 -1 13460 -1 S #13557 Guard House~ You stand inside the southern of the two main guard houses. The stone interior has a spartan look to it, only the bare neccesities. A few weapons are mounted on the walls in case they might be needed. ~ 59 8 0 D0 ~ ~ 0 -1 13550 -1 S #13558 The Palace Gate~ You stand before a magnificantly crafted gate wrought in solid gold. You gape in awe at the splendor of the spirilng towers beyond the portal. The ruler of all the eastern lands resides in this fine palace, and he is not a poor man. The grand entrance lies byond the gate, and Sultan's walk is to the east. ~ 59 0 1 D1 ~ ~ 0 -1 13420 -1 D3 ~ gate~ 33 3600 13550 -1 S #13559 North-West Tower~ You stand on one of the four towers guarding the city. The view from here is great! To the west you see the tall mountains that make up the divide between here an Shadowdale. The Ishtar river slowly flows from that direction. South you can see the entire city of New Thalos and the Great Eastern Desert to the south. ~ 59 8 0 D5 ~ ~ 0 -1 13444 -1 S #13560 Guard House~ You stand inside the northern of the two main guard houses. Strong guards are seated here, playing cards. The stone interior is clean but bare walled save the weapons and armor mounted in the walls. The only exit is south. ~ 59 8 0 D2 ~ ~ 0 -1 13550 -1 S #13561 Kitchen~ Your footsteps echo off the stone tiles of the kitchen. On the south wall you see the large fire place and a huge copper pot bubbling merrily. The chef is busy chopping up greens and other vegetables at the wooden table for tonights meal. Servants scurry about grabbing utensils and preparing fresh hares. A small door leads out into the hall northward and the door to the dining hall is west. ~ 59 8 0 D0 ~ door~ 1 -1 13563 -1 D3 ~ ~ 0 -1 13571 -1 S #13562 North-East Tower~ You stand on one of the four towers guarding the city. To the north you see the wide plains and then the forset. South of here you see the city and the great eastern desert beyond. ~ 59 8 0 D5 ~ ~ 0 -1 13454 -1 S #13563 Hall~ You are at the eastern end of the southern hallway. A small servants entrance give access to the kitchen and the hall continues west. ~ 59 8 0 D2 ~ door small~ 1 -1 13561 -1 D3 ~ ~ 0 -1 13572 -1 S #13564 The Tanner's Guild~ You first notice the pungent smell of freshly tanned leather goods as you enter this strange place. The next thing that grabs you're attention is the many colors that these people have transformed the beautiful skins into. The people are streaching the leather and cutting it into the shapes they need. You notice a small message on a wall. ~ 59 8 0 D1 ~ ~ 0 -1 13462 -1 E message~ I hate being a Tanner ~ S #13565 Hall~ You have come to the eastern end of the northern hallway. The only exit is west except for the simple wooden door to the north. There is a golden plaque above the door. ~ 59 8 0 D0 ~ door~ 1 -1 13566 -1 D3 ~ ~ 0 -1 13574 -1 E plaque~ The Holy Shirne of Allah (remember Allah is a god, I wouldn't attack him) ~ S #13566 Shrine of Allah~ As you step into this room you seem to leave the material plane. The walls here are decorated with beautiful, multi-colored tiles. There is a strange stillness about the air. You sense the presence of an all mighty being. ~ 59 8 0 D2 ~ door~ 1 -1 13565 -1 S #13567 Outside the Northern Gate of New Thalos~ You stand outside the gate of New Thalos. The city lies to the south, and wilderness to the north. ~ 59 0 1 D0 ~ ~ 0 -1 13681 -1 D2 ~ ~ 0 -1 13422 -1 S #13568 Outside the Eastern Gate of New Thalos~ You stand outside the protective walls of the city. The massive iron gate sits to the west and the unkown awaits you eastward. ~ 59 0 1 D1 ~ ~ 0 -1 13690 -1 D2 ~ ~ 0 -1 13570 -1 D3 ~ ~ 0 -1 13431 -1 S #13569 Outside the West Gate of New Thalos~ You stand outside the city walls, the iron gate to the east. The city lies in that direction and the road to Shadowdale lies west. ~ 59 0 1 D1 ~ gate~ 1 3601 13423 -1 D3 ~ ~ 0 -1 13618 -1 S #13570 Outside the wall~ You are in a small clearing outside the east wall of the city. The ground seems well trodden but you can see no apparent exit save that north. ~ 59 0 2 D0 ~ ~ 0 -1 13568 -1 S #13571 Grand Dining Hall~ A long oaken table, coverd with silverware, plates, and a table cloth with gold trim, dominates the room. Although no diners occupy the room as of yet, servants sprint about setting the table and placing condiments. The kitchen entrance is to the south, and two huge double doors open into the hallway north. ~ 59 8 0 D0 ~ ~ 0 -1 13572 -1 D1 ~ ~ 0 -1 13561 -1 S #13572 Hall~ You stand at a T-crossing in the long hallways. There are two large double doors to the south. ~ 59 8 0 D0 ~ ~ 0 -1 13573 -1 D1 ~ ~ 0 -1 13563 -1 D2 ~ double doors~ 1 -1 13571 -1 D3 ~ ~ 0 -1 13577 -1 S #13573 Hall~ You stand at an intersection of the hallways. Wooden corridors lead off in all directions except west, the garden of the palace can be entered there. ~ 59 8 0 D0 ~ ~ 0 -1 13574 -1 D1 ~ ~ 0 -1 13605 -1 D2 ~ ~ 0 -1 13572 -1 D3 ~ ~ 0 -1 13578 -1 S #13574 Hall~ You have come to a T-crossing on the hallways. The wooden corridors continue east, west and south. There is a large iron door to the north. ~ 59 8 0 D0 ~ iron heavy~ 1 -1 13575 -1 D1 ~ ~ 0 -1 13565 -1 D2 ~ ~ 0 -1 13573 -1 D3 ~ ~ 0 -1 13579 -1 S #13575 Entrance to the Dungeon~ You enter a cold damp room with bare roughly hewn stone walls. This room seems very out of place compared to the splender of the rest of the palace. A large steel grating leads down into darkness, and an iron door returns you to the hallway. ~ 59 8 0 D2 ~ iron~ 1 -1 13574 -1 D5 ~ steel~ 1 -1 13591 -1 S #13576 Guest Room~ This is a simple room used for visiting nobleman. A small dresser stands on the east wall with a mirror hung right above it. A queen sized bed made up in satin sheets stands in the middle of the room against the south wall under a window. The only obvious exit is north back out into the hallway. ~ 59 8 0 D0 ~ ~ 0 -1 13577 -1 E mirror~ You see a the fighting image of some armor clad humanoid wielding a weapon. ~ E window~ Looking out this window you can see the grounds of the palace that seperate the walls of the palace from the building itself. ~ S #13577 Hall~ The long hall continues here with a wooden door in the south wall. On the north wall hangs the picture of some forgotten nobleman who once ruled the land. ~ 59 8 0 D1 ~ ~ 0 -1 13572 -1 D2 ~ door~ 1 -1 13576 -1 D3 ~ ~ 0 -1 13582 -1 S #13578 Garden~ You have entered the Sultan's private gardens. A light sweat breaks out on your skin from the humidity here. All around you are thousands of exotic plants and flowers. The sweet smell of jasmine and honeysuckle reminds you of happier days at home. Off to the north, through the palm trees, you see a delicate white gazebo. To your right stands a gold sign. A path leads out into the hallway and west towards the gazebo. ~ 59 0 2 D1 ~ ~ 0 -1 13573 -1 D3 ~ ~ 0 -1 13583 -1 E sign~ ========================================================================= ========================================================================= || || || || || || || || || Welcome to my humble garden. I have created this || || tiny bit of paradise for the pleasure of my people. || || Take only pictures... Leave only footprints... || || || || || || || || The Sultan || || || || || || || ========================================================================= ========================================================================= ~ S #13579 Hall~ The long stretch of hallway continues east and west from here. The small red carpet covering the centerline is always underfoot and an occasional bench or potted plant lines the wall. There is a door here to the north with a plaque mounted over it. ~ 59 8 0 D0 ~ door~ 1 -1 13580 -1 D1 ~ ~ 0 -1 13574 -1 D3 ~ ~ 0 -1 13584 -1 E plaque~ ART EXHIBIT of NEW THALOS -management is not responsible for lost items. ~ S #13580 Art Exhibit~ You are standing in the Sultan's tribute to the finer virtues. Large paintings hang from the walls displaying nature scenes, nudes, and glorious victories in battle. Strange scupltures rest on pedestals at each corner of the room and mirrors are placed in strategic locations so the viewer may see an entire sculpture at a glance. Your eyes, however, a pulled towards a painting that dominates the far wall. ~ 59 8 0 D2 ~ door~ 1 -1 13579 -1 S #13581 Guest Room~ This is another room made up for visiting nobles. There is a dresser up against the eastern wall with a mirror above it and a queen sized bed, made up in satin sheets, against the south wall. ~ 59 8 0 D0 ~ ~ 0 -1 13582 -1 S #13582 Hall~ You have reached the western end of the southern hallway. The only exit is east except for the doors in the southern and western walls. ~ 59 8 0 D1 ~ ~ 0 -1 13577 -1 D2 ~ door south~ 1 -1 13581 -1 D3 ~ door west~ 33 13501 13587 -1 S #13583 Garden Gazebo~ Walking through the gardens you come across a small white wooden structure. The sounds of birds, the smell of flowers, ahhh paradise. You believe you have never been in a more peaceful setting. ~ 59 8 0 D1 ~ ~ 0 -1 13578 -1 S #13584 Hall~ This is the western end of the northern hallway. Two doors are set in the walls here, one to the north, another to the west. ~ 59 8 0 D0 ~ door north~ 1 -1 13585 -1 D1 ~ ~ 0 -1 13579 -1 D3 ~ door west~ 1 -1 13589 -1 S #13585 Guard Room~ You stand in a baren chamber lined with nothing but cots and footlockers. The guards come here when off duty to sleep, for they may only leave the palace grounds with special permission. The only exit is to the south. ~ 59 8 0 D2 ~ door~ 1 -1 13584 -1 S #13586 Guard Room~ This is living quarters for the guards of the palace. Barren compared to the rest of the palace, you see only cots and footlockers here. On the walls you see pictures of well known knights who have give a proud name to the Sultan's Guard. ~ 59 8 0 D0 ~ ~ 0 -1 13587 -1 S #13587 Harem~ This is the room where the Sultan keeps the beautiful women of his palace. There are ten girls here lying about the room dressed in silks you can almost see through. In the western end of the room stands a large mound of pillows and a beautiful young maiden sits perched atop. It is unfortunate for you that only the Sultan is allowed in here. ~ 59 8 0 D0 ~ secret door~ 1 -1 13588 -1 D1 ~ ~ 0 -1 13582 -1 D2 ~ ~ 0 -1 13586 -1 S #13588 Small room~ This is secret chamber allowing the Sultan direct access to his harem at any time he chooses. ~ 59 8 0 D0 ~ ~ 0 -1 13589 -1 D2 ~ ~ 0 -1 13587 -1 S #13589 Throne Room~ You stand in the throne room of the mighty Sultan of New Thalos. Guards stand at attention near his side ready to make the ultimate sacrifice for thier beloved leader. The gold inlaid throne studded with jewels stands upon a mable dias. The Sultan is not a man to be trifled with. ~ 59 8 0 D0 ~ secret throne~ 33 13500 13590 -1 D1 ~ door~ 1 -1 13584 -1 D2 ~ secret door ~ 1 -1 13588 -1 S #13590 Treasure Room~ You have somhow managed to gain access to the treaure vault of the Sultan. The alarm sounding in the background tells you that you must have tripped off some kind of alarm system. It might be adviseable to grab as much stuff as you possibly can and run for the door. ~ 59 8 0 D1 ~ ~ 0 -1 13585 -1 D2 ~ ~ 0 -1 13589 -1 S #13591 Jailer's Room~ Climbing down the old wooden ladder you enter a small cave like room. There is a small bench with some old magazines and a low burning candle sitting off to one side. A door is set into the stone on the north wall, and the steel grating opens up above. ~ 59 9 0 D1 ~ door~ 1 -1 13592 -1 D4 ~ steel~ 1 -1 13575 -1 S #13592 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east. ~ 59 9 0 D0 ~ cell north~ 39 3693 13597 -1 D1 ~ ~ 0 -1 13593 -1 D2 ~ cell south~ 39 3693 13601 -1 D3 ~ door~ 1 -1 13591 -1 S #13593 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east and west. ~ 59 9 0 D0 ~ cell north~ 39 3693 13598 -1 D1 ~ ~ 0 -1 13594 -1 D2 ~ cell south~ 39 3693 13602 -1 D3 ~ ~ 0 -1 13592 -1 S #13594 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east and west. ~ 59 9 0 D0 ~ cell north~ 39 3693 13599 -1 D1 ~ ~ 0 -1 13595 -1 D2 ~ cell south~ 39 3693 13603 -1 D3 ~ ~ 0 -1 13593 -1 S #13595 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continueswest and you notice a small crack in the stone to the east. ~ 59 9 0 D0 ~ cell north~ 39 3693 13600 -1 D1 ~ crack~ 1 3600 13596 -1 D2 ~ cell south~ 39 3693 13604 -1 D3 ~ ~ 0 -1 13594 -1 S #13596 Secret Cell~ This room seems more like a lair than a cell. Small bits of hay lie strewn about the floor covering bones of unkown origin. Spatterd blood and tufts of grey hair lie matted in one corner. As you turn to leave you notice a pair of small red eyes peering at you from the darkness. ~ 59 9 0 D3 ~ crack~ 33 3600 13595 -1 S #13597 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D2 ~ cell~ 39 3693 13592 -1 S #13598 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D2 ~ cell~ 39 3693 13593 -1 S #13599 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D2 ~ cell~ 39 3693 13594 -1 S #13600 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D2 ~ cell~ 39 3693 13595 -1 S #13601 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D0 ~ cell~ 39 3693 13592 -1 S #13602 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D0 ~ cell~ 39 3693 13593 -1 D5 ~ ~ 0 -1 2 -1 S #13603 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D0 ~ cell cell~ 39 3693 13594 -1 S #13604 Cell~ You are in a cold, cramped chamber with only one exit. ~ 59 9 0 D0 ~ cell cell~ 39 3693 13595 -1 S #13605 Hall~ You stand in a large cedar wood hall leading east and west. On the floor lies a thin and narrow purple rug. The hall leads west inside the palace and east to the Grand Entrance. ~ 59 8 0 D1 ~ ~ 0 -1 13550 -1 D3 ~ ~ 0 -1 13573 -1 S #13606 Path through the mountains~ The narrow path turns here heading south and west. ~ 59 0 5 D2 ~ ~ 0 -1 13607 -1 D3 ~ ~ 0 -1 13611 -1 S #13607 Path through the mountains~ Travel is hard and slow as you almost have to climb around large boulders strewn about the path. ~ 59 0 5 D0 ~ 1 -1 13606 D1 ~ 0 -1 13606 -1 D1 ~ ~ 0 -1 13608 -1 S #13608 Edge of the ravine~ The ground drops off below down to a rushing river. A small rope bridge sways to and fro in the wind giving you access to the other side. ~ 59 0 5 D1 ~ ~ 0 -1 13609 -1 D3 ~ ~ 0 -1 13607 -1 S #13609 On a rope bridge~ The small rope bridge shudders under your weight as you make you way across the valley. ~ 59 0 0 D1 ~ ~ 0 -1 13627 -1 D3 ~ ~ 0 -1 13608 -1 S #13610 Ledge around the valley~ You are walking around a small ledge overlooking a large valley deep within the eastern mountains. The ledge turns north following the shape of the valley and a steep trail continues to the east. ~ 59 0 5 D0 ~ ~ 0 -1 16030 -1 D1 ~ ~ 0 -1 13611 -1 S #13611 Path through the mountains~ You are walking through a rock strewn path deep within the mountains east of Shadowdale. The going is rough and you constantly twist your ankle on the small stones lying about. ~ 59 0 5 D1 ~ ~ 0 -1 13606 -1 D3 ~ ~ 0 -1 13610 -1 S #13612 On the eastern edge of the mountains~ You stand on the eastern edge of the eastern mountains. The high peaks lie to the west and rolling hills and plains open up to your east. ~ 59 0 5 D2 ~ ~ 0 -1 13613 -1 D3 ~ ~ 0 -1 13629 -1 S #13613 In the foothills~ The path curves down the face of the mountain allowing you to move up or down the face of this missive hunk of stone. ~ 59 0 5 D0 ~ ~ 0 -1 13612 -1 D1 ~ ~ 0 -1 13614 -1 S #13614 In the foothills~ The path curves down the face of the mountain allowing you to move up or down as you please. ~ 59 0 5 D2 ~ ~ 0 -1 13615 -1 D3 ~ ~ 0 -1 13613 -1 S #13615 A rocky trail~ The faint sound of a flowing river reaches your ears from the south and through the trees you can see water. The path you are on continues north and east from here. ~ 59 0 5 D0 ~ ~ 0 -1 13614 -1 D1 ~ ~ 0 -1 13630 -1 D2 ~ ~ 0 -1 13645 -1 S #13616 On a road~ This long road continues to the east and south. ~ 59 0 2 D1 ~ ~ 0 -1 13617 -1 D2 ~ ~ 0 -1 13633 -1 S #13617 On a road~ The well kept road continues east and west from here. ~ 59 0 2 D1 ~ ~ 0 -1 13618 -1 D3 ~ ~ 0 -1 13616 -1 S #13618 On a road~ You stand on a well maintained road leading east towards New Thalos and west towards the Eastern Mountains. To the north you can see wide plains stretching out as far as the eye can see. South of you begins a dark green forest. ~ 59 0 2 D1 ~ ~ 0 -1 13569 -1 D3 ~ ~ 0 -1 13617 -1 S #13619 Headwaters of the River of Lost Souls~ The waters of the swamp pool in this low area and begin to flow southward. ~ 59 0 7 30 2 D2 ~ ~ 0 -1 13634 -1 D3 ~ ~ 0 -1 16136 -1 S #13620 Ishtar River~ The river calms a bit after being thrashed in the interior of the mountain. Although still deep within the rocks you can see faint traces of green to the east ~ 59 0 7 15 1 D1 ~ ~ 0 -1 13621 -1 D3 ~ ~ 0 -1 13639 -1 S #13621 Ishtar River~ The river flows east and west through the hills. ~ 59 0 7 15 1 D1 ~ ~ 0 -1 13622 -1 D3 ~ ~ 0 -1 13620 -1 S #13622 Ishtar River~ The river begins its decent out of the mountains now and continues its flow to the east. ~ 59 0 7 15 1 D1 ~ ~ 0 -1 13644 -1 D3 ~ ~ 0 -1 13621 -1 S #13623 Ishtar River~ The river flows under the wall of the city to the east and stretches off towards high snow capped mountains far far to the west. ~ 59 0 7 15 1 D1 ~ ~ 0 -1 13487 -1 D3 ~ ~ 0 -1 13649 -1 S #13624 Ishtar River~ The river flows out from the city down a long winding gully towards the Sea of Dragons. To the south of you lies the great eastern desert and north a wide open expanse of grass. You can just barely make out a road that seems to be traveling along side the river but the banks are to steep for you to see very far. ~ 59 0 7 15 1 D1 ~ ~ 0 -1 13625 -1 D3 ~ ~ 0 -1 13483 -1 S #13625 Ishtar River~ The river continues its descent down the lowlands flowing ever so gently south. It's hard to believe this is the same river that came cascading down the mountainside. ~ 59 0 7 60 1 D1 ~ ~ 0 -1 13626 -1 D3 ~ ~ 0 -1 13624 -1 S #13626 Ishtar River~ Small animals and herd animals can be heard in the distance, though you don't actually see any near the river. Perhaps the steep slopes pervent them from using the river. ~ 59 0 7 60 1 D1 ~ ~ 0 -1 13684 -1 D3 ~ ~ 0 -1 13625 -1 S #13627 Edge of the ravine~ You stand at the edge of a real long drop down. A small rope bridge has conviently been placed here to allow you access to the other side of the bridge. Unfortunately the wind seems to be kicking up making the bridge sway slightly. The path leads off through the mountains to the east. ~ 59 0 5 D1 ~ ~ 0 -1 13628 -1 D3 ~ ~ 0 -1 13609 -1 S #13628 Path through the mountains~ The narrow path makes its way through the mountains east and west. You hear the squawking of a large bird over head most likely a buzzard waiting for you to drop. ~ 59 0 5 D1 ~ ~ 0 -1 13629 -1 D3 ~ ~ 0 -1 13627 -1 S #13629 Path through the mountains~ A large boulder suddenly decides it wants to occupy the same space you are currently standing in. I would move QUICK. ~ 59 0 5 D1 ~ ~ 0 -1 13612 -1 D3 ~ ~ 0 -1 13628 -1 S #13630 On a road~ The road you are on continues east and west. ~ 59 0 4 D1 ~ ~ 0 -1 13631 -1 D3 ~ ~ 0 -1 13615 -1 S #13631 On a road~ The road you are on continues east and west ~ 59 0 2 D1 ~ ~ 0 -1 13632 -1 D3 ~ ~ 0 -1 13630 -1 S #13632 On a road~ The road you are on continues east and west. ~ 59 0 2 D1 ~ ~ 0 -1 13633 -1 D3 ~ ~ 0 -1 13631 -1 S #13633 On a road~ The road bends here toward the riverbank giving one access to the River Ishtar. The road continues north and west from the river bank. ~ 59 0 2 D0 ~ ~ 0 -1 13616 -1 D2 ~ ~ 0 -1 13649 -1 D3 ~ ~ 0 -1 13632 -1 S #13634 The River of Lost Souls~ The river flows south through a valley in the mountains. You can see a small village to the west. ~ 59 0 7 15 2 D0 ~ ~ 0 -1 13619 -1 D2 ~ ~ 0 -1 13635 -1 S #13635 The River of Lost Souls~ The river flows south in the southern end of this wide valley. The walls of the valley close in to the south. ~ 59 0 7 15 2 D0 ~ ~ 0 -1 13634 -1 D2 ~ ~ 0 -1 13636 -1 S #13636 The River of Lost Souls~ The river begins to speed up as it cascades down this mountain crevase. High above you a small rope bridge sways in the wind. ~ 59 0 7 15 2 D2 ~ ~ 0 -1 13637 -1 S #13637 The River of Lost Souls~ The river rapidly flows down this crack in the side of the mountain to the south. Hopefully you will hear any aproaching rapids. ~ 59 0 7 15 2 D0 ~ ~ 0 -1 13636 -1 D2 ~ ~ 0 -1 13638 -1 S #13638 The River of Lost Souls~ The river seems to calm a bit as the crevase widens lessens its stranglehold on the waters. The river continues to the north through a crack and flows to the south. ~ 59 0 7 15 2 D0 ~ ~ 0 -1 13637 -1 D2 ~ ~ 0 -1 13639 -1 S #13639 A Split in the River~ The waters of the river crash down upon a rock and splits into two bodies of water. The river you are on continues its southern course and the new river heads off to the east. To your west you notice that the rocks have split and crumbled as if torn asunder by some massive force. It looks impossible to traverse. The River of lost souls also continues to the north. ~ 59 0 7 15 2 D0 ~ ~ 0 -1 13638 -1 D1 ~ ~ 0 -1 13620 -1 D2 ~ ~ 0 -1 13640 -1 S #13640 The River of Lost Souls~ The river continues north and south from here through a water eroded valley. ~ 59 0 7 30 2 D0 ~ ~ 0 -1 13639 -1 D2 ~ ~ 0 -1 13641 -1 S #13641 The River of Lost Souls~ The river continues north and south from here through a water eroded valley. ~ 59 0 7 30 2 D0 ~ ~ 0 -1 13640 -1 D2 ~ ~ 0 -1 13642 -1 S #13642 The River of Lost Souls~ The river continues north and south from here through a water eroded valley. ~ 59 0 7 30 2 D0 ~ ~ 0 -1 13641 -1 D2 ~ ~ 0 -1 13643 -1 S #13643 The River of Lost Souls~ The river makes a sharp bend here and heads east towards a large mountain and north through a valley. On a ledge above you, and to the west, you can see movement. ~ 59 0 7 30 1 D0 ~ ~ 0 -1 13642 -1 D1 ~ ~ 0 -1 5000 -1 D3 ~ ~ 64 -1 16250 -1 S #13644 Ishtar River~ The river widens here, no longer bounded by rock, and flows east towards a plain. ~ 59 0 7 30 1 D1 ~ ~ 0 -1 13645 -1 D3 ~ ~ 0 -1 13622 -1 S #13645 Ishtar River~ The river continues here east to east. There is a landing area to the north where you can gain access to the shore. ~ 59 0 7 30 1 D0 ~ ~ 0 -1 13615 -1 D1 ~ ~ 0 -1 13646 -1 D3 ~ ~ 0 -1 13644 -1 S #13646 Ishtar River~ The river meanders through the foothills of the eastern mountains. The air is dryer on this side of the continental divide and it seems a bit warmer. ~ 59 0 7 30 1 D1 ~ ~ 0 -1 13647 -1 D3 ~ ~ 0 -1 13645 -1 S #13647 Ishtar River~ The river continues its journey eastward flowing through the plains. To the west you see the peaks of large snow capped mountains and to the east you see the outline of a large city. ~ 59 0 7 30 1 D1 ~ ~ 0 -1 13648 -1 D3 ~ ~ 0 -1 13646 -1 S #13648 Ishtar River~ The river flows east and west from here. ~ 59 0 7 30 1 D1 ~ ~ 0 -1 13649 -1 D3 ~ ~ 0 -1 13647 -1 S #13649 Ishtar River~ The river slows as it widens and meanders through the lowlands. A small dock give access to the north shore. ~ 59 0 7 30 1 D0 ~ ~ 0 -1 13633 -1 D1 ~ ~ 0 -1 13623 -1 D3 ~ ~ 0 -1 13648 -1 S #13650 Igor's Secret Chamber~ ~ 59 8 0 D4 ~ secret sesame~ 39 3691 13536 -1 S #13651 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13652 -1 D1 ~ ~ 0 -1 13656 -1 D2 ~ ~ 0 -1 13654 -1 D3 ~ ~ 0 -1 13657 -1 S #13652 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13652 -1 D1 ~ ~ 0 -1 13655 -1 D2 ~ ~ 0 -1 13652 -1 D3 ~ ~ 0 -1 13651 -1 S #13653 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 1 5 D0 ~ ~ 0 -1 13654 -1 D1 You see a large boulder blocking your path. ~ rock crack boulder~ 1 -1 13639 -1 D2 ~ ~ 0 -1 13656 -1 D3 ~ ~ 0 -1 13657 -1 S #13654 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13654 -1 D1 ~ ~ 0 -1 13658 -1 D2 ~ ~ 0 -1 13657 -1 D3 ~ ~ 0 -1 13660 -1 S #13655 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13655 -1 D1 ~ ~ 0 -1 13659 -1 D2 ~ ~ 0 -1 13658 -1 D3 ~ ~ 0 -1 13654 -1 S #13656 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 0 D0 ~ ~ 0 -1 13653 -1 D1 ~ ~ 0 -1 13658 -1 D2 ~ ~ 0 -1 13655 -1 D3 ~ ~ 0 -1 13651 -1 S #13657 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13654 -1 D1 ~ ~ 0 -1 13658 -1 D2 ~ ~ 0 -1 13654 -1 D3 ~ ~ 0 -1 13654 -1 S #13658 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13655 -1 D1 ~ ~ 0 -1 13657 -1 D2 ~ ~ 0 -1 13659 -1 D3 ~ ~ 0 -1 13654 -1 D5 ~ ~ 64 -1 16246 -1 S #13659 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 59 0 5 D0 ~ ~ 0 -1 13652 -1 D1 ~ ~ 0 -1 13659 -1 D2 ~ ~ 0 -1 13654 -1 D3 ~ ~ 0 -1 13658 -1 S #13660 Headwaters of the Dark River~ A large natural spring issues forth from the heart of the mountain and flows west down the mountain. It looks like there was a terrible earthquake here not too long ago, and a path that used to lead eastwards through the mountains is no more. ~ 59 0 7 15 3 D3 ~ ~ 0 -1 13661 -1 S #13661 On the Dark River~ The river flows down the mountain through a large crevasse to the west and up into the mountains east. ~ 59 0 7 30 3 D1 ~ ~ 0 -1 13660 -1 D3 ~ ~ 0 -1 13662 -1 S #13662 On the Dark River~ The walls of this canyon tower overhead as the river continues east and west from here. ~ 59 0 7 30 3 D1 ~ ~ 0 -1 13661 -1 D3 ~ ~ 0 -1 13663 -1 S #13663 On the Dark River~ The walls of rock around you slowly shrink to ground level as the river flows out of the mountains and onto the plains. ~ 59 0 7 30 3 D1 ~ ~ 0 -1 13662 -1 D3 ~ ~ 0 -1 13664 -1 S #13664 On the Dark River~ The river continues east and west from here out of the foothills to the east down into the plains west of here. ~ 59 0 7 30 3 D1 ~ ~ 0 -1 13663 -1 D3 ~ ~ 0 -1 13665 -1 S #13665 On the Dark River~ The river, following a low spot in the foothills, bends and twists. Tall mountains can be seen off to the east and a castle can be seen to the west. ~ 59 0 7 30 2 D1 ~ ~ 0 -1 13664 -1 D2 ~ ~ 0 -1 13666 -1 S #13666 On the Dark River~ The river makes a wide sweeping turn here and off in the distance you can see the outline of a large castle. ~ 59 0 7 45 3 D0 ~ ~ 0 -1 13665 -1 D3 ~ ~ 0 -1 13667 -1 S #13667 On the Dark River~ The river flows west from here into the heart of the Mirkwood Forest and east across the plains. ~ 59 0 7 45 3 D1 ~ ~ 0 -1 13666 -1 D3 ~ ~ 0 -1 13668 -1 S #13668 On the Dark River~ You can barely make out whats ahead of you ask the river flows quietly through the forest of Mirkwood. ~ 59 1 7 45 3 D1 ~ ~ 0 -1 13667 -1 D3 ~ ~ 0 -1 13669 -1 S #13669 On the Dark River~ The river slowly flows west towards the city of Shadowdale and east through the forest of Mirkwood. There are small breaks in the woods to the north and south where you might be able to get up on bank. ~ 59 1 7 45 3 D0 ~ ~ 0 -1 15100 -1 D1 ~ ~ 0 -1 13668 -1 D2 ~ ~ 0 -1 15101 -1 D3 ~ ~ 0 -1 13670 -1 S #13670 On the Dark River~ The river continues east and west from here flowing south of a dark forest. ~ 59 0 7 45 3 D1 ~ ~ 0 -1 13669 -1 D3 ~ ~ 0 -1 13671 -1 S #13671 On the Dark River~ The river flows west through a grating into the city of Shadowdale and east towards some tall mountains. ~ 59 0 7 45 3 D1 ~ ~ 0 -1 13670 -1 D3 ~ ~ 0 -1 3205 -1 S #13672 On the Dark River~ The river flows to the east under the walls of Shadowdale and west snaking through a dark forest. ~ 59 0 7 45 3 D1 ~ ~ 0 -1 3200 -1 D3 ~ ~ 0 -1 13673 -1 S #13673 On the Dark River~ The river continues east and west meandering through the woods. ~ 59 1 7 45 3 D0 ~ ~ 0 -1 6121 -1 D1 ~ ~ 0 -1 13672 -1 D2 ~ ~ 0 -1 27495 -1 D3 ~ ~ 0 -1 13674 -1 S #13674 On the Dark River~ The river continues east and west meandering through the woods. You hear the sounds of chopping wood far off in the distance. ~ 59 1 7 45 3 D0 ~ ~ 0 -1 6222 -1 D1 ~ ~ 0 -1 13673 -1 D3 ~ ~ 0 -1 13675 -1 S #13675 On the Dark River~ The river continues east and west meandering through the woods. ~ 59 1 7 45 3 D1 ~ ~ 0 -1 13674 -1 D3 ~ ~ 0 -1 6145 -1 S #13676 On a rope bridge~ The rope bridge begins to gently sway in the wind. ~ 59 4 -1 10 13677 1 5 D1 ~ ~ 0 -1 13627 -1 D3 ~ ~ 0 -1 13608 -1 S #13677 On a rope bridge~ The bridge begins to gain momentum as it swings in the wind wee this is fun.... hope you have good grip. ~ 59 0 -1 40 13678 1 0 D1 ~ ~ 0 -1 13627 -1 D3 ~ ~ 0 -1 13608 -1 S #13678 Freefall~ As your fingers slowly slip from the handguides you feel a sudden euphoria as you freefall the 200 + feet to your death. ~ 59 2 5 S #13679 CRUSHED~ Well you either are a real slow reader or you arent real good at taking a hint. From now on when a room says move I would suggest you do so. ~ 59 2 5 D4 ~ ~ 0 -1 13629 -1 S #13680 Path through the mountains~ You hear a loud rumbling nearby and small rocks begin to pelt you. ~ 59 0 -1 60 13679 1 5 D1 ~ ~ 0 -1 13612 -1 D3 ~ ~ 0 -1 13628 -1 S #13681 On the Plains~ You stand on an open expanse of grass extending in all directions. To the south of you stand the might northern gates of New Thalos. East and west of you the grassy fields continue and north, in the distance, you see a line of trees. ~ 59 0 2 D0 ~ ~ 0 -1 13682 -1 D1 ~ ~ 0 -1 13681 -1 D2 ~ ~ 0 -1 13567 -1 D3 ~ ~ 0 -1 13681 -1 S #13682 On the Plains~ You stand on an open field of grass. The forest to the north is closer but still a good distance away. To the south a small dirt path has been trodden into the ground heading towards New Thalos. ~ 59 0 2 D0 ~ ~ 0 -1 13683 -1 D1 ~ ~ 0 -1 13682 -1 D2 ~ ~ 0 -1 13681 -1 D3 ~ ~ 0 -1 13682 -1 S #13683 Edge of the forest~ You stand at the edge of a huge forest. The line of trees continues as far as the eye can see to the east and west. A large expanse of grass spreads out to the south. ~ 59 0 2 D0 ~ ~ 0 -1 13901 -1 D1 ~ ~ 0 -1 13683 -1 D2 ~ ~ 0 -1 13682 -1 D3 ~ ~ 0 -1 13683 -1 S #13684 Ishtar River~ The river broadens even more here and the waters become murky. The smell of saltwater has reached you from the east. The Dragon Sea cannot be far away. To the east you can see the faint outline of a city and to the north you see a large expanse of grass. ~ 59 0 7 60 1 D1 ~ ~ 0 -1 13685 -1 D3 ~ ~ 0 -1 13626 -1 S #13685 The river delta~ This is where the river empties out into the Dragon Sea. The backrush of water has kicked up a lot of sand and the blue sea is stained where the river empties. Looking west all you can see is water.. all the way to the horizon. North of here is a small dock you think you should be able to reach with out too much trouble. The river stretches off to the west back towards New Thalos. ~ 59 0 7 60 1 D1 ~ ~ 0 -1 13686 -1 D3 ~ ~ 0 -1 13684 -1 S #13686 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the north. ~ 59 0 0 D0 ~ ~ 0 -1 13687 -1 D1 ~ ~ 0 -1 13686 -1 D2 ~ ~ 0 -1 13686 -1 D3 ~ ~ 0 -1 13685 -1 S #13687 The Dragon Sea~ The Dragon Sea comes up along the shore here. The deep blue waters rolling in and crashing against the beach. To the north you see a small dock jutting out into the surf. ~ 59 0 0 D0 ~ ~ 0 -1 13695 -1 D1 ~ ~ 0 -1 13696 -1 D2 ~ ~ 0 -1 13686 -1 S #13688 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. ~ 59 0 0 D0 ~ ~ 0 -1 13688 -1 D1 ~ ~ 0 -1 13697 -1 D2 ~ ~ 0 -1 13695 -1 S #13689 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. ~ 59 0 0 D0 ~ ~ 0 -1 13697 -1 D1 ~ ~ 0 -1 13689 -1 D2 ~ ~ 0 -1 13696 -1 D3 ~ ~ 0 -1 13695 -1 D5 ~ ~ 0 -1 13698 -1 S #13690 On a road~ The people of New Thalos take great pride in the services their city may provide. One of these services is the construction crews the go to great lengths to keep all the roads in order. Although the taxes in New Thalos are higher then other cities in the realm most of the money is used for the good of the people. ~ 59 0 1 D1 ~ ~ 0 -1 13691 -1 D3 ~ ~ 0 -1 13568 -1 S #13691 On a road~ You walk along a well used road with beautiful scenery. To the north tall pine trees form a wall that goes on for miles. Between the road and the trees lies a great expanse of grassy plains. South of here, beyond the river, lies the Great Eastern Desert. The road continues east and west. ~ 59 0 1 D1 ~ ~ 0 -1 13692 -1 D3 ~ ~ 0 -1 13690 -1 S #13692 On a road~ The Dragon Sea can be seen to the east now spreading out to unkown lands. The road continues east and west. To the south you hear the sounds of boats traveling the Ishtar delivering goods. ~ 59 0 1 D1 ~ ~ 0 -1 13693 -1 D3 ~ ~ 0 -1 13691 -1 S #13693 On a road~ This is the main land route through the land. Merchants can bring thier goods to the coastline and have them ferried onto ships for export. Travel by foot west will take you through New Thalos up and over the Eastern Mountains and down into Shadowdale. ~ 59 0 1 D1 ~ ~ 0 -1 13694 -1 D3 ~ ~ 0 -1 13692 -1 S #13694 Near the shore~ The road ends here turning into a small dirt path leading down the beach and onto a dock. To the north and south you see the coastline stretching out before you. West of here the lowlands roll up into huge snow capped mountains. ~ 59 0 1 D1 ~ ~ 0 -1 13695 -1 D3 ~ ~ 0 -1 13693 -1 S #13695 On a dock~ You stand on a simple wooden dock that acts as an extension of the road to the west. The dock seems to have been here for quite a long time but is still sturdy. A small ladder has been built on the eastern end to allow easy access to and from ships. ~ 59 0 0 D0 ~ ~ 0 -1 13688 -1 D1 ~ ~ 0 -1 13689 -1 D2 ~ ~ 0 -1 13687 -1 D3 ~ ~ 0 -1 13694 -1 S #13696 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. ~ 59 0 0 D0 ~ ~ 0 -1 13689 -1 D1 ~ ~ 0 -1 13696 -1 D2 ~ ~ 0 -1 13696 -1 D3 ~ ~ 0 -1 13687 -1 S #13697 The Dragon Sea~ The ocean spreads out in all directions rolling gently. In the distance you can see an island on the horizon. To the west you see the mainland. ~ 59 0 0 D0 ~ ~ 0 -1 13697 -1 D1 ~ ~ 0 -1 13697 -1 D2 ~ ~ 0 -1 13689 -1 D3 ~ ~ 0 -1 13688 -1 S #13698 Under the dock~ You are swiming underneath the dock. You can see the four wooden pylons that support the structure. The murky water clouds you vision as you gaze westard, but you think you can make out an iron grating in that direction. ~ 59 1 9 D3 ~ grate~ 1 1 13699 -1 D4 ~ ~ 0 -1 13697 -1 S #13699 Lair of the Ixitxachitl~ Blood swirls around in the water as the Ixitxachitl devours the last of its meal. Swirling around quickly as you intrude upon his meal the large sting ray attacks! ~ 59 1 9 D1 ~ grate~ 1 -1 13698 -1 S #13700 Gambreezzi's Frozen Food Section~ This room appears to be carved from solid ice. In fact it reminds you of a hollow ice cube, except you are standing in the middle of it! Brrr...sure is cold in here. Neatly stacked throught this chamber of ice are row after row of frozen treats. You can see packages, ranging from corn and peas to spinach and okra. Strangely enough, all of the packages have a funny little label of a BIG GREEN Giant and they read "Jolly Green Giant". As you examine the massive stacks of frozen goodies, you lose control of your appetite, and begin gobbling these tasty treats. Suddenly you hear a deep voice say 'HO HO HO'. At first you are startled, but then you relax. You realize this is the home of the Jolly Green Giant. But BEWARE, those muscles and that BIG GREEN club mean business, so it would be wise no to anger him. ~ 60 0 0 D1 ~ ~ 0 -1 3001 -1 D2 ~ ~ 0 -1 3030 -1 D3 ~ ~ 0 -1 17999 -1 S #13703 Entrance to Graecia~ You have arrived in a strange place indeed. You are standing on the crest of of a huge hill. The meadow at your feet is peaceful and calm, unlike the savage world that you are accustomed. The meadow extends northward to a paved road which extends beyond the range of your vision. The view from this hill is awesome. You have an excellent aerial view of this strange place. To the northeast is gigantic mountain, extending above the clouds, that towers above the lands below. To the northwest is vast ocean stretching out of sight. You can also make out a city at the end of the great paved road to the north. There is also an old wooden sign which seems to mystically entice you to read it. ~ 60 0 0 D0 ~ ~ 0 -1 13704 -1 D1 ~ ~ 0 -1 17061 -1 E sign~ Welcome to Graecia Labors of Hercules (Levels 10-20) Forest Maze (Levels 15-25) Note: all levels are based on groups of 3 or more ~ S #13704 The Great Brick Road~ It is strange indeed to travel on such a straight and smoothly paved road. You notice several deeply worn grooves that seem to run parallel to the direction of the road. These ruts almost seem to be part of the road design, but you know better. To the north the road extends northward to the great city on the horizon. To your east you see the beginning of a great forest that makes Mirkwood seem feeble in comparison. ~ 60 0 0 D0 ~ ~ 0 -1 13705 -1 D2 ~ ~ 0 -1 13703 -1 S #13705 On the Road to Graecia~ The road continues to the north and the city is slowly getting closer. The forest to the east seems even more ominous. You get the feeling that someone is monitoring your progress. To the west is a large building. As you peer at the building the architecture seems quite foreign to you. There are large columns with bas reliefs of great battles supporting the roof. You hear the sound of laughter and cheering from inside the building. There is also a large insignia of the arched entrance of a huge sword. You are overwhelmed by the feeling of safety which issues forth from the building. ~ 60 0 0 D0 ~ ~ 0 -1 13708 -1 D2 ~ ~ 0 -1 13704 -1 D3 ~ ~ 0 -1 13706 -1 S #13706 Hall of Mercenaries~ Inside the building you notice a large hole in the ceiling which illuminates the entire room. There is a small reflecting pool beneath the hole which serves as a basin for the rainwater. Inside the building are several armored men and women talking to each other, they all stare at you as you enter, then quickly return to the business. Along the walls of this building are larger pictures of fabled monsters and fearless men fighting to the death. You also can make out a smaller exit to the north that seems hidden. To the north you can hear the the sounds of water splashing against great rocks. ~ 60 0 0 D0 ~ ~ 0 -1 13707 -1 D1 ~ ~ 0 -1 13705 -1 S #13707 The Eastern Edge of the Great Ocean~ You have arrived at the eastern edge of the Great Ocean. There are huge boulders scattered along the rocky coast. As the ocean collides with boulders you feel uneasy. It reminds you that the strange lands in which you have entered are filled with great mystery. Looking out to sea you can make out several rocky islands. Only great legends speak of what lies on those unexplored lands. There are men here building sea faring vessels, and you can see a large man directing them. These ships are unlike any you have seen before and they seem able to withstand the mighty ocean unlike the rafts and canoes in which you are so familiar. ~ 60 0 0 D1 ~ ~ 0 -1 13708 -1 D2 ~ ~ 0 -1 13706 -1 D3 ~ ~ 0 -1 13800 -1 S #13708 Intersection of the Great Road~ You are standing at the intersection of a paved road and a dusty trail. The paved road goes north and south. To the north is the city of Graecia, and to the south the road leads into the hills. The dusty path goes to the east and west. To the west, the path leads to the vast ocean and to the east the path twists into a mysterious forest. ~ 60 0 0 D0 ~ ~ 0 -1 13709 -1 D1 ~ ~ 0 -1 13731 -1 D2 ~ ~ 0 -1 13705 -1 D3 ~ ~ 0 -1 13707 -1 S #13709 Gateway to Graecia~ Unlike the city of Shadowdale, this city does not need any walls to protect it. The reputation of the Graecian soldiers is such that no army would consider an invasion upon this fabulous city. Beyond the city entrance is the Main Plaza, which serves as the center of activity for Graecia. ~ 60 0 0 D0 ~ ~ 0 -1 13710 -1 D2 ~ ~ 0 -1 13708 -1 S #13710 Main Plaza~ This is the center of activity for the town of Graecia. You can see artisans showing their fine works and crafts, entertainers playing their instruments, and in a corner is a group engaged in a heated debate. Chariots are passing through at a such rapid pace, you almost have to actively dodge them. To the north is the Palace and Grand Hall of the ruler of Graecia. To the east and west, paved roads extend throughout the town. As you look to the east you can see buildings built of fine materials such as marble and obsidian, while to the west the shadows make the road look a bit threatening. A paved road also extends to the south gate of town. ~ 60 0 0 D0 ~ ~ 0 -1 13711 -1 D1 ~ ~ 0 -1 13712 -1 D2 ~ ~ 0 -1 13709 -1 D3 ~ ~ 0 -1 13713 -1 S #13711 Grand Hall of Agamemnon~ Scholars and wise men make up the court of King Agamemnon. You have interupted a great debate. As you enter the scholars recognize that you are foreigners and hail your arrival. King Agamemnon welcomes you to the land of Graecia and bids you a safe journey. He is seated on a throne of pure gold embedded with so many jewels that the sunlight reflected from them nearly blinds you. You consider stealing some of the jewels, but you realize that Agamemnon could smite you if you angered him. At his side, Clytemnestra, his wife, smiles with a glint of betrayal in her eyes. After greeting you the court ignores you and returns to their discussion. There are also large columns here providing tall deep shadows and occasionally you can see a figure dart in between them. You realize that even the brave Agamemnon is not without enemies and this land of Graecia is not as peaceful as it seems. ~ 60 0 0 D2 ~ ~ 0 -1 13710 -1 S #13712 The Dim Alley~ The paved road that you have been accustomed now takes on a different look. The bricks are no longer neatly laid in place, and the buildings that you pass are progressively in worse condition. Occassionally you see a shadowy figure in the corner of your eyes. Whenever you try to catch a glimpse of the figure, it disappears into the shadows. Your progress to the west is blocked by a wooden wall. You wonder why a wooden wall is in the middle of the street, then you see some movement behind the wall. An arrow stikes the ground at your feet, and you realize that that was only a warning shot. Obviously, it would be a good idea to leave this area quickly. ~ 60 0 0 D3 ~ ~ 0 -1 13710 -1 S #13713 Path of Gold~ The bricks on this portion of the road seem to be coated with gold! You can tell by the houses and ornately designed buildings that this area of town is where the scholars and merchants live. You can see mini fortresses with flowing fountains and beautiful gardens latently behind the walls of these buildings. You would think that there would be a crime problem in this area, but the multitude of guards in the area suggests otherwise. To the east is the Main Plaza and to the west the road continues. ~ 60 0 0 D1 ~ ~ 0 -1 13710 -1 D3 ~ ~ 0 -1 13714 -1 S #13714 Estate of Nero~ You have entered the grand estate of Nero. There are fountains, mini-colloseums, statues, and many other fine sculptures in this area. There is a large horse seated on a throne here. The horse prances proudly as you enter. For such a large estate, it seems strange that there are not any workers scurrying around looking busy. In fact it is rather quiet. Only the statues and the Horse are here to greet you. A man walks by and whispers that Hercules is the only worker employed by Nero. It must be truly a Herculean task to keep this place in order. Paths lead in all directions into the countryside, while to the east you can see the edges of town. ~ 61 0 0 D0 ~ ~ 0 -1 13715 -1 D1 ~ ~ 0 0 13713 -1 D2 ~ ~ 0 -1 13723 -1 D3 ~ ~ 0 -1 13716 -1 S #13715 The Augean Stables~ You have arrived in a huge stable. There must be hundreds of stalls, all of which are in poor condition. You can see bales of hay waiting to be moved and the stench from the horses is tremendous. Poor Hercules will have his hands full keeping this place clean. To the west is a small stream that flows with a rapid torrent, and to the south is the courtyard of Nero. ~ 61 0 0 D2 ~ ~ 0 -1 13714 -1 S #13716 Westward Path on the Estate~ You are travelling on a path that leads west into the mountains and east towards the coutryard of Nero. To the north you can see a small trail leading into an arbory and to the south the path twists into an area overgrown with bushes and tall grass. The area to the south looks like it leads into a swamp. ~ 61 0 0 D0 ~ ~ 0 -1 13720 -1 D1 ~ ~ 0 -1 13714 -1 D2 ~ ~ 0 -1 13719 -1 D3 ~ ~ 0 -1 13717 -1 S #13717 End of the Path~ You have reached the end of a small path through the estate of Nero. All is quiet hear..In fact all of the sounds that you are normally accustomed to are no longer present. To the west you can see an area sheltered from the elements. It seems to be a cave of a burrow of some sort. A strong smell of death and decay comes from the mouth of the cave. The wind begins to increase in force from the west and the stench becomes overpowering. You realize whatever is making that horrid stench must be a formidable creature. ~ 61 0 0 D1 ~ ~ 0 -1 13716 -1 D3 ~ ~ 0 -1 13718 -1 S #13718 Den of the Nemean Lion~ You have entered the home of the Nemean Lion. You can tell that many a great warrior have perished here by the decoration of skulls and bones that are scattered throughout the den. You also notice several bodies in different stages of decay, in fact you can even make out the insignia of the Graecian town guard on some of the corpses. You realize that whatever is powerful enough to destroy the Graecian guard is indeed a force to be reckoned. ~ 61 0 0 D1 ~ ~ 0 -1 13717 -1 S #13719 Hidden Swamp~ As you push your way through the overgrown area you realize that you have stumbled upon a small clearing. As you look at your feet, you realize that you are standing in a small swamp or pond. The stench of the stagnant water is unbearable. You feel a small current moving through the water as if SOMETHING were moving about your feet in the water. Suddenly, a creature with ten large heads leaps from the swamp and rushes to attack! ~ 61 0 0 D0 ~ ~ 0 -1 13716 -1 S #13720 The Arbory~ This is an isolated arbory in the estate. Beautiful trees and delicious apples grow here. You are overcome by a sense of peace and content. You start to feel sleepy and it becomes difficult to keep your eyes open. Suddenly, you hear a scream from the north and you spring to your feet! To the north you now see a gate, hidden by a large tree. You hear another scream, then the area is overcome by great silence. As you get a better look of the area you also see a small stream to the west. ~ 61 0 0 D0 ~ ~ 0 -1 13721 -1 D2 ~ ~ 0 -1 13716 -1 S #13721 Amazon Village~ Past the gates is a small community of Amazons living in a well concealed area of the estate. All of the women are in excellent physical condition and by the size of their arms, they look like formidable opponents. As you enter the village they look at you with a blank and omnious stare. You can see corpses of several ferocious creatures over a large fire in the center of the village. Obviously they know how to use their weapons quite well. To the south you can see a hidden trail leading a small arbory, and to the north you can see what appears to be a combat area. ~ 61 0 0 D0 ~ ~ 0 -1 13722 -1 D2 ~ ~ 0 -1 13720 -1 S #13722 Sparring Ring~ This area was specifically designed for combat. You can see an area marked by ropes and various implements for destruction lying around. You can see the Champion, Queen Hippolyta, practicing with several of her bravest warriors. She grins and displays the large girdle around her waist. From legend you remember that this girdle has great power and signifies that she is the best warrior of her tribe. She invites you into the ring, grabs her spear, and prepares to meet your challenge. ~ 61 0 0 D2 ~ ~ 0 -1 13721 -1 S #13723 The Pasture~ You have entered the pasture of Nero's Prize Oxen, Geryon. This oxen is not like any mere cow that you have ever seen. Nero's prize Oxen is carefully guarded by a huge, overbearing giant and his faithful two headed dog. The giant grins as you enter and carefully clutches his club. That club looks like it could smash boulders with a single blow. You can see that the path continues to the south leading upwards into the hills. ~ 61 0 0 D0 ~ ~ 0 -1 13714 -1 D2 ~ ~ 0 -1 13724 -1 S #13724 Forgotten Path in the Hills~ You are travelling on a deserted path that leads into the hills. To the west you can see a huge tree covered mound, which looks to be the home of some huge beast, and to the south the path continues its climb to a summit on the hills. ~ 61 0 0 D0 ~ ~ 0 -1 13723 -1 D2 ~ ~ 0 -1 13727 -1 D3 ~ ~ 0 -1 13725 -1 S #13725 The Great Mound~ You have finally made the climb on to the top of a huge mound. There is a single sapling on this hill. Growing on the tree are some golden apples. You remember that these apples were supposed to be guarded by some horrible beast, but there seems to be no sign of him now. As you take a second glance at the mound you see a suspicious hole concealed by some debris. The hole seems to be the home of some great monster, and judging by the scales scattered around it only one thing comes to mind. That must be the home of a DRAGON!!! ~ 61 0 0 D1 ~ ~ 0 -1 13724 -1 D5 ~ ~ 0 -1 13726 -1 S #13726 Lair of the Watchful Dragon~ You cautiously sneak into this huge chamber. Scattered throughout this chamber are scales, bones, and more coins than you have ever seen. But wait, wheres the dragon? This lair seems deserted....On second thought, the stench is too overbearing. Suddenly you hear a loud roar and before you can react, a Huge Dragon is upon you. ~ 61 0 0 D4 ~ ~ 0 -1 13725 -1 S #13727 Mount Aventine~ You have finally reached the summit of Mount Aventine. You have a great view of the surrounding lands. To the north you can see the fantastic estate of Nero. To the east you can see the city of Graecia, and the great forest. Finally, to the south and west you can see the vast ocean and islands along the coast. Standing here are two giants. They look at each other and grin evilly. One assumes a wrestling stance and the other grabs a huge club. They move towards you with the intent of battle. ~ 61 0 0 D0 ~ ~ 0 -1 13724 -1 S #13728 Home of the Jolly Green Giant~ This is the main room of the Jolly Green Giant Clan. The temperature is set at about -30 and feels a bit brisk. The walls, ceiling, and floor all have this annoying green tint coated with a thick layer of ice. In the center of the room is a Giant Ice Box (Not that the room isn't) and of course it's VERY GREEN. There are exits in all directions to each of the members of the Jolly Green Giant Clan. ~ 62 0 0 D0 ~ ~ 0 -1 13729 -1 D1 ~ ~ 0 -1 13700 -1 D2 ~ ~ 0 -1 3001 -1 D4 ~ ~ 0 -1 13730 -1 D5 ~ jolly~ 33 1 20003 -1 S #13729 Gambrest's Private Freezer~ This is the private room of the Baby Green Giant, Gambrest. He is not nearly as awesome as his father, but you wouldn't want to anger either of them. His room is a bit warmer than the main room. The walls and ceiling of this room dont even have the chilly coating of ice. That's because Gambrest is starting a frozen food collection on the walls, and they need heat to grow before they are stored. There is only one exit and it leads into a shimmering green room. ~ 62 0 0 D0 ~ ~ 0 -1 13728 -1 S #13730 Pigelty's Frozen Pork Chops~ This is the private sty of the youngest in the Jolly Green Giant clan. Pigelty is certainly as friendly as the others, but he is a bit more carefree as you can tell by the green mud splattered all over the walls. This room is much warmer than the others, and you feel like taking a little nap. It wouldn't be a good idea, because who knows when that little devil will return and make you GREEN with ENVY. ~ 62 0 0 D0 ~ ~ 0 -1 13728 -1 S #13731 Path into the Great Forest~ You are on a small and spooky path that leads into the Great Forest. The trees seem to reach towards you with their twisted and gnarled branches. With closer inspection, you see some very strange tracks leading into the forest, reinforcing the rumors that the forest is haunted by strange creatures. To the west a familiar path leads to the Great Paved Road and to the east the path winds into the dense forest. ~ 62 0 3 D1 ~ ~ 0 -1 13732 -1 D3 ~ ~ 0 -1 13708 -1 S #13732 Path into the Dark Forest~ The path twists and winds so much that it makes you lose your sense of direction. The once omnius and active forest suddenly becomes still as if disturbed by some presense. More tracks are here leading to the east. The path leads to the Great Road to the west, and to the east the path enters into the mysterious forest. ~ 62 0 3 D0 ~ ~ 0 -1 13755 -1 D1 ~ ~ 0 -1 13733 -1 D3 ~ ~ 0 -1 13731 -1 S #13733 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13736 -1 D1 ~ ~ 0 -1 13735 -1 D2 ~ ~ 0 -1 13734 -1 D3 ~ ~ 0 -1 13732 -1 S #13734 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13733 -1 D2 ~ ~ 0 -1 13735 -1 S #13735 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13736 -1 D1 ~ ~ 0 -1 13736 -1 D2 ~ ~ 0 -1 13734 -1 D3 ~ ~ 0 -1 13733 -1 S #13736 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13737 -1 D1 ~ ~ 0 -1 13735 -1 D2 ~ ~ 0 -1 13735 -1 D3 ~ ~ 0 -1 13733 -1 S #13737 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13737 -1 D1 ~ ~ 0 -1 13738 -1 D2 ~ ~ 0 -1 13736 -1 D3 ~ ~ 0 -1 13737 -1 S #13738 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13740 -1 D1 ~ ~ 0 -1 13741 -1 D2 ~ ~ 0 -1 13739 -1 D3 ~ ~ 0 -1 13737 -1 S #13739 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13738 -1 D1 ~ ~ 0 -1 13740 -1 D2 ~ ~ 0 -1 13743 -1 D3 ~ ~ 0 -1 13740 -1 S #13740 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13741 -1 D1 ~ ~ 0 -1 13742 -1 D2 ~ ~ 0 -1 13738 -1 D3 ~ ~ 0 -1 13739 -1 S #13741 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13740 -1 D1 ~ ~ 0 -1 13744 -1 D2 ~ ~ 0 -1 13739 -1 D3 ~ ~ 0 -1 13738 -1 S #13742 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13752 -1 D1 ~ ~ 0 -1 13753 -1 D2 ~ ~ 0 -1 13745 -1 D3 ~ ~ 0 -1 13740 -1 S #13743 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13739 -1 D1 ~ ~ 0 -1 13744 -1 D2 ~ ~ 0 -1 13743 -1 D3 ~ ~ 0 -1 13743 -1 S #13744 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13741 -1 D1 ~ ~ 0 -1 13745 -1 D2 ~ ~ 0 -1 13746 -1 D3 ~ ~ 0 -1 13743 -1 S #13745 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13742 -1 D1 ~ ~ 0 -1 13751 -1 D2 ~ ~ 0 -1 13746 -1 D3 ~ ~ 0 -1 13744 -1 S #13746 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13744 -1 D1 ~ ~ 0 -1 13745 -1 D2 ~ ~ 0 -1 13750 -1 D3 ~ ~ 0 -1 13747 -1 S #13747 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13746 -1 D1 ~ ~ 0 -1 13750 -1 D2 ~ ~ 0 -1 13748 -1 D3 ~ ~ 0 -1 13748 -1 S #13748 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13747 -1 D2 ~ ~ 0 -1 13749 -1 D3 ~ ~ 0 -1 13747 -1 S #13749 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13750 -1 D1 ~ ~ 0 -1 13750 -1 D2 ~ ~ 0 -1 13751 -1 D3 ~ ~ 0 -1 13748 -1 S #13750 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13746 -1 D1 ~ ~ 0 -1 13749 -1 D2 ~ ~ 0 -1 13749 -1 D3 ~ ~ 0 -1 13747 -1 S #13751 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13745 -1 D1 ~ ~ 0 -1 13751 -1 D2 ~ ~ 0 -1 13749 -1 D3 ~ ~ 0 -1 13751 -1 S #13752 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13754 -1 D1 ~ ~ 0 -1 13753 -1 D2 ~ ~ 0 -1 13753 -1 D3 ~ ~ 0 -1 13742 -1 S #13753 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13752 -1 D1 ~ ~ 0 -1 13752 -1 D2 ~ ~ 0 -1 13754 -1 D3 ~ ~ 0 -1 13742 -1 S #13754 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 62 1 3 D0 ~ ~ 0 -1 13752 -1 D1 ~ ~ 0 -1 17019 -1 D2 ~ ~ 0 -1 13754 -1 D3 ~ ~ 0 -1 13753 -1 S #13755 Rocky Path~ You have arrived at a two way intersection. There are huge boulders stacked in a strange pattern. A treacherous trail slowly winds towards the summit of Mt Olympus. As you stare to the sky and the peak of Mount Olympus, you can see flickers of lightning in the background. Another trail leads into a dark cave and rapidly descends out of sight. ~ 63 0 4 D4 ~ ~ 0 -1 13780 -1 D5 ~ ~ 0 -1 13756 -1 S #13756 Spiraling Trail to Hades~ The path becomes steeper and steeper as you descend. The trail turns into a huge spiral staircase that descends out of sight into the abyss. Occassionally you see images of people and fire, but they vanish before you can get a better look. You also notice that the temperature has begun to rise, and you feel quite uncomfortable. ~ 63 0 4 D4 ~ ~ 0 -1 13755 -1 D5 ~ ~ 0 -1 13757 -1 S #13757 Entrance to Hades~ The huge staircase comes to an abrupt end here. As you look up a mist descends upon the entire area and you lose your perception of distance. The staircase slowly disappears from sight and the mist fades. To the east you can see a shimmering light and make out a strange creature. ~ 63 1 4 D1 ~ ~ 0 -1 13758 -1 S #13758 Gateway to Hades~ You have arrived at the Gateway to Hades. A huge gate stretches out of sight in all directions. Guarding the gate is a huge three headed dog. You can see shimmering images bow before the guardian and then pass right through the massive gate. The guardian stops resting and stares at you with all three massive heads. ~ 63 8 0 D1 ~ gate ~ 33 13758 13759 -1 D3 ~ ~ 0 -1 13757 -1 S #13759 Junction in Hades~ You are standing in the middle of a fiery hot trail that goes in all directions. To the south you can hear screams of anguish and suffering. The path seems brighter and you hear soothing music to the north. To the west is a pitch black gate blocking your passage. And to the east is a shining path that leads into a large cave. ~ 63 9 0 D0 ~ ~ 0 -1 13760 -1 D1 ~ ~ 0 -1 13776 -1 D2 ~ ~ 0 -1 13764 -1 D3 ~ gate ~ 33 13758 13758 -1 S #13760 A Golden Field~ You have entered a different place indeed. You are standing in the middle of a golden field which extends out of your vision in all directions. The air is fresh and you feel that you could remain here FOREVER. A small path leads northward into a small arbory, and another path turns southward into a dark, sinister looking place. To the east and west the field continues. ~ 63 8 0 D0 ~ ~ 0 -1 13761 -1 D1 ~ ~ 0 -1 13760 -1 D2 ~ ~ 0 -1 13759 -1 D3 ~ ~ 0 -1 13760 -1 S #13761 Peaceful Arbory~ You have arrived in a peaceful clearing in a small arbory. The trees are young and so peaceful that you feel they are not living. There are some spirits here looking very content. ~ 63 8 0 D1 ~ ~ 0 -1 13762 -1 D2 ~ ~ 0 -1 13760 -1 D3 ~ ~ 0 -1 13663 -1 S #13762 Path to Graecia~ You have left the peaceful portion of Hades, where those who were rewarded for a good life remain. You have entered a huge cavern that is shaped like a giant cylinder. A spiraling, stone staircase extends out of sight towards a flickering light in the sky. At the base of the stairs is another huge gate that prevents your passage to Graecia. Sitting at the steps next to the gate is a horrid skeletal creature, holding a huge sickle and a large white key. ~ 63 9 0 D3 ~ ~ 0 -1 13761 -1 D4 A huge gate carved from white obsidian block your passage~ gate~ 33 13762 13755 -1 S #13763 Pleasure Room~ You have entered the final goal of every mortal in Graecia. The place of eternal happiness. You can see natural wonders and beauties beyond the bounds of your imagination. Everything is absolutely perfect and peaceful. You can only hope that when you die, you will enter this fine resting place. ~ 63 8 0 D1 ~ ~ 0 -1 13761 -1 S #13764 Entrance to the Torture Chambers~ You have entered a fiery hot room with every implement of torture present. You can see all of your favorite devices: racks, hot coals, shackles, thumb screws, and the list goes continues. You can see arched doorways leading deeper into the torture chambers to the east, west, and south. To the north, a dark passage leads to a mysterious place. You get the feeling that your presence is unwanted and that DETECTION would mean CERTAIN death. ~ 63 8 0 D0 ~ ~ 0 -1 13759 -1 D1 ~ ~ 0 -1 13765 -1 D2 ~ ~ 0 -1 13767 -1 D3 ~ ~ 0 -1 13766 -1 S #13765 The Acid Room~ You have entered a huge, fiery hot room. In the center of the floor is a huge vat of a highly corrosive substance. You can see several highly corroded objects in the vat and scattered throughout the room. Suddenly several hands reach towards you from the vat and attack. ~ 63 9 0 D2 ~ ~ 0 -1 13768 -1 D3 ~ ~ 0 -1 13764 -1 S #13766 The Amputation Room~ You see various limbs, and other body parts scattered throughout this room. There are more implements of torture here, but you notice the variety of chopping devices and sharp swords. There is also a huge Guillotine in the center of the room, and standing behind it is a man wearing a large black hood. He reaches towards you and tries to hold you beneath the blade. ~ 63 9 0 D1 ~ ~ 0 -1 13764 -1 S #13767 Punishment Path~ You are in a desolate hallway that depicts death and destruction in various carvings in the wall. You can see row after row of cells overcrowded with prisoners. You can hear the constant scream of torture echoing throughout the hallway. The hallway continues to the north and east. ~ 63 9 0 D0 ~ ~ 0 -1 13764 -1 D1 ~ ~ 0 -1 13768 -1 S #13768 Punishment Path~ You are in a desolate hallway that depicts death and destruction in various carvings in the wall. You can see row after row of cells overcrowded with prisoners. You can hear the constant scream of torture echoing throughout the hallway. The hallway continues to the west and south. To the east is another torture room. ~ 63 9 0 D0 ~ ~ 0 -1 13765 -1 D1 ~ ~ 0 -1 13769 -1 D2 ~ ~ 0 -1 13770 -1 D3 ~ ~ 0 -1 13767 -1 S #13769 Quartering Room~ This is the place where the unlucky prisoners are drawn and quartered. There is a large iron plate in the middle of the room, with four shackles, one at each corner. Attached to each shackle is a huge chain and great crank. The torturers that run this place kill you very slowly, and prolong the agony. But remember this is Hades, you cant die, you only get to do it again tommorrow. To the west is a forgotten hallway. ~ 63 9 0 D3 ~ ~ 0 -1 13768 -1 S #13770 Punishment Path~ You are in a desolate hallway that depicts death and destruction in various carvings in the wall. You can see row after row of cells overcrowded with prisoners. You can hear the constant scream of torture echoing throughout the hallway. The hallway continues to the north. To the east and south are more torture rooms. ~ 63 9 0 D0 ~ ~ 0 -1 13768 -1 D1 ~ ~ 0 -1 13771 -1 D2 ~ ~ 0 -1 13772 -1 S #13771 The Impaling Room~ You are standing on a narrow ledge that circle the omnius room. Peering over the edge, you can see a valley below with millions of spikes and stakes protruding from the surface. There are also thousands, perhaps hundreds of thousands of bodies screaming in agony from the spikes. A sick looking man rushes towards you and tries to throw you off the ledge. ~ 63 9 0 D3 ~ ~ 0 -1 13770 -1 S #13772 Strangulation Room~ You have entered a chamber filled with dozens of ropes, wires, and chains lying on the floor. There are sevral bodies lying here with rope burns around their necks. To the east is a water filled room, and to the west is a finely decorated chamber. ~ 63 9 0 D0 ~ ~ 0 -1 13770 -1 D1 ~ ~ 0 -1 13773 -1 D3 ~ ~ 0 -1 13774 -1 S #13773 Water Filled Room~ This room is filled from top to bottom with water. You can see several bodies above you gasping for air with no avail. This is the place where the most foul offenders are condemned, the drowning room. There is a huge octopus and a giant squid which swim towards you and attack. ~ 63 9 8 D3 ~ ~ 0 -1 13772 -1 S #13774 Master Torturer's Chamber~ You have entered a evil place indeed. The walls are pitch black and the only source of light is a glowing sword that seems to float in the air. There are various device of torture also in this room, but your eye stops on a huge black chair. This chair has spikes completely covering it and there are several tubes leading from the chair to a collection bowl. To the north is a huge black door. The sword moves towards you without warning and the Master attacks. ~ 63 9 0 D0 This is a huge black door set into the northern wall.~ door black~ 33 13774 13775 -1 D1 ~ ~ 0 -1 13772 -1 S #13775 Master's Treasure Room~ The Master Torturer has accumulated a huge treasure from all of the punished ones that he has tortured. This treasure resides in a huge black chest that lies open in the center of the room. ~ 63 13 0 D2 A black door~ black door~ 33 13774 13774 -1 S #13776 Hall of Pluto~ You have entered a huge hallway that extends to the east and west. There are several strange markings on the wall which seem to be in a foreign language. There are also glowing rods along the walls of the long and black hallway. ~ 63 9 0 D1 ~ ~ 0 -1 13777 -1 D3 ~ ~ 0 -1 13759 -1 S #13777 Pluto's Judgement Room~ There is a long line of shadowy figures here, waiting to see the master of the underworld, Pluto. They are lined before a huge scale and there is but a single coin on the other side of the balance. One by one they step onto the balance. As they get on the balance, it shimmers and they disappear with a flash one at a time. To the north is Proserpina's private room, and to the east is Pluto's throne room. ~ 63 8 0 D0 ~ ~ 0 -1 13778 -1 D1 ~ ~ 0 -1 13779 -1 D3 ~ ~ 0 -1 13776 -1 S #13778 Proserpina's Room~ This is the seasonal home of Pluto's wife. The room is decorated with the finest silks, and they are engraved in gold. Proserpina is here combing her hair and crying. It seems apparent that her home in the underworld is an agony for her. ~ 63 8 0 D2 ~ ~ 0 -1 13777 -1 S #13779 Pluto's Throne Room~ This is the room in which Pluto can watch the mortals and judge them. There is a huge portal on the northern wall which shows the lands of Graecia. You can see the entire world before your eyes. There is a large throne facing the portal, and Pluto is too busy staring at the portal to notice that you have invaded his home. As you peer at the portal you see yourselves, and you really wonder is Pluto is aware of your presence or not! ~ 63 8 0 D3 ~ ~ 0 -1 13777 -1 S #13780 Ascent to Mt Olympus~ The rocky path slowly disappears from sigh at you enter a huge bank of fog. You stop for a minute and peer down the huge mountain in which you have been climbing. The fog bank which you ignored, seems to be the clouds over Graecia. What a sight! You can see the entire lands of Graecia at your feet. The trail continues to spiral upwards to a massive gate, and the trail disappears into the clouds below. ~ 64 0 4 D4 ~ ~ 0 -1 13781 -1 D5 ~ ~ 0 -1 13779 -1 S #13781 Gateway of the gods~ You have arrived at the summit of Mount Olympus. You are standing outside of the gates to the home of the Graecian gods. A huge glowing gate has been left open, tempting you to enter the home of the gods. You can see a courtyard beyond the gates, and a small path descends Mount Olympus to the lands of Graecia. ~ 64 0 4 D1 ~ ~ 0 -1 13782 -1 D5 ~ ~ 0 -1 13780 -1 S #13782 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north and south. There is a small chamber to the east, and the gateway to the gods is to the west. ~ 64 8 0 D0 ~ ~ 0 -1 13783 -1 D1 ~ ~ 0 -1 13784 -1 D2 ~ ~ 0 -1 13796 -1 D3 ~ ~ 0 -1 13781 -1 S #13783 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the east, west, and south. There is a small chamber to the north. ~ 64 8 0 D0 ~ ~ 0 -1 13785 -1 D1 ~ ~ 0 -1 13786 -1 D2 ~ ~ 0 -1 13782 -1 D3 ~ ~ 0 -1 13792 -1 S #13784 Zeus' Throne Room~ You have entered the home of Zeus, ruler of all the gods in Graecia. The room is comfortable, but not extravagant. The walls are constructed of solid electricity, and they radiate an aura of power. There is no ceiling and the roof opens to a cloudy sky filled with all the constellations. The most interesting part of his room is the huge table in the center of the room. The table is a huge mirror which displays the lands of Graecia. You can see everything happening in Graecia with a passing glance. ~ 64 8 0 D0 ~ ~ 0 -1 13786 -1 D1 ~ ~ 0 -1 13790 -1 D2 ~ ~ 0 -1 13794 -1 D3 ~ ~ 0 -1 13782 -1 D5 The faint outline of a trapdoor is here~ secret~ 33 1 13798 -1 S #13785 Aphrodite's Pleasure Room~ This is the chamber of Aphrodite, the Graecian goddess of love and beauty. Her room is furnished with mirror-like walls, ceiling, and floor. There are hundreds, perhaps thousands, of flowers here, one of each type has taken root in the mirror floor. There are also urns neatly stacked along the northern wall. An erotic aroma issues from tiny holes holes in the urns, and your body tingles as the aroma penetrates your senses. ~ 64 8 0 D2 ~ ~ 0 -1 13783 -1 S #13786 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the east and west. There are small chambers to the north and south. ~ 64 8 0 D0 ~ ~ 0 -1 13787 -1 D1 ~ ~ 0 -1 13788 -1 D2 ~ ~ 0 -1 13784 -1 D3 ~ ~ 0 -1 13783 -1 S #13787 Hera's Vengeance Room~ This is the room of Hera, wife of Zeus. There seem to be no walls in this room, only open scenes of several events. All of them are focussed on beautiful women. In each of the scenes, the woman is being carefully trailed and watched by a shadowy figure. Another scene catches your eye and it suddenly glows red. Hera immediately looks at the scene and begins to tremble with anger. The scene depicts Zeus and a young woman talking by a beautiful pond. Suddenly Hera screams, turns towards you and looks as if she is going to take vengeance on YOU! ~ 64 8 0 D2 ~ ~ 0 -1 13786 -1 S #13788 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north, south and west. There is a small room to the east. ~ 64 8 0 D0 ~ ~ 0 -1 13796 -1 D1 ~ ~ 0 -1 13789 -1 D2 ~ ~ 0 -1 13790 -1 D3 ~ ~ 0 -1 13786 -1 S #13789 The Sun Room~ This room is as bright as the sun on a clear day. Heat radiates from the fiery hot walls and ceiling. The walls are glowing bright and occasionally you can see flames burst from the walls. There is a fiery hot chariot here. The wheels are made from fire and the seat looks hotter than flaming coals. The horses are made form pure fire, and are awaitng the orders of their master, Apollo the Sun god. ~ 64 8 0 D3 ~ ~ 0 -1 13788 -1 S #13790 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north and south. There are small chambers to the east and west. ~ 64 8 0 D0 ~ ~ 0 -1 13788 -1 D1 ~ ~ 0 -1 13791 -1 D2 ~ ~ 0 -1 13792 -1 D3 ~ ~ 0 -1 13784 -1 S #13791 Dionysus's Vinyards~ You have entered a huge clearing in a massive vineyard. There must by thousands of grape trees here, in perfect form. There is a huge grape press that is carefully monitored by a group of slaves. To your right you hear singing, and you see nymphs crushing grapes and making wine. The wine is then poured in huge kegs which flow into a huge basin in the middle of the chamber. Sitting on the edge of the basin is Dionysus the Graecian god of wine. He nods and gets another glass from the basin. ~ 64 8 0 D3 ~ ~ 0 -1 13790 -1 S #13792 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north east, and west. There is a small chamber to the south. ~ 64 8 0 D0 ~ ~ 0 -1 13790 -1 D1 ~ ~ 0 -1 13783 -1 D2 ~ ~ 0 -1 13793 -1 D3 ~ ~ 0 -1 13794 -1 S #13793 Ares' Battlefield~ You have arrived at the scene of a huge battle. There are four different armies, one on each side, battling here. The Graecian army is slowly creating havok on the battlefield under the careful guidance of Ares. There are thousands of corpses here, and the trumpets from all four armies are sounding. You can see hundreds of tattered banners scattered throughout the battlefield. They remind you of the thousands that have died here. ~ 64 8 0 D0 ~ ~ 0 -1 13792 -1 S #13794 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the east and west. There are small chambers to the north and south. ~ 64 8 0 D0 ~ ~ 0 -1 13784 -1 D1 ~ ~ 0 -1 13792 -1 D2 ~ ~ 0 -1 13795 -1 D3 ~ ~ 0 -1 13796 -1 S #13795 Athena's Shrine~ You have entered the humble shrine of Athena, goddess of wisdom. The room is completely bare except for a stone altar in the middle of the room. The walls are made of stone as well as the ceiling and floor. On the altar rests a laurel wreath weaved from living leaves. The wreath begins to glow as you enter the room. ~ 64 8 0 D0 ~ ~ 0 -1 13794 -1 S #13796 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north, south, and east. There is a small chamber to the west. ~ 64 8 0 D0 ~ ~ 0 -1 13782 -1 D1 ~ ~ 0 -1 13794 -1 D2 ~ ~ 0 -1 13788 -1 D3 ~ ~ 0 -1 13797 -1 S #13797 Hermes' Casino~ You have entered a dark and mysterious room. There are several figures crowded around hundreds of tables. You can barely see the tables, by the constant sound of jingling coins reminds you that large transactions are present. Occasionally, you hear a shout and see a shadowy figure leave a table in a hurry. You also see a blur in the room, moving quickly towards you. The blur transforms into a teenager which you recognize as Hermes, the god of gamblers. ~ 64 8 0 D1 ~ ~ 0 -1 13796 -1 S #13798 Treasure Room~ You have entered the treasure room of the Graecian gods. There are many items scattered throughout the room, but you have the feeling that you are being watched. You decide that is would be a good idea if you left in a hurry. 13780 8 0 ~ 64 6 6 D4 The faint outline of a trapdoor is here~ secret~ 33 1 13784 -1 S #13799 Glopglyph's Playroom~ This is the chamber of Glopglyph, the yougest of the Jolly Green Giant Clan. Glopglyph is not like his brothers, and does not like to eat frozen food. He is very busy as you can tell by the many bookshelves all around his room. There is also a stack of strange devices in the corner of his room, but you know that if you were to touch them, you would surely find a dagger in your back. ~ 65 0 0 D0 ~ ~ 0 -1 13728 -1 S #13800 Graecian Bay~ You are in a huge bay that extends from the eastern coast of Graecia out to meet the vast Graecian Ocean. You can see crystal clear blue waters that extend in all directions. You are rocked constantly by the motion of the great waves and you hope your vessel will be able to withstand the mighty ocean. ~ 65 0 7 7 7 D1 ~ ~ 0 -1 13707 -1 D3 ~ ~ 0 -1 13801 -1 S #13801 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13801 -1 D1 ~ ~ 0 -1 13800 -1 D2 ~ ~ 0 -1 13811 -1 D3 ~ ~ 0 -1 13809 -1 S #13802 Deserted island~ You have arrived on a long abandoned island. You see some signs of civilization, and some tracks which seem to be from a dog. Closer inspection of the tracks indicates that there is some blood in the tracks and a struggle took place nearby. Suddenly you hear a load bark, and a rabid dog charges towards you. ~ 65 0 2 D0 ~ ~ 0 -1 13803 -1 D2 ~ ~ 0 -1 13801 -1 D3 ~ ~ 0 -1 13808 -1 S #13803 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13804 -1 D2 ~ ~ 0 -1 13802 -1 D3 ~ ~ 0 -1 13807 -1 S #13804 Isle of Crete~ You have arrived on the sandy shores of the legendary isle of Crete. The island seems quite peaceful, despite the rumors that say that an evil monster inhabits the island. You see a small trail that winds into a patch of trees to the north. From the north you can hear a sinister cackle that makes you reconsider the solitude of this isle. ~ 65 0 3 D0 ~ ~ 0 -1 13805 -1 D2 ~ ~ 0 -1 13803 -1 D3 ~ ~ 0 -1 13807 -1 S #13805 Darkened Grove~ You have entered a small clearing in the dark woods. You can see some blood stains and a set of skulls hanging from a charred tree. To the south and west a twisty path leads out of the woods. The path to the west seems to be decorated with various bones and you wonder what is collecting all of the bones. ~ 65 0 3 D2 ~ ~ 0 -1 13804 -1 D3 ~ ~ 0 -1 13806 -1 S #13806 Witch's Lair~ You have stumbled into another clearing in the dark woods. You see a pot full of some foul liquid slowly boiling over a fire. Tied to several trees are corpses that look freshly dead. The stench that eminates from the corpses is unbearable. Just as you are able to bear the stench, a horrid old lady comes from a hidden hole in the ground and attacks. ~ 65 0 3 D1 ~ ~ 0 -1 13805 -1 D5 ~ ~ 0 -1 13849 -1 S #13807 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13804 -1 D1 ~ ~ 0 -1 13803 -1 D2 ~ ~ 0 -1 13808 -1 D3 ~ ~ 0 -1 13817 -1 S #13808 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13807 -1 D1 ~ ~ 0 -1 13802 -1 D2 ~ ~ 0 -1 13809 -1 S #13809 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13808 -1 D1 ~ ~ 0 -1 13801 -1 D2 ~ ~ 0 -1 13810 -1 D3 ~ ~ 0 -1 13815 -1 S #13810 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13809 -1 D1 ~ ~ 0 -1 13811 -1 D3 ~ ~ 0 -1 13814 -1 S #13811 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13801 -1 D2 ~ ~ 0 -1 13812 -1 D3 ~ ~ 0 -1 13810 -1 S #13812 Home of the Cyclops~ You have arrived on a small island inhabited by a small group of Cyclops. The island is a barren rock exposed to the forces of nature for centuries. There seems to be no life on this island except the cyclops. To the south you see a small cave illuminated by a flickering light. ~ 65 0 4 D0 ~ ~ 0 -1 13811 -1 D2 ~ ~ 0 -1 13813 -1 S #13813 Spooky Cave~ The first thing you notice about this cave is that it is extremely warm. You spot the source of light and heat...it is a huge steel oven set into the southern wall. A strange aroma comes from the oven that seems quite appetizing. The largest cyclops politely asks you to stay for dinner, but then you realize that you are the dinner! ~ 65 0 4 D0 ~ ~ 0 -1 13812 -1 S #13814 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13815 -1 D1 ~ ~ 0 -1 13810 -1 D3 ~ ~ 0 -1 13824 -1 S #13815 Ancient Ruins~ You have landed on a small island that seems to be the remains of some great temple. There are stones piled here in a pattern that looks like a great courtyard was once here. To the north is a path that leads into a part of the ruins in much better shape. You have a eerie sense of danger from the north as you see shadows moving about the ruins. To the northwest you see a building that seems unaffected by the forces of nature and time. ~ 65 0 0 D0 ~ ~ 0 -1 13816 -1 D1 ~ ~ 0 -1 13809 -1 D2 ~ ~ 0 -1 13814 -1 S #13816 Guardian's Lair~ You have entered a strangely intact building in the ruins. The walls look sturdy but the ceiling has a large hole in it. There are several bones scattered throughout the building. To the west is a building that resembles some kind of temple, and it is in excellent condition. Suddenly the shapes that you saw a moment ago materialize and attack without warning. ~ 65 0 0 D2 ~ ~ 0 -1 13815 -1 D3 ~ ~ 0 -1 13822 -1 S #13817 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13818 -1 D1 ~ ~ 0 -1 13807 -1 S #13818 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13819 -1 D2 ~ ~ 0 -1 13817 -1 S #13819 Coral Reef~ You have arrived in an isolated coral reef in the Graecian ocean. There are fishes of every type here enjoying the sanctuary of the great reef. In the center of the reef is a small pool lined with beautiful coral that is isolated from the rest of the reef. In the pool is a beautiful mermaid who smiles at you. ~ 65 0 7 7 7 D2 ~ ~ 0 -1 13818 -1 S #13820 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D1 ~ ~ 0 -1 13818 -1 D3 ~ ~ 0 -1 13829 -1 S #13821 Entrance to Medusa's Chamber~ You are now in the northern portion of this abandoned temple. The walls here are ornately decorated with many fine bas-reliefs. There are several statues carved with the finest workmanship. The statues are so excellent in form that you think they might be living. There is a large staircase leading into darkness. ~ 65 1 0 D2 ~ ~ 0 -1 13822 -1 D5 ~ ~ 0 -1 13840 -1 S #13822 Ancient Temple~ You have entered a strangely intact temple that has been forgotten over the ages. There is a huge altar in the center of this chamber. There are many statues here, and along the walls are faded tapestries of gorgons ravaging their foes. The temple extends to the north and south, and you see some ruins to the east. ~ 65 0 0 D0 ~ ~ 0 -1 13821 -1 D1 ~ ~ 0 -1 13816 -1 D2 ~ ~ 0 -1 13823 -1 S #13823 Room of the Gorgons~ You have entered a foul chamber indeed. There are several corpses in this room with blood splattered all over them. There is also a great deal of debris in this room, and occasionally you can see the debris move, as if something were slithering around the debris. ~ 65 0 0 D0 ~ ~ 0 -1 13822 -1 S #13824 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D1 ~ ~ 0 -1 13814 -1 D2 ~ ~ 0 -1 13825 -1 D3 ~ ~ 0 -1 13833 -1 S #13825 A Forgotten Island~ The coast of this island is rocky and you feel like you are in a great thunderstorm as the ocean crashes against the rocks here. The vibration from the rocks makes the entire island tremble under the might of the ocean. There is a rocky trail leading to a higher place to the south. ~ 65 0 0 D0 ~ ~ 0 -1 13824 -1 D2 ~ ~ 0 -1 13826 -1 S #13826 Hidden Grove~ As you climb the rocky hill you stumble into a small grove of trees. You wonder how trees could have appeared on this desolate island, but for some mystical reason they are here. There is a huge golem standing here with a giant key around his neck. To the east you can see a hidden gate which prevents further access into the grove. ~ 65 0 0 D0 ~ ~ 0 -1 13825 -1 D1 A gate blocking your passage east~ gate~ 33 13826 13827 -1 S #13827 Peaceful Grove~ Beyond the gate is a small clearing in the grove. The trees are as mystical as the others, yet something else catches you eye. There is a beautiful golden fleece resting on a tree branch. It radiates a powerful enchantment and its beauty overpowers you. Suddenly you feel the island shake as if it were going to crash into the sea. You hear a load bang come from the east, and you dare NOT go that way. ~ 65 0 0 D1 ~ ~ 0 -1 13828 -1 D3 ~ ~ 0 -1 13826 -1 S #13828 Crashing Rocks~ You did not heed the warning and you fall....... fall.... fall.... fall.... fall.... fall.... fall.... fall.... fall.... You abruptly stop falling and find that you are wedged between two huge rocks that are crushing you. Better cry for help...fast! ~ 65 0 0 S #13829 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13834 -1 D1 ~ ~ 0 -1 13820 -1 D2 ~ ~ 0 -1 13830 -1 S #13830 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13829 -1 D2 ~ ~ 0 -1 13831 -1 D3 ~ ~ 0 -1 13835 -1 S #13831 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13830 -1 D2 ~ ~ 0 -1 13832 -1 D3 ~ ~ 0 -1 13836 -1 S #13832 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13831 -1 D2 ~ ~ 0 -1 13833 -1 S #13833 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13832 -1 D1 ~ ~ 0 -1 13824 -1 S #13834 Bird Isle~ You have arrived on a small rocky island inhabited only by birds. The island is very small and you can only see winged forms in the sky. You wonder what these bird find for food, but by looking at all of the bones on the island, you realize they are well fed. Closer inspection of the bones reveals that they are predominantly HUMAN! ~ 65 0 0 D2 ~ ~ 0 -1 13829 -1 S #13835 Archipelago~ You are surprised to find such a large island this distance away from the mainland. The stranger thing is that there are signs of life everywhere you look. To the south you see human footprints leading to a beach. ~ 65 0 2 D1 ~ ~ 0 -1 13830 -1 D2 ~ ~ 0 -1 13836 -1 S #13836 Hidden Beach~ You quickly duck for cover as an armed man passes you. He is heading to a huge lighthouse which is to your south. To the west you can see the cause for all the activity. There is a huge fortress that rises out of sight into the mountains on this strange island. You can tell that this must be the location of the pirates secret base. ~ 65 0 2 D0 ~ ~ 0 -1 13835 -1 D1 ~ ~ 0 -1 13831 -1 D2 ~ ~ 0 -1 13837 -1 D3 ~ ~ 0 -1 13838 -1 S #13837 Lighthouse~ You have entered the watchtower of the pirates. At the top you can see for several miles out to sea. There is another exit here leading into the fortress to the west. You suddenly realize that if you can see that far, so can the pirates! You try to hide in a closet as a group of pirates enter the lighthouse, but you are too late. They have spotted you and rush to defend their home. ~ 65 0 2 D0 ~ ~ 0 -1 13836 -1 D3 ~ ~ 0 -1 13839 -1 S #13838 Entry Room~ You have entered a large room that serevs as the common room for the pirates. There are dozens of men in here. Some are sleeping, others are gambling at tables. One of them looks up and says "Hey, you are not supposed to be here." As he finishes speaking, some of the pirates jump up to attack, while others flee to the south. You can see two other exits going north and south. ~ 65 0 0 D0 ~ ~ 0 -1 13841 -1 D1 ~ ~ 0 -1 13836 -1 D2 ~ ~ 0 -1 13839 -1 S #13839 Hidden Docks~ You have arrived in a large underground chamber which connects with the sea. Several men, alarmed by your presence, are making sail and fleeing. Some of the braver ones jump ship and attempt to stop your advance. ~ 65 0 0 D0 ~ ~ 0 -1 13838 -1 D1 ~ ~ 0 -1 13837 -1 D2 ~ ~ 0 -1 13833 -1 S #13840 Lair of Medusa~ The large staircase that you were usings ends in a dark and smelly chamber. There are various pillars and statues here, making it difficult to see. The torches create spooky shadows that make you think the place is haunted. Suddenly, one of the statues topples over and breaks into a dozen pieces. A large shadow leaps from the darkness and attacks. ~ 65 1 0 D4 ~ ~ 0 -1 13821 -1 S #13841 Guard Room~ You have entered a small room that is used to block passage deeper into the mountain. There is a table here, flipped on one side. Behind the table are two armed men that look at you and grin evilly. Obviously they have heard the uproar, and they rush forward to attack. ~ 65 0 0 D2 ~ ~ 0 -1 13838 -1 D4 ~ ~ 0 -1 13842 -1 S #13842 Inner Chamber~ You have entered a room that is deep in the mountains on this isle. It is human carved and you can see two exits blocked by huge wooden doors to the north and south. The floor in this room is worn, as if there were lot of movement in this room in the last few weeks. As you get a closer look at the walls, you notice that the wall to the west looks quite odd. ~ 65 0 0 D0 You see a huge oaken door blocking your passage~ door~ 33 -1 13844 -1 D2 You see a sturdy wooden door barring your passage south~ door~ 33 -1 13843 -1 D3 The wall looks as if it could be slid, revealing another room~ wall~ 33 -1 13845 -1 D5 ~ ~ 0 -1 13841 -1 S #13843 Leaders Quarters~ This room is much finer than the common room. Instead of bunks, there are soft and comfortable beds. There is also very lavish furniture, indicating that some of the pirates have grow wealthy by raiding the Graecian coast. You surprise a middle-aged elf as you walk in and he looks at you with fear in his eyes. It seems that he is paralyzed with fright. ~ 65 0 0 D0 A wooden door~ door~ 33 -1 13842 -1 S #13844 Office~ Someone has set this room on fire! There is a huge desk with stacks of papers on fire here. All of the chairs have been piled next to the desk and they are glowing bright red from the fire. You had better get out of here, before you catch on fire too. ~ 65 0 0 D2 A wooden door~ door~ 33 -1 13842 -1 S #13845 Secret Passage~ You have discovered a secret passage leading down into some strange cave in this huge mountain. The room is dark and the air from below is quite cool and refreshing, as if it connected to a fresh air source. The path downwards looks a bit treacherous, but it seems passable. ~ 65 1 0 D1 You see the back side of a wall panel~ wall~ 33 -1 13842 -1 D5 ~ ~ 0 -1 13846 -1 S #13846 Storage Room~ You have entered a huge chamber that is used to store the items that the pirates have raided. To the south the smell of fresh air and the ocean is even stronger. You see two men setting the various crates and boxes ablaze. They look up at you and draw their weapons. These men dont look like ordinary pirates, they look like the leaders of this group. ~ 65 0 0 D2 ~ ~ 0 -1 13847 -1 D4 ~ ~ 0 -1 13845 -1 S #13847 Secret Passage~ You have arrived at the southern end of the storeroom. You see water to the south, as this large chamber opens up to the great ocean. You can hear the familiar sound of the powerful waves crashing against the rocks, and you hear the sounds of bird flying nearby. ~ 65 0 0 D0 ~ ~ 0 -1 13846 -1 D2 ~ ~ 0 -1 13848 -1 S #13848 Quiet Bay~ You are once again sailing on the Graecian ocean. The water here is the calmest and clearest water that you have ever seen. To the south you can see the bay connects with the Graecian ocean, and to the north a hidden cave catches your eye. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13847 -1 D2 ~ ~ 0 -1 13850 -1 S #13849 Minotaur's Lair~ You have entered a dark and strange maze indeed. There are several passages leading in several directions. You have the strange feeling that the passages simply loop back to this main cave. You can hear the sound of echoing footsteps, and the begin to grow loader. Before you realize what is happening, a huge creature barrels into you without warning. ~ 65 1 0 D5 ~ ~ 0 -1 13806 -1 S #13850 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 65 0 7 7 7 D0 ~ ~ 0 -1 13848 -1 D1 ~ ~ 0 -1 13820 -1 D2 ~ ~ 0 -1 13800 -1 D3 ~ ~ 0 -1 13832 -1 S #13901 The entrance to the forest~ You are standing at the entrance to the forest of Rhowyn, a small path winds its way into its gloomy depths. There is a sign at the edge of the path, which also leads southwards across the plains, away from the forest ~ 66 4 3 D0 ~ ~ 0 -1 13902 -1 D2 ~ ~ 0 -1 13683 -1 E sign~ /--------------------------------------\ | | | South: The city of New Thalos | | | | North: The forest of Rhowyn | | | | BEWARE! | | | \--------------------------------------/ ~ S #13902 The forest of Rhowyn~ The forest is light here, and fairly cheery. But you shudder as you look to the north, and the gloom that hides the secrets of Rhowyn. A single path leads north and south through the forest. Far to the north, you hear the baying of hounds ~ 66 0 1 D0 ~ ~ 0 -1 13903 -1 D2 ~ ~ 0 -1 13901 -1 S #13903 The Forest of Rhowyn~ The path leads east and south here, circumventing the base of a large hill with lies to the north. A set of stone steps leads northwards up the hill, but the top is obscured by trees and mist. Somewhere to the north, you hear rushing water ~ 66 0 3 D0 ~ ~ 0 -1 13904 -1 D1 ~ ~ 0 -1 13907 -1 D2 ~ ~ 0 -1 13902 -1 S #13904 A hillside~ You are climbing steps which lead northwards up the side of a large hill, and southwards towards a path leading through the forest of Rhowyn. The top of the hill is obscured by trees. Somewhere to the north you hear rushing water ~ 66 0 4 D0 ~ ~ 0 -1 13905 -1 D2 ~ ~ 0 -1 13903 -1 S #13905 A hilltop~ You are standing on top of a large hill. Through the trees, you can see the huge expanse of the forest of Rhowyn. Far to the south, you can see a large city. Far to the north, and to the west, you can see dark, foreboding mountains (when have you ever seen a friendly mountain???). Far to the east, you can see a huge expanse of water. Steps lead southwards down the hillside, down into the depths of the forest. Just to the north is a small stone building. ~ 66 0 4 D0 ~ ~ 0 -1 13906 -1 D2 ~ ~ 0 -1 13904 -1 E stone building small~ The building looks fairly well kept, and sturdy. There seems to be no sign of habitation, however. ~ S #13906 A small stone building~ You are standing inside a small stone building, deep in the heart of the forest of Rhowyn. To the north, you can hear the sounds of running water. An open doorway beckons to the south. ~ 66 9 0 D2 ~ ~ 0 -1 13905 -1 S #13907 The forest of Rhowyn~ You are standing on a path leading through the forest. To the northwest is a large hill, whose top is obscured by trees. To the north, you can hear the sounds of running water. The trees are thick here, as are the shadows, but it is not impossible to see. The path leads both north and west. ~ 66 0 3 D0 ~ ~ 0 -1 13908 -1 D3 ~ ~ 0 -1 13903 -1 S #13908 The forest of Rhowyn~ You are standing on a path that leads north south through the forest. To the west, you can see a large hill. To the north, you can hear the sound of running water. ~ 66 0 3 D0 ~ ~ 0 -1 13909 -1 D2 ~ ~ 0 -1 13907 -1 S #13909 The forest of Rhowyn~ You are standing on a path leading through the forest. To the north, close by, you can hear the sound of running water. To the southwest stands a large hill, it's top is obscured by trees. The path leads north and south through the forest ~ 66 0 3 D0 ~ ~ 0 -1 13910 -1 D2 ~ ~ 0 -1 13908 -1 S #13910 The forest of Rhowyn~ You are standing on a path leading through the forest. To the north, very close by, you can hear the sound of running water. The path leads north and south. The abundance of trees makes it very gloomy here, but you can still make out details ~ 66 0 3 D0 ~ ~ 0 -1 13911 -1 D2 ~ ~ 0 -1 13909 -1 S #13911 The edge of a large river~ You are standing on the southern edge of a large river, which flows eastward at a rather impressive clip. There is a bridge to the north, spanning the river, well, its not really a bridge, its just a VERY large tree which appears to have fallen across the river at a semi-convienent point. ~ 66 0 2 D0 ~ ~ 0 -1 13912 -1 D2 ~ ~ 0 -1 13910 -1 S #13912 A makeshift bridge~ You are standing on a large tree, crossing a swiftly flowing river that cuts its way through the forest of Rhowyn. The ends of the tree lie to the north and south, the river leads east and west. Suddenly, the air becomes very still, and all the normal foresty sounds that you have been taking for granted are suddenly silenced! ~ 66 0 2 D0 ~ ~ 0 -1 13913 -1 D1 ~ ~ 0 -1 13920 -1 D2 ~ ~ 0 -1 13911 -1 D3 ~ ~ 0 -1 13918 -1 S #13913 The north bank of the river~ You have made it to the northern bank of a large river, which cuts its way east and west through the forest of Rhowyn. A large tree lies across the river, forming a makeshift bridge. The path leads northwards through the forest ~ 66 8 3 D0 ~ ~ 0 -1 13914 -1 D2 ~ ~ 0 -1 13912 -1 S #13914 The forest of Rhowyn~ You are standing on a path deep in the forest. It is very dark here, if you venture any further into the depths of the forest, you will need light. To the south, very close by, you can hear the sounds of running water. ~ 66 8 3 D0 ~ ~ 0 -1 13935 -1 D2 ~ ~ 0 -1 13913 -1 S #13915 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. The current is just too strong here, there is no way for you to go westward any farther. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13916 -1 D2 ~ ~ 0 -1 21800 -1 S #13916 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13917 -1 D3 ~ ~ 0 -1 13915 -1 S #13917 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13918 -1 D3 ~ ~ 0 -1 13916 -1 S #13918 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13919 -1 D3 ~ ~ 0 -1 13917 -1 S #13919 The river under the bridge~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. A large tree-like bridge passes above you as you float eastwards. ~ 66 0 7 15 1 D0 ~ ~ 0 -1 13913 -1 D1 ~ ~ 0 -1 13920 -1 D2 ~ ~ 0 -1 13911 -1 D3 ~ ~ 0 -1 13918 -1 S #13920 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13921 -1 D3 ~ ~ 0 -1 13919 -1 S #13921 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13922 -1 D3 ~ ~ 0 -1 13920 -1 S #13922 The river~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 66 0 7 15 0 D0 ~ ~ 0 -1 13923 -1 D3 ~ ~ 0 -1 13921 -1 S #13923 The River~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 66 0 7 15 0 D0 ~ ~ 0 -1 13924 -1 D2 ~ ~ 0 -1 13922 -1 S #13924 The river~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 66 0 7 15 0 D0 ~ ~ 0 -1 13925 -1 D2 ~ ~ 0 -1 13923 -1 S #13925 The river~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 66 0 7 15 0 D0 ~ ~ 0 -1 13926 -1 D1 ~ ~ 0 -1 13927 -1 D2 ~ ~ 0 -1 13924 -1 S #13926 The shore of the river Rhowyn~ You have been washed up on the shore of the river Rhowyn. Everything is quiet and still, as you try to catch your breath. To the north you see a small path, which leads off into inky darkness ~ 66 0 3 D0 ~ ~ 0 -1 13933 -1 D2 ~ ~ 0 -1 13925 -1 S #13927 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. Far to the east, you hear a loud, constant pounding sound. It could be a waterfall ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13928 -1 D3 ~ ~ 0 -1 13925 -1 S #13928 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. To the east, you hear a loud, constant pounding sound. It could be a waterfall ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13929 -1 D3 ~ ~ 0 -1 13927 -1 S #13929 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. Nearby to the east, you hear a loud, constant pounding sound. It could be a waterfall ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13930 -1 D3 ~ ~ 0 -1 13928 -1 S #13930 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. To the east, very close by, you hear a loud, constant pounding sound. It could be a waterfall. ~ 66 0 7 15 1 D1 ~ ~ 0 -1 13931 -1 D3 ~ ~ 0 -1 13929 -1 S #13931 The top of a waterfall~ You are at the very top of a huge waterfall. To plunge over the side would be certain death. The mist from below fills your eyes and lungs as you fight against the current. The ear-shattering pounding of the water makes you ill, and you find it very difficult to concentrate. ~ 66 0 7 15 5 D3 ~ ~ 0 -1 13930 -1 D5 ~ ~ 0 -1 13932 -1 S #13932 The nasty gravelly area at the bottom of a waterfall.~ Well, you couldn't fight against the current any longer, and you find yourself being ground up into small pieces by the sharp rocks which line the bottom of this waterfall. To your credit, there is a huge gout of blood and flesh, which stains the water crimson for several minutes. Forest natives comment about the 'Day the water smelt like blood' for many years to come, thus immortalizing your death for at least 3 generations. ~ 66 2 1 D4 ~ ~ 0 -1 13931 -1 S #13933 A path through the forest~ You are standing on a path deep in the bowels of the forest of Rhowyn. To the north, the forest grows ever deeper, while to the south it lightens a bit. You can clearly hear running water to the south, and far to the east, a pounding sound that can only mean a waterfal is nearby. ~ 66 9 1 D0 ~ ~ 0 -1 1500 -1 D2 ~ ~ 0 -1 13926 -1 S #13935 The forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13936 -1 D2 ~ ~ 0 -1 13914 -1 S #13936 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13937 -1 D2 ~ ~ 0 -1 13935 -1 S #13937 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D1 ~ ~ 0 -1 13938 -1 D2 ~ ~ 0 -1 13936 -1 S #13938 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13939 -1 D3 ~ ~ 0 -1 13937 -1 S #13939 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13940 -1 D2 ~ ~ 0 -1 13938 -1 S #13940 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13941 -1 D2 ~ ~ 0 -1 13939 -1 S #13941 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D1 ~ ~ 0 -1 13942 -1 D2 ~ ~ 0 -1 13940 -1 S #13942 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13943 -1 D3 ~ ~ 0 -1 13941 -1 S #13943 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13944 -1 D2 ~ ~ 0 -1 13942 -1 S #13944 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13945 -1 D2 ~ ~ 0 -1 13943 -1 S #13945 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13946 -1 D2 ~ ~ 0 -1 13944 -1 S #13946 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13947 -1 D2 ~ ~ 0 -1 13945 -1 S #13947 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D1 ~ ~ 0 -1 13948 -1 D2 ~ ~ 0 -1 13946 -1 S #13948 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13949 -1 D3 ~ ~ 0 -1 13947 -1 S #13949 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 66 1 3 D0 ~ ~ 0 -1 13950 -1 D2 ~ ~ 0 -1 13948 -1 S #13950 At the northen edge of the forest of Rhowyn~ You are standing at the northern edge of the forest of Rhowyn. To the south, the gloom of the forest beckons. To the north, you can see fair fields, and very faintly the sound of a fair ~ 66 0 3 D0 ~ ~ 0 -1 6601 -1 D2 ~ ~ 0 -1 13949 -1 S #14000 A Beaten Rocky Path~ The path is made from beaten dirt, compacted by the passing of many feet. Rock are strew about the area randomly. An erie feeling fills you continue to the north. ~ 67 2048 4 D0 ~ ~ 0 0 14001 -1 S #14001 The Begining of the Nark-An-Tor Pass~ You are entering a small dark mountian pass, unfortunatly this is the only way through the mountians. Wow! It looks really dark in here. What is that smell? ~ 67 257 5 3 D0 ~ ~ 0 0 14002 -1 D2 ~ ~ 0 0 14000 -1 S #14002 The Pass of Nark-An-Tor~ A rotting corpse lies here. It looks to have been half eaten. Maggots crawl about the floor. The body has been clawed and half eaten. You wonder what could have done somthing so horrible. Other than the body you notice you are now deep within the pass. You can almost see light above you, high into the impassable cliffs. ~ 67 257 5 4 D2 ~ ~ 0 0 14001 -1 D3 ~ ~ 0 0 14003 -1 S #14003 The Pass of Nark-An-Tor~ You travel even deeper into the pass. The cliff faces almost seem to close in on you now, making the area appear to be more of a cave than a pass. The walls here have deep gashes in them suggesting that some powerfull beast has clawed his way up the walls. A fresh trail of blood leads to the west. You begin wondering if it was such a good idea to come through here after all. ~ 67 257 5 4 D1 ~ ~ 0 0 14002 -1 D3 ~ ~ 0 0 14004 -1 S #14004 Turn in the Nark-An-Tor Pass~ Fresh blood is splattered all over the walls, decapitated limbs and half eaten parts of human flesh are scattered about. This kill is very fresh. What ever did this had to have massive strength. You see a few scattered remains of these unfortunate souls equipment, but nothing worthwhile. The pass is very dark here. You hope what ever did this doesn't come back. Are you sure you want to continue? ~ 67 257 5 4 D0 ~ ~ 0 0 14005 -1 D1 ~ ~ 0 0 14003 -1 S #14005 The Nark-An-Tor Pass~ A as the pass leads to the north you feel a blast a air come down the thin path. You can only hope this means you are reaching the end of this forsaken mountian range. But you feel you still have a ways to go. Unusually there is no claw marks or blood here. All is silent, just the blowing of the wind. ~ 67 257 5 4 D0 ~ ~ 0 0 14006 -1 D2 ~ ~ 0 0 14004 -1 D3 ~ crack~ 9 0 14008 -1 S #14006 Towards the End of the Pass~ You see a small amount of light to the north. Voices, human voices too. Is there somone up there? The rocks are jagged and very sharp, well sharp for rocks. ~ 67 257 5 5 D0 ~ ~ 0 0 14007 -1 D2 ~ ~ 0 0 14005 -1 S #14007 End of the Pass of Nark-An-Tor~ You have finally made your way through the mountians. You can now hear clear voices ahead to the north. As you strain to see what is ahead you make out a mass of trees and a small group of people around a covered wagon. ~ 67 0 4 D0 ~ ~ 0 0 14011 -1 D2 ~ ~ 0 0 14006 -1 S #14008 Secret Passageway~ You have entered a very small cramped tunnel. It seems to have been a natural cave that has been carved and worked further. The air is musty and stale. You can hear water running to the west. ~ 67 257 0 3 D1 ~ crack~ 1 0 14005 -1 D3 ~ ~ 0 0 14009 -1 S #14009 Secret Passageway~ The tunnel widens up just a bit here. There is a small pool with water rinning through a crack in the wall into it. GASP! HORROR! A human body lies sprawled out in the pool. It's head crushed by a powerful blow. Obvoisly taking this tunnel did not save his life. And you expect it wont save yours either. ~ 67 257 0 3 D0 ~ ~ 0 0 14010 -1 D1 ~ ~ 0 0 14008 -1 S #14010 Small Opening~ A small cave mouth opens up here leading to the south. A trail of blood leads into it. What ever is bleeding in there is somthing you may not want to meet. ~ 67 257 0 4 D0 ~ ~ 0 0 14067 -1 D2 ~ ~ 0 0 14009 -1 S #14011 A Covered Cart~ A covered cart and a few innocent people stand here at the edge of the forest beconing to you. ~ 67 1 3 D2 ~ ~ 0 0 14007 -1 D3 ~ ~ 0 0 14012 -1 S #14012 Thin Forest~ A thin forest is begining to build here. ~ 67 1 3 D1 ~ ~ 0 0 14011 -1 D3 ~ ~ 0 0 14013 -1 S #14013 Thin Forest~ The forest get much thicker to the north. The wind howling through the trees almost seems to say 'TUUUUURRRRNNNN BAAAACCCKKK!!!!' ~ 67 1 3 D0 ~ ~ 0 0 14014 -1 D1 ~ ~ 0 0 14012 -1 S #14014 Thick Forest~ Empty ~ 67 1 3 D2 ~ ~ 0 0 14013 -1 D3 ~ ~ 0 0 14015 -1 S #14015 Thick Forest~ Empty ~ 67 1 3 D0 ~ ~ 0 0 14016 -1 D1 ~ ~ 0 0 14014 -1 S #14016 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14068 -1 D1 ~ ~ 0 0 14017 -1 D2 ~ ~ 0 0 14015 -1 D3 ~ ~ 0 0 14017 -1 S #14017 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14018 -1 D1 ~ ~ 0 0 14016 -1 D2 ~ ~ 0 0 14069 -1 D3 ~ ~ 0 0 14075 -1 S #14018 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14019 -1 D2 ~ ~ 0 0 14017 -1 S #14019 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14018 -1 D3 ~ ~ 0 0 14020 -1 S #14020 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14021 -1 S #14021 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14019 -1 D3 ~ ~ 0 0 14022 -1 S #14022 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14023 -1 D1 ~ ~ 0 0 14021 -1 S #14023 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14022 -1 D3 ~ ~ 0 0 14024 -1 S #14024 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14023 -1 D2 ~ ~ 0 0 14025 -1 S #14025 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14024 -1 D2 ~ ~ 0 0 14026 -1 S #14026 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14025 -1 D2 ~ ~ 0 0 14027 -1 S #14027 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14026 -1 D2 ~ ~ 0 0 14028 -1 S #14028 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14027 -1 D2 ~ ~ 0 0 14084 -1 D3 ~ ~ 0 0 14029 -1 S #14029 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14028 -1 D3 ~ ~ 0 0 14030 -1 S #14030 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14029 -1 D3 ~ ~ 0 0 14031 -1 S #14031 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14032 -1 D1 ~ ~ 0 0 14030 -1 S #14032 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14031 -1 D3 ~ ~ 0 0 14033 -1 S #14033 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14032 -1 D3 ~ ~ 0 0 14034 -1 S #14034 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14033 -1 D2 ~ ~ 0 0 14035 -1 S #14035 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14034 -1 D3 ~ ~ 0 0 14036 -1 S #14036 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14037 -1 D1 ~ ~ 0 0 14035 -1 S #14037 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14038 -1 D2 ~ ~ 0 0 14036 -1 S #14038 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14039 -1 D2 ~ ~ 0 0 14037 -1 S #14039 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14040 -1 D3 ~ ~ 0 0 14038 -1 S #14040 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14041 -1 D3 ~ ~ 0 0 14039 -1 S #14041 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14042 -1 D3 ~ ~ 0 0 14040 -1 S #14042 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14043 -1 D3 ~ ~ 0 0 14041 -1 S #14043 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14042 -1 D1 ~ ~ 0 0 14044 -1 S #14044 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14045 -1 D3 ~ ~ 0 0 14043 -1 S #14045 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14046 -1 D2 ~ ~ 0 0 14044 -1 S #14046 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14045 -1 D3 ~ ~ 0 0 14047 -1 S #14047 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14048 -1 D1 ~ ~ 0 0 14046 -1 S #14048 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14049 -1 D2 ~ ~ 0 0 14047 -1 D3 ~ ~ 0 0 14070 -1 S #14049 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14050 -1 D3 ~ ~ 0 0 14048 -1 S #14050 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14049 -1 D3 ~ ~ 0 0 14051 -1 S #14051 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14050 -1 D3 ~ ~ 0 0 14052 -1 S #14052 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14051 -1 D3 ~ ~ 0 0 14053 -1 S #14053 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14054 -1 D1 ~ ~ 0 0 14052 -1 D2 ~ ~ 0 0 14091 -1 S #14054 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You notice a fresh trail of blood leading to the west through a few ripped up trees. ~ 67 1 3 D1 ~ ~ 0 0 14055 -1 D2 ~ ~ 0 0 14053 -1 D3 ~ ~ 0 0 14065 -1 S #14055 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14056 -1 D3 ~ ~ 0 0 14054 -1 S #14056 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14057 -1 D2 ~ ~ 0 0 14055 -1 S #14057 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14058 -1 D3 ~ ~ 0 0 14056 -1 S #14058 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14057 -1 D1 ~ ~ 0 0 14059 -1 S #14059 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14060 -1 D3 ~ ~ 0 0 14058 -1 S #14060 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14061 -1 D3 ~ ~ 0 0 14059 -1 S #14061 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14062 -1 D3 ~ ~ 0 0 14060 -1 S #14062 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14063 -1 D3 ~ ~ 0 0 14061 -1 S #14063 Thinning Forest~ Empty ~ 67 1 3 D0 ~ ~ 0 0 14064 -1 D3 ~ ~ 0 0 14062 -1 S #14064 Near Geyron City Gates~ Empty ~ 67 1 3 D2 ~ ~ 0 0 14063 -1 S #14065 Struggle in the Woods~ A Struggle has recently transpired here. Trees and branches are ripped up and are strewn about. a large pool of blood starts a trail leading to the west. ~ 67 1 3 D1 ~ ~ 0 0 14054 -1 D3 ~ ~ 0 0 14066 -1 S #14066 Blood Trail in the Woods~ A few broken branches and the trail of blood leads you to the south. You beging to wonder if you should be following this trail anyway. What ever broke these trees down was very strong. ~ 67 1 3 D1 ~ ~ 0 0 14065 -1 D2 ~ ~ 0 0 14067 -1 S #14067 Trail of Blood in the Woods~ The trail of blood contines to the south into a small cave opening. As you start yo head on you head a loud 'ARRRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGG!' from the cave. A cry that send chills down your spine. ~ 67 1 3 D0 ~ ~ 0 0 14066 -1 D2 ~ ~ 0 0 14010 -1 S #14068 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14069 -1 D1 ~ ~ 0 0 14017 -1 D2 ~ ~ 0 0 14016 -1 D3 ~ ~ 0 0 14016 -1 S #14069 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14077 -1 D2 ~ ~ 0 0 14068 -1 S #14070 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14048 -1 D2 ~ ~ 0 0 14071 -1 S #14071 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14070 -1 D3 ~ ~ 0 0 14072 -1 S #14072 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14071 -1 D3 ~ ~ 0 0 14073 -1 S #14073 Deep in the Rarch-Tor Forest~ The beanches here are warped and twised even more than usual. Nothing new here except for the annoying chanting comming from the north. ~ 67 1 3 D0 ~ ~ 0 0 14074 -1 D1 ~ ~ 0 0 14072 -1 S #14074 Loud Chanting~ To the north you heah loud chanting 'ACHANUM ZORIZANUM ACINANUM!' Over and over again. You can not see through the trees to see what the chanting is comming from. Nor do you belive that it would be a wize move to go see for youself. ~ 67 1 3 D2 ~ ~ 0 0 14073 -1 S #14075 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14076 -1 D1 ~ ~ 0 0 14017 -1 S #14076 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14069 -1 D1 ~ ~ 0 0 14080 -1 D2 ~ ~ 0 0 14075 -1 D3 ~ ~ 0 0 14068 -1 S #14077 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14078 -1 D2 ~ ~ 0 0 14069 -1 S #14078 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14080 -1 D2 ~ ~ 0 0 14077 -1 D3 ~ ~ 0 0 14079 -1 S #14079 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14081 -1 D1 ~ ~ 0 0 14078 -1 S #14080 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14078 -1 D3 ~ ~ 0 0 14081 -1 S #14081 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14080 -1 D2 ~ ~ 0 0 14079 -1 D3 ~ ~ 0 0 14082 -1 S #14082 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14081 -1 D3 ~ ~ 0 0 14083 -1 S #14083 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14082 -1 S #14084 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14028 -1 D2 ~ ~ 0 0 14085 -1 S #14085 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14084 -1 D1 ~ ~ 0 0 14086 -1 D3 ~ ~ 0 0 14086 -1 S #14086 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14087 -1 D3 ~ ~ 0 0 14085 -1 S #14087 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14088 -1 D3 ~ ~ 0 0 14086 -1 S #14088 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14087 -1 D1 ~ ~ 0 0 14089 -1 S #14089 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14090 -1 D3 ~ ~ 0 0 14088 -1 S #14090 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14089 -1 S #14091 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14053 -1 D2 ~ ~ 0 0 14092 -1 S #14092 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14091 -1 D1 ~ ~ 0 0 14093 -1 S #14093 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D1 ~ ~ 0 0 14094 -1 D3 ~ ~ 0 0 14092 -1 S #14094 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D2 ~ ~ 0 0 14095 -1 D3 ~ ~ 0 0 14093 -1 S #14095 Deep in the Rarch-Tor Forest~ The dark trees of Rarch-Tor tower above you menacingly laughing at you as you press further into thier branches getting even more lost. You begin to think you where correct when you though that it wasn't a good idea to come in here ~ 67 1 3 D0 ~ ~ 0 0 14094 -1 D1 ~ ~ 0 0 14096 -1 S #14096 Wierd Trees~ The forest has opened up here letting the sun shine down on you. This gives you a good feeling except for the fact that now you can see the gruesome trees all warped twisted and laughing at you. A trail leads to the east. ~ 67 4 3 D1 ~ ~ 0 0 14097 -1 D3 ~ ~ 0 0 14095 -1 S #14097 A Dirt Trail~ The trail leads west to east here. To the east you can see the top of a stone tower. A red pulsating light reaches into the sky from the top of the tower, a clear sign of powerful magics. ~ 67 4 3 D1 ~ ~ 0 0 14098 -1 D3 ~ ~ 0 0 14096 -1 S #14098 A Clearing by A Tower~ The trees have all be cleared out here. The ground is scroched as if blasted by a powerful ball of fire. Somone obvously never heard of an axe. You can now see more of the tower, it looks to be at least 100 feet tall. The red glow is becomming rather bright now making the trees look red in hue. The trail continues to the east towards the tower. ~ 67 4 2 D1 ~ ~ 0 0 14099 -1 D3 ~ ~ 0 0 14097 -1 S #14099 Yard in front of the tower.~ This is a fenced in yard, piles of old risted farming tools litter the area. A small dry well is positioned in the middle of the trail leading directly to the door of the tower. The is is very quiet, only the red glow becons you towards the tower. ~ 67 4 2 D1 ~ ~ 0 0 14100 -1 D3 ~ ~ 0 0 14098 -1 S #14100 The Double Doors of the Tower~ You stand before 2 huge iron bound wooded doors, leading into the tower. An ornate sign hangs on the door. Maybe you should read it. ~ 67 4 2 D3 ~ ~ 0 0 14099 -1 E sign~ TOWER OF TOLVAR THE ARCH-MAGE ------------------------------- Experiments in magic are being held in this tower, please enter at your own risk. Tolvar will accept no liability for damages resulting from tresspassing in this residence. ~ S #14101 14101~ Empty ~ 67 0 0 S #14102 14102~ Empty ~ 67 0 0 S #14103 14103~ Empty ~ 67 0 0 S #14104 14104~ Empty ~ 67 0 0 S #14105 14105~ Empty ~ 67 0 0 S #14106 14106~ Empty ~ 67 0 0 S #14107 14107~ Empty ~ 67 0 0 S #14108 14108~ Empty ~ 67 0 0 S #14109 14109~ Empty ~ 67 0 0 S #14110 14110~ Empty ~ 67 0 0 S #14111 14111~ Empty ~ 67 0 0 S #14112 14112~ Empty ~ 67 0 0 S #14113 14113~ Empty ~ 67 0 0 S #14114 14114~ Empty ~ 67 0 0 S #14115 14115~ Empty ~ 67 0 0 S #14116 14116~ Empty ~ 67 0 0 S #14117 14117~ Empty ~ 67 0 0 S #14118 14118~ Empty ~ 67 0 0 S #14119 14119~ Empty ~ 67 0 0 S #14120 14120~ Empty ~ 67 0 0 S #14121 14121~ Empty ~ 67 0 0 S #14122 14122~ Empty ~ 67 0 0 S #14123 14123~ Empty ~ 67 0 0 S #14124 14124~ Empty ~ 67 0 0 S #14125 14125~ Empty ~ 67 0 0 S #14126 14126~ Empty ~ 67 0 0 S #14127 14127~ Empty ~ 67 0 0 S #14128 14128~ Empty ~ 67 0 0 S #14129 14129~ Empty ~ 67 0 0 S #14130 14130~ Empty ~ 67 0 0 S #14131 14131~ Empty ~ 67 0 0 S #14132 14132~ Empty ~ 67 0 0 S #14133 14133~ Empty ~ 67 0 0 S #14134 14134~ Empty ~ 67 0 0 S #14135 14135~ Empty ~ 67 0 0 S #14136 14136~ Empty ~ 67 0 0 S #14137 14137~ Empty ~ 67 0 0 S #14138 14138~ Empty ~ 67 0 0 S #14139 14139~ Empty ~ 67 0 0 S #14140 14140~ Empty ~ 67 0 0 S #14141 14141~ Empty ~ 67 0 0 S #14142 14142~ Empty ~ 67 0 0 S #14143 14143~ Empty ~ 67 0 0 S #14144 14144~ Empty ~ 67 0 0 S #14145 14145~ Empty ~ 67 0 0 S #14146 14146~ Empty ~ 67 0 0 S #14147 14147~ Empty ~ 67 0 0 S #14148 14148~ Empty ~ 67 0 0 S #14149 14149~ Empty ~ 67 0 0 S #14150 14150~ Empty ~ 67 0 0 S #14151 14151~ Empty ~ 67 0 0 S #14152 14152~ Empty ~ 67 0 0 S #14153 14153~ Empty ~ 67 0 0 S #14154 14154~ Empty ~ 67 0 0 S #14155 14155~ Empty ~ 67 0 0 S #14156 14156~ Empty ~ 67 0 0 S #14157 14157~ Empty ~ 67 0 0 S #14158 14158~ Empty ~ 67 0 0 S #14159 14159~ Empty ~ 67 0 0 S #14160 14160~ Empty ~ 67 0 0 S #14161 14161~ Empty ~ 67 0 0 S #14162 14162~ Empty ~ 67 0 0 S #14163 14163~ Empty ~ 67 0 0 S #14164 14164~ Empty ~ 67 0 0 S #14165 14165~ Empty ~ 67 0 0 S #14166 14166~ Empty ~ 67 0 0 S #14167 14167~ Empty ~ 67 0 0 S #14168 14168~ Empty ~ 67 0 0 S #14169 14169~ Empty ~ 67 0 0 S #14170 14170~ Empty ~ 67 0 0 S #14171 14171~ Empty ~ 67 0 0 S #14172 14172~ Empty ~ 67 0 0 S #14997 Naril's Cell~ You've done it now... Looks like you're gonna be here a long time... ~ 67 1789 0 S #14998 Naril's Chat Chamber~ Empty ~ 67 632 0 S #14999 Sacha's and Naril's Zoombi Chamber~ This huge oval chamer is made up of solid marble. The walls have deep gashes in them from the mighty claws of Naril. A few half eaten corpses are lieing in one corner in a pool of blood. You pray that Naril isn't mad at you, so he doesn't make you look like those unfortunate souls. ~ 67 0 0 D0 ~ ~ 0 0 3005 -1 D1 ~ ~ 0 0 14998 -1 D2 ~ ~ 0 0 3008 -1 D3 ~ ~ 0 0 14997 -1 D4 ~ ~ 0 0 1000 -1 D5 ~ ~ 0 0 2 -1 E sign~ ZOOMBI! --------------------------------------- Prefered Alighment: Evil Accepted Alignments: ALL Head God: Naril Affiliated gods: Krell & Cyborg Slogan: ZOOMBI ZOOMBI! It Began in Africa! Ranks... level: Badge: Other: 50 Platinum A zoombi title 40-49 Gold 30-39 Silver 1-29 Bronze Rules: 1. Little.. 2. Do what you want. 3. Zoombi should be you only devine Affilation. Of course you can pray to other gods and the like. But Zoomie should be you only worship. 4. Carry your Zoombi Badge at all times. Request another if yours is lost. Duties. 1. Search for new worth Zoombi Members. Avoid Lame and whiny people. 2. Be as nice as you can to other zoombi members. (if you hate them oh well) 3. Be as powerful as you can be. 4. Shout zoombi from time to time. Benefits. 1. Council with Naril when needed. 2. All seen prayers answered to the best of my ability and within the rules of the game. 3. Access to max, for spellup's an following 3. other benifits not documented. Objective of the zoombi. 1. TO HAVE FUN! 2. TO Do WHATEVER you want. (within the rules of the game) 3. To claim as much fame and power as possible as a member of the zoombi 4. To lick a lot of people :) Enjor being a member of the zoombi. ^^^^ Enjoy. I'm not typing this over. ~ S #15000 Southern Path~ This path leads south straight into a large, dark forest, and north to a crossroads. There is another path to the east. ~ 68 0 2 D0 ~ ~ 0 0 3502 -1 D1 ~ ~ 0 -1 15002 -1 D2 ~ ~ 0 0 15001 -1 S #15001 Entrance to Mirkwood~ You are in a dark forest. Why is it called Mirkwood? You'll see in a little while. ~ 68 0 3 D0 ~ ~ 0 0 15000 -1 D2 ~ ~ 0 0 400 -1 S #15002 Southern Path~ The southern path continues.. er... East. And, er... west. ~ 68 0 2 D1 ~ ~ 0 -1 15003 -1 D3 ~ ~ 0 -1 15000 -1 S #15003 Southern Path~ The path has finally partially straightened itself out, and now goes south and west. ~ 68 0 2 D2 ~ ~ 0 -1 15004 -1 D3 ~ ~ 0 -1 15002 -1 S #15004 Southern Path~ The path leads north and south, as a southern path should. To the south, you can see a large castle. ~ 68 0 2 D0 ~ ~ 0 -1 15003 -1 D2 ~ ~ 0 -1 11018 -1 S #15100 In Mirkwood~ You are deep in the heart of the forest of Mirkwood. Your passage south is blocked by a large, dark river. You can go north and west, or take a ride on the river. ~ 68 0 2 D0 ~ ~ 0 0 400 -1 D2 ~ ~ 0 0 13669 -1 D3 ~ ~ 0 0 15301 -1 S #15101 A dark path~ You are standing on a path, which leads north to the dark river, and south towards some sort of building, althugh you are not sure of the type. The trees tower above you, and block all light, making it impossible to see without the aid of light or magic. You hear scurrying all around, as small creatures rush through the undergrowth. ~ 69 9 0 D0 ~ ~ 0 -1 13669 -1 D2 ~ ~ 0 -1 15102 -1 S #15102 An ancient tollbooth~ You are standing outside an ancient tollbooth, which must have once served to charge travellers on thier journeys through the forest of Mirkwood. Now, 100 years of neglect have left nothing but the walls of the place still standing. The path it guards leads north and south. ~ 69 9 0 D0 ~ ~ 0 -1 15101 -1 D1 ~ ~ 0 -1 15110 -1 D2 ~ ~ 0 -1 15103 -1 S #15103 On a dark road~ You are standing on a dark road, that leads north and south through the forest of Mirkwood. To the north, you can barely make out some sort of building, while to the south you can see the road continue cutting its way through the forest. ~ 69 9 0 D0 ~ ~ 0 -1 15102 -1 D2 ~ ~ 0 -1 15104 -1 S #15104 A Dark crossroad~ You are standing at the intersection of two roads, in the form of a T. A large sign sits at the edge of the road, pointing north, south, and west. The road continues in each of those directions. ~ 69 9 0 D0 ~ ~ 0 -1 15103 -1 D2 ~ ~ 0 -1 15108 -1 D3 ~ ~ 0 -1 15105 -1 E sign post~ The sign is almost impossible to make out, but you manage to decipher the worn letters: ' North: The Hamlet of Shadowdale South: The city of Auros West: Mindflayer way' ~ S #15105 Mindflayer way~ You are standing on Mindflayer way, a fearsomely named road indeed! The road continues to the east and west, and you can see a large swamp to the south. The swamp looks quite impassible. ~ 69 9 0 D1 ~ ~ 0 -1 15104 -1 D3 ~ ~ 0 -1 15106 -1 S #15106 Mindflayer way~ You are standing in the middle of Mindflayer way, which leads east and west through Mirkwood. To the south, you hear strange noises, slithers and splashes, as if huge creatures were wandering through the swamp. It would appear that there is no way to reach the swamp from here, the water is too deep. Perhaps you should be thankful for that! ~ 69 9 0 D1 ~ ~ 0 -1 15105 -1 D3 ~ ~ 0 -1 15107 -1 S #15107 Mindflayer way~ You are standing at the temporary end of Mindflayer way. Not that it has actually ended, mind you, but the passage is blocked by huge trees that have fallen and completely blocked passage to the west. It looks like someone has half-heartedly tried to chop a path through the tree trunks, but it looks like it will be years before they are completely chopped through. ~ 69 9 0 D1 ~ ~ 0 -1 15106 -1 S #15108 Dark Road~ You are standing on Dark Road, which cuts its way north and south through the forest of Mirkwood. You hear the sounds of animals scurrying all around, and the occasional howl of some fearsome forest beast. ~ 69 9 0 D0 ~ ~ 0 -1 15104 -1 D2 ~ ~ 0 -1 15109 -1 S #15109 Dark Road~ You are standing on Dark Road, which cuts its way north and south through the forest of Mirkwood. To the south, you think you can make out what looks to be a city of sorts, but it is too dark to be sure. You can hear the sounds of forest creatures all around. ~ 69 9 0 D0 ~ ~ 0 -1 15108 -1 D2 ~ ~ 0 -1 16901 -1 S #15110 An ancient tollbooth~ You are standing inside the crumbling walls of an ancient tollbooth, put here to charge travellers for the use of the dark road that splits through the forest of mirkwood. But this place has stood abandoned for at least100 years, and is barely more than a heap of stones. Above you, you can see the trees sway gently, for the roof has long since rotted away. ~ 69 9 1 D3 ~ ~ 0 -1 15102 -1 S #15300 In Mirkwood~ You thankfully leave Arachnos. You can return North into Arachnos, or you can head East back into Mirkwood. ~ 69 0 3 D0 ~ ~ 0 0 20001 -1 D1 ~ ~ 0 0 15100 -1 S #15301 In Mirkwood~ You come to a huge expanse of spider webs. Icky. Now you know why it is called Mirkwood, although you start to think that Arachnos would be a better name... You can go north into Arachnos or East back into Mirkwood. ~ 69 0 3 D0 ~ ~ 0 0 20001 -1 D1 ~ ~ 0 0 15100 -1 S #15800 On An Ancient Path~ This is an ancient path. Rocks and boulders are strewn about, yet the middle of the path shows signs of wear from the many travelers and horses that have passed this way throughout millenia. The path is dim, and some light may be required up ahead. Fresh droppings from a strange animal abound here. It's tracks are not large, but instead, seem claw-like. The trees nearby seem strange as well; almost lifelike. There is an especially large tree to the west. ~ 69 4 3 D0 ~ ~ 0 -1 6155 -1 D2 ~ ~ 0 -1 15802 -1 D3 ~ ~ 0 -1 15801 -1 E tree trees~ While staring at a nearby tree you notice a hole in its stump. "Strange place for a hole", you think to yourself. ~ S #15801 In an Ancient Tree~ You are able to squeeze into the opening in the tree, to catch a glimpse of its contents. A nest is nearby nuturing some young owls. Upon entering, the young have thrown their beaks back into the air, and eagerly await for you to regurgitate something. You wonder where their parent is..... ~ 69 0 0 D1 ~ ~ 0 -1 15800 -1 S #15802 On an Ancient Path~ This path seems to be getting darker. The boulders and rocks are more prevalent as are the claw marks in the available mud. The trees are larger, and even more lifelike than before. Your surroundings seem strange, almost scary! You think that it might be a good idea to turn back. There is an especially large tree to the west. ~ 69 0 3 D0 ~ ~ 0 -1 15800 -1 D2 ~ ~ 0 -1 15804 -1 D3 ~ ~ 0 -1 15803 -1 E tree~ While staring at a nearby tree you notice a hole in its stump. "Strange place for a hole", you think to yourself. ~ S #15803 In an Ancient Tree~ You are able to squeeze into the opening in the tree, to catch a glimpse of its contents. A nest is nearby nuturing some young eagles. Upon entering, the young have thrown their beaks back into the air, and eagerly await for you to regurgitate something. You wonder where their parent is..... ~ 69 0 0 D1 ~ ~ 0 -1 15802 -1 S #15804 On An Ancient Path~ The path has gotten narrow. You figure it might be a good time to light something, cause it looks real dark and scary ahead. The trees have overgrown the path here and are infringing on your passage to the south. You think you might be able to clamber over some of the tree roots and continue further to the south. ~ 69 0 3 D0 ~ ~ 0 -1 15802 -1 D2 ~ ~ 0 -1 15805 -1 S #15805 The Darkened Forest~ Your surroundings here have become too dark to see without light or infravision. Thank God you have one of them. The ancient path seems to have been transformed into a well kept meandering pathway amongst well kept trees. Something must be tending to the trees. Far in the distance to the south you can barely make out a mountain. You might continue south, or return to the north. ~ 69 1 3 D0 ~ ~ 0 -1 15804 -1 D2 ~ ~ 0 -1 15806 -1 S #15806 The Darkened Forest~ The path is narrower here with fewer boulders and rocks. Far in the distance to the south you can barely make out a mountain. You smell a vile stink emanating from a nearby log. You might continue south, or return to the north. ~ 69 1 3 D0 ~ ~ 0 -1 15805 -1 D2 ~ ~ 0 -2 15808 -1 D5 ~ log~ 3 -1 15807 -1 E log~ Looks like there might be space enough for you push the log back and look underneath. But the smell! Yikes! ~ S #15807 Inside A Pit~ This is the den of some vile creature. Bones and and trash lie strewn about. The den is really small, only room for really yourself. The ceiling is low, only about 5', and the stench makes you feel like you might rehash your lunch. ~ 69 1 0 D4 ~ ~ 2 -1 15806 -1 S #15808 The Darkened Forest~ The path continues here. You peek over your shoulder to make sure no one is behind you. The wind russles the leaves of the trees, and howls between their branches. Then again, maybe that wasn't the trees...... ~ 69 1 3 D0 ~ ~ 0 -1 15806 -1 D2 ~ ~ 0 -1 15809 -1 S #15809 The Darkened Forest~ The path continues here. The distant mountain is beginning to take shape. It's not a mountain after all you decide, it is some sort of dwelling, an entire city. Claw prints abound here, some large, some small. ~ 69 1 3 D0 ~ ~ 0 -1 15808 -1 D2 ~ ~ 0 -1 15810 -1 E prints~ The tracks seem to have been made by more than one specie of animal. Judging from their depth, some of these animals weighed over 200 pounds. ~ E claw~ The tracks seem to have been made by more than one specie of animal. Judging from their depth, some of these animals weighed over 200 pounds. ~ E tracks~ The tracks seem to have been made by more than one specie of animal. Judging from their depth, some of these animals weighed over 200 pounds. ~ S #15810 A Clearing~ The forest has given way to an open grassy area. The structure in the distance is just a bit further to the south. You can make out that the structure is made of mud, metal scraps, and garbage. Flags fly atop the structure, and penants made of metal scraps could be said to "adorn" the bastions. A well lies in the center of the clearing. ~ 69 0 2 D0 ~ ~ 0 -1 15809 -1 D1 You can see a path, which leads eastwards through the forest ~ ~ 0 -1 18015 -1 D2 ~ ~ 0 -1 15811 -1 D5 ~ well~ 1 -1 15901 -1 E well~ The well is covered with a metal plate. The is a drawing upon the metal: \ / \ / \ / >| |< >|============|< ___ >|============|< /\ / \ >| \/ |< /__\ \___ `------------' / \ \ _____\__________/_____ / \ \___/ \ \ / / |\\ \ / //| | \\ \ / // | | \\ \__/ // | | \\ {##} // | | \\ // | | \\ // | | \\ // | | \\ // | |/| \\__// |\| | \ / | |========><========| |==================| | | | | | | | | | | | | | | | | | | |\ | |\ | /| | \| / \ |/ | | / \ | |________/ \________| ~ S #15811 Before The Bridge~ You find yourself before a large bridge, leading to the ugly structure. Noise emanates from this massive compost and junk pile. Apparently, it is inhabited. The structure stands, from your best estimate, at least 200 feet high, and must be at least 300 feet long and wide. The smell is a bit disconscerting. ~ 69 0 2 D0 ~ ~ 0 -1 15810 -1 D2 ~ ~ 0 -1 15812 -1 E bridge~ This rickety thing looks like it could hardly support two adevnturers. ~ S #15812 On The Bridge~ You stand atop a rickety bridge. There are no sides to prevent you from falling into the muddy moat that surrounds the structure. Bubbles burst at the surface of the water. Something must live down there! Best make your way quickly north or south, this bridge might not last too much longer. ~ 69 0 -1 240 15887 1 2 D0 ~ ~ 0 -1 15811 -1 D2 ~ ~ 0 -1 15813 -1 S #15813 The Entance To The Palace Of The Skexies~ You are at the entrance to the ugly structure. A sign has been hung on a nearby protruding scrap of metal. There is an iron door here with a flimsy lock to prevent unwanted visitors. There are claw marks around the lock. If you work quickly, you could easily pick it. ~ 69 0 2 D0 ~ ~ 0 -1 15812 -1 D2 ~ door iron~ 7 15802 15814 -1 E sign~ T H E P A L A C E O F T H E S K E X I E S =========================================================== ALL ARE WELCOME. 'NLESS YOU ARE A GELFLING ENJOY YOUR STAY HERE. ALASTAIR, LEADER OF THE SKEXIES ~ E door~ This iron door seems really heavy, but the lock is old and rusted. Hurry! Pick it while no one is looking! ~ S #15814 A Domed Skexie Chamber~ You are now inside the Palace of the Skexies. Sconces line the muddy walls every 15 feet, and support torches. The effect is dim light, that is soothing to the eyes. The smell is acrid and stale. The area is well kept however,and no metal scraps purtrude from the muddy walls. There is an occasional feather lying about. A long dimly lit hallway is to the south, and there are passages here both west and east. ~ 69 0 0 D0 ~ door~ 7 15802 15813 -1 D1 ~ ~ 0 -1 15816 -1 D2 ~ ~ 0 -1 15817 -1 D3 ~ ~ 0 -1 15815 -1 E feathers~ The feathers here are of a variety of colors, but all have a characteristic spike near the tip. Examining more closes the feathers seem tough and hard. They are nearly a foot in legnth. The creature that grew these feathers must be quite large. ~ E feather~ The feathers here are of a variety of colors, but all have a characteristic spike near the tip. Examining more closes the feathers seem tough and hard. They are nearly a foot in legnth. The creature that grew these feathers must be quite large. ~ S #15815 The Salon~ This seems to be some sort of relaxation area. There are facilities for several people to sit and relax. There is a very large fireplace along west wall which heats this room. ~ 69 0 0 D1 ~ ~ 0 -1 15814 -1 D2 ~ ~ 0 -1 15818 -1 D3 ~ ~ 0 -1 15900 -1 E fireplace~ The fireplace is extremely large. There is easily enough room for you to actually walk inside. You think you might like to try that. ~ E fire~ The fireplace is extremely large. There is easily enough room for you to actually walk inside. You think you might like to try that. ~ S #15816 The Palace Greeting Room~ This is an elaborately decorated meeting area for diplomats and honored guests. There are high ceilings with ornately carved masonry. It is a remarkably modern room, and differs greatly from adjacent rooms. The Skexies did notconstruct this room, and probably contracted the services of a more civilized people in order to construct this room. It has far too much class to have been constructed by Skexies. Items for doing routine maintenence are strewn about. ~ 69 0 0 D2 ~ ~ 0 -1 15819 -1 D3 ~ ~ 0 -1 15814 -1 E ceiling~ This work has been done by a neighboring friendly tribe, the Neathar. The Neathar are widely known for their fantastic contruction. ~ E masonry~ This work has been done by a neighboring friendly tribe, the Neathar. The Neathar are widely known for their fantastic contruction. ~ E statues~ This work has been done by a neighboring friendly tribe, the Neathar. The Neathar are widely known for their fantastic contruction. ~ S #15817 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. ~ 69 0 0 D0 ~ ~ 0 -1 15814 -1 D1 ~ ~ 0 -1 15819 -1 D2 ~ ~ 0 -1 15820 -1 D3 ~ ~ 0 -1 15818 -1 S #15818 Southern Salon~ This is the northern salon area. There are resting spots and louging areas here. Skexie children enjoy the furniture as a junglejim. The room is well kept in case company wanders in. The room is rarely used. ~ 69 0 0 D0 ~ ~ 0 -1 15815 -1 D1 ~ ~ 0 -1 15817 -1 E furniture~ This is not what we would normally call furniture. Actually it really only consists of nest material with hard slabs of slate or rock laid over the top. ~ S #15819 Mysterious Altar~ This is a room with little or no decoration. There are rows for participants to sit in. At the head of the room there is a huge altar, at least 40 feet high. It is constructed of metal and jewels of various types. ~ 69 0 0 D0 ~ ~ 0 -1 15816 -1 D3 ~ ~ 0 -1 15817 -1 E alter~ This alter is unmovable and its jewels cannot be pried free. When you get close enough, you are able to discern a Skexie figure created from the metal parts. The two largest jewels compose the eyes of the Skexie. ~ E altar~ This alter is unmovable and its jewels cannot be pried free. When you get close enough, you are able to discern a Skexie figure created from the metal parts. The two largest jewels compose the eyes of the Skexie. ~ E jewels~ This alter is unmovable and its jewels cannot be pried free. When you get close enough, you are able to discern a Skexie figure created from the metal parts. The two largest jewels compose the eyes of the Skexie. ~ S #15820 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. There is a wood door to the west and an iron door to the east. ~ 69 0 0 D0 ~ ~ 0 -1 15817 -1 D1 ~ east iron~ 1 -1 15822 -1 D2 ~ ~ 0 -1 15823 -1 D3 ~ west wood~ 1 -1 15821 -1 S #15821 Palthor's Chamber~ You have entered the chamber of Palthor, the Sergeant at Arms of the Skexies. Pathor's numerous stuffed accomplishments adorn the walls. Several Gelfling warriors have fallen to Palthor and his armies. Palthor is highly regarded among Skexies as among their best tacticians and fighters. The room is colored a lusterous blue. Several nests are also here, one in each corner of the room. ~ 69 0 0 D1 ~ east wood~ 1 -1 15820 -1 E nest~ Would you want someone looking in your nest? ~ E stuffed~ These taxidermied heads and torsos are from various animals, including boar, Gelfling, Humans, and even some of the Skexies that have dishonored the tribe. ~ E accomplishments~ These taxidermied heads and torsos are from various animals, including boar, Gelfling, Humans, and even some of the Skexies that have dishonored the tribe. ~ S #15822 Wegendel's Lair~ You have stumbled upon the Lair of Wegendel, the Master Illusionist of the Skexies. Strange images jump out at you upon entering. Wegendel is a master of trickery and disguise. Wegendel has been helpful in the Skexie's battle versus the Gelfling by disguising himself as a Gelfling. Magical implements lie on a nearby sacrificial table, as do mixtures on unknown substances. ~ 69 0 0 D3 ~ west iron~ 1 -1 15820 -1 E implements~ These implements and mixtures consitute the necessary items for Wegendel to complete various illusions and disguises. They include spider legs, frogs eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and glues. ~ E unknown~ These implements and mixtures consitute the necessary items for Wegendel to complete various illusions and disguises. They include spider legs, frogs eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and glues. ~ E mixtures~ These implements and mixtures consitute the necessary items for Wegendel to complete various illusions and disguises. They include spider legs, frogs eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and glues. ~ S #15823 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. There is a wood door to the west and an iron door to the east. ~ 69 0 0 D0 ~ ~ 0 -1 15820 -1 D1 ~ east iron~ 1 -1 15825 -1 D2 ~ ~ 0 -1 15826 -1 D3 ~ west wood~ 1 -1 15824 -1 S #15824 Brackenred's Chamber~ A horrible sickly stench accosts you upon entering. Garbage and excrement are piled up in massive heaps here. The chamber of Brackenred appears in obvious disuse. It has become a haven for rats and other scurrying animals. A ritualistic symbol is attached to the door. No one seems to have been in here in quite a long while. ~ 69 0 0 D1 ~ east wood~ 1 -1 15823 -1 E ritualistic symbol ritualistic~ This is the symbol given to a Skexie that fallen out of favor with the Skexies. It has a message ingraved upon it: Dishonor has earned you the Symbol. Wear it. Die Proud. ~ S #15825 Crandel's Lair~ This is the Lair of Crandel, the Skexie Mage. The rooms walls have been painted a luterous purple. There is a large nest in one corner. Netting hangs from the ceiling. Sticks have been hung on each intersection of the net. The sticks form an artistic image. There is a shelf with various vials upon it. ~ 69 0 0 D3 ~ west iron~ 1 -1 15823 -1 S #15826 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. There are doors to both sides here. ~ 69 0 0 D0 ~ ~ 0 -1 15823 -1 D1 ~ east iron~ 1 -1 15828 -1 D2 ~ ~ 0 -1 15829 -1 D3 ~ west wood~ 3 -1 15827 -1 S #15827 Alastair's Chamber~ This is the chamber of Alastair, the Leader of The Skexies. Several nests lie about for his many maidens. Three large tusks protrude from the northern wall. A sash of fine red silk steams across the tusks forming a canopy over the largest nest in the room. ~ 69 0 0 D1 ~ east wood~ 3 -1 15826 -1 E nest~ Would you want someone looking in your nest? ~ S #15828 Turendac's Lair~ You have found the lair of Turednac, the High Magister of the Skexies. Ornamentations adorn the walls, and a small podium sits before a 2 foot tall statue. The area is well kept and a shelf holds various vials, of various colors. A small mirror is also here, hung along the northern wall above what appears to be his nest. ~ 69 0 0 D3 ~ west iron~ 1 -1 15826 -1 E statue~ This is a statue of Queeklor, the god of flying rats. ~ S #15829 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. ~ 69 0 0 D0 ~ ~ 0 -1 15826 -1 D1 ~ ~ 0 -1 15831 -1 D2 ~ ~ 0 -1 15832 -1 D3 ~ ~ 0 -1 15830 -1 S #15830 A Cacophony Of Voices~ This Room has an expansive high ceiling and really loud echos. Apparently, the room is still echoing from previous converstions here. The noise is deafening. You move your hands to cover your ears. Best return east to discuss anything. ~ 69 0 0 D1 ~ ~ 0 -1 15829 -1 S #15831 A Null Of Silence~ This room has a large cone in its eastern end. Everything anyone says is swiftly carried into the cone. There is absolutely no noise here. People's mouths move, but no sound comes from them. ~ 69 1024 0 D3 ~ ~ 0 -1 15829 -1 S #15832 A Skexie Intersection~ This is the major intersection in the Palace. The traffic here is heavy. The training area for the Challenge of the Skexies is to the west. The long hallway runs north and south. General Skexie quaters lie to the east. ~ 69 0 0 D0 ~ ~ 0 -1 15829 -1 D1 ~ ~ 0 -1 15834 -1 D2 ~ ~ 0 -1 15835 -1 D3 ~ ~ 0 -1 15833 -1 S #15833 Western Skexie Passage~ This is the western passage in the palace. This hallway is generally left unused. This hallway leads to the training area for the Challenge of the Skexies. ~ 69 0 0 D1 ~ ~ 0 -1 15832 -1 D3 ~ ~ 0 -1 15886 -1 S #15834 Eastern Skexie Passage~ This passage leads to the General quaters for the Skexies. Normally, Skexie men who are not in power are slaves to those who are. The Skexie culture is hardly monogamous, and the Skexie maidens are public domain. Skexie children are left to caretakers. ~ 69 0 0 D1 ~ ~ 0 -1 15854 -1 D3 ~ ~ 0 -1 15832 -1 S #15835 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An iron door lies to the east, and there is a wood door to the west. An occasional mouse scurries between your feet. ~ 69 0 0 D0 ~ ~ 0 -1 15832 -1 D1 ~ east iron~ 3 -1 15837 -1 D2 ~ ~ 0 -1 15838 -1 D3 ~ west wood~ 3 -1 15836 -1 S #15836 Home Of The Skexie Jester~ This is the fine home of the Skexie Jester. The room is colored a brash yellow with strange shapes painted upon the muddy walls. A feeling of euphorea hits you as you gaze toward the strange images. You are starting to feel really sick. Better leave now. ~ 69 0 0 D1 ~ east wood~ 3 -1 15835 -1 S #15837 Home Of The Skexie Magister~ This room is a very proper diplomat's room. There is a desk with parchment and quill atop it. There are many books of notable accord in a bookshelf on the western wall. A hearth burns coal on the southern wall, its soot escaping through a vent. There is also a large nest here, large enough for two Skexie. ~ 69 0 0 D3 ~ west iron~ 3 -1 15835 -1 S #15838 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An iron door lies to the east, and there is a wood door to the west. An occasional mouse scurries between your feet. ~ 69 0 0 D0 ~ ~ 0 -1 15835 -1 D1 ~ east iron~ 3 -1 15840 -1 D2 ~ ~ 0 -1 15841 -1 D3 ~ west wood~ 3 -1 15839 -1 S #15839 Home Of The Skexie Scribe~ This room has very meager accommodations. There is a nest, a table, and a chair. On one wall there is a large wood lattice system. There are many scrolls rolled and stacked and carefully placed in the wooden lattice of the wall. ~ 69 0 0 D1 ~ east wood~ 3 -1 15838 -1 E scrolls~ You take a quick peek to see if any are useful. There seem to be a couple wedged inside the lattice that might have some use. ~ S #15840 Home Of The Skexie Bard~ This room is the home of the Skexie Bard. In the room there is a nest, a small table and chair, a stool, and a rather long counter. Behind the counter you notice some liquors. This is a makeshift bar. On the opposite wall there is a case which contains some instruments. ~ 69 0 0 D3 ~ west iron~ 3 -1 15838 -1 E case~ You check inside the case. Most of them look really old and useless. Some of them you wouldn't even know how to play. ~ E instruments~ You check inside the case. Most of them look really old and useless. Some of them you wouldn't even know how to play. ~ S #15841 Entrance To The Lair~ This is the door to the Skexie Lair, meeting place of the Counsel of the Skexies. This door has a strange keyhole. It is heavily clad with straps of metal and iron bars. You sense fresh air from both the west and the east. It is a welcome change to the stale Skexie atmosphere you have been in. ~ 69 0 0 D0 ~ ~ 0 -1 15838 -1 D1 ~ ~ 0 -1 15843 -1 D2 ~ door metal iron~ 39 15801 15844 -1 D3 ~ ~ 0 -1 15842 -1 E keyhole~ This is a rather strange keyhole. It looks like this: _______ |\ \ / /| | \ \ / / | | \_| |_/ | | _ _ | | / | | \ | | / / \ \ | |/ / \ \| | | | | \_____/ ~ S #15842 The Western Balcony~ The night sky is above you. You have stepped out onto a balcony. The moat of the Palace is about 20 feet below you. There is a huge perch here for some great bird. The balcony however does not seem all that sturdy. ~ 69 0 2 D1 ~ ~ 0 -1 15841 -1 E perch~ This perch can accommodate a huge bird. The Skexies use this perch to welcome great visitors that come in by way of the air. ~ S #15843 The Eastern Balcony~ The night sky is above you. You have stepped out onto a balcony. The moat of the Palace is about 20 feet below you. There is a huge perch here for some great bird. The balcony however does not seem all that sturdy. ~ 69 0 0 D3 ~ ~ 0 -1 15841 -1 E perch~ This perch can accommodate a huge bird. The Skexies use this perch to welcome great visitors that come in by way of the air. ~ S #15844 The Lair Entry~ This is the entry to the Lair. Beautiful cave paintings adorn the walls. They depict the history of the Skexie race. The largest hallway leading from here is to the south. There are less worn hallways to both the west and east. ~ 69 0 0 D0 ~ door metal iron~ 39 15801 15841 -1 D1 ~ ~ 0 -1 15846 -1 D2 ~ ~ 0 -1 15847 -1 D3 ~ ~ 0 -1 15845 -1 E paintings~ These cave paintings explain the history of the Skexie race. It begins on one wall and continues along the western wall. The first drawing depicts Queeklor, the God of Rats, standing over an altar with a vulture, a rat, a human, and a huge diamond, in each of his four mighty arms. You conclude that these are the elements that came to produce the Skexies. ~ E cave~ These cave paintings explain the history of the Skexie race. It begins on one wall and continues along the western wall. The first drawing depicts Queeklor, the God of Rats, standing over an altar with a vulture, a rat, a human, and a huge diamond, in each of his four mighty arms. You conclude that these are the elements that came to produce the Skexies. ~ S #15845 Helix Centranil~ A disorienting fog is in this room. You feel a strange feeling come over you. Weren't you just here?!?! ~ 69 0 -1 30 15852 0 0 D1 ~ ~ 0 -1 15844 -1 D2 ~ ~ 0 -1 15848 -1 D4 ~ ~ 0 -1 15852 -1 D5 ~ ~ 0 -1 15852 -1 S #15846 The Feeding Tank~ This is a huge water feeding tank. Visible inside are a variey of special Skexie delicacies used during meetings, feasts, and special ceremonies. Additionally several open pit grills are here to prepare food that must be cooked. A carving table is also nearby for prepare food to be eaten live. The entire Skexie dishset is here, awaiting Alastair's order to prepare the next feast. Are you invited, or are you to be the feast? ~ 69 0 0 D2 ~ ~ 0 -1 15849 -1 D3 ~ ~ 0 -1 15844 -1 E dishset~ Oh....what a horrible thought. ~ E tank~ This is a huge water filled tank. The creatures inside are very strange. Some have no eyes. Others look like worm-type creatures. Whatever their origin, they are truly gruesome looking. ~ S #15847 The Skexie Counsel Room~ This is the Counsel Chamber of the Skexies. All important decisions are made here. This is where one Skexie might issue a challenge to another Skexie, or where the Skexie might discuss treaties, armistices, or declarations of war. The large room is nearly filled by the huge rectangle which occupies the room. The middle of the table has been removed, leaving the table as actually a large hollow rectangle. The walls are adorned with curtains and tapestries. This is perhaps the richest room in all the Skexie Palace. Your most chivalrous, and appropriate behavior is expected here. ~ 69 0 0 D0 ~ ~ 0 -1 15844 -1 D1 ~ ~ 0 -1 15849 -1 D2 ~ ~ 0 -1 15850 -1 D3 ~ ~ 0 -1 15848 -1 E table~ This table nearly fills the room. It is very old, and seems to be made of single piece construction. The tree it came from therefore must have been massive. ~ E curtains~ The walls are covered with richly colored curtains, and vibrant tapestries. The ceilings are tall (40 feet), and the curtains drape down all the way to the floor. They are colored in a beautiful blue and red pattern. ~ E tapestries~ The walls are covered with richly colored curtains, and vibrant tapestries. The ceilings are tall (40 feet), and the curtains drape down all the way to the floor. They are colored in a beautiful blue and red pattern. ~ S #15848 The Statue of Rugrat~ In this room is a monstrous statue of Rugrat the Skexie. Rugrat is revered among Skexies as the most noble Skexie to have ever lived. Rugrat is rumored to be living in the lap of luxury somewhere nearby. Rugrat gained fame and fortune by defeating the Shattenalfen invasion in the Year of the Dragon. Rugrat's fighting techniques are still taught, and several Skexies are rumored to have been taught some special secrets after training under Rugrat. ~ 69 0 0 D0 ~ ~ 0 -1 15845 -1 D1 ~ ~ 0 -1 15847 -1 D2 ~ ~ 0 -1 15851 -1 E statue~ This massive statue is Rugrat the Skexie. The statue depicts a remarkably handsome Skexie with wonderful red plumage. Most notable are Rugrat's finely manicured beak and claws. The statue is serious, but somehow friendly. ~ E rugrat~ This massive statue is Rugrat the Skexie. The statue depicts a remarkably handsome Skexie with wonderful red plumage. Most notable are Rugrat's finely manicured beak and claws. The statue is serious, but somehow friendly. ~ S #15849 The Statue of Queeklor~ This room contains a monstrous statue of Queeklor, the God of Rats. Queeklor is depicted with his four huge arms at the ordinal points on the compass. In the hand pointed upward he holds a huge diamond. Toward the left he holds a depiction of a small human being. In his hand pointed down he holds a small carved rat. Toward the right he holds a vulture. ~ 69 0 0 D0 ~ ~ 0 -1 15846 -1 D2 ~ ~ 0 -1 15852 -1 D3 ~ ~ 0 -1 15847 -1 E statue~ This statue represents Queeklor, the God of Rats. ~ S #15850 The Master's Sanctuary~ This is the Sanctuary of the Master Skexie. Huge red curtains line the walls, and a sacrificial table lies in the center. Thin sheets of transparent silk cover the arched entryway to the south. The southern exit has a beautifully crafted sign posted near it. ~ 69 0 0 D0 ~ ~ 0 -1 15847 -1 D1 ~ ~ 0 -1 15852 -1 D2 ~ ~ 0 -1 15853 -1 D3 ~ ~ 0 -1 15851 -1 E table~ This is the table upon which sacrifices are made to the gods prior to entering the Challenge of the Skexies. ~ E sign~ The Sign reads: THE ENTRANCE TO THE CHALLENGE OF THE SKEXIES ============================================ THE BEGINNERS CHALLENGE LIES TO THE EAST. THE INTERMEDIATE CHALLENGE LIES TO THE WEST. THE ULTIMATE CHALLENGE LIES TO THE NORTH. GOOD LUCK! (CONTACT AN IMMORTAL UPON COMPLETION) ~ S #15851 The Skexie Room with Revolving Ceiling~ This ceremonial room is nothing like you have ever seen before. The ceiling is actually constantly revolving. There is a huge wonderous mosaic on the ceiling which actually seem to change shape as the ceiling revolves. The paintings are of Skexies in battle. ~ 69 0 0 D0 ~ ~ 0 -1 15848 -1 D1 ~ ~ 0 -1 15850 -1 E ceiling~ After checking more closely, your aren't sure if this is some sort of illusion or magic, or what...You notice yourself in the mosaic! When you move, so does the mosaic! ~ E mosaic~ After checking more closely, your aren't sure if this is some sort of illusion or magic, or what...You notice yourself in the mosaic! When you move, so does the mosaic! ~ S #15852 Centranil Helix~ A disorienting fog is in this room. You feel a strange feeling come over you. Weren't you just here?!?! ~ 69 0 -1 10 15845 0 0 D0 ~ ~ 0 -1 15849 -1 D3 ~ ~ 0 -1 15850 -1 D4 ~ ~ 0 -1 15845 -1 D5 ~ ~ 0 -1 15845 -1 S #15853 The Challenge Entry~ This is the entry to the Challenge of the Skexies. This will be your last opportunity to prepare yourself. The door to thenorth is painted in gold. The door to the east is painted bronze. The door to the west is painted silver. There is also a sign on a nearby wall. ~ 69 0 0 D0 ~ gold-door gold~ 1 -1 15972 -1 D1 ~ bronze-door bronze~ 1 -1 15951 -1 D2 ~ ~ 0 -1 15850 -1 D3 ~ silver-door silver~ 1 -1 15961 -1 E sign~ The Sign reads: THE ENTRANCE TO THE CHALLENGE OF THE SKEXIES ============================================ THE BEGINNERS CHALLENGE LIES TO THE EAST. THE INTERMEDIATE CHALLENGE LIES TO THE WEST. THE ULTIMATE CHALLENGE LIES TO THE NORTH. GOOD LUCK! (CONTACT AN IMMORTAL UPON COMPLETION) ~ S #15854 Entrance To The Skexie Quarters~ This hallway ends with a door that leads into the main Skexie Quaters. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. ~ 69 0 0 D1 ~ door~ 1 -1 15855 -1 D3 ~ ~ 0 -1 15834 -1 S #15855 Inside The Skexie Quaters~ This small entry room is opens up into a larger room. There are various hallways leading in all directions. You hear the squaking and screaming of Skexie children coming from the south. The are hallways south, north, and east. ~ 69 0 0 D0 ~ ~ 0 -1 15856 -1 D1 ~ ~ 0 -1 15858 -1 D2 ~ ~ 0 -1 15865 -1 D3 ~ door~ 1 -1 15854 -1 S #15856 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues north and south. ~ 69 0 0 D0 ~ ~ 0 -1 15857 -1 D2 ~ ~ 0 -1 15855 -1 S #15857 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues north and south. ~ 69 0 0 D0 ~ ~ 0 -1 15874 -1 D2 ~ ~ 0 -1 15856 -1 S #15858 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues west and east. ~ 69 0 0 D1 ~ ~ 0 -1 15859 -1 D3 ~ ~ 0 -1 15855 -1 S #15859 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has an iron door to the north and a wood door to the south, there is a swinging door to the east, and a ladder leading up to the storage room. ~ 69 0 0 D0 ~ north iron~ 1 -1 15860 -1 D1 ~ swingingdoor swinging east~ 1 -1 15862 -1 D2 ~ south wood~ 1 -1 15861 -1 D3 ~ ~ 0 -1 15858 -1 D4 ~ ~ 0 -1 15863 -1 S #15860 A Skexie Dormitory~ This room is the residence of four Skexie. There are four nests with a small table and chair near each. Additionally there is a large table in the center of the room with four comfortable chairs. This room is a mess, with empty bottles lying everywhere. ~ 69 0 0 D2 ~ door iron south~ 1 -1 15859 -1 S #15861 A Skexie Dormitory~ This room is the residence of two Skexie. There are two large nests with a small table and chair near each. Additionally there is a large table in the center of the room with two comfortable chairs. This room is well kept and seems to have been cleaned recently. ~ 69 0 0 D0 ~ door wood north~ 1 -1 15859 -1 S #15862 The Skexie Dining Room~ This room is the main dining room for the Skexie. The Skexie prefer to eat together. There are several side tables, and one main table. Each of seats near the head of the main table have ornately covered arms and a very high back. The names of each Skexie leader are posted on the high backs of these, the largest of the chairs present. ~ 69 0 0 D1 ~ ~ 0 -1 15864 -1 D3 ~ swinging-door swinging west~ 1 -1 15859 -1 E seat~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ E seats~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ E chair~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ E chairs~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ S #15863 The Skexie Storage Room~ This large room holds the food stores of the Skexies. There are huge barrels of wine, vinegar, flour, wheat, nuts, preserved meats, pickled cabbage, and other food stuffs. The smell of the old food gives the room a particularly nasty scent. There is one barrel that hides a small passage. ~ 69 0 0 D3 ~ barrel~ 1 -1 15901 -1 D5 ~ ~ 0 -1 15859 -1 E barrel~ This large barrel hides a passage way. The dust nearby it is covered with small humanoid footprints. ~ S #15864 The Skexie Kitchen~ This is a large kitchen where all Skexie meals are prepared. There are many shelves with various cooking implements, a wall rack with many seasonings, several cabinets, an long shelf on the northen wall with jars of preserved animal parts. ~ 69 0 0 D3 ~ ~ 0 -1 15862 -1 E shelf~ These jars lie on a high shelf on the northen wall. The contain a variety of preserved delicacies that are used in the preparation, or in the presentation of Skexie meals. They include a variety of things you cannot identify, but you do recognize the entrials of a dragon, the hooves of a goblin, and the fetal young of some humanoid creature, possibly human. ~ E jars~ These jars lie on a high shelf on the northen wall. The contain a variety of preserved delicacies that are used in the preparation, or in the presentation of Skexie meals. They include a variety of things you cannot identify, but you do recognize the entrials of a dragon, the hooves of a goblin, and the fetal young of some humanoid creature, possibly human. ~ E rack~ This rack has a variety of unusual seasonings used when preparing Skexie specialties. You cannot recognize most of them as anything you have ever seen before. ~ E seasonings~ This rack has a variety of unusual seasonings used when preparing Skexie specialties. You cannot recognize most of them as anything you have ever seen before. ~ S #15865 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has a wood door to the west and an iron door to the east, the hallway continues to the south. ~ 69 0 0 D0 ~ ~ 0 -1 15855 -1 D1 ~ east iron~ 3 -1 15866 -1 D2 ~ ~ 0 -1 15868 -1 D3 ~ west wood~ 3 -1 15867 -1 S #15866 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 69 0 0 D3 ~ door~ 3 -1 15865 -1 S #15867 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 69 0 0 D1 ~ door~ 3 -1 15865 -1 S #15868 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has a wood door to the west and an iron door to the east, the hallway continues to the south. ~ 69 0 0 D0 ~ ~ 0 -1 15865 -1 D1 ~ east iron~ 3 -1 15869 -1 D2 ~ ~ 0 -1 15871 -1 D3 ~ west wood~ 1 -1 15870 -1 S #15869 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 69 0 0 D3 ~ door~ 3 -1 15868 -1 S #15870 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 69 0 0 D1 ~ door~ 1 -1 15868 -1 S #15871 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has a wood door to the west, and an iron door to the east. ~ 69 0 0 D0 ~ ~ 0 -1 15868 -1 D1 ~ east iron~ 1 -1 15872 -1 D3 ~ west wood~ 1 -1 15873 -1 S #15872 Chamber of the Secrants~ This is the chamber where all the Secrants of the palace congregate to sleep and groom one another. The Secrants have developed a mutually beneficial relationship with the Skexies. The Secrants eat trash that the Skexies cannot get rid of, and the Secrants enjoy healthy meals of plentiful rubbish. If it weren't for the Secrants, you'd be up to your neck in trash right now. ~ 69 0 0 D3 ~ door~ 1 -1 15871 -1 S #15873 Chamber of the Secrants~ This is the chamber where all the Secrants of the palace congregate to sleep and groom one another. The Secrants have developed a mutually beneficial relationship with the Skexies. The Secrants eat trash that the Skexies cannot get rid of, and the Secrants enjoy healthy meals of plentiful rubbish. If it weren't for the Secrants, you'd be up to your neck in trash right now. ~ 69 0 0 D1 ~ door~ 1 -1 15871 -1 S #15874 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues north and south. ~ 69 0 0 D0 ~ ~ 0 -1 15875 -1 D2 ~ ~ 0 -1 15857 -1 S #15875 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. There is a metal door to the north, a wood door to the west, and an iron door to the east. There are signs on the doors to the west and east. ~ 69 0 0 D0 ~ north metal~ 1 -1 15878 -1 D1 ~ east iron~ 1 -1 15877 -1 D2 ~ ~ 0 -1 15874 -1 D3 ~ west wood~ 1 -1 15876 -1 E sign~ There is an iron door to the east. The sign on the door reads: G E N T L E M A N There is a wood door to the west. The sign on the door reads: L A D I E S ~ S #15876 The Skexie Powder Room~ This is a bathroom of sorts. There are stalls and seats all around the room. Under these seats are holes that go several feet into the ground. Several Secrants are deep within the holes enjoying themselves. A feast of sorts is going on within the holes. ~ 69 0 0 D1 ~ door~ 1 -1 15875 -1 E seats~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ E stalls~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ S #15877 The Skexie Men's Room~ This is a bathroom of sorts. There are stalls and seats all around the room. Under these seats are holes that go several feet into the ground. Several Secrants are deep within the holes enjoying themselves. A feast of sorts is going on within the holes. ~ 69 0 0 D3 ~ door~ 1 -1 15875 -1 E stalls~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ E seats~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ S #15878 The Skexie Maiden's Chambers Entryway~ The is the entrance to the chambers of the Skexie maidens. The passages west and east lead to the chambers. There is a sign on the wall here with some poorly done embroidery. ~ 69 0 0 D1 ~ ~ 0 -1 15882 -1 D2 ~ door metal south~ 1 -1 15875 -1 D3 ~ ~ 0 -1 15879 -1 E sign~ The sign is very old, and its embroidery is truly dreadful. It reads: _______________ { H O M E } [ ] [ S W E E T ] [ ] { H O M E } --------------- ~ S #15879 The Skexie Maiden's Hallway~ The hallway ends here, with doors to the north and south. There nothing particularly interesting here otherwise, except the usual feathers. In general, the Skexie females seem a bit more concerned about hygiene than the males. Therefore, it is a bit cleaner here than in other parts of the Palace. ~ 69 0 0 D0 ~ ~ 0 -1 15880 -1 D1 ~ ~ 0 -1 15878 -1 D2 ~ ~ 0 -1 15881 -1 S #15880 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 69 0 0 D2 ~ ~ 0 -1 15879 -1 E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E grooming~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ S #15881 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 69 0 0 D0 ~ ~ 0 -1 15879 -1 E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E grooming~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ S #15882 The Skexie Maiden's Hallway~ The hallway ends here, with doors to the north and south. There nothing particularly interesting here otherwise, except the usual feathers. In general, the Skexie females seem a bit more concerned about hygiene than the males. Therefore, it is a bit cleaner here than in other parts of the Palace. ~ 69 0 0 D0 ~ ~ 0 -1 15883 -1 D2 ~ ~ 0 -1 15884 -1 D3 ~ ~ 0 -1 15878 -1 S #15883 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 69 0 0 D2 ~ ~ 0 -1 15882 -1 E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ S #15884 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 69 0 0 D0 ~ ~ 0 -1 15882 -1 E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E grooming~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ S #15886 Skexie Challenge Instructions Room~ There are six signs on the wall here which explain the Challenge of the Skexies. You are encouraged to read each of the six (Numbered "sign1" through "sign6"), and attempt the appropriate challenge. The Challenge of the Skexies is designed as a on-going quest. Your fair play and honesty is appreciated, as well as expected. When you decide you are ready to try a Challenge, you will find the entrance beyond the Skexie Lair. ~ 69 4 0 D1 ~ ~ 0 -1 15833 -1 E sign1~ The Challenge of the Skexies is designed as an on-going quest for people levels 10 to 50. The Challenge area is separated into three Challenge zones. The first zone is meant for levels 10 to 20. The second for levels 20 to 40, and the last, most difficult challenge , is meant for levels 40+. In each zone you will find 9 Challenges to be completed. After successfully completing each challenge you will earn a badge (bronze badges for Challenge 1, silver badges for Challenge 2, and gold badges for Challenge 3). The badges are numbered and you must collect all the badges (of the appropriate color) to earn the Challenge prize. There is one prize for each class for each of the three Challenge zones (i.e. The Warrior's prize for Challenge 3, the most difficult, is The Purple Shard). The prizes will be well worth your risk of life. The item you recieve _should_ be strung to your name. If you have an existing challenge quest item, and it has not been, ask a god to do it. ~ E sign2~ Players must enter each challenge room alone. The rooms are private (i.e. One player per room), and you may not in anyway receive help from another player. You may not attempt a challenge unless you are in the required level range. Challenge Prizes and badges are not tranferable, and have no monetary value. Do not attempt to give your Challenge prizes to another player. Any such action will cause you to lose any Challenge prize you currently have, plus you will lose the right to complete future Challenges (if any). To redeem your prize you must contact an Immortal with the ability to load the prize. The prizes do not naturally exist in the game. ~ E sign3~ Any God which discovers you abusing the Challenge is empowered to punish you in any reasonable way they see fit. The Challenge of the Skexies is an innovative idea in mudding. It has never been done before. Your full cooperation and honesty are required to make the Challenge a fun and exciting area. The last three signs are introductions to each of the three Challenge zones. Read them carefully. Most of all, bring many healing potions with you. Also, you needn't complete the entire challenge at one sitting (the badges can be rented). Simply bypass the challenges you have already completed, and continue with the first one that you need. GOOD LUCK! Rugrat the Skexie Creator of The Palace of the Skexies ~ E sign4~ The First Challenge zone is meant for players 10th to 20th Level. 1) No Deathtraps. 2) Few Magic wielding opponents. 3) 9 opponents. 1 Question of Knowledge. Prizes: Warrior : Skexie Gauntlets Magic-User : A Skexie Ankh Thief : Skexie Thieves Boots Cleric : A Skexie Ankh ~ E sign5~ The Second Challenge zone is meant for players 20th to 40th Level. 1) One Deathtraps. 2) Several Magic wielding opponents. 3) 9 Opponents. 2 Questions of Knowledge. Prizes: Warrior : A Skexie Helm Magic-User : A Skexie Medallion Thief : A Black Skexie Suit Cleric : A Skexie Medallion ~ E sign6~ The Third Challenge zone is meant for players 40th to 50th Level. 1) ??? Deathtraps. 2) Many Magic wielding opponents. 3) ??? Opponents. 3 Questions of Knowledge. Prizes: Warrior : The Purple Shard Magic-User : A Skexie Robe Thief : The Skexie Midnight Shield Cleric : A Skexie Robe ~ S #15887 The Bridge Collapses!~ The ropes that hold the bridge in place struggle under your weight, then break under the load. You fall about 10' into the murky waters. >From below, you hear the stiring of a hungry beast! You are invited to dinner, too bad it's not you doing the eating. ~ 69 2 0 S #15900 Inside A Skexie Fireplace~ This is the inside of a huge fireplace. Tucked deep in one corner, not visible from the outside, is a small hole, about 2 feet in diameter. In the soot you see the tracks of a humanoid. Someone lives down there! ~ 69 0 0 D1 ~ ~ 0 -1 15815 -1 D5 ~ ~ 0 -1 15901 -1 E tracks~ These tracks look like they were made by someone about 4 feet tall, weighing maybe close to 100 pounds. ~ S #15901 A Huge Slide~ You found your way to a large slide and took the plunge down into the darkness. The slide is small, barely enough for your derriere, it is smooth and cold. It is made of a strong metal, and is of sturdy construction. This was definitely not built by the Skexies. ~ 70 0 -1 30 15902 1 0 D5 ~ ~ 0 -1 15902 -1 S #15902 On A Huge Slide~ You are approaching the end of the slide. Brace yourself for impact! ~ 70 0 -1 30 15903 1 0 D5 ~ ~ 0 -1 15903 -1 S #15903 The Bottom of the Slide~ THUD! You have reached the bottom of the slide. Your butt hurts a bit. The smell of the Skexie Palace has dissipated. You are in a large cavern. You shiver with cold. The temperature has easily dropped 50 degrees. There is the sound of socializing and talking to the west. There are also three signs on the wall. The first is labeled "Notes", the second is labeled "Traps", and the last is labeled "Kills". The slide you traveled down has springs which caused the slide to receed back up into the ceiling. Too bad......You're stuck. ~ 70 0 0 D3 ~ ~ 0 -1 15904 -1 E kills~ The sign reads: K I L L S I killed a Skexie Guard today! Hooray! Thrack I slashed a Mantern while he waited on the Balcony! Gilkey I massacred a Skexie maiden in the powder room! Blood everywhere! Haag ~ E traps~ The sign reads: T R A P S A new trap has been set in the Skexie Hallway. Clawed toed opponents can no longer travel easily there. I layed down some tiny spikes. We can walk there freely, so it won't effect us at all. Kill those Bastards! Driscol I set I trap for Skexie children in the Maiden's Quarters. I hope we catch a few! Best to get them while they're young! Dasillea I set it up so that the Skexie's 'll get caught if they slide down the slide. No more surprises! Feuq ~ E notes~ The sign reads: N O T E S Dasillea should know that I wont be coming home for dinner. Thrack I learned to carve ice spikes today! Gilkey It's hard to be humble when you are perfect in every way! Haag ~ S #15904 The Gelfling Meeting Room~ This room is large. The walls are entirely natural. You are in a damp cave environment. There are tables and chairs everywhere. There is a board here with a large diagram on it. There are exits in all directions. ~ 70 0 0 D0 ~ ~ 0 -1 15930 -1 D1 ~ ~ 0 -1 15903 -1 D2 ~ ~ 0 -1 15920 -1 D3 ~ ~ 0 -1 15910 -1 E large~ Z <--- The Palace of the Skexies The Challenge _ Directions Room |_| _ _ _ _ _ _ [ _ _ _ |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u| _ [ [ [ [ [ [ [ [ [ [ Ent |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-? rance | | | | | | | | | | |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v| | |_| The Skexie Quarters ~ E diagram~ Z <--- The Palace of the Skexies The Skexie _ Quarters |_| _ _ _ _ _ _ [ _ _ _ |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u| _ [ [ [ [ [ [ [ [ [ [ Ent |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-? rance | | | | | | | | | | |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v| | |_| The Challenge Directions Room ~ E board~ Z <--- The Palace of the Skexies The Skexie _ Quarters |_| _ _ _ _ _ _ [ _ _ _ |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u| _ [ [ [ [ [ [ [ [ [ [ Ent |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-? rance | | | | | | | | | | |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v| | |_| The Challenge Directions Room ~ S #15910 The Gelfling Cleric's Abode~ A Gelfling cleric lives in this room. The rough cave walls are lined with ritualistic symbols, and other artifacts. A mat lies in one corner, presumably where the cleric sleeps. The Gelfling visit the cleric to seek counsel and healing. ~ 70 0 0 D1 ~ ~ 0 -1 15904 -1 D3 ~ ~ 0 -1 15911 -1 S #15911 An Unused Gelfling Cave~ This room has not been cleared of stalactites or stalagmites. The ground is muddy and the room is especially cold. Drawings decorate the small cave area. This room seems to get little use. A white line is drawn on the floor. Beyond which you are not recommended to go. ~ 70 0 0 D0 ~ ~ 0 -1 15913 -1 D1 ~ ~ 0 -1 15910 -1 D2 ~ ~ 0 -1 15914 -1 D5 ~ ~ 0 -1 15912 -1 E drawing~ These drawings show a Gelfling massacring Skexies right and left. There is also a message on the wall: Leave Mehkar alone. Do not cross the white line. ~ E white~ You think it would be best not to close the line. Someone might get upset. ~ E line~ You think it would be best not to close the line. Someone might get upset. ~ E drawings~ These drawings show a Gelfling massacring Skexies right and left. There is also a message on the wall: Leave Mehkar alone. Do not cross the white line. ~ S #15912 The Mad Gelfling's Lair~ One mean, crazy Gelfling lives here. There is a huge mess. Nothing like you have ever seen. The walls have been sanded down. Straw padding lines the wall. You have a sudden urge to throw yourself against the wall. You change your mind just in time. ~ 70 0 0 D4 ~ ~ 0 -1 15911 -1 S #15913 The Home of Gilkey the Gelfling~ This is the home of Gilkey. Gilkey is a well known warrior among the Gelfling. The cave has been decorated with an unusual rug. Braziers light the room to a dim level. White silk covers the ceiling. Water drips from the silk cover into a large bowl. It makes for an interesting waterfall of sorts. ~ 70 0 0 D2 ~ ~ 0 -1 15911 -1 S #15914 The Gelfling Weapons Factory~ This is where all the Gelfling weapons and traps are made. Various projects in various stages of completion are being worked on. Several look quite dangerous (spikes and wires etc.) There are metal working instruments about, and a large forge with attached billows for crafting weapons. The heat makes for a comfortable environment. ~ 70 0 0 D0 ~ ~ 0 -1 15911 -1 S #15920 A Gelfling Hallway~ To the west you see the start of various slides. That is the must be the transportation system for the Gelfling. A cave hallway continues to the south. There is little or nothing of consequence in the nearby area. ~ 70 0 0 D0 ~ ~ 0 -1 15904 -1 D1 ~ ~ 0 -1 15921 -1 D2 ~ ~ 0 -1 15925 -1 D3 ~ ~ 0 -1 15950 -1 S #15921 The Gelfling Playroom~ Toys of fake weapons are scattered about the room. There are ugly Skexie dolls, and beautiful Gelfling warrior dolls. There is an old tree stump in the room, where young Gelfling often stand and practicing their balancing. The cave walls are sanded. Straw mats cover the rooms floor. ~ 70 0 0 D3 ~ ~ 0 -1 15920 -1 S #15922 The Gelfling Armory~ This is where all the Gelfling protective gear is made. A huge forge and billows heats metal to white-hot, then the blacksmith pounds and shapes the armor. A massive anvil is near the forge, as well as a large barrel of water for cooling finished products. ~ 70 0 0 D1 ~ ~ 0 -1 15925 -1 S #15923 The Gefling Leather Shop~ This is where all the Gelfling leather gear is made. The items include boots, caps, gloves, bags, and other leather products. The Gefling secret is to use the cold treated hide of a Skexie. Unfortunately, the Gefling do not sell their goods to outsiders. ~ 70 0 0 D3 ~ ~ 0 -1 15925 -1 S #15925 A Gelfling Hallway~ The hallway ends here with small passages to the East and West. The smell of leather emanates from the East, and clanking sounds can be heared to the West. ~ 70 0 0 D0 ~ ~ 0 -1 15920 -1 D1 ~ ~ 0 -1 15923 -1 D3 ~ ~ 0 -1 15922 -1 S #15930 The Gelfling Warrior's Guild~ This is the meeting place for the Gefling Warriors. There are diagrams on the wall. There are braziers maintaining dim light in the cave atmosphere. Several cases line the walls filled with weapons of many types. ~ 70 0 0 D0 ~ ~ 0 -1 15931 -1 D2 ~ ~ 0 -1 15904 -1 E diagram~ These diagrams show the weak spots in the Skexie anatomy. The Gelfling are apparently learning the best way to kill Skexie. ed ext diagrams These diagrams show the weak spots in the Skexie anatomy. The Gelfling are apparently learning the best way to kill Skexie. ~ S #15931 A Gefling Cave~ This is a huge cave. The walls are lined with bunk beds. This is the group sleeping area for the Gelfling. There is a large pit in the center which harbors a fire. The fire has burnt down to only the embers. The chamber is warm by Gelfling standards....a blazing 40 degrees F. ~ 70 0 0 D0 ~ ~ 0 -1 15934 -1 D1 ~ ~ 0 -1 15933 -1 D2 ~ ~ 0 -1 15930 -1 D3 ~ ~ 0 -1 15932 -1 S #15932 A Gelfling Ice Pool~ Yikes! You have wandered into a cold subterannean pool. This is the bathing room for the Gelfling. The pool is a wonderfully refreshing 35 degrees F! You feel sick as the cold water splashes against your skin. You scream out in pain....No sound comes out. ~ 70 0 0 D1 ~ ~ 0 -1 15931 -1 S #15933 The Gelfling Kitchen~ This room is small. There is a hearth which warms the room to a refreshing 70 degrees F. Finally, a break from the harsh cold. This is where food is prepared. The Gelfling do their best to avoid the room when possible. The heat is dreadful! ~ 70 0 0 D3 ~ ~ 0 -1 15931 -1 S #15934 The Gelfling Cold Chamber~ This is where the Gelfling choose to relax. The room is a relaxing 10 degrees. Fans blow to cool the room. Tables lie nearby where games can be played. ~ 70 0 0 D2 ~ ~ 0 -1 15931 -1 S #15950 The Gelfling Slide System~ This room has slides which lead to various places in the Palace of the Skexies. These slides are used by the Gelfling when preparing traps, and going on killing missions. For you, it seems to be the only viable exit from the Gelfling Cave area. There is a sign on the wall. ~ 70 0 0 D0 ~ ~ 0 -1 15832 -1 D1 ~ ~ 0 -1 15920 -1 D2 ~ ~ 0 -1 15853 -1 D3 ~ ~ 0 -1 15878 -1 D5 ~ ~ 0 -1 15814 -1 E sign~ The sign reads: The northern slide leads to the Skexie Intersection. The southern slide leads to the Challenge Entrance. The western slide leads to the Skexie Maiden's Quarters. The down slide leads to the Domed Skexie Chamber. ~ S #15951 Skexie Challenge 1 Room 1~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15952 -1 S #15952 Skexie Challenge 1 Room 2~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15953 -1 S #15953 Skexie Challenge 1 Room 3~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15954 -1 S #15954 Skexie Challenge 1 Room 4~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15955 -1 S #15955 Skexie Challenge 1 Room 5~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15956 -1 S #15956 Skexie Challenge 1 Question 1~ You have been graced with an easy question: Which Bechemel carries the red tulip? Choose your exit: North ----> Midnight East ----> Striped South ----> Herringbone West ----> Polkadotted ~ 70 320 0 2 D0 ~ ~ 0 -1 15995 -1 D1 ~ ~ 0 -1 15995 -1 D2 ~ ~ 0 -1 15995 -1 D3 ~ ~ 0 -1 15993 -1 S #15957 Skexie Challenge 1 Room 6~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 -1 20 15957 1 0 2 D1 ~ ~ 0 -1 15958 -1 S #15958 Skexie Challenge 1 Room 7~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15959 -1 S #15959 Skexie Challenge 1 Room 8~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D1 ~ ~ 0 -1 15960 -1 S #15960 Skexie Challenge 1 Final Challenge~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D4 ~ ~ 0 -1 15999 -1 S #15961 Skexie Challenge 2 Room 1~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15962 -1 S #15962 Skexie Challenge 2 Room 2~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15963 -1 S #15963 Skexie Challenge 2 Room 3~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15964 -1 S #15964 Skexie Challenge 2 Room 4~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15965 -1 S #15965 Skexie Challenge 2 Question 1~ Good Luck with the following question: Which Skexie is rumored to be able to teach fighting tactics? Choose your response: North ----> Turandac the Skexie High Magister East ----> Palthor the Skexie Sergeant South ----> Rugrat the Skexie Immortal West ----> Alastair the Skexie Leader ~ 70 320 0 2 D0 ~ ~ 0 -1 15991 -1 D1 ~ ~ 0 -1 15995 -1 D2 ~ ~ 0 -1 15994 -1 D3 ~ ~ 0 -1 15991 -1 S #15966 Skexie Challenge 2 Room 5~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15967 -1 S #15967 Skexie Challenge 2 Room 6~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15968 -1 S #15968 Skexie Challenge 2 Question 2~ Good Luck with the following question: What instrument does the Skexie Bard use? Choose your response: North ----> None East ----> Mandolin South ----> Flute West ----> Piccollo ~ 70 320 0 2 D0 ~ ~ 0 -1 15992 -1 D1 ~ ~ 0 -1 15995 -1 D2 ~ ~ 0 -1 15995 -1 D3 ~ ~ 0 -1 15995 -1 S #15969 Skexie Challenge 2 Room 7~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15970 -1 S #15970 Skexie Challenge 2 Room 8~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D3 ~ ~ 0 -1 15971 -1 S #15971 Skexie Challenge 2 Final Challenge~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D4 ~ ~ 0 -1 15999 -1 S #15972 Skexie Challenge 3 Room 1~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15973 -1 S #15973 Skexie Challenge 3 Room 2~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15974 -1 S #15974 Skexie Challenge 3 Question 1~ Good luck with the following question: Where can spider's legs be found in the Palace? Choose your response: North ----> The Kitchen East ----> Wegendel's Lair South ----> Crandel's Lair West ----> The Storage Room ~ 70 320 0 2 D0 ~ ~ 0 -1 15991 -1 D1 ~ ~ 0 -1 15996 -1 D2 ~ ~ 0 -1 15991 -1 D3 ~ ~ 0 -1 15991 -1 S #15975 Skexie Challenge 3 Room 3~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15976 -1 S #15976 Skexie Challenge 3 Room 4~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 4 D0 ~ ~ 0 -1 15977 -1 S #15977 Skexie Challenge 3 Question 2~ Good Luck with the following question: The Skexie Culture could be characterized as: Choose the correct combination: North ----> Monogamous, Children cared for by parents East ----> Polygamous, Children cared for by parents South ----> Monogamous, Children have caretakers West ----> Polygamous, Children have caretakers ~ 70 320 0 2 D0 ~ ~ 0 -1 15991 -1 D1 ~ ~ 0 -1 15991 -1 D2 ~ ~ 0 -1 15991 -1 D3 ~ ~ 0 -1 15997 -1 S #15978 Skexie Challenge 3 Room 5~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15979 -1 S #15979 Skexie Challenge 3 Room 6~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15980 -1 S #15980 Skexie Challenge 3 Question 3~ Good Luck with the following question: Where can the words: "Dishonor has earned you the Symbol. Wear it. Die proud" be found? Choose your response: North ----> On a sign in The Hallway to the Lair East ----> The Challenge Entry South ----> Alastair's Chamber West ----> Brackenred's Chamber ~ 70 256 0 2 D0 ~ ~ 0 -1 15991 -1 D1 ~ ~ 0 -1 15991 -1 D2 ~ ~ 0 -1 15991 -1 D3 ~ ~ 0 -1 15998 -1 S #15981 Skexie Challenge 3 Room 7~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15982 -1 S #15982 Skexie Challenge 3 Room 8~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D0 ~ ~ 0 -1 15983 -1 S #15983 Skexie Challenge 3 Final Challenge~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 70 320 0 2 D4 ~ ~ 0 -1 15999 -1 S #15991 WRONG! A Painful Death Room~ Foolish mortal! Study my area more carefully! There is more than meets the eye. Good Luck! P.S. Just a reminder, corpse retrievals are not allowed.... ~ 70 3 0 S #15992 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 70 257 -1 20 15969 1 0 2 S #15993 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 70 257 -1 20 15957 1 0 2 S #15994 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 70 257 -1 20 15966 1 0 2 S #15995 An Incorrect Response~ You have incorrectly answered a Challenge Question. You will be transfered back to Shadowdale. Remember: You need only collect the badges from Challenge Opponents, there is no need to re-kill opponents. Good Luck finding the correct response! ~ 70 1 -1 0 3014 3 20 2 S #15996 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 70 257 -1 20 15975 1 0 1 S #15997 A Correct Response! ~ Congratulations. You have done your homework. Good Luck! ~ 70 257 -1 20 15978 1 0 1 S #15998 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 70 257 -1 20 15981 1 0 1 S #15999 The Challange Reward Room~ Congratulations on having completed the Challenge of the Skexies. The Exit down leads to the Temple Square. If you need to go back and complete any rooms, go up to the Challenge entry. If you want to redeem a prize, wait here and "tell" to an Immortal, preferably Rugrat, if he is on. ~ 70 68 0 D4 ~ ~ 0 -1 15853 -1 D5 ~ ~ 0 -1 3005 -1 S #16000 Eastern Path~ This path leads east into the mountains, and west towards Shadowdale. To the north, you can see a large stone building of some sort. ~ 70 0 2 D0 ~ door~ 0 0 24000 -1 D1 ~ ~ 0 -1 16001 -1 D3 ~ ~ 0 0 3502 -1 S #16001 Eastern Path~ You are standing on an east-west path heading eastwards into the mountains,and westwards towards the plain of Shadowdale. The mountains to the east look very large, and sinister. ~ 70 0 2 D1 ~ ~ 0 -1 16002 -1 D3 ~ ~ 0 -1 16000 -1 S #16002 Eastern Path~ You are standing on a path leading into the Eastern mountains. To the north the path begins to climb towards the dark, storm-covered peaks, and to the west the path leads towards the plains of Shadowdale. ~ 70 0 4 D0 ~ ~ 0 -1 16003 -1 D3 ~ ~ 0 -1 16001 -1 S #16003 The path through the mountains~ You are standing on a path leading into the Eastern mountains. To the east, the path leads towards the dark, storm-covered peaks, and to the south the path leads downwards, towards the plains. You can see the city of Shadowdale just a mile or so away to the west. ~ 70 0 4 D1 ~ ~ 0 -1 16004 -1 D2 ~ ~ 0 -1 16002 -1 S #16004 The path through the mountains~ You are standing on a path leading into the Eastern mountains. To the east, the path leads towards the dark, storm-covered peaks, and to the west the path leads downwards, towards the plains. You can see the city of Shadowdale to the west. ~ 70 0 4 D1 ~ ~ 0 -1 16005 -1 D3 ~ ~ 0 -1 16003 -1 S #16005 The path through the mountains~ You are standing in the hills below the peaks of the Eastern mountains. To the north, the path continues upwards into the mountains, and to the west, the path leads downwards towards the plains. To the east, there is a large crack in the cliff-face. ~ 70 4 5 D0 ~ ~ 0 -1 16006 -1 D1 ~ ~ 0 -1 16031 -1 D3 ~ ~ 0 -1 16004 -1 S #16006 The path through the mountains~ You are standing on a path leading north-south through the mountains. To the north, the path steepens as it climbs upwards towards the dark peaks. To the south, it leads downwards, towards the plains of Shadowdale. ~ 70 0 5 D0 ~ ~ 0 -1 16007 -1 D2 ~ ~ 0 -1 16005 -1 S #16007 The steep path~ You are standing on a path leading northwards towards the dark peaks of the eastern mountains, and southwards to the foothills. The path is very steep here, you have to move very slowly to keep from slipping and scraping your way down the mountainside. To the north you can hear a strange whistling and howling sound. ~ 70 0 5 D0 ~ ~ 0 -1 16008 -1 D2 ~ ~ 0 -1 16006 -1 S #16008 The windy path~ You are standing on a steep path, leading northwards towards the dark peaks, and southwards towards the foothills. The geography of the area makes the wind whistle and howl around you, a very eerie and frightening experience. ~ 70 0 5 D1 ~ ~ 0 -1 16009 -1 D2 ~ ~ 0 -1 16007 -1 S #16009 The mountain path~ The path has evened out some here, leading westwards towards a steep downhill slope, and westwards along a wide ridge towards the peaks of the Eastern mountains. To the west, you can hear a strange whistling and howling noise. ~ 70 0 5 D0 ~ ~ 0 -1 16010 -1 D3 ~ ~ 0 -1 16008 -1 S #16010 A choice of directions~ You have come to a choice of paths, north towards a particularly dark and evil looking mountain, eastwards along a path between two mountains and westwards towards what could be either a cliff-face, or a steep downward slope. ~ 70 0 5 D0 ~ ~ 0 -1 16012 -1 D1 ~ ~ 0 -1 16011 -1 D2 ~ ~ 0 -1 16009 -1 S #16011 The edge of a ravine~ You are standing at the western edge of a large ravine. To the west you see a path winding through the mountains, and to the east a large ravine blocks all foot travel. You can see a clearing on the opposite side of the ravine, perhaps it is another path. Strange squawking noises come from inside the ravine. ~ 70 0 5 D1 ~ ~ 0 -1 16013 -1 D3 ~ ~ 0 -1 16010 -1 E ravine noises squawk~ As you peer over the edge, you see several large birds circling below. Just for a moment, you think you see something larger moving through the depths of the ravine, but it could have been a trick of the light. ~ S #16012 A mountain path~ You are standing on a path leading northwards towards a high ridge, and southwards towards a flat clearing. Movement east and west is blocked by large, steep hills. You are getting very high in the mountains now, and the air is thin, and cold. ~ 70 0 5 D0 ~ ~ 0 -1 16014 -1 D2 ~ ~ 0 -1 16010 -1 S #16013 The air above a ravine~ You are flying above a large ravine, which extends northwards, southwards and downwards. To the east and west you see flat spots which turn into paths leading off into the mountains. Below you, you can see several large birds circling something even farther below. ~ 70 0 8 D0 ~ ~ 0 -1 16078 -1 D1 ~ ~ 0 -1 16026 -1 D2 ~ ~ 0 -1 16080 -1 D3 ~ ~ 0 -1 16011 -1 D5 ~ ~ 0 -1 16075 -1 E birds below down~ You see several birds, about human size. They seem to be diving and attacking something hidden in the depths of the ravine. ~ S #16014 High in the mountains~ You are standing on a ridge high in the mountains. To the north, the ridge continues, and to the south the path leads downwards towards a flat clearing next to a large ravine. The air is thin and cold here. ~ 70 0 5 D0 ~ ~ 0 -1 16015 -1 D2 ~ ~ 0 -1 16012 -1 S #16015 High in the mountains~ You are standing on a ridge high in the mountains. To the east, the ridge continues, and to the south the path leads downwards towards a flat clearing next to a large ravine. There is a small mine shaft dug into the western cliff-face. The wind howls suddenly, and you shiver with cold. ~ 70 0 5 D1 ~ ~ 0 -1 16016 -1 D2 ~ ~ 0 -1 16014 -1 D3 ~ ~ 0 -1 16051 -1 S #16016 At the edge of a ravine~ You are standing on a large ridge, overlooking a deep ravine. If you could fly, you could go east, into the ravine, but if you can't, you'll just have to go either north, or west along the ridge. ~ 70 0 5 D0 ~ ~ 0 -1 16017 -1 D1 ~ ~ 0 -1 16078 -1 D3 ~ ~ 0 -1 16015 -1 S #16017 A path through the mountains~ You are standing on a thick ridge leading east and south around a large ravine. To the east, you can see a large pile of rubble, perhaps from a recent avalanche. ~ 70 0 5 D1 ~ ~ 0 -1 16018 -1 D2 ~ ~ 0 -1 16016 -1 S #16018 At the edge of a pile of rubble~ You are standing at the edge of a large pile of rubble, which covers the entire trail to the east. To the west, you can travel along a large ridge, which leads around a deep ravine. The rubble looks dangerous, but if you are lucky, you can get across. ~ 70 0 5 D1 ~ ~ 0 -1 16019 -1 D3 ~ ~ 0 -1 16017 -1 S #16019 On a pile of rubble~ You are standing on a large pile of rubble, which shifts dangerously under your weight. If i were you, i would MOVE and do it very quickly!!!! ~ 70 0 5 D1 ~ ~ 0 -1 16020 -1 D3 ~ ~ 0 -1 16018 -1 S #16020 At the Eastern edge of a large pile of rubble~ You are standing at the edge of a large pile of rubble, which covers the entire trail to the west. To the east, you can travel along a large ridge, which leads around a deep ravine. The rubble looks dangerous, but if you are lucky, you can get across. ~ 70 0 5 D1 ~ ~ 0 -1 16022 -1 D3 ~ ~ 0 -1 16019 -1 S #16021 Between large crushing rocks~ Suddenly, the entire pile collapses around you, and huge rocks pummel your body into a bloody pulp. ~ 70 2 3 D0 ~ ~ 0 -1 16019 -1 D1 ~ ~ 0 -1 16020 -1 D3 ~ ~ 0 -1 16018 -1 S #16022 The edge of a ravine~ You are standing at the north-eastern edge of a large ravine. The path leads west and south, and to the east you can see a small mine-shaft opening. ~ 70 0 5 D1 ~ ~ 0 -1 16060 -1 D2 ~ ~ 0 -1 16023 -1 D3 ~ ~ 0 -1 16020 -1 S #16023 A path through the mountains~ You are standing on a path leading north-south through the mountains. The path is fairly level here, and the going is somewhat easier. Movement to the east and west is blocked by large hills. ~ 70 0 5 D0 ~ ~ 0 -1 16022 -1 D2 ~ ~ 0 -1 16024 -1 S #16024 A mountain path~ You are standing on a path leading north-south through the mountains. The path is fairly level here, and the going is somewhat easier. Movement to the east and west is blocked by large hills. ~ 70 0 5 D0 ~ ~ 0 -1 16023 -1 D2 ~ ~ 0 -1 16025 -1 S #16025 A choice of directions~ You are standing at a three-way split in the path, one branch leading north between two large hills, one path leading east towards a tall mountain, and one path leading west towards a large crevasse. ~ 70 0 5 D0 ~ ~ 0 -1 16024 -1 D1 ~ ~ 0 -1 16027 -1 D3 ~ ~ 0 -1 16026 -1 S #16026 The eastern edge of the ravine~ You are standing at the eastern edge of a large ravine. If you could fly, you could continue west over the ravine, but if you can't you'll have to settle for traveling east along the mountain path. On the far side of the ravine you can see another clearing, perhaps it is a trail. ~ 70 0 4 D1 ~ ~ 0 -1 16025 -1 D3 ~ ~ 0 -1 16013 -1 S #16027 High in the mountains~ You are standing on trail high in the mountains. To the south, the trail leads downwards along a steep slope. To the west, the path leads towards a large clearing.~ 70 0 5 D2 ~ ~ 0 -1 16028 -1 D3 ~ ~ 0 -1 16025 -1 S #16028 A steep trail~ You are standing on a trail leading north and east along a very steep slope. Movement here is very slow, to ensure that you don't slip and fall down the mountainside. ~ 70 0 5 D0 ~ ~ 0 -1 16027 -1 D1 ~ ~ 0 -1 16029 -1 S #16029 A steep trail~ You are standing on a trail leading east and west along a steep slope. To the west, the slope rises rapidly into the mountains, while to the east, it levels off as it approaches a valley deep in the heart of the Eastern mountains. To the north, you can see a huge cave entrance. ~ 70 0 5 D0 ~ ~ 0 -1 16061 -1 D1 ~ ~ 0 -1 16030 -1 D3 ~ ~ 0 -1 16028 -1 S #16030 Overlooking a large valley~ You are standing on a rocky ridge, which overlooks a large, green valley hidden deep in the heart of the Eastern Mountains. To the east, you can see a trail leading towards a small village nestled in the valley, while to the west, the trail rises rapidly into the mountains. ~ 70 0 4 D1 ~ ~ 0 -1 16100 -1 D2 ~ ~ 0 -1 13610 -1 D3 ~ ~ 0 -1 16029 -1 S #16031 A tiny cave~ You are standing in a tiny cave, with room for very few people. There is a large crack leading outside to the west, and the cave narrows to a tunnel which seems to lead east. You think that you might be able to squeeze yourself through the crack. ~ 70 13 4 D1 ~ ~ 0 -1 16032 -1 D3 ~ ~ 0 -1 16005 -1 S #16032 A smelly cave~ An unpleasant stench begins to develop in the room, making you wish you were somewhere else. You are standing in a small stone cave, with exits to the east, west and south. Bits and peices of trash are scattered about the floor. ~ 70 9 1 D1 ~ ~ 0 -1 16034 -1 D2 ~ ~ 0 -1 16033 -1 D3 ~ ~ 0 -1 16031 -1 S #16033 A smelly cavern~ You are standing in a large cavern, while the stench of rot and decay fills your head. A large pile of trash has been piled in the corner of this stone cavern, and you can almost see the fumes rise from it. all in all, not a pleasant experience. There are exits to the north and south. ~ 70 9 1 D0 ~ ~ 0 -1 16032 -1 D2 ~ ~ 0 -1 16036 -1 S #16034 A smelly cave~ You are standing in a large cave, and foul smells waft in, seemingly from all directions. Bits and peices of bone and debris have been strewn about the room, and do nothing but add to the unpleasantness of the situation. You can leave to the south, and west ~ 70 9 1 D2 ~ ~ 0 -1 16035 -1 D3 ~ ~ 0 -1 16032 -1 S #16035 A smelly cavern~ You are standing in a large stone cavern, formed from humanoid hands. Evil smells drift about, making your stay here most unpleasant. There are small tunnels leaving to the east, south and north. ~ 70 9 1 D0 ~ ~ 0 -1 16034 -1 D1 ~ ~ 0 -1 16038 -1 D2 ~ ~ 0 -1 16037 -1 S #16036 A smelly cavern~ You are standing in a large stone cavern, formed from humanoid hands. Evil smells drift about, making your stay here most unpleasant. There are small tunnels leaving to the east, south and north. ~ 70 9 1 D0 ~ ~ 0 -1 16033 -1 D1 ~ ~ 0 -1 16037 -1 D2 ~ ~ 0 -1 16040 -1 S #16037 A small passage~ You are standing in a small passageway between caves. While this place is odiferous, it is not as pungent as some other places you have been. Three paths part here, one leading north, another south, and the last west. ~ 70 9 1 D0 ~ ~ 0 -1 16035 -1 D2 ~ ~ 0 -1 16039 -1 D3 ~ ~ 0 -1 16036 -1 S #16038 A small tunnel~ The low ceiling of this tunnel nearly scrapes your head as you enter, forcing you to duck to avoid brain damage. This small tunnel leads east and west between large caves. You detect an unpleasant order in the room, but it is not strong. ~ 70 9 1 D1 ~ ~ 0 -1 16042 -1 D3 ~ ~ 0 -1 16035 -1 S #16039 A small passage~ You are standing in a small passage connecting two larger caves. The passage leads north and east. Faintly unpleasant smells come from the north. ~ 70 9 1 D0 ~ ~ 0 -1 16037 -1 D1 ~ ~ 0 -1 16041 -1 D5 ~ ~ 0 -1 16201 -1 S #16040 A smelly cavern~ You are standing in a large, rough, smelly cavern. It reeks of decay, and there is trash littering the floor. Small insects and worm like things scurry about the room, eating the refuse. You have heard that these vermin are considered to be delicacies among goblin-kind. Which might explain while there is so much trash in this place. There are exits to the north, and south. ~ 70 9 1 D0 ~ ~ 0 -1 16036 -1 D2 ~ ~ 0 -1 16044 -1 S #16041 A small passage~ You are standing in a small passage which connects three larger open spaces. The smell of decay is strong here, but not overpowering. You can exit to the east, south and west. ~ 70 9 1 D1 ~ ~ 0 -1 16047 -1 D2 ~ ~ 0 -1 16043 -1 D3 ~ ~ 0 -1 16039 -1 S #16042 A small tunnel~ You are standing in a small tunnel which seperates two caves. The place stinks, but it is not as foul as other places nearby. You can exit to the south and west. ~ 70 9 1 D2 ~ ~ 0 -1 16046 -1 D3 ~ ~ 0 -1 16038 -1 S #16043 A bend in the tunnel~ You are standing in a small tunnel which seperates two caves. The place stinks, but it is not as foul as other places nearby. You can exit to the north and west. ~ 70 9 1 D0 ~ ~ 0 -1 16041 -1 D3 ~ ~ 0 -1 16045 -1 S #16044 A small tunnel~ You are standing in a small tunnel which seperates two caves. The place stinks, but it is not as foul as other places nearby. You can exit to the north and east. ~ 70 9 1 D0 ~ ~ 0 -1 16040 -1 D1 ~ ~ 0 -1 16045 -1 D5 ~ ~ 0 -1 16200 -1 S #16045 A small passage~ You are standing in a cramped east-west passage between two caves. It is very hard to move here, the walls and ceiling press closely down upon you,forcing you to nearly crawl in order to move safely. ~ 70 9 1 D1 ~ ~ 0 -1 16043 -1 D3 ~ ~ 0 -1 16044 -1 S #16046 A small passage~ You are standing in a cramped north-south passage between two caves. It is very hard to move here, the walls and ceiling press closely down upon you,forcing you to nearly crawl in order to move safely. ~ 70 9 1 D0 ~ ~ 0 -1 16042 -1 D2 ~ ~ 0 -1 16047 -1 S #16047 The entrance to the chief's area~ Flickering torches barely light this room, and reveal some threadbare carpet, and bits and pieces of old, broken furniture. The room has an unpleasant aroma, and bits and peices of trash are scattered about the room. You can exit to the north, south or west. ~ 70 9 1 D0 ~ ~ 0 -1 16046 -1 D2 ~ ~ 0 -1 16048 -1 D3 ~ ~ 0 -1 16041 -1 S #16048 The chief's area~ This is the 'guest' room of the goblin chief, which means that there is a rotting table, and a couple of rotting chairs in the center of the room. You see a large wooden door to the east, and there is a hallway to the north. ~ 70 9 1 D0 ~ ~ 0 -1 16047 -1 D1 ~ door wooden e~ 7 16001 16049 -1 S #16049 The chief's Room~ This is the the chief's room, filled with broken furniture, and dominated by a huge, mouldy bed in the northeast corner. A few torches spark, but add little more than smoke to the ambience of the room. There is a large wooden door to the west, and a threadbare tapestry on the south wall. ~ 70 9 1 D2 ~ secret tapestry~ 39 16002 16050 -1 D3 ~ door wooden w~ 7 16001 16048 -1 E tapestry~ The tapestry is old and worn. As you examine it, you feel a slight breeze from behind it. ~ S #16050 The treasure room~ You are standing amidst the largest pile of useless junk you have ever seen. Obviously, the creatures here have a different concept of value. Glancing about the room, you see some items which you think might be valuable. ~ 70 9 1 D0 ~ door wooden n~ 39 16002 16049 -1 D4 ~ secret door u~ 3 16005 16099 -1 E junk~ As you look at the junk, you notice a secret door in the ceiling ~ S #16051 A small mineshaft~ You are standing in a small mineshaft. It looks like it was made just the right size for dwarves. To the east, you can leave the shaft, and to the north you can venture deeper into the mine. ~ 70 13 0 D0 ~ ~ 0 -1 16052 -1 D1 ~ ~ 0 -1 16015 -1 S #16052 A mineshaft~ You are standing in a small mineshaft. The shaft stretches north and south, and there is a large pair of rails in the center of the floor, to enable large mine-cars to move about with thier loads of stuff. You can hear strange echos from the north. ~ 70 9 0 D0 ~ ~ 0 -1 16053 -1 D2 ~ ~ 0 -1 16051 -1 S #16053 A mineshaft~ You are standing in a small mineshaft, which bends here, and leads south and east. To the east, the floor begins to slope downwards at a greater angle, and you can feel the walls press in around you. Strange sounds echo from the deep parts of the shaft. ~ 70 9 0 D0 ~ ~ 0 -1 6500 -1 D1 ~ ~ 0 -1 16054 -1 D2 ~ ~ 0 -1 16052 -1 S #16054 A deep mineshaft~ You are standing in a small mineshaft, deep in the heart of the Eastern mountains. The shaft leads in an east west manner, and there is a definite downward slope to the east. Strange noises echo from the depths of the mine. ~ 70 9 0 D1 ~ ~ 0 -1 16055 -1 D3 ~ ~ 0 -1 16053 -1 S #16055 A deep mineshaft~ You are standing in a small mineshaft, deep in the heart of the Eastern mountains. The shaft leads in an east west manner, and there is a definite downward slope to the east. The twin rails in the floor stop here, and a crude platform of wooden planks extend deeper into the mine shaft. You continue to hear strange noises from the depths. ~ 70 9 0 D1 ~ ~ 0 -1 16056 -1 D3 ~ ~ 0 -1 16054 -1 S #16056 A very deep mineshaft~ You are standing in the very bowels of the Eastern mountains, as you walk along a path made of wooden planks. Strange smells waft past your nose, and the walls seem to be growing some sort of fungus. You can hear strange noises from the east, extending even deeper into the depths of the unknown. ~ 70 9 0 D1 ~ ~ 0 -1 16057 -1 D3 ~ ~ 0 -1 16055 -1 S #16057 A very deep mineshaft~ You are standing in the very bowels of the Eastern mountains, as you walk along a path made of wooden planks. Strange smells waft past your nose, and the walls seem to be growing some sort of fungus. You can hear strange noises from the east, extending even deeper into the depths of the unknown. ~ 70 9 0 D1 ~ ~ 0 -1 16058 -1 D3 ~ ~ 0 -1 16056 -1 S #16058 A rough-hewn mineshaft~ The mineshaft has degenerated here, until it is nothing more than a roughly-hewn tunnel, leading ever deeper into the heart of the Eastern Mountains. You can hear sinister metallic noises to the east, they sound very violent and powerful. ~ 70 9 2 D1 ~ ~ 0 -1 16059 -1 D3 ~ ~ 0 -1 16057 -1 S #16059 A small elevator~ You have found the source of the mysterious noises which echo throughout the mine. A small elevator is here,and a strange mechanical contraption seems to whir and hiss as the elevator rises and lowers. As you look around, the platform you are on begins to rise upwards, out of the mineshaft. Far above you, you think you can see some light of some kind, but you are not sure. ~ 70 9 -1 30 16060 1 0 D3 ~ ~ 0 -1 16058 -1 S #16060 At the top of the elevator~ You are at the top of a small elevator shaft, which looks like it plunges into the depths of the mountain. The elevator grinds to a halt, and strange noises come from it, as smoke rises from the mechanical parts. Looks like this elevator is out of order. ~ 70 9 0 D3 ~ ~ 0 -1 16022 -1 S #16061 A large cave~ You are standing inside an enormous cave entrance. The ceiling is at least 30' high. The ground is well worn from use, and there is no trace of debris, or trash. The cave continues to the east, and there is large tunnel to the north, and a mountain trail lies to the south. You smell something cooking from inside the cave, it smells rather good. ~ 70 13 0 D0 ~ ~ 0 -1 16062 -1 D1 ~ ~ 0 -1 16063 -1 D2 ~ ~ 0 -1 16029 -1 S #16062 A large tunnel~ You are standing in a giant tunnel, which links a huge cavern to the east,and a large cave entrance to the south. You can hear laughter and other sounds from the east, and the smell of cooked meat is unmistakeably in the air. A huge gate lies open to the east, inviting newcomers to enter the caves. ~ 70 9 0 D1 ~ gate iron huge e~ 33 16003 16064 -1 D2 ~ ~ 0 -1 16061 -1 S #16063 The eastern end of a large cavern~ You are standing at the eastern end of a large cavern. Several huge barrels and bags have been piled around the room, it looks to be some sort of storage area. The ceiling is about 30' high, and the ground looks well worn from many years of being walked upon. ~ 70 9 0 D3 ~ ~ 0 -1 16061 -1 S #16064 A huge cavern~ You are standing in a huge cavern, whose vaulted ceiling soars to perhaps 80' above your head. A huge iron gate is west, tunnels lead north and east. You can smell the aroma of cooked meat coming from the north ~ 70 9 0 D0 ~ ~ 0 -1 16065 -1 D1 ~ ~ 0 -1 16073 -1 D3 ~ gate iron huge w~ 33 16003 16062 -1 S #16065 A huge cavern~ You are standing in a tunnel linking two huge caverns, one to the north, and one to the south. You can smell the aroma of meat cooking to the north, and laughter. ~ 70 9 0 D0 ~ ~ 0 -1 16066 -1 D2 ~ ~ 0 -1 16064 -1 S #16066 A huge cavern~ You are standing in a huge cavern, the ceiling rises to at least 100 feet above your head. To the west, you can smell the aroma of meat cooking, and to the east, you hear laughter. This room is lit by huge torches which are set into the walls. ~ 70 8 0 D1 ~ ~ 0 -1 16067 -1 D2 ~ ~ 0 -1 16065 -1 D3 ~ ~ 0 -1 16069 -1 S #16067 A large stone hallway~ You are standing in a large hallway, hewn from the granite of the eastern mountains. A large iron door lies to the north, and the hallway continues to the east. To the west is a huge cavern, and the unmistakeable aroma of cooked meat. ~ 70 9 0 D0 ~ door iron n~ 1 16004 16071 -1 D1 ~ ~ 0 -1 16068 -1 D3 ~ ~ 0 -1 16066 -1 S #16068 A large stone hallway~ You are standing in a large hallway, hewn from the granite of the eastern mountains. A large iron door lies to the north, and the hallway continues to the west. ~ 70 0 0 D0 ~ door iron barred n~ 33 16004 16072 -1 D3 ~ ~ 0 -1 16067 -1 S #16069 The giant kitchen~ You are standing in a kitchen of immense proportions. The chair seats are about 4' off the ground, and the table sits higher than the chairs. The smell of cooked meat comes from the fireplace in this room, where a large dwarf is slowly roasting over an open flame. ~ 70 8 0 D1 ~ ~ 0 -1 16066 -1 D3 ~ ~ 0 -1 16070 -1 S #16070 The giant pantry~ You are standing in the giant's larder, where several humanoid bodies have been stacked neatly agains the walls, along with several large animals, pigs and wolves mostly. All of the bodies have been salted to preserve them, and the scent of salt is heavy in the air. You can smell meat cooking to the east. ~ 70 9 0 D1 ~ ~ 0 -1 16069 -1 S #16071 A guest's quarters~ These quarters are large, and well lit. A large couch sits on the east side of the room, and a table occupies the center of the room. A lantern, resting on the table, gives light to the room. On the wall is an elven tapestry, equisitely designed, and very expensive looking. ~ 70 8 0 D2 ~ door iron s~ 1 16004 16067 -1 S #16072 A guest's quarters~ This large stone room is very spacious and roomy. Several lanterns line the walls, giving the room a very warm feeling to it. The walls are almost completely covered with tapestries and curtains, hiding the harsh granite behind them. A comfortable divan rests against the north wall of the room,and a wooden table is in the center of the room. Curiously, everything in this room is human-sized. ~ 70 9 0 D2 ~ door iron barred s~ 33 16004 16068 -1 S #16073 A sleeping area~ Several large animal hides lie on the floor here in huge piles. The area is very dark and quiet, and you sense that this is a sleeping area for the giants. You tiptoe through, so as not to wake them. Westward lies a huge cavern, and eastwards the cavern continues ~ 70 9 0 D1 ~ ~ 0 -1 16074 -1 D3 ~ ~ 0 -1 16064 -1 S #16074 A sleeping area~ You are standing at the eastern edge of a sleeping area for the giants. Huge piles of animal skins are scattered about the room, and you walk on tip-toe, so as not to disturb any of the sleeping giants. The cavern continues to the west. ~ 70 9 0 D3 ~ ~ 0 -1 16073 -1 S #16075 A large ravine~ You are in the air inside a large ravine. Birdlike creatures can be seen to the north, and south, and dark shadows move mysterioulsy in the depths. ~ 70 0 8 D0 ~ ~ 0 -1 16076 -1 D2 ~ ~ 0 -1 16077 -1 D4 ~ ~ 0 -1 16013 -1 D5 ~ ~ 0 -1 16083 -1 S #16076 The northern part of a deep ravine~ You are at the northern edge of a large ravine. To the west, there is a huge nest, perhaps 50 feet in diameter. Upwards, and southwards the ravine continues, and you can see some movement in the shadowy ~ 70 0 8 D2 ~ ~ 0 -1 16075 -1 D3 ~ ~ 0 -1 16085 -1 D4 ~ ~ 0 -1 16078 -1 D5 ~ ~ 0 -1 16082 -1 S #16077 The southern part of a deep ravine~ You are at the southern edge of a large ravine. Passage east, west or south is blocked by the walls of the ravine, but you can travel up out of the ravine, north towards the center of the ravine, or downwards into the shadowy depths. ~ 70 0 8 D0 ~ ~ 0 -1 16075 -1 D4 ~ ~ 0 -1 16080 -1 D5 ~ ~ 0 -1 16084 -1 S #16078 The air above a ravine~ You are in the air above the ravine. To the north and south the ravine continues, while to the west there is a small landing and a path leading into the mountains. Below you are the depths of the ravine, where dark things move in the shadows ~ 70 0 8 D0 ~ ~ 0 -1 16079 -1 D2 ~ ~ 0 -1 16013 -1 D3 ~ ~ 0 -1 16016 -1 D5 ~ ~ 0 -1 16076 -1 S #16079 The air above a ravine~ You are at the northernmost edge of the ravine. Northwards, you see a small cave like opening, and you can hear the twittering of some creature with the cave. To the south the ravine continues ~ 70 0 8 D0 ~ ~ 0 -1 16086 -1 D2 ~ ~ 0 -1 16078 -1 S #16080 The air above a ravine~ You are in the air above the ravine. The ravine continues to the north and south, and you can fly down further into the ravine and see what is there. ~ 70 0 8 D0 ~ ~ 0 -1 16013 -1 D2 ~ ~ 0 -1 16081 -1 D5 ~ ~ 0 -1 16077 -1 S #16081 The air above a ravine~ You are at the southernmost point of the ravine, to the south you can see a large cave, and to the north the ravine continues. You hear a strange song from within the cave, it sounds very beautiful. ~ 70 0 8 D0 ~ ~ 0 -1 16080 -1 D2 ~ ~ 0 -1 16091 -1 S #16082 A deep ravine~ You are deep in the ravine, nearly at the bottom. It is very dim down here, little light reaches to these depths. You can travel south towards the center of the ravine, or you can fly up, away from the dark shadows that surround you now. ~ 70 0 8 D2 ~ ~ 0 -1 16083 -1 D4 ~ ~ 0 -1 16076 -1 S #16083 A deep ravine~ You are at the bottom of the ravine. It is very dim here, you can see almost nothing without additional light, since the natural light does not penetrate these depths. Down below you, hidden in the darkeness is a hole of pure blackness. The very thought of entering those depths make you shudder. The bottom of the ravine continues to the north and south, or you could fly away from this shadowy place by going upwards ~ 70 0 8 D0 ~ ~ 0 -1 16082 -1 D2 ~ ~ 0 -1 16084 -1 D4 ~ ~ 0 -1 16075 -1 D5 ~ ~ 0 -1 16087 -1 S #16084 A deep ravine~ You are nearly at the very deepest part of the ravine, but that is just to the north of your current position. Dark shadows wind around you, hiding the light, and chilling your bones. You could fly up, out of the ravine, to get away from these shadows. ~ 70 0 8 D0 ~ ~ 0 -1 16083 -1 D4 ~ ~ 0 -1 16077 -1 S #16085 A Roc's nest~ You are standing on the widest expanse of hay and grasses that you have ever encountered. This circular nest is huge! Pits and peices of corpses lie all around, and there are several recent kills, most of which look like strange bird-women, with the wings of birds, and the faces of disgustingly ugly women. ~ 70 0 2 D1 ~ ~ 0 -1 16076 -1 S #16086 The stirges' lair~ You are in a small, extremely crowded stirge lair, and you can feel the beasts' wings all around you. It is very dark in here, and hard to see anything at all. ~ 70 9 0 D2 ~ ~ 0 -1 16079 -1 S #16087 The depths of a ravine~ You have entered the depths of the ravine, and you feel cold shivers run up and down your spine as you contemplate going further down into the shadows. Even the weak light that reaches the air above your head is more welcome than the inky blackness of the depths. ~ 70 1 8 D4 ~ ~ 0 -1 16083 -1 D5 ~ ~ 0 -1 16088 -1 S #16088 A dark hole~ You are surrounded by darkness, you can envision all sorts of grotesque monsters hidden, just out of the range of your lights, waiting to leap upon you, and rend you limb from limb. Strange sounds echo all around you, and you feel a cold wind rise and encircle your body, softly touching you... ~ 70 9 1 D2 ~ ~ 0 -1 16089 -1 D4 ~ ~ 0 -1 16087 -1 S #16089 A dark tunnel~ You are standing in a black tunnel, deep in the heart of the earth. Strange noises echo all around you, and you feel the slightest touch of unseen creatures. You hear the rasping breath of an underworld creature, it sounds very close ~ 70 9 1 D0 ~ ~ 0 -1 16088 -1 D1 ~ ~ 0 -1 16090 -1 S #16090 The Dark lair~ You stand in a circular room, hewn from the rocks by powerful magic. A pool of black water sits in the center of the room, and strange sounds come from within it, sounds not unlike human screams. Skeletons line the walls of the room, each mutilated in a different fashion. A black stone sits behind the pool, it looks to be covered in blood, and there is a luminescent fungus covering most of the stone. It seems to be living off of the blood. ~ 70 521 0 D3 ~ ~ 0 -1 16089 -1 S #16091 The Harpy nest~ You are standing in a harpy nest, filled with filth and droppings. All in all, it is one of the most digusting places you have ever been in. A large hole leads downwards, into a dark area, and another hole leads southwards. Judging by the smell, the downward area may be some sort of refuse chamber, but you can't tell. You could also fly out of the cave, into a large ravine to the north. ~ 70 9 1 D0 ~ ~ 0 -1 16081 -1 D2 ~ ~ 0 -1 16093 -1 D5 ~ ~ 0 -1 16092 -1 S #16092 The dark chute~ You are in a chimney like tunnel vertically connecting two parts of the harpy nest. Stench-ridden fumes rise up the chimney from below, nearly making you gag in disgust. It is fairly clean here, since there is no horizontal surface for droppings and trash to cling to. ~ 70 9 8 D4 ~ ~ 0 -1 16091 -1 D5 ~ ~ 0 -1 16095 -1 S #16093 A harpy's nest~ You are in a harpy nest, your clothes are covered with droppings and other disgusting harpy leftovers. You can hear strange calls from both the south, and the north, they seem oddly beautiful. ~ 70 9 1 D0 ~ ~ 0 -1 16091 -1 D2 ~ ~ 0 -1 16094 -1 S #16094 A harpy's nest~ You are standing in a large harpy nest. The only thing that distinguishes the nest from the rest of the filthy, dropping ridden place is that if anything, its even MORE gross and disgusting than the tunnels. You hear singing from all exits, north, south and down. It seem strangely enchanting ~ 70 9 1 D0 ~ ~ 0 -1 16093 -1 D2 ~ ~ 0 -1 16098 -1 D5 ~ ~ 0 -1 16097 -1 S #16095 A harpy's nest~ You are standing in a large harpy nest. The only thing that distinguishes the nest from the rest of the filthy, dropping ridden place is that if anything, its even MORE gross and disgusting than the tunnels. You hear singing from the south and from above. It seem strangely enchanting ~ 70 9 1 D2 ~ ~ 0 -1 16096 -1 D4 ~ ~ 0 -1 16092 -1 S #16096 A harpy's nest~ You are in a harpy nest, your clothes are covered with droppings and other disgusting harpy leftovers. You can hear strange calls from both the south, and the north, they seem oddly beautiful. ~ 70 9 0 D0 ~ ~ 0 -1 16095 -1 D2 ~ ~ 0 -1 16097 -1 S #16097 A harpy's nest~ You are standing in a large harpy nest. The only thing that distinguishes the nest from the rest of the filthy, dropping ridden place is that if anything, its even MORE gross and disgusting than the tunnels. You hear singing from the south and north, and from above. It seem strangely enchanting. ~ 70 9 0 D0 ~ ~ 0 -1 16096 -1 D2 ~ ~ 0 -1 16099 -1 D4 ~ ~ 0 -1 16094 -1 S #16098 A trashpile~ You are standing in a trashpile for the harpies. It seems fairly clean and pleasant here (as clean and pleasant as a harpy nest can get) (which really isn't saying much). There are some odds and ends, and even a glimmer of silver inside the rest of the rubbish. You can hear strange songs from the north. ~ 70 9 0 D0 ~ ~ 0 -1 16094 -1 S #16099 A trashpile~ You are standing in a huge trashpile, filled with unused boxes of cleaning supplies, towels, and other implements of cleanliness. Several mostly eaten corpses are here, testament to the harpy's predatory instincts. There is one exit, to the north ~ 70 9 0 D0 ~ ~ 0 -1 16097 -1 D5 ~ secret door d rope~ 3 16005 16050 -1 E pile trash~ As you stare at the pile of trash, you notice that it seems to be almost deliberately placed, as if to hide something that was underneath. Then you notice a small piece of rope, which quickly leads you to a door that has been hidden underneath the pile of trash! ~ S #16100 Southern Entrance to the Gypsy Village~ The trail you have been following has become a small road. It is basically a wide path with deep ruts carved into it from constant wagon travel. To the north, you see a small village, made up partly of small buildings and partly of wagon caravans. The worn road seems to run straight through the small village, and continues past it. There is a set of makeshift gates marking the official entrace, with a small sign posted on them. ~ 71 4 0 D0 ~ gates gate~ 1 0 16101 -1 D3 ~ ~ 0 0 16030 -1 E sign~ Welcome to the Gypsy Village All Caravans Welcome Please Enjoy Our Hospitality ~ S #16101 Gypsy Trail~ You are standing on the southern end of the Gypsy Trail. To the south, you see the small, makeshift gates marking the village entrance, and the Gypsy Trail continues to the north. ~ 71 0 0 D0 ~ ~ 0 0 16102 -1 D2 ~ gates gate~ 1 0 16100 -1 S #16102 Gypsy Trail~ The Gypsy Trail runs north and south from here. To the east, you see a small shoppe, and to the west, there is a large caravan, with their wagons circled. ~ 71 0 1 D0 ~ ~ 0 0 16103 -1 D1 ~ ~ 0 0 16109 -1 D2 ~ ~ 0 0 16101 -1 D3 ~ ~ 0 0 16110 -1 S #16103 Gypsy Trail~ The Trail continues north and south from here. To the east and west, you notice two more small shoppes. ~ 71 0 3 D0 ~ ~ 0 0 16104 -1 D1 ~ ~ 0 0 16112 -1 D2 ~ ~ 0 0 16102 -1 D3 ~ ~ 0 0 16113 -1 S #16104 Gypsy Trail~ The Gypsy Trail runs north and south from here. To the west, you see a small shoppe, and to the east, another caravan rests with their wagons circled. ~ 71 0 3 D0 ~ ~ 0 0 16105 -1 D1 ~ ~ 0 0 16115 -1 D2 ~ ~ 0 0 16103 -1 D3 ~ ~ 0 0 16114 -1 S #16105 Gypsy Trail~ You are standing in the center of the Gypsy Village. The Trail runs north and south from here. To the west, you see another caravan with their wagons circled, and to the east, you see a two story building with a sign over the entrance. ~ 71 0 3 D0 ~ ~ 0 0 16106 -1 D1 ~ ~ 0 0 16119 -1 D2 ~ ~ 0 0 16104 -1 D3 ~ ~ 0 0 16117 -1 E sign~ The Gypsy Bar All Caravans Welcome ~ S #16106 Gypsy Trail~ You are near the norther end of the Gypsy Trail, which runs north and south from here. To the west, you see a small building with a sign above it's entrance, and a small, two story building to the east. ~ 71 0 1 D0 ~ ~ 0 0 16107 -1 D1 ~ ~ 0 0 16123 -1 D2 ~ ~ 0 0 16105 -1 D3 ~ ~ 0 0 16122 -1 E sign~ The Gypsy Inn Enjoy Your Stay ~ S #16107 Gypsy Trail~ You are standing at the northern end of the Gypsy Trail. To the north, you see the makeshift gates which mark the boundry of this small village. The Trail stretches to the south, and to the west, you see a small temple. To the west, you notice a caravan. ~ 71 0 1 D0 ~ gates gate~ 1 0 16108 -1 D1 ~ ~ 0 0 16126 -1 D2 ~ ~ 0 0 16106 -1 D3 ~ ~ 0 0 16125 -1 S #16108 Northern Entrance to Gypsy Village~ You are standing at the Northern Entrance to the Gypsy Village. You see a set of small, makeshift gates to the south which mark the official limit of the small village. You see that the road south appears to be heavily used by wagons, as their wheels have carved deep ruts into the ground. The village seems to be made of an odd mixture of buildings and wagons. The Gypsy Trail leads south, into the village, and a small field lies to the north. You notice a small sign posted on the rickety gates of the village. ~ 71 0 1 D0 ~ ~ 0 0 16128 -1 D2 ~ gate gates~ 1 0 16107 -1 E sign~ Welcome to the Gypsy Village All Caravans are Welcome Please Enjoy our Hospitality ~ S #16109 The Gypsy Shoppe~ You are in the general store of this small village, where many caravans stop to buy general supplies for their journeys. The only exit is west, back to the trail. ~ 71 28 0 D3 ~ ~ 0 0 16102 -1 S #16110 The Warriors' Camp~ You are standing next to a large circle of wagons. The people in the caravan seem to be mostly warriors. There is an entrance into the circle to the west, and the Gypsy Trail is to the east. ~ 71 4 1 D1 ~ ~ 0 0 16102 -1 D3 ~ ~ 0 0 16111 -1 S #16111 The Warriors' Caravan~ You are standing in the center of the Warriors' Caravan. This appears to be a powerful gypsy family with many guards. Here, many warriors are practicing their skills during their stay in the Gypsy Village. Their is an exit from the caravan to the east. ~ 71 84 1 D1 ~ ~ 0 0 16110 -1 S #16112 The Arms Shoppe~ his is the weapons shoppe, provide arms for protection to the many caravans that travel through. The only exit is west, to the trail. ~ 71 28 0 D3 ~ ~ 0 0 16103 -1 S #16113 The House of Armours~ This is the shoppe of armours, providing protective gear to the gypsies and their guards. The only exit is east, back to the Gypsy Trail. ~ 71 28 0 D1 ~ ~ 0 0 16103 -1 S #16114 The Apothecary~ This is the shoppe where the more superstitous gypsies stop to buy supplies of a mystical nature. The only exit is to the east. ~ 71 12 0 D1 ~ ~ 0 0 16104 -1 S #16115 Entrance to the Mages' Camp~ You find yourself standing outside a large caravan. You notice that the wagons all bear mystical runes and symbols. There is an entrance to the circle of wagons to the east, and the Trail is to the west. ~ 71 20 1 D1 ~ ~ 0 0 16116 -1 D3 ~ ~ 0 0 16104 -1 S #16116 The Mages' Caravan~ You are standing in the center of the Mages' Caravan. This seems to be a powerful family of gypsies, who have devoted their skills to the arts of the mystics. Several gypsies are here studying, trying to hone their skills of magic. The exit from the caravan is to the west. ~ 71 84 1 D3 ~ ~ 0 0 16115 -1 S #16117 Entrance to the Rogues' Camp~ You are standing next to a circled caravan of grey wagons. There is an entrance to the circle to the west, and the Trail is to the east. ~ 71 4 1 D1 ~ ~ 0 0 16105 -1 D3 ~ ~ 0 0 16118 -1 S #16118 The Rogues' Caravan~ You are standing in the center of the Rogues' Caravan. This caravan seems smaller than the others, as far as the number of wagons, but also seems to have more members to it's family. Several gypsies are here, practicing skills of manual dexterity. There is an exit from the caravan to the east. ~ 71 84 1 D1 ~ ~ 0 0 16117 -1 S #16119 The Gypsy Tavern~ You are standing in a large tavern. On the southern wall, there is a large bar, ringed with stools, and there are several tables scattered across the floor. On the eastern wall, there is a set of stairs leading up to a door. The only other exit is to the west. ~ 71 8 0 D3 ~ ~ 0 0 16105 -1 D4 ~ ~ 0 0 16120 -1 D5 ~ secret door~ 3 0 16121 -1 S #16120 Abdul's Room~ This is the room of Abdul, the proprieter of the tavern. The room is modestly decorated and displays the gifts of many caravans which have enjoyed the hospitality of Abdul. There is a set of stairs leading down into the tavern. ~ 71 12 0 D5 ~ ~ 0 0 16119 -1 S #16121 The Black Market~ ou are in the blackmarket of the Gypsy Village, where the more shady gypsies sell items they want to get rid of, without leaving a blabbering shopkeeper to report the seller of the stolen item. There is a set of stairs going up from here. ~ 71 12 0 D4 ~ secret door~ 3 0 16119 -1 S #16122 The Palmreader~ This room is completely decorated in gypsy arts and crafts. To the normal artistic tastes, the room is extremely gaudy...beads hanging from the ceiling, odd colored rugs covering the floor, and bizzare tapestries covering the walls. There is a table with strange mystic designs and patters covering it's surface. Near the door you see a small wooden sign. The only exit is to the east. ~ 71 76 0 D1 ~ ~ 0 0 16106 -1 E sign~ To receive the mystic benefits of my offerings, type "BUY" to learn what the lines of your palm may tell. ~ E table~ I said it looks gaudy in here, why torture yourself? ~ S #16123 The Gypsy Inn~ This is the inn of the gypsy village, where the odd traveller and occasional disowned gypsy spend an occasional night or get some food for their journeys. There is a set of stairs leading up to the rooms against the eastern wall. ~ 71 8 0 D3 ~ ~ 0 0 16106 -1 D4 ~ ~ 0 0 16124 -1 S #16124 The Gypsy Reception~ This is the reception of the Gypsy Inn. Here tired traveller rest for the night. There is a small sign above the desk. ~ 71 92 0 D5 ~ ~ 0 0 16123 -1 S #16125 The Gypsy Temple~ This is a small, funtionary temple with several altars before small statues of the gods. This temple is of no particular god, allowing every gypsy to worship the god of their denomonation. The only exit is to the west. ~ 71 12 0 D1 ~ ~ 0 0 16107 -1 E statue~ This is a small statue of Celestian the Elven god Of Stars. ~ S #16126 Entrance to the Priests' Camp~ You are standing next to a large circle of wagons, just off the Gypsy Trail. You notice that the wagons all bear symbols of religous nature. There is an entrance to the caravan to the east, and the Trail is to your west. ~ 71 20 1 D1 ~ ~ 0 0 16127 -1 D3 ~ ~ 0 0 16107 -1 S #16127 The Priests' Caravan~ You are in the center of the Priests' Caravan. It seems several denominations exist within this family. Many holy men and women rest here, praying to their respective dieties. The only exit is west, out of the cravan circle. ~ 71 84 0 D3 ~ ~ 0 0 16126 -1 S #16128 Small Field~ You are standing on a small field at the end of a well travelled road. The road advances to the north for a bit, and is mysteriously swallowed up by a large swamp. You wonder what mystical swamp can grow to cover a road so quickly, that it still looks well used. One thing is for sure, and that is that no one can use the road to the north anymore. It is almost as if the swamp has a purpose here. To the south, you can make out a small village of caravans. A sign has been posted at the edge of the swamp. ~ 71 4 2 D0 ~ ~ 0 0 16129 -1 D2 ~ ~ 0 0 16108 -1 E sign~ It has been decreed by the High Council of the Four Caravans that trade with the Lord of Ravenloft be cut, in an attempt to diminish his evil power in this land. The High Lords of the Mages' Caravan created this swamp as a boundry, to ensure that the wishes of the Council would be heeded. If you are foolish enough to enter, beware, for death lies at every turn. If you survive the pits of quicksand, you may still be caught for all eternity. If you somehow make it through our boundry, then good luck at surviving the wrath of the Lord of Ravenloft. The High Council of the Four Caravans ~ S #16129 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 You notice that the mud there looks very watery.... ~ ~ 0 0 16130 -1 D1 ~ ~ 0 0 16131 -1 D2 ~ ~ 0 0 16128 -1 S #16130 The Swamp~ As you step into the watery mud, you realize that you have hit a pool of quicksand. As you drown on the earth that slowly fills your lungs, you have a small sense of despondency when you realize that Loki fixed death traps, and you're gonna be stark raving nude in the Temple Of Shadowdale. ~ 71 2 0 D2 ~ ~ 0 0 16129 -1 S #16131 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16132 -1 D3 ~ ~ 0 0 16129 -1 S #16132 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16134 -1 D1 ~ ~ 0 0 16133 -1 D2 ~ ~ 0 0 16131 -1 S #16133 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D3 ~ ~ 0 0 16132 -1 S #16134 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16136 -1 D1 ~ ~ 0 0 16135 -1 D2 ~ ~ 0 0 16132 -1 D3 You notice that the mud there looks very watery.... ~ ~ 0 0 16140 -1 S #16135 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16135 -1 D1 ~ ~ 0 0 16135 -1 D2 ~ ~ 0 0 16135 -1 D3 ~ ~ 0 0 16135 -1 S #16136 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16142 -1 D1 ~ ~ 0 0 16137 -1 D2 ~ ~ 0 0 16134 -1 D3 ~ ~ 0 0 16141 -1 D5 ~ ~ 0 0 13619 -1 S #16137 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D2 ~ ~ 0 0 16138 -1 D3 ~ ~ 0 0 16136 -1 S #16138 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16139 -1 S #16139 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D2 ~ ~ 0 0 16138 -1 D3 ~ ~ 0 0 16135 -1 S #16140 The Swamp~ As you step into the watery mud, you realize that you have hit a pool of quicksand. As you drown on the earth that slowly fills your lungs, you have a small sense of despondency when you realize that Loki fixed death traps, and you're gonna be stark raving nude in the Temple Of Shadowdale. ~ 71 2 0 D1 ~ ~ 0 0 16134 -1 S #16141 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D1 ~ ~ 0 0 16143 -1 D3 ~ ~ 0 0 16144 -1 S #16142 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D2 ~ ~ 0 0 16136 -1 D3 ~ ~ 0 0 16149 -1 S #16143 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16150 -1 D2 ~ ~ 0 0 16136 -1 D3 ~ ~ 0 0 16141 -1 S #16144 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16146 -1 D1 ~ ~ 0 0 16141 -1 D3 ~ ~ 0 0 16145 -1 S #16145 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D1 ~ ~ 0 0 16144 -1 S #16146 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16147 -1 D2 ~ ~ 0 0 16148 -1 S #16147 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D2 ~ ~ 0 0 16146 -1 S #16148 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D0 ~ ~ 0 0 16135 -1 S #16149 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 71 0 6 D1 ~ ~ 0 0 16142 -1 D3 ~ ~ 0 0 16135 -1 S #16150 A large Plain~ You are standing on a small field just north of the swamp. To the north, you see a small path spiraling up the hills to a large castle made of forboding granite. You can tell that it's a three story castle from this distance, and little more. Above the castle, you see a gloomy dark cloud that doesn't drift with the breeze. Just looking at the castle gives you a chill. The only exits are south into the swamp, and north on the path. ~ 71 4 2 D0 ~ ~ 0 0 16151 -1 D2 ~ ~ 0 0 16143 -1 S #16151 Following the Path~ The air seems to chill about your body, making you shiver in the light breeze. You steedly make your way on the path, the silenece forboding. A light fog coveres the ground here and seems to thicken ahead to the north. Should you continue? ~ 71 0 0 D0 ~ ~ 0 0 30913 -1 D2 ~ ~ 0 0 16150 -1 S #16200 A large cave~ You are standing in a large cave, which is covered with bits of trash, and pieces of broken bone. ~ 72 9 0 D1 ~ ~ 0 -1 16201 -1 D2 ~ ~ 0 -1 16202 -1 D4 ~ ~ 0 -1 16044 -1 S #16201 A small cave~ You are standing in a small cave, which is covered with bits of crushed bone, broken weapons, and ashes. There is a crawlway leading upwards, and short tunnels leading west and south ~ 72 9 0 D2 ~ ~ 0 -1 16204 -1 D3 ~ ~ 0 -1 16200 -1 D4 ~ ~ 0 -1 16039 -1 S #16202 A large cave~ You are standing in a large cave, which looks to be some sort of meeting room. The remains of a large fire lie in the middle of the room, as well as several remnants of past meals Exits lead in all four cardinal directions ~ 72 9 0 D0 ~ ~ 0 -1 16200 -1 D1 ~ ~ 0 -1 16204 -1 D2 ~ ~ 0 -1 16207 -1 D3 ~ ~ 0 -1 16203 -1 S #16203 A long tunnel~ You are standing in a tunnel, which leads east to west. To the west, you can see light from outside, and you can feel a fresh mountain breeze against your face. ~ 72 9 0 D1 ~ ~ 0 -1 16202 -1 D3 ~ ~ 0 -1 16206 -1 S #16204 A large tunnel~ You are standing in a large tunnel, which leads east and west. A smaller tunnel leads north ~ 72 9 0 D0 ~ ~ 0 -1 16201 -1 D1 ~ ~ 0 -1 16205 -1 D3 ~ ~ 0 -1 16202 -1 S #16205 A large, private cave~ You are standing in a large cave. It is clean, and warm for a cave. The only exit is west ~ 72 9 0 D3 ~ ~ 0 -1 16204 -1 S #16206 The mountainside~ You are standing on a mountainside, overlooking the plain of Shadowdale. Far to the west, you can see that city. Somewhat closer, you can see a dark forest, and the turrets of a castle peeking out from the trees. A river flows from the south into the forest. Very far to the east, you see a small volcano. The venting steam forms the shape of a white plume. ~ 72 0 5 D1 ~ ~ 0 -1 16203 -1 S #16207 A ledge~ You are standing on a ledge, above a ravine. The rock face is very sheer here, there is no possibility of climbing down. However, the grade is less steep to the south ~ 72 9 0 D0 ~ ~ 0 -1 16202 -1 D1 ~ ~ 0 -1 16208 -1 D2 ~ ~ 0 -1 16210 -1 S #16208 In the air~ You are hovering in the air above a dark ravine, that delves deep into the heart of the cavern. You cannot make out what is at the bottom. ~ 72 9 8 D3 ~ ~ 0 -1 16207 -1 D5 ~ ~ 0 -1 16209 -1 S #16209 On the floor of a ravine~ You are standing at the bottom of a ravine. You can hear strange noises to the north, through a large crack in the ravine edge. The ravine continues to the south ~ 72 13 0 D0 ~ ~ 0 -1 16204 -1 D2 ~ ~ 0 -1 16211 -1 D4 ~ ~ 0 -1 16208 -1 S #16210 The end of a ledge~ You are standing at the southern edge of a ledge, overlooking a small ravine. It looks like you could climb down the rockface here, although it is not a path recommended for amateurs. ~ 72 9 0 D0 ~ ~ 0 -1 16207 -1 D5 ~ ~ 64 -1 16224 -1 S #16211 On the floor of a ravine~ You are standing on the floor of a small ravine. It continues to the north, and a small cave lies to the south It looks like you climb up along the ravine edge. ~ 72 9 0 D0 ~ ~ 0 -1 16209 -1 D2 ~ ~ 0 -1 16212 -1 D4 ~ ~ 64 -1 16224 -1 S #16212 A long tunnel~ You are in a long tunnel, which leads north and south. About halfway through the trek, you discover another tunnel, leading east. You can hear strange bubbling noises to the east ~ 72 9 0 D0 ~ ~ 0 -1 16211 -1 D1 ~ ~ 0 -1 16213 -1 D2 ~ ~ 0 -1 16217 -1 S #16213 A long tunnel~ you are standing in a long tunnel which leads east-west. You can faintly hear strange noises to the east ~ 72 9 0 D1 ~ ~ 0 -1 16214 -1 D3 ~ ~ 0 -1 16212 -1 S #16214 A long tunnel~ You are standing in a long tunnel which leads east-west. You can faintly hear strange noises to the east ~ 72 9 0 D1 ~ ~ 0 -1 16215 -1 D3 ~ ~ 0 -1 16213 -1 S #16215 A long tunnel~ You are standing in a long tunnel which leads east-west. You can faintly hear strange noises to the east ~ 72 9 0 D1 ~ ~ 0 -1 16216 -1 D3 ~ ~ 0 -1 16214 -1 S #16216 A pit~ You are standing at the edge of a large pit. Inside the pit, you see a black fluid. It bubbles quietly, almost as if it were chuckling. ~ 72 9 0 D3 ~ ~ 0 -1 16215 -1 S #16217 A long tunnel~ You are standing in a long tunnel which leads north-south. It looks as though it had recently been worked on. ~ 72 9 0 D0 ~ ~ 0 -1 16212 -1 D2 ~ ~ 0 -1 16218 -1 S #16218 A long tunnel~ You are standing in a long tunnel which leads north-south. It looks as though it had recently been worked on. ~ 72 9 0 D0 ~ ~ 0 -1 16217 -1 D2 ~ ~ 0 -1 16219 -1 S #16219 A long tunnel~ You are standing in a long tunnel which leads north-south. It looks as though it had recently been worked on. ~ 72 9 0 D0 ~ ~ 0 -1 16218 -1 D2 ~ ~ 0 -1 16220 -1 S #16220 A large cavern~ You are standing in a large cavern, covered with bits of rock, rock dust and broken tools. Tunnels lead north, east and west. ~ 72 9 0 D0 ~ ~ 0 -1 16219 -1 D1 ~ ~ 0 -1 16221 -1 D3 ~ ~ 0 -1 16225 -1 S #16221 A long, cramped tunnel~ You are standing in a long, cramped tunnel which leads east-west. The tunnel stretches eastward as far as you can see ~ 72 9 0 D1 ~ ~ 0 -1 16222 -1 D3 ~ ~ 0 -1 16220 -1 S #16222 A long, cramped tunnel~ You are standing in a long, cramped tunnel which leads east-west. The tunnel stretches eastward as far as you can see ~ 72 9 0 D1 ~ ~ 0 -1 16221 -1 D3 ~ ~ 0 -1 16221 -1 S #16223 The ledge starts to crack, and splinter~ ~ 72 9 -1 50 16227 1 0 D0 ~ ~ 0 -1 16225 -1 S #16224 The side of the ravine~ You are climbing along the steep slope of a ravine, which plunges deep into darkness. ~ 72 9 0 D4 ~ ~ 64 -1 16210 -1 D5 ~ ~ 64 -1 16211 -1 S #16225 A rough tunnel~ You are standing in a recently-dug tunnel. Large chunks of rock lie strewn about the room. There is some writing etched on the wall. ~ 72 9 0 D1 ~ ~ 0 -1 16220 -1 D2 ~ ~ 0 -1 16226 -1 E writing~ You can only faintly make out the words: Danger, precarious ledge to the south. ~ S #16226 A precarious ledge~ You are standing on a ledge, over a large, black pool of water. The ledge feels none too safe. If you don't want to go swimming, you'd better leave now. ~ 72 13 -1 30 16223 1 0 D0 ~ ~ 0 -1 16225 -1 S #16227 In a murky, dark pool~ You are in a deep pool. The roof above you is made of collapsed stone. It looks like you could crawl out onto dry land if you went north. The pool continues to the south ~ 72 9 9 D2 ~ ~ 0 -1 16228 -1 D4 ~ ~ 0 -1 16225 -1 S #16228 In a murky, dark pool~ You are in the middle of a deep pool. The stone roof hangs oppresively over your head. The pool continues to the north and south ~ 72 9 9 D0 ~ ~ 0 -1 16227 -1 D2 ~ ~ 0 -1 16229 -1 S #16229 In a murky, dark pool~ You are at the southern edge of a deep, murky pool. Farther to the south, it looks as though there is an opening to the surface. The pool continues to the north ~ 72 13 9 D0 ~ ~ 0 -1 16228 -1 D2 ~ ~ 0 -1 16230 -1 S #16230 A long tunnel~ You are standing in a dry tunnel, which leads south. A large, murky pool of water lies just to the north. ~ 72 9 0 D0 ~ ~ 0 -1 16229 -1 D1 ~ ~ 0 -1 16272 -1 D2 ~ ~ 0 -1 16231 -1 S #16231 A long tunnel~ You are standing in a long tunnel, which leads north and south. Far to the south, you can hear the sound of water lapping against some subterranean shore. ~ 72 13 0 D0 ~ ~ 0 -1 16230 -1 D2 ~ ~ 0 -1 16232 -1 S #16232 The edge of an underground lake~ You are standing at the eastern edge of an underground lake. The water gently laps against the shore here, and you can occasionally hear a splash, as some cave fish breaks the surface. ~ 72 9 0 D0 ~ ~ 0 -1 16231 -1 D2 ~ ~ 0 -1 16233 -1 D3 ~ ~ 0 -1 16235 -1 S #16233 The edge of an underground lake~ You are standing at the eastern edge of an underground lake. the water gently laps against the shore here, and you can occasionally hear a splash, as some cave fish breaks the surface. ~ 72 9 0 D0 ~ ~ 0 -1 16232 -1 D2 ~ ~ 0 -1 16234 -1 D3 ~ ~ 0 -1 16236 -1 S #16234 The edge of an underground lake~ You are standing at the eastern edge of an underground lake. The water gently laps against the shore here, and you can occasionally hear a splash, as some cave fish breaks the surface. ~ 72 9 0 D0 ~ ~ 0 -1 16233 -1 D2 ~ ~ 0 -1 16246 -1 D3 ~ ~ 0 -1 16237 -1 D5 ~ ~ 0 -1 16280 -1 S #16235 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D1 ~ ~ 0 -1 16232 -1 D2 ~ ~ 0 -1 16236 -1 D3 ~ ~ 0 -1 16242 -1 D5 ~ ~ 0 -1 16281 -1 S #16236 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D0 ~ ~ 0 -1 16235 -1 D1 ~ ~ 0 -1 16233 -1 D2 ~ ~ 0 -1 16237 -1 D3 ~ ~ 0 -1 16243 -1 D5 ~ ~ 0 -1 16282 -1 S #16237 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D0 ~ ~ 0 -1 16236 -1 D1 ~ ~ 0 -1 16234 -1 D3 ~ ~ 0 -1 16238 -1 D5 ~ ~ 0 -1 16283 -1 S #16238 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D0 ~ ~ 0 -1 16243 -1 D1 ~ ~ 0 -1 16237 -1 D3 ~ ~ 0 -1 16239 -1 D5 ~ ~ 0 -1 16284 -1 S #16239 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D0 ~ ~ 0 -1 16240 -1 D1 ~ ~ 0 -1 16238 -1 D5 ~ ~ 0 -1 16285 -1 S #16240 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D0 ~ ~ 0 -1 16241 -1 D1 ~ ~ 0 -1 16243 -1 D2 ~ ~ 0 -1 16239 -1 D5 ~ ~ 0 -1 16286 -1 S #16241 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D1 ~ ~ 0 -1 16242 -1 D2 ~ ~ 0 -1 16240 -1 D5 ~ ~ 0 -1 16287 -1 S #16242 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 72 9 7 0 0 D1 ~ ~ 0 -1 16235 -1 D2 ~ ~ 0 -1 16243 -1 D3 ~ ~ 0 -1 16241 -1 D5 ~ ~ 0 -1 16288 -1 S #16243 A small island~ You are standing on a desolate rock, in the middle of a black underground lake. A small tunnel leads downwards, and the lake waters lie in all directions ~ 72 9 0 D0 ~ ~ 0 -1 16242 -1 D1 ~ ~ 0 -1 16236 -1 D2 ~ ~ 0 -1 16238 -1 D3 ~ ~ 0 -1 16240 -1 D5 ~ ~ 0 -1 16244 -1 S #16244 A small, damp cave~ You are standing in a dark, small cave, which seems to be the lair of some wretched creature. Bones and fish-guts litter the room. The stench of rotting meat, combined with the creature's own refuse, lends a lingering odor to the room that could be best described as mind-numbing. ~ 72 9 0 D2 ~ ~ 0 -1 16245 -1 D4 ~ ~ 0 -1 16243 -1 S #16245 A small, damp cave~ You are standing in a small cave, which appears to be the sleeping quarters of some disgusting creature. Bits of fish and bone lie strewn about the room. The stench is awful here. ~ 72 9 0 D0 ~ ~ 0 -1 16244 -1 S #16246 A long tunnel~ You are standing in a long tunnel, which leads north and south. There is a crack in the roof here, letting in light and air from outside. It looks like you could climb up, if you were skilled enough ~ 72 9 0 D0 ~ ~ 0 -1 16234 -1 D2 ~ ~ 0 -1 16247 -1 D4 ~ ~ 64 -1 13658 -1 S #16247 A large cave~ You are standing in a large, empty cave. Stalagmites and stalactites adorn the edges of the room. Far to the east, you hear a strange pounding sound ~ 72 9 0 D0 ~ ~ 0 -1 16246 -1 D1 ~ ~ 0 -1 16248 -1 S #16248 A choice of directions~ You are standing in a large cave. Tunnels lead east, west and south. You can see tracks leading from west to south, and vice-versa. You can hear a loud pounding/roaring sound from the east. ~ 72 9 0 D1 ~ ~ 0 -1 16249 -1 D2 ~ ~ 0 -1 16251 -1 D3 ~ ~ 0 -1 16247 -1 S #16249 A long tunnel~ You are standing in a long tunnel. You can hear a loud roaring/pounding sound to the east. The tunnel leads east and west. ~ 72 9 0 D1 ~ ~ 0 -1 16250 -1 D3 ~ ~ 0 -1 16248 -1 S #16250 The river overlook~ You are standing on a ledge, overlooking a dark river. The river falls over a few cataracts, causing the loud roaring sound that surrounds you. A tunnel leads west ~ 72 9 0 D1 ~ ~ 0 -1 13643 -1 D3 ~ ~ 0 -1 16249 -1 S #16251 A long tunnel~ You are standing in a long tunnel that leads north and south. The air is very musty here, and you feel cold. ~ 72 13 0 D0 ~ ~ 0 -1 16248 -1 D2 ~ ~ 0 -1 16252 -1 S #16252 An ancient stone bridge~ You are standing on the edge of a mysterious bridge, which spans a huge chasm. The bridge looks very sturdy. The chasm seems to fall infinitely below you. A small set of steps have been etched into the side of the ravine, leading downwards. A strange stench wafts up from below. You feel frightened. ~ 72 9 0 D0 ~ ~ 0 -1 16251 -1 D2 ~ ~ 0 -1 16254 -1 D5 ~ ~ 0 -1 16253 -1 S #16253 The depths of a ravine~ You find yourself at the bottom of the stairs, still an indeterminant distance above the ravine floor. The strange fear that grips your heart is stronger now, and you have no desire to go further down. ~ 72 9 0 D4 ~ ~ 0 -1 16252 -1 S #16254 A small cave~ You are standing in a small cave, which seems to be the entrance to a small cave complex. Tracks lead north, south and west. ~ 72 9 0 D0 ~ ~ 0 -1 16252 -1 D2 ~ ~ 0 -1 16259 -1 D3 ~ ~ 0 -1 16255 -1 S #16255 A short tunnel~ You are standing in a tunnel, which leads east to west. You can see several tracks wandering in each direction. To the west, you catch a glint of gold! ~ 72 9 0 D1 ~ ~ 0 -1 16254 -1 D3 ~ ~ 0 -1 16256 -1 S #16256 The golden cave~ This room appears to be empty. There are strange lichens growing on the walls, which give off a golden light. There are only a few tracks, leading south and/or east ~ 72 13 0 D1 ~ ~ 0 -1 16255 -1 D2 ~ ~ 0 -1 16257 -1 S #16257 A large cavern~ You are standing in a cave, which appears to be the sleeping chambers for a large group of creatures. Bedding, and trash litter the floor. ~ 72 9 0 D0 ~ ~ 0 -1 16256 -1 D1 ~ ~ 0 -1 16258 -1 D2 ~ ~ 0 -1 16261 -1 S #16258 A small cave~ You are standing in a small cave, which seems to be some sort of plotting room. There are charts, and maps lying all over. Unfortunately, they all seem to be in some foreign tongue. Exits lead west and south ~ 72 9 0 D2 ~ ~ 0 -1 16262 -1 D3 ~ ~ 0 -1 16257 -1 S #16259 A short tunnel~ You are in a short tunnel, seperating several caves. Exits lie to the north, south and east. Tracks seem to lead predominantly to the north and south. ~ 72 9 0 D0 ~ ~ 0 -1 16254 -1 D1 ~ ~ 0 -1 16260 -1 D2 ~ ~ 0 -1 16263 -1 S #16260 A small cave~ You are standing in a small cave, which seems to be the sleeping chambers for someone. Exits lead west and south. ~ 72 9 0 D2 ~ ~ 0 -1 16264 -1 D3 ~ ~ 0 -1 16259 -1 S #16261 A large cavern~ You are standing in a large cavern. It seems to be the training room for the creatures that inhabit this area. Magical symbols, and broken weapons litter the room. ~ 72 9 0 D0 ~ ~ 0 -1 16257 -1 D1 ~ ~ 0 -1 16262 -1 D4 ~ ~ 0 -1 16265 -1 S #16262 A small cave~ You are standing in a small cave, which appears to be kitchen for the creatures that inhabit these caves. Bits of bone, and mushroom rind litter the floor. ~ 72 9 0 D0 ~ ~ 0 -1 16258 -1 D1 ~ ~ 0 -1 16263 -1 D3 ~ ~ 0 -1 16261 -1 S #16263 A large cavern~ You are standing in a large cavern, which seems to be the meeting chambers for the creatures that inhabit these caves. Exits lead north, east and west ~ 72 9 0 D0 ~ ~ 0 -1 16259 -1 D1 ~ ~ 0 -1 16264 -1 D3 ~ ~ 0 -1 16262 -1 S #16264 A small cavern~ You are standing in a small cavern, which seems to be the sleeping chambers for a group of somethings. Exits lead north and west. ~ 72 9 0 D3 ~ ~ 0 -1 16263 -1 S #16265 A high ledge~ You are standing on a high ledge, overlooking a training room. To the south, a path leads off into darkness ~ 72 9 0 D2 ~ ~ 0 -1 16266 -1 D5 ~ ~ 0 -1 16261 -1 S #16266 A long tunnel~ You are standing in a long tunnel, which leads north and south. You see no tracks. It looks like this tunnel has been abandoned for a Long time. ~ 72 13 0 D0 ~ ~ 0 -1 16265 -1 D2 ~ ~ 0 -1 16267 -1 S #16267 A long tunnel~ You are standing in a long tunnel, which leads north and east. The tunnel is empty, and abandoned ~ 72 9 0 D0 ~ ~ 0 -1 16266 -1 D1 ~ ~ 0 -1 16268 -1 S #16268 A choice of directions~ You are standing at a tunnel split. One branch leads east, one south, and another west. You can faintly feel fresh air from the south ~ 72 9 0 D1 ~ ~ 0 -1 16269 -1 D2 ~ ~ 0 -1 16270 -1 D3 ~ ~ 0 -1 16267 -1 S #16269 A dead end~ You are standing at a dead end. Large rocks have collapsed and blocked the passageway. Corpses litter the area, but no tracks seem to lead in or out. ~ 72 9 0 D3 ~ ~ 0 -1 16268 -1 S #16270 A long tunnel~ The tunnel stretches north and south. Fresh air can be faintly felt from the south. To the north, all is quiet. ~ 72 9 0 D0 ~ ~ 0 -1 16268 -1 D2 ~ ~ 0 -1 16271 -1 S #16271 A cave entrance~ You are standing at the entrance to a cave system. A tunnel leads north into darkness, and south along a mountain trail. ~ 72 9 0 D0 ~ ~ 0 -1 16270 -1 S #16272 A narrow tunnel~ You are standing in a narrow tunnel, which leads east to west. The floor is sandy, and is covered with the tracks of many strange creatures ~ 72 9 0 D1 ~ ~ 0 -1 16273 -1 D3 ~ ~ 0 -1 16230 -1 S #16273 A narrow tunnel~ You are standing in a narrow tunnel, which leads west and south. ~ 72 9 0 D2 ~ ~ 0 -1 16274 -1 D3 ~ ~ 0 -1 16272 -1 S #16274 A small cavern~ You are standing in a small cavern, which has exits leading north, south and east. The cavern is dry, and fairly pleasant. ~ 72 9 0 D0 ~ ~ 0 -1 16273 -1 D1 ~ ~ 0 -1 16276 -1 D2 ~ ~ 0 -1 16275 -1 S #16275 A small cavern~ You are standing in a small cavern. It looks to be the sleeping chamber of some creature. Tracks lead north and east ~ 72 9 0 D0 ~ ~ 0 -1 16274 -1 D1 ~ ~ 0 -1 16277 -1 S #16276 A large cavern~ You appear to be in a large meeting room, judging by all the tracks. Tunnels lead off in all 4 directions ~ 72 9 0 D0 ~ ~ 0 -1 16279 -1 D1 ~ ~ 0 -1 16278 -1 D2 ~ ~ 0 -1 16277 -1 D3 ~ ~ 0 -1 16274 -1 S #16277 A large cavern~ You are in a large chamber, which seems to be the meeting room for a fairly large group of creatures, judging by all the footprints. tunnels lead in all 4 cardinal directions. ~ 72 9 0 D0 ~ ~ 0 -1 16276 -1 D3 ~ ~ 0 -1 16275 -1 S #16278 A large, dry cavern~ you are in a large, dry cavern, which seems to be the bedroom of some creature or another. Strange designs adorn the walls. Just looking at the makes you shiver ~ 72 9 0 D3 ~ ~ 0 -1 16276 -1 S #16279 A small, cramped cave~ You seem to be in some sort of warren. There are pieces of fur and straw everywhere. There is no telling how many creatures are hiding in this room, and you have a strong desire to leave immediately. ~ 72 9 0 D2 ~ ~ 0 -1 16276 -1 S #16280 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D2 ~ ~ 0 -1 16281 -1 D3 ~ ~ 0 -1 16287 -1 D4 ~ ~ 0 -1 16235 -1 S #16281 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D0 ~ ~ 0 -1 16280 -1 D2 ~ ~ 0 -1 16282 -1 D4 ~ ~ 0 -1 16236 -1 S #16282 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D0 ~ ~ 0 -1 16281 -1 D3 ~ ~ 0 -1 16283 -1 D4 ~ ~ 0 -1 16237 -1 S #16283 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D1 ~ ~ 0 -1 16282 -1 D3 ~ ~ 0 -1 16284 -1 D4 ~ ~ 0 -1 16238 -1 S #16284 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D0 ~ ~ 0 -1 16285 -1 D1 ~ ~ 0 -1 16283 -1 D4 ~ ~ 0 -1 16239 -1 S #16285 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D0 ~ ~ 0 -1 16286 -1 D2 ~ ~ 0 -1 16284 -1 D4 ~ ~ 0 -1 16240 -1 S #16286 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D1 ~ ~ 0 -1 16287 -1 D2 ~ ~ 0 -1 16285 -1 D4 ~ ~ 0 -1 16241 -1 D5 ~ ~ 0 -1 16288 -1 S #16287 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 72 9 9 D1 ~ ~ 0 -1 16280 -1 D3 ~ ~ 0 -1 16286 -1 D4 ~ ~ 0 -1 16242 -1 S #16288 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 13 9 D3 ~ ~ 0 -1 16289 -1 D4 ~ ~ 0 -1 16286 -1 S #16289 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D1 ~ ~ 0 -1 16288 -1 D3 ~ ~ 0 -1 16297 -1 D5 ~ ~ 0 -1 16290 -1 S #16290 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D4 ~ ~ 0 -1 16289 -1 D5 ~ ~ 0 -1 16291 -1 S #16291 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D3 ~ ~ 0 -1 16292 -1 D4 ~ ~ 0 -1 16290 -1 D5 ~ ~ 0 -1 16298 -1 S #16292 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D0 ~ ~ 0 -1 16293 -1 D1 ~ ~ 0 -1 16291 -1 S #16293 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D0 ~ ~ 0 -1 16299 -1 D2 ~ ~ 0 -1 16292 -1 D3 ~ ~ 0 -1 16294 -1 S #16294 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D1 ~ ~ 0 -1 16293 -1 D4 ~ ~ 0 -1 16295 -1 S #16295 A pocket of air~ You are inside a cavern, which contains very stale, but somewhat breathable air. It appears that the cavern continues to the north. ~ 72 9 7 0 0 D0 ~ ~ 0 -1 16296 -1 D5 ~ ~ 0 -1 16294 -1 S #16296 An ancient cavern~ You are standing in a cavern which must have remained undisturbed for many centuries. ~ 72 9 2 D2 ~ ~ 0 -1 16295 -1 S #16297 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D1 ~ ~ 0 -1 16289 -1 S #16298 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D4 ~ ~ 0 -1 16291 -1 S #16299 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 72 9 9 D2 ~ ~ 0 -1 16293 -1 S #16601 Bay Isle~ This Bay Isle is in the middle of the river. There are exits leading north to the river and south to more of the Bay Isle. ~ 73 12 3 D0 ~ ~ 0 -1 6149 -1 D2 The center of the Bay Isle ~ ~ 0 -1 16602 -1 S #16602 The Center of the Bay Isle~ This is the center of the Bay Isle. There is a huge tree here. The Bay Isle continues to the south and north. You can also go up into the tree. ~ 73 12 3 D0 The northern part of the Bay Isle ~ ~ 0 -1 16601 -1 D1 ~ ~ 0 -1 6153 -1 D2 The southern part of the Bay Isle ~ ~ 0 -1 16604 -1 D3 ~ ~ 0 -1 6151 -1 D4 The Tree house ~ ~ 0 -1 16603 -1 S #16603 The Tree house~ You are standing in a tree house. There is a table, a set of chairs, a fire- place and a bed. The only exit is down. ~ 73 12 3 D5 The center of the Bay Isle ~ ~ 0 -1 16602 -1 S #16604 The southern part of the Bay Isle~ This is the southern part of the Bay Isle. To the north is the center and to the south is the river. ~ 73 12 3 D0 The Center of the Bay Isle ~ ~ 0 -1 16602 -1 D2 The River ~ ~ 0 -1 16605 -1 S #16605 The River~ The river flows swiftly here, fed from both the east and west, and leading south. There is a small island to the north. ~ 73 12 7 15 2 D0 The southern part of the Bay Isle ~ ~ 0 -1 16604 -1 D1 ~ ~ 0 -1 6154 -1 D2 The River ~ ~ 0 -1 16606 -1 D3 ~ ~ 0 -1 6152 -1 S #16606 The river~ The river flows from north to south here. Another land formation is farther on to the south. ~ 73 12 7 15 2 D0 The River ~ ~ 0 -1 16605 -1 D2 The river ~ ~ 0 -1 16607 -1 S #16607 River~ The river is very wide here, and somewhat deep and muddy. You hesitate to look down into the depths for fear of seeing something awful. To the south is a beach. ~ 73 12 7 30 3 D0 The River ~ ~ 0 -1 16606 -1 D2 The beach ~ ~ 0 -1 16608 -1 D3 ~ ~ 0 -1 6155 -1 S #16608 The Beach~ This is a lovely beach with soft, fine sand and sheltered from the weather. This is a perfect place to just lay down and soak up the sun. There are tunnels leading to the east and west, and a wide path leading south ~ 73 12 4 D0 The River ~ ~ 0 -1 16607 -1 D1 The dark tunnel ~ ~ 0 -1 16610 -1 D2 You see a wide path ~ ~ 0 -1 18292 -1 D3 The dark and spooky tunnel ~ ~ 0 -1 16615 -1 S #16609 The Silver Brick Road~ You are on a silver brick road. Up a head is a sign it reads: Welcome adventurers! This is another area, but it's not finished. We gnomes are hard at work, leave us alone! The only exit is north. ~ 73 12 2 D0 The Beach ~ ~ 0 -1 16608 -1 S #16610 The Tunnel~ This tunnel runs through very rough rock. There is deep darkness heading downwards and the brightness of the beach is to the west. ~ 73 12 2 D3 The Beach ~ ~ 0 -1 16608 -1 D5 The Darkness below ~ ~ 0 -1 16611 -1 S #16611 The dark tunnel~ This dark tunnel heads up to the not so dark tunnel while it widens out to the east. ~ 73 1 0 D1 A Cavern ~ ~ 0 -1 16612 -1 D4 The lighter tunnel ~ ~ 0 -1 16610 -1 S #16612 The Cavern~ This cavern is lit by glowing moss. There is a well worn path heading towards what looks like a temple. The path is heading eastwards and the dark tunnel is to the west. ~ 73 9 0 D1 The Temple ~ ~ 0 -1 16613 -1 D3 The Dark tunnel ~ ~ 0 -1 16611 -1 S #16613 The Temple of Draconia~ This is the Temple of Draconia. There are several dragon-like statues here and there. In the far end of the wall is a altar. The altar glows faintly. Behind the altar is pure darkness. There are priest and worshippers moving about the room lighting candles and mumbling strange words. ~ 73 8 0 D1 The maw of darkness ~ ~ 0 -1 16614 -1 D3 The Cavern ~ ~ 0 -1 16612 -1 S #16614 The Dragon's Den~ You hear a faint flapping of wings and a heavy breathing. Before you is vast darkness. There is a small pool of acid, whoa, you barely avoided that one. Atop a giant treasure heap lies a very, very black dragon. ~ 73 265 5 5 D3 The temple ~ ~ 0 -1 16613 -1 S #16615 The spooky tunnel~ This tunnel heads away from the warm beach to cold darkness. There, listen, it's a drip, was that a scream? Oh my! Something just brushed past your ankle! The smooth walls lead westward. To the east is the security of the beach. ~ 73 13 0 D1 The Beach ~ ~ 0 -1 16608 -1 D3 The cold and cobweb filled tunnel ~ ~ 0 -1 16616 -1 S #16616 The Cobweb filled tunnel~ This tunnel is filled with cobwebs, my, my, my, those arachnids from Arachnos have been busy. The cobwebs ignite as you pass them. There are exits leading to the east and west. To the west lies a cavern and to the east is the spooky tunnel. ~ 73 9 0 D1 The spooky tunnel ~ ~ 0 -1 16615 -1 D3 The Cavern ~ ~ 0 -1 16617 -1 S #16617 The Cavern~ This cavern is dark and small. There are rotting remains of a giant spider, by the looks of things it seems this was it's lair. However, there are only bones lying around. To the south is a tunnel and to the east is what's left of the cobweb filled passage. ~ 73 9 0 D1 The Cobweb filled passage ~ ~ 0 -1 16616 -1 D2 The dark and damp tunnel ~ ~ 0 -1 16618 -1 S #16618 The dark and damp Tunnel~ This tunnel looks like it was dug by some kind of arachnid. Perhaps that spider back there in the cavern. You hear crunching sounds and when you look down you see tons of dead baby spiders, funny there is nothing moving in here but you. Whoa, whatever it was it was damn effective. The tunnel continues to the south and the cavern opens up to the north. ~ 73 13 0 D0 The Cavern of the dead spider-thing ~ ~ 0 -1 16617 -1 D2 The slick tunnel. ~ ~ 0 -1 16619 -1 S #16619 The Slick tunnel~ This tunnel is slick, you have to concentrate to keep upright. WHOOPS! You fall down. Heh Heh, what was that? Is some power playing with you? There are exits to the north and to the south. To the north is the dead spider tunnel, and to the south is a glowing door. ~ 73 9 0 D0 The dead spider tunnel ~ ~ 0 -1 16618 -1 D2 The portal ~ ~ 0 -1 16620 -1 S #16620 The Portal~ The tunnel leads out into a huge cavern. In the far southern wall is a door. It is glowing and a mist is swirling around inside of it. You first seem to think it's a moongate, but why are there guards here? Why are they looking at you and the portal funny? The commander tells you, "Don't enter the Portal, none have returned. Do as you wish, but we won't stop you." ~ 73 8 0 D0 The slick tunnel ~ ~ 0 -1 16619 -1 D2 The doorway to the unknown... ~ ~ 0 -1 16621 -1 S #16621 The Mercury Pool~ Before you stands a huge pool of silvery mercury. When you look into it you see darkness. There are tunnels going in all four directions as well as a rope ladder leading up to the portal and the pool leading into the unknown. ~ 73 8 0 D0 A windy tunnel ~ ~ 0 -1 16622 -1 D1 A glowing red tunnel ~ ~ 0 -1 16624 -1 D2 A damp passage ~ ~ 0 -1 16628 -1 D3 A stone road ~ ~ 0 -1 16626 -1 D4 The portal room ~ ~ 0 -1 16620 -1 D5 Darkness ~ ~ 0 -1 16631 -1 S #16622 The windy tunnel~ This tunnel is very windy. Heading north leads to a great rushing sound and to the south it the mercury pool. ~ 73 9 0 D0 A very dark and windy cavern ~ ~ 0 -1 16623 -1 D2 the Mercury pool ~ ~ 0 -1 16621 -1 S #16623 The dark and windy Cavern~ Before you is a great whirling vortex with glowing eyes. You are getting sucked in to the very center of the cavern. To the south is the windy passage. ~ 73 9 0 D2 The windy passage ~ ~ 0 -1 16622 -1 S #16624 The flaming road~ You are walking on a very hot road, in fact it's flaming at parts. As you head towards the east it seems to intensify. To the west is the cooler Mercury pool room. ~ 73 8 0 D1 a flaming Bay Isle ~ ~ 0 -1 16625 -1 D3 the Mercury Pool room ~ ~ 0 -1 16621 -1 S #16625 The Flaming Bay Isle~ This Bay Isle is made of flaming rock. There is a huge hot flame on a flaming stool. It seems to smile at you. The only exit is to the west through a flaming doorway. ~ 73 8 0 D3 The flaming passage ~ ~ 0 -1 16624 -1 S #16626 The stone bridge~ The stone bridge spans a wide chasm of a seemingly black nothingness void. Upon the other side is a stone archway. The bridge leads east and west. With the Mercury pool being on the east side and the arch on the west. ~ 73 9 0 D1 The Mercury Pool ~ ~ 0 -1 16621 -1 D3 The Stone Archway ~ ~ 0 -1 16627 -1 S #16627 The Stone Crafter's Smithy~ There is a very loud popping sound, as a huge hand reaches down and forms a humanoid out of solid stone. The stone man smiles and bows politely. However, the huge hand slaps the stone man and immediately he frowns and utters a challenge to the intruders. The only exit is to the east. ~ 73 9 0 D1 The Stone Bridge ~ ~ 0 -1 16626 -1 S #16628 The Damp passage~ The humidity rises to greet you, as the entire passage way is slick and very damp. To your surprise the temperature here is nice, not too cold not too hot. The exits are to the north, where the mercury pool is, and to the south where there is a very pretty spray-like mist. ~ 73 8 0 D0 The Mercury Pool ~ ~ 0 -1 16621 -1 D2 The Rain Mist ~ ~ 0 -1 16629 -1 S #16629 The Raining Mist~ This tunnel is very pretty. There are multiple colors forming in the rain like mist. The spray seems to look like a rainbow at spots. You could spent all day in such a pretty room. ~ 73 8 0 D0 The Damp Passage ~ ~ 0 -1 16628 -1 D2 The Pool of Tears ~ ~ 0 -1 16630 -1 S #16630 The Pool of Tears~ There is a goddess crying here. She sobs and cries. She notices you and cries even more. She says "My children, they have all been murdered. Now, all mortals shall pay." Upon saying this a huge creature rises from the pool. The only exit is to the north. ~ 73 8 0 D0 The Rain Mist ~ ~ 0 -1 16629 -1 S #16631 Darkness~ Slowly you decent through the mercury pool into........ D A R K N E S S. The exit you can sense is downward. ~ 73 13 0 D4 The Mercury Pool ~ ~ 0 -1 16621 -1 D5 The Dark Doorway ~ ~ 0 -1 16632 -1 S #16632 The Dark Doorway~ This Dark room is guarded by some of the most powerful beings, among them are the grey elves. There is a pair of them guarding the door. They will not let you pass or attempt to open the Gateway. You can feel the evil of the realm growing. The exits are up and through the Gateway. ~ 73 9 0 D1 The Doorway to the unknown ~ Gateway~ 39 16625 16633 -1 D4 Darkness ~ ~ 0 -1 16631 -1 S #16633 The Doorway to the Unknown~ Through the doorway is another set of guard, these however aren't friendly. They'd rather kill you and torture you then befriend you. These elves are Drow, and they should be feared by all. There is a saying, "The only good Drow, are dead Drow." You see that this room is very elegant. The room has hues of purple, obsidan, blood red, violet, and amber. The furnisings would be considered luxury by kings and queens. The room has a set of double doors on the east side of the chamber. The only other exit is through the Gateway leading west. ~ 73 9 0 D1 The Dark maze ~ Double doors~ 3 -1 16634 -1 D3 The Dark Doorway ~ Gateway~ 39 16625 16632 -1 S #16634 The Mini Maze~ This room is a maze. The walls aren't higher then 200 centimeters. It is very easy to navigate through. In a few moments you are on the otherside. The Gate leading east isn't locked. The doorway to the west leads to outpost of the Drow. ~ 73 13 0 D1 The Guardians of the Maze ~ Gate~ 3 -1 16635 -1 D3 The Drow Outpost ~ Double doors~ 3 -1 16633 -1 S #16635 The Guardians of the Maze~ This room houses the Guardians and keepers of the Maze. Rumor has it that their god is near by. There are many tools here to help replace the maze's wear and tear. The guardians aren't too happy to see you. There are doors in both the east and west walls. The west goes towards a drow outpost and the east seems to slope downwards. ~ 73 8 0 D3 The mini maze ~ Gate~ 3 -1 16634 -1 D5 A tunnel sloping downwards ~ ~ 1 -1 16636 -1 S #16636 Going down?~ This tunnel merely slopes downwards. ~ 73 9 0 D4 The Guardians of the Maze ~ ~ 1 -1 16635 -1 D5 Even deeper ~ ~ 0 -1 16637 -1 S #16637 Deeper~ This tunnel slopes even more towards somewhere... ~ 73 9 0 D4 A tunnel heading up ~ ~ 0 -1 16636 -1 D5 Hmm... a tunnel sloping downwards. ~ ~ 0 -1 16639 -1 S #16638 The Tunnel~ This tunnel slopes downwards. Something is scribbled here... "Turn Back!" ~ 73 9 0 D4 Tunnel sloping up ~ ~ 0 -1 16637 -1 D5 Tunnel sloping downwards ~ ~ 0 -1 16639 -1 S #16639 The Long tunnel's end~ The tunnel ends here. There is a shimmering light at the end of the tunnel. You can go east through the light or back up the tunnel. ~ 73 9 0 D1 The Abyss ~ ~ 0 -1 16640 -1 D4 Tunnel sloping up ~ ~ 0 -1 16638 -1 S #16640 The Abyssian Walk~ There is a sign here: ----------------------------------------------------- | | | Welcome to the Abyss. Now is a good time | | turn back. YOU have been warned! | | | | The Mangement | | | ----------------------------------------------------- Currently the Abyss spans in all directions, but there is a tower to the east. ~ 73 8 0 D1 The Great Tower of the Hoeur ~ ~ 0 -1 16641 -1 D3 The Tunnel ~ ~ 0 -1 16639 -1 S #16641 The Hoeur's Tower~ On approaching the tower you begin to get a true sense of the enormouse size of the tower which really towers over you. ~ 73 8 0 D1 Inside the Tower ~ ~ 0 -1 16642 -1 D3 The Abyssian Walk ~ ~ 0 -1 16640 -1 S #16642 Inside the tower~ As you enter the tower you see only a huge chair and a pit leading downwards. ~ 73 8 0 D3 Outside the tower ~ ~ 0 -1 16641 -1 D5 Down into the depths ~ ~ 0 -1 16643 -1 S #16643 The Opening~ You stand at the bottom of the pit. The only exits are up and down. ~ 73 8 0 D4 Inside the tower ~ ~ 0 -1 16642 -1 D5 The Ultimate Maze of Death! ~ ~ 0 -1 16644 -1 S #16644 The Ultimate Maze~ Wow! what a place! what a maze! You wander for hours and hours, you are totally lost. Whoa who is this dude coming to see you? Oh no! It's Baphomet! He smiles, licks his blade and touches your forehead Your soul is being ripped from you...... ~ 73 14 5 S #16700 A trail through the hills~ You are standing on a trail leading through the hills, which seem to be some of the foothills of the Eastern Mountains. To the south-west, you can see the smoke of a large city, most likely the city of Shadowdale. The trail continues to the north and west. ~ 74 0 3 D0 ~ ~ 0 -1 16701 -1 D3 ~ ~ 0 -1 9003 -1 S #16701 A trail through the hills~ The path rises steeply to the south here, as it descends down a hillside to the east. This hill is quite bare of vegetation, somewhat unusual, but nothing to get too worried about. ~ 74 0 2 D1 ~ ~ 0 -1 16702 -1 D2 ~ ~ 0 -1 16700 -1 S #16702 A trail through the hills~ The path descends rapidly to the east, and rises to the west. You are entering a small canyon, with walls that are a few feet higher than your head. A nice place for an ambush. ~ 74 0 2 D1 ~ ~ 0 -1 16703 -1 D3 ~ ~ 0 -1 16701 -1 S #16703 A trail through a canyon~ The walls of the canyon rise around you, and you begin to feel a bit apprehensive about this place. Small animals scurry here and there, and there is a brief shower of rocks from above. To the west, the trail leads upwards towards some hills, while to the east, the canyon opens up into a narrow valley. ~ 74 0 3 D1 ~ ~ 0 -1 16704 -1 D3 ~ ~ 0 -1 16702 -1 S #16704 Narrow Valley~ You are in a narrow valley. It seems to lead eastwards ~ 74 4 4 D3 You see the foothills of the Eastern Mountains.. ~ ~ 0 -1 16703 -1 S #16901 Dark Road~ You are on a dark road running north and south. You sense evil to the north, but even greater evil to the south! ~ 74 5 1 D0 You look back at the dark road to the north, wondering if you should turn around. ~ ~ 0 0 15109 -1 D1 To the east you see a muddy swamp, it appears to be impassable. ~ ~ 0 0 -1 -1 D2 The dark road continues south, until it runs into what looks like a city gate. ~ ~ 0 0 16902 -1 E road~ The road looks as if it is used often. ~ S #16902 Lythcanthropia's Gate~ You have come to the end of the dark road, the gate to Lythcanthropia. The wrought iron gate looks very formidabble, it would not easily be broken down. The gate is to the south, while the black road runs back to the north. ~ 74 1 1 D0 To the north you see the dark road. ~ ~ 0 0 16901 -1 D2 The iron gate of Lythcanthropia. ~ gate iron~ 1 -1 16903 -1 E gate iron~ The wrought iron gate looks nearly indestructable. ~ S #16903 Entrance to Lythcanthropia~ You are at the entrance to Lythcanthropia, there appears to be an unnatural darkness over the city. A street heads toward the west, while a black cobblestone path heads south. The iron gate is to the north. ~ 74 1 1 D0 To the north you see the gate of Lythcanthropia. ~ gate iron~ 1 -1 16902 -1 D2 To the south you see a black cobblestone path. ~ ~ 0 0 16922 -1 D3 To the west you see a dark street. ~ ~ 0 0 16904 -1 E gate iron~ The iron gate of Lythcanthropia stands about 15 feet high. ~ S #16904 Dark Street~ You are on a dark street in Lythcanthropia, it runs east and west. ~ 74 1 1 D1 To the east you see the entrance to Lythcanthropia. ~ ~ 0 0 16903 -1 D3 To the west you see a dark street. ~ ~ 0 0 16905 -1 S #16905 Dark Street~ You are on a dark street, it runs east and west. ~ 74 1 1 D1 To the east you see a dark street. ~ ~ 0 0 16904 -1 D3 To the west you see the Dark Square of Lythcanthropia. ~ ~ 0 0 16906 -1 S #16906 Dark Square of Lythcanthropia~ You are at the Square of Lythcanthropia, almost all the traffic of the city passes through here. It has exists leading north, east and south. To the west is a large house with a large door. ~ 74 1 1 D0 To the north you see a dark street. ~ ~ 0 0 16907 -1 D1 To the east you see a dark street. ~ ~ 0 0 16905 -1 D2 To the south you see Black Manor Street. ~ ~ 0 0 16928 -1 D3 The large house to the west has a huge door that stands about 10 feet tall. ~ door~ 7 81 16939 -1 E door~ The door appears to have been made for a very large lythcanthrope. ~ S #16907 Darkened Street~ You are on a dark street that runs along the edge of the city. It continues on to the west; running south into the Main Square. ~ 74 1 1 D2 To the south you see the main square of Lythcanthropia. ~ ~ 0 0 16906 -1 D3 To the west you see a dark street running along the edge of the city. ~ ~ 0 0 16908 -1 S #16908 Dark Street~ You are on a dark street running east and west along the edge of the city. ~ 74 1 1 D1 To the east you see a dark street. ~ ~ 0 0 16907 -1 D3 To the west you see a dark street. ~ ~ 0 0 16909 -1 S #16909 Northwestern corner of Lythcanthropia~ You are at the northwestern edge of the city, the street exists east and west. ~ 74 1 1 D1 To the east you see a dark street. ~ ~ 0 0 16908 -1 D2 To the south you see a dark alley. ~ ~ 0 0 16910 -1 S #16910 Dark Alley~ You are on a dark alley that runs north and south. ~ 74 1 1 D0 To the north you see the northwester corner of the city. ~ ~ 0 0 16909 -1 D2 To the south you see the alley behind the manor. ~ ~ 0 0 16911 -1 S #16911 Dark Alley behind the manor~ You are standing in a dark alley behind the manor of Lythcanthropia. Looking at the manor you see a door that exists into the alley. The alley heads north and south. ~ 74 1 1 D0 You see a dark alley to the north. ~ ~ 0 0 16910 -1 D1 You see the back alley entrance of the manor, in the form of a door. ~ door~ 7 80 16934 -1 D2 You see a dark alley to the south. ~ ~ 0 0 16912 -1 E manor~ The manor is the largest building in Lythcanthropia, and judging from what you see here, has the messiest alley too. ~ E door~ The door to the manor is quite large, about 15 feet high. ~ S #16912 A Dark Alley~ You are walking along a dark alley south of the manor of Lythcanthropia. It runs north and south. ~ 74 1 2 D0 To the north you see the dark alley behind the manor. ~ ~ 0 0 16911 -1 D2 To the south you see the southeastern corner of Lythcanthropia. ~ ~ 0 0 16913 -1 S #16913 Southwestern corner of Lythcanthropia~ You are at the southwestern corner of Lythcanthropia. The city spralls out to the west and north. Directly north of here is a dark alley, to the east you can see the docks in the distance, south of here is the Black Sea. ~ 74 1 1 D0 To the north of here you see a dark alley. ~ ~ 0 0 16912 -1 D1 To the east of here you see a darkened street. ~ ~ 0 0 16914 -1 D2 South of here is the Black Sea, there is no way to launch a boat though. ~ ~ 0 0 -1 -1 E black sea~ The Black Sea is unnaturally black, you wonder why....? ~ S #16914 a darkened street~ You are standing in the middle of a darkened street, it runs east and west. ~ 74 1 1 D1 To the east you see a darkened street. ~ ~ 0 0 16915 -1 D3 To the west you see the southwestern corner of the city. ~ ~ 0 0 16913 -1 S #16915 darkened street~ You are on a darkened street running east and west at the southern side of Lythcanthropia. ~ 74 1 1 D1 To the east you see a darkened street. ~ ~ 0 0 16916 -1 D3 To the west you see a darkened street. ~ ~ 0 0 16914 -1 S #16916 a darkened street~ You are on a darkened street, it runs east and west. ~ 74 1 1 D1 To the west you see a darkened street. ~ ~ 0 0 16917 -1 D3 To the west you see a darkened street. ~ ~ 0 0 16916 -1 S #16917 Darkened Street north of docks~ You are on a darkened street north of the docks made of some strange black wood. To the south you can see the docks, to the east is the black cobblestone path. East of here the darkened street continues. ~ 74 1 1 D1 To the east you see the black cobblestone path. ~ ~ 0 0 16920 -1 D2 To the south you see the Black Docks. ~ ~ 0 0 16918 -1 D3 To the west you see a darkened street. ~ ~ 0 0 16916 -1 S #16918 West Black Dock~ You are on the western black dock of Lythcanthropia, south and west of you is the Black Sea, the dock continues to the east. North of here is a darkened street. ~ 74 1 1 D0 North of here you see a darkened street. ~ ~ 0 0 16917 -1 D1 East of here is the eastern side of the Black Dock. ~ ~ 0 0 16919 -1 D2 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 -1 D3 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 -1 E dock~ The dock is made of some strange black wood, you can't imagine what it is though. ~ S #16919 East Black Dock~ You are on the easter side of the Black Dock. West of you is the western half of the dock, to the north you is a black cobblestone path. South and east of you is the raging waters of the Black Sea. ~ 74 1 1 D0 To the north you see a black cobblestone path. ~ ~ 0 0 16920 -1 D1 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 -1 D2 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 -1 D3 To the west you can see the western half of the Black Docks. ~ ~ 0 0 16918 -1 E dock~ The dock is made of some strange black wood, you can't imagine what it is though. ~ S #16920 Black Cobblestone Path~ You are on a black cobblestone street coming from the north, it curves west onto a darkened street. South of you are the Black Docks. ~ 74 1 1 D0 To the north is a black cobblestone path. ~ ~ 0 0 16921 -1 D2 To the south of you are the Black Docks of Lythcanthropia. ~ ~ 0 0 16919 -1 D3 To the west of you is a darkened street. ~ ~ 0 0 16917 -1 E stone cobblestone cobble~ The cobblestones are made of some black stone that is unknown to you. ~ S #16921 a black cobblestone path~ You are walking along a black cobblestone path that runs north and south. It branches to the west, turning into a cobblestone street. ~ 74 1 1 D0 You see a black cobblestone path to the north. ~ ~ 0 0 16922 -1 D2 To the south you can see a black cobblestone path. ~ ~ 0 0 16920 -1 D3 To the west is the Black Cobblestone Street. ~ ~ 0 0 16923 -1 E stone cobblestone~ The black cobblestones are made from some strange stone unfamliar to you. ~ S #16922 black cobblestone path~ You are on a black cobblestone path south of the Gate of Lythcanthropia. South of you the path continues. ~ 74 1 1 D0 To the north if the Gate of Lythcanthropia. ~ ~ 0 0 16903 -1 D2 South of you is a black cobblestone path. ~ ~ 0 0 16921 -1 E stone cobblestone cobble~ The black cobblestones are made of some foreign stone unfamiliar to you. ~ S #16923 Black Cobblestone Street~ You are on the Black Cobblestone Street of Lythcanthropia, it runs east and west. ~ 74 1 1 D1 East of you is the black cobblestone path. ~ ~ 0 0 16921 -1 D3 The Black Cobblestone street continues to the west. ~ ~ 0 0 16924 -1 S #16924 Black Cobblestone Street~ You are on the Black Cobblestone Street, north of you is Lythcanthropia's famous Wild Wereboar Tavern. You can hear all sorts of grunts and rowdy laughter coming from the tavern. The street runs east and west. ~ 74 1 1 D0 To the north you see the famous Wild Wereboar Tavern. ~ ~ 0 0 16925 -1 D1 To the east is part of the Black Cobblestone Street. ~ ~ 0 0 16923 -1 D3 To the west is part of the Black Cobblestone Street. ~ ~ 0 0 16927 -1 S #16925 The Wild Wereboar Tavern~ You are at the main room of the Wild Wereboar Tavern, the place is a total mess. You can tell this place is accustomed to many brawls, the many pieces of furniture spread around the room gave you the hint. There is a old, creaky, sagging staircase leading upstairs. ~ 74 8 0 D2 To the south you see the Black Cobblestone Street. ~ ~ 0 0 16924 -1 D4 Up the staircase there appears to be some sort of room. ~ ~ 0 0 16926 -1 E furniture~ The furniture here has been smashed into a almost unrecognizable mess. ~ S #16926 Upstairs, at The Wereboar Tavern~ You walk up the stairs and into the room at the top, this appears to be the were-whores favorite room to rent. The place has a horrible musky odor, you don't want to remain here long. ~ 74 8 0 D5 Down from you is the main floor of The Wild Wereboar Tavern. ~ ~ 0 0 16925 -1 S #16927 Black Cobbleston Street~ You are on the Black Cobbleston Street, north of you is the street in front of the Manor of Lythcanthropia. To the east you can see the Black Cobblestone Street in front of The Wild Wereboar Tavern. ~ 74 1 1 D0 To the north you see the street in front of the manor. ~ ~ 0 0 16928 -1 D1 To the east you see part of the Black Cobblestone Street. ~ ~ 0 0 16924 -1 S #16928 Manor Road~ You are on the street in front of the manor, it is to your west. To the north you can see a Dark Street, south of you is part of the Black Cobblestone Street. ~ 74 1 1 D0 To the north you can see the junction of several streets. ~ ~ 0 0 16906 -1 D2 South of you is part of the Black Cobblestone Street. ~ ~ 0 0 16927 -1 D3 To the west is the Manor of Lythcanthropia, were Count Boarish lives. ~ door~ 7 80 16929 -1 E door~ The door is very large, the lock is also very large. ~ E manor~ The manor is a massive structure, the door stands at least 15 feet high. The walls are made of some dark stone you don't recognize. It is two stories tall and all the windows are made of a dark glass that you can't see through. You can feel evil coming from the manor, you suspect that Count Boarish is not a nice lythcanthrope. ~ S #16929 The Foyer~ You are at foyer of the manor. There is a hallway to the west, a door to the east leads outside. Looking around you see many beautiful pieces of art work (if you like pictures of werewolves eating humans and other benign races). The floor and walls are made out of a stone that varies in color from dark grey to black. ~ 74 8 0 D1 To the east is a door leading outside. ~ door~ 1 80 16928 -1 D3 To the west is a long hallway. ~ ~ 0 0 16930 -1 E door~ The door is very large, with a very large lock. ~ E art paintings picture~ The pieces of artwork show werewolf raids on many villages, all of them show how the the werewolves ripped their victims to pieces (it makes you want to puke). ~ S #16930 The long hallway~ You are on a long hallway in the manor, it runs east and west. There are several pictures hanging on the walls. ~ 74 8 0 D1 To the east is the foyer of the manor. ~ ~ 0 0 16929 -1 D3 To the west is more of the long hallway. ~ ~ 0 0 16931 -1 E picture pictures~ The pictures here show how wererats have lived for generations in the sewers of human cities, they show how the rats go up on the streets and attack the people at night. It also shows pictures of all the wealth and magic they have stolen from the humans. ~ S #16931 Back of the Manor~ You finally come to the end of the long hallway, you are at the back end of the manor. There is a room to the south along with a stairway heading up. There is also a backdoor to the west. To your east is a long hallway. ~ 74 8 0 D1 To the east is a long hallway. ~ ~ 0 0 16930 -1 D2 It looks like the room to the south might be the kitchen. ~ ~ 0 0 16935 -1 D3 To the west is the backdoor. ~ door~ 1 80 16911 -1 D4 Some stairs head up. ~ ~ 0 0 16932 -1 E door~ The back door is as large as the front, with a impressive lock. ~ S #16932 Top of Staircase~ You are at the top of the staircase, there is a door to you north and west. ~ 74 8 0 D0 To the north is a large wooden door. ~ door~ 1 -1 16933 -1 D3 To your west is a large wooden door. ~ door~ 1 -1 16934 -1 D5 ~ ~ 0 -1 16931 -1 E door~ Both doors are made of some dark wood, they are both about 15 feet tall. ~ S #16933 Count Boarish's Office~ You are in the Count's office, it's a fairly clean place. There is a large desk and a large chair. They walls have alls sorts of weapons attached to them (firmly attached!). There is a large map of the land displayed on the northern wall. The only exit is to the south. ~ 74 8 0 D2 To the south is the top of the staircase. ~ door~ 1 -1 16932 -1 E weapon weapons~ The weapons are all of fantastic quality, the only problem being that they are attached to the wall extremely well! ~ E desk chair~ The desk and the chair are both made out of that strange black stone. ~ S #16934 Count's Sleeping Chambers~ You are in Count Boarish's bedroom. There is a huge bed on the western half of the room. There are also several closets and a large mirror. There is also a large amount of silvery colored fur around... strange. ~ 74 8 0 D1 To the east you see the top of the staircase. ~ door~ 1 -1 16932 -1 E bed~ On the bed you find the Count's horrible brown fur along with some beautiful silver colored fur...hmmmm.... ~ S #16935 Manor's Kitchen~ You are at the kitchen of the manor, it's smells horribly here. You see some strange meat sitting on the counter, your not sure what it is... you decide you really would rather not know. There is a pot of SOMETHING bowling on a small fireplace, it appears to be the cause of the gut-wrenching smell. You notice that there is a pantry to the east. ~ 74 8 0 D0 To the north is end of the hallway. ~ ~ 0 0 16931 -1 D1 To the east is the pantry. ~ ~ 0 0 16936 -1 E meat~ The meat lying on the table doesn't appear to have been sitting there very long. It's definitely not any kind of meat you've ever had before. ~ E pot boiling SOMETHING~ You consider going over to the put and looking in... then decide that if you got any closer the smell would likely kill you. ~ S #16936 Pantry~ You are at the pantry, it is surprisingly devoid of any food provisions. There is a large trapdoor in the middle of the floor though. The kitchen is to the west. ~ 74 8 0 D3 To the west you see the kitchen ~ ~ 0 0 16935 -1 D5 You see the trapdoor on the floor. ~ door trapdoor trap~ 1 -1 16937 -1 E trap trapdoor door~ The trapdoor is in the middle of the room. ~ S #16937 The cellar~ You appear to be in the cellar of the manor, there is a whole broken into a wall to the east. It appears to go into some sort of sewer. ~ 74 9 0 D1 To the east is a newly made entrance to the sewers. ~ ~ 0 0 16938 -1 D4 Above, you can see the pantry. ~ trapdoor trap door~ 1 -1 16936 -1 E hole~ The hole in the wall looks like it was put in recently. ~ S #16938 Count's meeting place~ You are in a large junction of the sewers, this appears to be were Count Boarish meets with his wererat friends. There are sewer pipes heading in all directions except west, where you can see the cellar. ~ 74 9 0 D0 The sewer pipes are too small for you to fit through. ~ ~ 0 0 -1 -1 D1 The sewer pipes are too small for you to fit through. ~ ~ 0 0 -1 -1 D2 The sewer pipes are too small for you to fit through. ~ ~ 0 0 -1 -1 D3 To the west you can see the cellar. ~ ~ 0 0 16937 -1 D4 The sewer pipe above you is too small for you to fit through. ~ ~ 0 0 -1 -1 D5 The sewer pipe below you is too small for you to fit through. ~ ~ 0 0 -1 -1 E pipe pipes~ The sewer pipes are fairly small, you doubt that you could fit through them. ~ S #16939 Pooh's house~ You are at the famous werebear Pooh's house. It is a tidy one room dwelling. The only exit is the door at the eastern side of the house. ~ 74 8 0 D1 To the east you can see the Main Square. ~ door large~ 1 81 16906 -1 E door ~ The door leading out is quite large. ~ S #17000 Dem's Palace~ You are in the grand palace of Dem the Goddess of Chance. You recline on a Huge 20,000 square foot waterbed with luxurious cushions. A large wheel on the wall bears the symbols from all the major arcana of Tarot. ~ 75 8 0 E place_for_dem~ 1 ~ S #17003 A winding trail~ You are standing on a narrow path that seems to lead around the perimeter of the great volcano. To the west, you can see a trail,leading towards a large cavemouth on the side of the volcano, while to the east another trail continues to wind around the mountainside ~ 75 0 5 D1 ~ ~ 0 -1 17005 -1 D3 ~ ~ 0 -1 17006 -1 S #17004 On the river bank south of the volcano~ You are on a narrow path leading through the hills. To the south a fast river is flowing westwards through a forest. The way is blocked by dense trees to the east and west. The path leads up the southern face of the volcano to the north. ~ 75 1 3 D0 The narrow path winds up the way to the north. ~ ~ 0 -1 17006 -1 D2 The path leads down the riverbank to the south. ~ ~ 0 -1 6150 -1 E dark river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E volcano mount mountain~ Steam gushes forth from the tall peak to form a roaring white plume that ~ S #17005 A winding trail~ You are standing on a narrow path that seems to lead around the perimeter of the great volcano. The trail leads north and west. To the east, you can see the expanse of the forest of Haon-Dor. ~ 75 0 5 D0 ~ ~ 0 -1 17007 -1 D3 ~ ~ 0 -1 17003 -1 S #17006 On a narrow trail on the southern face of the volcano~ A small hot stream rolls down the mountainside next to you here. The narrow path winds down the volcano. Above you it leads to a small stream vent that whistles now and then. ~ 75 4 5 D1 ~ ~ 0 -1 17003 -1 D4 The narrow path leads to a small indentation in the mountain face from which whistling noises emerge. ~ ~ 0 -1 17008 -1 D5 The narrow path winds down to the riverside below you. ~ ~ 0 -1 17004 -1 E vent cave~ You spot a small indentation in the rock above you from which whistling noises emerge. ~ E small stream~ Steam rises from the hot eddies of the small stream as it trickles down the slope. ~ E volcano mount mountain~ Steam gushes forth from the tall peak to form a roaring white plume that supports a floating palace. ~ S #17007 A winding trail~ You are standing on a trail, leading north south along the perimeter of a large volcano. To the east, you can see a huge, dark forest ~ 75 0 5 D0 ~ ~ 0 -1 17009 -1 D2 ~ ~ 0 -1 17005 -1 S #17008 At the mouth of the cave on the volcano~ The hot stream exits the mountainside here. You stand at the mouth of a cave leading into the face of the volcano. Hot steam rushes out every few minutes making a loud whistling sound. ~ 75 4 5 D0 The stream enters a hot, mucky cave to the north. ~ ~ 0 -1 17010 -1 D5 The narrow path winds down the mountainside below you. ~ ~ 0 -1 17006 -1 E stream~ The stream is mucky here. It is fed from inside the cave. ~ E cave identation~ The cave is steamy inside. You see thick muck on the floor. ~ S #17009 A split in the path~ You are standing at a joining of two paths. To the south, a path leads towards a large volcano, which seems to erupt from time to time. To the east, a path leads into a dark forest, and another path leads north through the forest ~ 75 0 5 D0 ~ ~ 0 -1 17013 -1 D1 ~ ~ 0 -1 17011 -1 D2 ~ ~ 0 -1 17007 -1 S #17010 A steamy cave~ You are in a dark cave shaped like a long tube entering the volcano. It is uncomfortably hot and wet. The ceiling and walls are slick with condensed steam and the floor is covered with several inches of muck. Every few minutes, a hot blast of steam comes from the other end of the cave, making a whistling sound and nearly blowing your torch out. ~ 75 1 6 D0 The cave continues further into the mountain to the north. ~ ~ 0 -1 17012 -1 D2 To the south, sunlight shows the way to the cool, fresh mountainside. ~ ~ 0 -1 17008 -1 E mud muck floor~ The icky sludge smells bad and is difficult to move through. ~ S #17011 A path through a dark forest~ You are standing on a path which leads east-west through a dense, dark forest. To the southwest, you can see a large volcano, while faintly to the south you can hear the sound of running water ~ 75 0 3 D1 ~ ~ 0 -1 6127 -1 D3 ~ ~ 0 -1 17009 -1 S #17012 The end of a steamy cave~ You have reached the end of the dark, steamy cave. The hot air is being blown back and forth through a small crack in the wall, nearly blowing your torch out. The walls vibrate with the loud whistle this produces. You are standing in several inches of muck. ~ 75 1 6 D0 To the north is a periodically reverberating cave wall. ~ crack door wall~ 3 -1 17014 -1 D2 The cave continues to the south. ~ ~ 0 -1 17010 -1 E crack wall~ After looking closely, you make out a door disguised with volcanic rock. ~ E mud muck floor~ The icky sludge smells bad and is difficult to move through. ~ S #17013 A path through a dense forest~ You are standing on a path, which leads north south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17015 -1 D2 ~ ~ 0 -1 17009 -1 S #17014 Top of a stairwell~ You find yourself at the top of a spiral stairwell. Burning bits of your torch fall to reveal that it must descend about 100 feet! ~ 75 1 3 D2 Hot air whistles around the edges of a door to the south. ~ door crack wall~ 3 -1 17012 -1 D5 The stairs sprial down into the dank depths. ~ ~ 0 -1 17018 -1 E torch~ Your torch sputters dimly and uncertainly in the humid air! ~ S #17015 a path through a dense forest~ You are standing on a path, which leads north south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17017 -1 D2 ~ ~ 0 -1 17013 -1 S #17017 a path through a dense forest~ You are standing on a path, which leads north south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17019 -1 D2 ~ ~ 0 -1 17015 -1 D3 ~ ~ 0 -1 17055 -1 S #17018 Bottom of a stairwell~ You are deep inside the mountain. You're wading in about a foot of warm water with patches of white and green algae floating on top. It's going to be slow going in here! The foul, humid air makes your torch sputter uncertainly. ~ 75 1 3 D1 A corridor leads to the east. ~ ~ 0 -1 17020 -1 D4 The stairs wind up into the darkness. ~ ~ 0 -1 17014 -1 E algae white green water~ Mostly harmless. ~ S #17019 a path through a dense forest~ You are standing on a path, which leads north and west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 4 3 D2 ~ ~ 0 -1 17017 -1 D3 ~ ~ 0 -1 17021 -1 S #17020 An east-west tunnel~ You are standing in a tunnel leading east and west through the mountain. ~ 75 1 3 D1 ~ ~ 0 -1 17022 -1 D3 ~ ~ 0 -1 17018 -1 S #17021 A path through a dense forest~ You are standing on a path, which leads north and east through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17023 -1 D1 ~ ~ 0 -1 17019 -1 S #17022 A north-west bend~ You see light to the north. ~ 75 1 3 D0 You see light to the north. ~ ~ 0 -1 17024 -1 D3 ~ ~ 0 -1 17020 -1 S #17023 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17025 -1 D2 ~ ~ 0 -1 17021 -1 S #17024 A north-south corridor~ A sphinx with a woman's torso waits at an intersection to the north. You notice a small ridge running across the water here. The sphinx tells you to pass through the wall of force. "Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e'erchanging, eternally Open her to pass" ~ 75 0 3 D0 ~ secret moon~ 33 -1 17028 -1 D2 The corridor bends to the south. ~ ~ 0 -1 17022 -1 D4 ~ ~ 0 -1 17026 -1 E sphinx~ The gynosphinx eyes you and says, "You have to answer the riddle to pass." ~ E small ridge water~ The water sticks up like a meniscus on an invisible wall here. ~ S #17025 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17027 -1 D2 ~ ~ 0 -1 17023 -1 S #17026 On top of an invisible wall~ A note is here. ~ 75 0 6 D0 North of the wall a sphinx waits at an intersection. A note is here. ~ ~ 0 -1 17024 -1 D5 Back at the riddle~ ~ 0 -1 17024 -1 E note message~ The message says: That's cheating. The sphinx won't let you do that! ~ S #17027 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17029 -1 D2 ~ ~ 0 -1 17025 -1 S #17028 A four-way intersection~ The corridor splits to form three dark branches here. ~ 75 0 3 D0 ~ ~ 0 -1 17034 -1 D1 ~ ~ 0 -1 17036 -1 D2 ~ secret moon~ 33 -1 17024 -1 D3 ~ ~ 0 -1 17038 -1 D4 ~ ~ 0 -1 17026 -1 E put_sphinx_sentinel_here~ You see a sphinx ~ S #17029 A path through a dense forest~ You are standing on a path, which leads south and west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D2 ~ ~ 0 -1 17027 -1 D3 ~ ~ 0 -1 17031 -1 S #17031 A path through a dense forest~ You are standing on a path, which leads north and east through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17033 -1 D1 ~ ~ 0 -1 17029 -1 S #17033 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17035 -1 D2 ~ ~ 0 -1 17031 -1 S #17034 A north-south corridor~ You are standing in a north-south corridor, leading through White plume mountain ~ 75 1 3 D0 ~ ~ 0 -1 17078 -1 D2 You see light to the south. ~ ~ 0 -1 17028 -1 S #17035 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17037 -1 D2 ~ ~ 0 -1 17033 -1 S #17036 An east-west corridor~ You are standing in a corridor, which leads east and west. other than that, it is completely unremarkable ~ 75 1 3 D1 ~ ~ 0 -1 17042 -1 D3 You see light from the west. ~ ~ 0 -1 17028 -1 S #17037 a path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17039 -1 D2 ~ ~ 0 -1 17035 -1 S #17038 An east-west corridor~ ~ 75 1 3 D1 You see light from the east. ~ ~ 0 -1 17028 -1 D3 ~ ~ 0 -1 17088 -1 S #17039 a path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17041 -1 D2 ~ ~ 0 -1 17037 -1 S #17041 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 17043 -1 D2 ~ ~ 0 -1 17039 -1 S #17042 An east-west corridor~ The algae seems greener here. ~ 75 1 3 D1 ~ ~ 0 -1 17044 -1 D3 ~ ~ 0 -1 17036 -1 E put_hiding_greenslime_here~ &3~ S #17043 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D0 ~ ~ 0 -1 6801 -1 D2 ~ ~ 0 -1 17041 -1 S #17044 A t-intersection~ The corridor splits here. To the south, you see a door with light shining through the cracks. The corridor continues to the north and west. ~ 75 1 3 D0 ~ ~ 0 -1 17046 -1 D2 You hear no sounds behind the door, but the lights are on inside. ~ ~ 0 -1 17045 -1 D3 ~ ~ 0 -1 17042 -1 S #17045 A north-south hallway~ Light comes from under a door to the south. ~ 75 5 3 D0 ~ ~ 0 -1 17044 -1 D2 It's a large, oaken door. ~ door~ 33 17003 17048 -1 S #17046 A north-south corridor~ You see a room with five flesh golems to the north. A note is here. ~ 75 1 3 D0 You see five flesh golems. ~ ~ 0 -1 17054 -1 D2 ~ ~ 0 -1 17044 -1 E note message~ the message reads: You need only kill the golem that does not belong. ~ S #17048 A well lit room~ As you enter this well lit, dry 30'X30' room, the door slams and locks behind you! There are closets to the south, east, west, up, and down. I sure hope the key is in one of them! ~ 75 0 0 D0 A door leads out the way you came in. ~ door~ 39 17003 17045 -1 D1 You see the closet. ~ closet~ 1 -1 17049 -1 D2 You see the 2.closet. ~ 2.closet~ 1 -1 17050 -1 D3 You see the 3.closet. ~ 3.closet~ 1 -1 17051 -1 D4 You see the 4.closet. ~ 4.closet~ 1 -1 17052 -1 D5 You see the 5.closet. ~ 5.closet~ 1 -1 17053 -1 S #17049 The closet~ ~ 75 0 0 D3 You see a well lit room. ~ closet~ 1 -1 17048 -1 E three_shadows_and_falsekey~ &4~ S #17050 The 2.closet~ ~ 75 0 0 D0 You see a well lit room. ~ 2.closet~ 1 -1 17048 -1 E potionofcharm_and_falsekey~ &6~ S #17051 The 3.closet~ ~ 75 0 0 D1 You see a well lit room. ~ 3.closet~ 1 -1 17048 -1 E 1200jewelry_falsekey_airelemental~ &7~ S #17052 The 4.closet~ ~ 75 0 0 D5 You see a well lit room. ~ 4.closet~ 1 -1 17048 -1 E falsekey_wandsleep_doesn't_look_like_sleep~ &8~ S #17053 The 5.closet~ ~ 75 0 0 D4 You see a well lit room. ~ 5.closet~ 1 -1 17048 -1 E 40keys_real_is_28~ &9~ S #17054 A well lit room~ You enter a well lit, 30'X20' room with a door on the north wall. ~ 75 0 3 D0 Stairs lead up to the north. ~ door~ 1 -1 17056 -1 D2 ~ ~ 0 -1 17046 -1 E 5golems_sentinels_onlyoneismean~ &10~ S #17055 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D1 ~ ~ 0 -1 17017 -1 D3 ~ ~ 0 -1 17057 -1 S #17056 Stairs~ You face a set of stairs that lead up into a dry passageway. ~ 75 1 3 D2 A well lit room is to the south. ~ door~ 1 -1 17054 -1 D4 ~ ~ 0 -1 17058 -1 S #17057 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D1 ~ ~ 0 -1 17055 -1 D3 ~ ~ 0 -1 17059 -1 S #17058 A turnstile~ You are at a turnstile in a dry, upper passageway that leads to the east. A set of stairs lead back down into the muck (yech!). ~ 75 1 0 D1 You see light from the east. ~ ~ 0 -1 17060 -1 D5 ~ ~ 0 -1 17056 -1 S #17059 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 75 0 3 D1 ~ ~ 0 -1 17057 -1 D3 ~ ~ 0 -1 17061 -1 S #17060 A scary platform~ The stone platform you stand on is set into the side of a natural cave. To the west, the passageway leads back into darkness. To the east, you see five precariously hung platforms that span a chasm to another passageway entrance. In the chasm below, scalding mud boils in wait of a victim. Huge geysers periodically spout up engulfing the platforms! ~ 75 0 0 D1 ~ ~ 0 -1 17062 -1 D3 The platform swings before you hanging on a great chain. ~ ~ 0 -1 17058 -1 S #17061 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby. ~ 75 0 3 D1 ~ ~ 0 -1 17059 -1 D3 ~ ~ 0 -1 13703 -1 S #17062 First platform~ ~ 75 0 5 D1 The safety of the passageway is to the east.~ ~ 0 -1 17064 -1 D3 ~ ~ 0 -1 17060 -1 S #17064 Second platform~ ~ 75 0 5 D1 ~ ~ 0 -1 17066 -1 D3 ~ ~ 0 -1 17062 -1 S #17066 Third platform~ ~ 75 0 5 D1 ~ ~ 0 -1 17068 -1 D3 ~ ~ 0 -1 17064 -1 E put_geyser_sentinel~ &11~ S #17068 Fourth platform~ ~ 75 512 5 D1 ~ ~ 0 -1 17070 -1 D3 ~ ~ 0 -1 17066 -1 S #17070 Fifth platform~ ~ 75 512 5 D1 ~ ~ 0 -1 17072 -1 D3 The safety of the passageway is to the west. ~ ~ 0 -1 17068 -1 E put_geyser_sentinel~ &12~ S #17072 A scary platform~ You are grateful to be on the far end of the large, boiling chasm. But you dread the thought of the return trip! The chasm lies to the east, and the dry passageway leads on to the west. ~ 75 516 0 D1 The platform swings before you hanging on a great chain. ~ ~ 0 -1 17074 -1 D3 ~ ~ 0 -1 17070 -1 S #17074 An east-west passageway~ You walk down a small, dry passageway. There is light coming from the east. You see a door to the west. ~ 75 513 0 D1 ~ ~ 0 -1 17076 -1 D3 ~ door~ 1 -1 17072 -1 S #17076 Lair of the vampire~ Before you lies the coffin of the horrible Vampire Amelia! ~ 75 513 0 D3 ~ ~ 1 -1 17074 -1 E vampire_infravision_senselife_drain_charm_whelm~ &13~ S #17078 A north-south corridor~ Steps ascend to higher, dryer ground. ~ 75 1 3 D2 ~ ~ 0 -1 17034 -1 D4 The stairs go up to a door. ~ ~ 0 -1 17080 -1 S #17080 Top of stairs~ You are at the top of dry, sturdy stairs. A door lies to your north. The stairs lead back into the mire bellow you. ~ 75 1 1 D0 This is a rather sturdy door. ~ door sturdy~ 1 -1 17082 -1 D5 Back down there? Yuck! ~ ~ 0 -1 17078 -1 S #17082 A huge bubble~ You stand on an outcropping of volcanic rock, domed on top by a Huge bubble! Outside the bubble's protective membrane, the water that must fuel the volcano's plume boils fiercely. To the north you see great, gilded doors decorated with a rather ornate visage of Poseidon. ~ 75 512 1 D0 ~ door doors poseidon visage~ 1 -1 17084 -1 D2 ~ door~ 1 -1 17080 -1 E giant_crab~ &14~ E bubble membrane water boil dome~ The membrane feels tender to the touch and the water scalding. It would really be a shame if it broke! ~ E door doors poseidon visage~ What beautiful golden doors! Too bad they're so Heavy. ~ S #17084 Hall of Poseidon~ You stand at the south end of a short hallway. Flaming torches are fixed on the walls with coral. The walls and floor are of shiny brass. At the north end, a glowing trident rests on a pedestal! ~ 75 512 0 D0 The famous trident Wave waits to the north! ~ ~ 0 -1 17086 -1 D2 To the south is the chamber of the guardian crab. ~ doors door poseidon visage~ 1 -1 17082 -1 S #17086 Wave's pedestal~ The trident Wave lies before you, glowing with power..... ........It stirs! ~ 75 512 0 D2 ~ ~ 0 -1 17084 -1 E mimic_with_wave~ &14~ S #17088 A drop-off~ The floor has dropped out from under you! Good thing you weren't wearing any more armor...as it is, you can swim to the north or east. ~ 75 1 3 D0 ~ ~ 0 -1 17090 -1 D1 You see a light from the east. ~ ~ 0 -1 17038 -1 E floor bottom~ It is too deep to feel the floor here. ~ S #17090 A north-south corridor~ The corridor runs north and south. ~ 75 1 3 D0 ~ ~ 0 -1 17092 -1 D2 ~ ~ 0 -1 17088 -1 S #17092 Foot of the stairs~ You stand at the foot of some old stairs. They lead up into a small, dry passage. More muck is to the south. ~ 75 1 3 D2 ~ ~ 0 -1 17090 -1 D4 ~ ~ 0 -1 17094 -1 E hiding_ghouls_paralysis~ &15~ S #17094 A small passage~ You crouch in a small, dry passageway at the top of some stairs. The passage bends further to the west. ~ 75 1 1 D3 ~ ~ 0 -1 17096 -1 D5 Back into the murky corridors (Yuck!) ~ ~ 0 -1 17092 -1 S #17096 A bend in the passage~ You are at an east-south bend in the passageway. You see light coming from a door to the south. ~ 75 1 1 D1 ~ ~ 0 -1 17094 -1 D2 ~ door~ 1 -1 17098 -1 S #17098 Top of Huge stairs~ You stand at the top of an Enormous set of stairs. Each step is about 15 feet long and 6 feet deep! On successive step below you are giant crayfish, giant scorpions, half shark-half lion beasts, and a door. ~ 75 0 3 D0 ~ door~ 1 -1 17096 -1 D5 ~ ~ 0 -1 17100 -1 S #17100 Second giant step~ You stand on the second giant step. ~ 75 512 3 D4 ~ ~ 0 -1 17098 -1 D5 ~ ~ 0 -1 17102 -1 E one_giant_crawfish_here~ &16~ S #17102 Third giant step~ You stand on the third giant step. ~ 75 512 3 D4 ~ ~ 0 -1 17100 -1 D5 ~ ~ 0 -1 17104 -1 E scorpion giant~ The scorpion looks like an illusion when examined closely. ~ S #17104 Fourth giant step~ You stand on the fourth giant step. ~ 75 512 3 D4 ~ ~ 0 -1 17102 -1 D5 ~ ~ 0 -1 17106 -1 E one_sea_lion~ &17~ E sea lion shark~ The sea lion has the back half of a shark and the front half of a lion. ~ S #17106 Bottom step~ You stand at the bottom of the Enormous stairs. A small wooden door, swollen with moisture, is set in the floor. ~ 75 512 3 D4 ~ ~ 0 -1 17104 -1 D5 ~ door wooden~ 3 -1 17108 -1 S #17108 A warm, dry cave~ You land in a warm, dry cave. The walls are covered in furs, and a pot of soup cooks on a tripod. ~ 75 512 0 D4 You see brighter light from above. ~ door wooden~ 3 -1 17106 -1 E ogremagi_with_blackrazor~ &19~ S #17201 Start of a Huge Golden Ladder~ You are starting a tremendous climb up a very tall ladder. You look up ahead at the climb and you figure you will be climbing for a good hour before you even begin to reach the top. ~ 76 8 5 D4 ~ ~ 0 -1 17202 17202 S #17202 Climbing Up a Huge Golden Ladder~ A gentle breeze blows through your hair as you continue climbing. Its strange but you seem to be climbing at a very quick rate, and you dont feel any fatigue at all. This must be some type of magical ladder. ~ 76 8 5 D4 ~ ~ 0 -1 17203 17203 D5 ~ ~ 0 -1 17201 17201 S #17203 Over Half Way Up a Huge Golden Ladder~ What a view! You have climbed what must have been miles of ladder in just a few minutes! You stop for a brief pause to check out the wonderfull view of all of Shadowdale. The people just look like ants as you see them fighting each other. Ooo there goes some type of flash, Elminster must have fireballed another newbie. ~ 76 8 5 D4 ~ ~ 0 -1 17204 17204 D5 ~ ~ 0 -1 17202 17202 S #17204 At the Top of a Huge Golden Ladder~ Finally you have reached the top of the ladder. You are standing on a huge island floating in the sky. A deep forest lies in front of you to the North. The only other safe direction is back down the ladder, all the other directions are a quick way off of the island, a long plunge off of the edge. ~ 76 12 3 D0 ~ ~ 0 -1 17208 17208 D1 ~ ~ 0 -1 17205 17205 D2 ~ ~ 0 -1 17205 17205 D3 ~ ~ 0 -1 17205 17205 D5 ~ ~ 0 -1 17203 17203 S #17205 Diving Off of the Island~ In the grand style of Greg Luganis you take a dive off the side of the island, plunging yourself towards the ground at an alarming speed. Don't you wish you thought about it before jumping off the edge of the island now? ~ 76 76 -1 50 17206 1 0 S #17206 Plummeting Down Towards the Ground~ Your life begins to flash before your eyes as you continue your journey towards the land, if there was only some way to get out of this jam. An idea is on the tip of your tongue, but you simply cant RECALL it. ~ 76 76 -1 50 17207 1 0 S #17207 Becoming One with the Ground~ All good things must come to and end, and your journey down towards the ground has just done so. As you slam down hard into the ground your body becomes as flat as a pancake, your brains oozing out like jelly from a donut. ~ 76 78 0 S #17208 Entranceway Into a Grand Forest~ Huge trees tower before you, you have come across the entranceway into a magnificent forest, your eyes can't penetrate very deep into the forest for is it so lush and thick. You can hear the calls of many wild creatures echoing through the air. A dirt path leads north into the forest through the trees, you wonder where it could lead? Exits in the east and west both are off the edge of the island. ~ 76 8 3 D0 ~ ~ 0 -1 17209 17209 D1 ~ ~ 0 -1 17205 17205 D2 ~ ~ 0 -1 17204 17204 D3 ~ ~ 0 -1 17205 17205 S #17209 Along the Path in a Huge Forest~ You are walking along the path in a deep dark forest. Every direction leads to more and more trees. A dirt parth leads from the South to the North. ~ 76 8 3 D0 ~ ~ 0 -1 17210 17210 D2 ~ ~ 0 -1 17208 17208 S #17210 Standing Before a Large Tree~ Towering before you is a very large tree, it seems to reach upwards and touch the sky. This tree, beside from being tall, is also very thick. A person could practically live inside it if they wanted to. The path continues from the South to the North, and the tree blocks to exit to the West. ~ 76 8 3 D2 ~ ~ 0 -1 17209 -1 D3 ~ Tree~ 1 -1 17211 -1 E tree~ The tree looks very big. Upon closer inspection of the tree you notice a handle set in it. Could you possibly open it up? ~ S #17211 Inside a Large Tree~ Aha a secret passage! The inside of the tree is very spacious. A set of stairs has been carved inside and they curve upwards, circling higher and higher. ~ 76 8 3 D1 ~ Tree~ 1 -1 17210 17210 D4 ~ ~ 0 -1 17212 17212 S #17212 Entrance into the Faerie Village~ Empty ~ 76 12 3 D0 ~ ~ 0 -1 17213 17213 D5 ~ ~ 0 -1 17211 17211 S #17213 Street~ Empty ~ 76 0 3 D0 ~ ~ 0 -1 17216 17216 D1 ~ ~ 0 -1 17214 17214 D2 ~ ~ 0 -1 17212 17212 D3 ~ ~ 0 -1 17215 17215 S #17214 House~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17213 17213 S #17215 House~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17213 17213 S #17216 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17219 17219 D1 ~ ~ 0 -1 17217 17217 D2 ~ ~ 0 -1 17213 17213 D3 ~ ~ 0 -1 17218 17218 S #17217 House~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17216 17216 S #17218 Street~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17216 17216 S #17219 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17222 17222 D1 ~ ~ 0 -1 17220 17220 D2 ~ ~ 0 -1 17216 17216 D3 ~ ~ 0 -1 17221 17221 S #17220 House~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17219 17219 S #17221 House~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17219 17219 S #17222 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17225 17225 D1 ~ ~ 0 -1 17223 17223 D2 ~ ~ 0 -1 17219 17219 D3 ~ ~ 0 -1 17224 17224 S #17223 General Store~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17222 17222 S #17224 Food Shop~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17222 17222 S #17225 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17228 17228 D1 ~ ~ 0 -1 17226 17226 D2 ~ ~ 0 -1 17222 17222 D3 ~ ~ 0 -1 17227 17227 S #17226 Fortune Teller~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17225 17225 S #17227 Clothing Shop~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17225 17225 S #17228 Fountain Square~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17229 17229 D1 ~ ~ 0 -1 17256 17256 D2 ~ ~ 0 -1 17225 17225 D3 ~ ~ 0 -1 17257 17257 S #17229 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17232 17232 D1 ~ ~ 0 -1 17230 17230 D2 ~ ~ 0 -1 17228 17228 D3 ~ ~ 0 -1 17231 17231 S #17230 Resteraunt~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17229 17229 S #17231 Magic Shop~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17229 17229 S #17232 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17235 17235 D1 ~ ~ 0 -1 17233 17233 D2 ~ ~ 0 -1 17229 17229 D3 ~ ~ 0 -1 17234 17234 S #17233 Bar~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17232 17232 S #17234 Inn~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17232 17232 S #17235 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17238 17238 D1 ~ ~ 0 -1 17236 17236 D2 ~ ~ 0 -1 17232 17232 D3 ~ ~ 0 -1 17237 17237 S #17236 House~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17235 17235 S #17237 House~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17235 17235 S #17238 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17241 17241 D1 ~ ~ 0 -1 17239 17239 D2 ~ ~ 0 -1 17235 17235 D3 ~ ~ 0 -1 17240 17240 S #17239 House~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17238 17238 S #17240 House~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17238 17238 S #17241 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17270 17270 D1 ~ ~ 0 -1 17242 17242 D2 ~ ~ 0 -1 17238 17238 D3 ~ ~ 0 -1 17243 17243 S #17242 House~ Empty ~ 76 0 0 D3 ~ ~ 0 -1 17241 17241 S #17243 House~ Empty ~ 76 0 0 D1 ~ ~ 0 -1 17241 17241 S #17244 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17245 17245 D1 ~ ~ 0 -1 17247 17247 D2 ~ ~ 0 -1 17246 17246 D3 ~ ~ 0 -1 17256 17256 S #17245 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17244 17244 S #17246 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17244 17244 S #17247 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17248 17248 D1 ~ ~ 0 -1 17250 17250 D2 ~ ~ 0 -1 17249 17249 D3 ~ ~ 0 -1 17244 17244 S #17248 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17247 17247 S #17249 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17247 17247 S #17250 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17251 17251 D1 ~ ~ 0 -1 17253 17253 D2 ~ ~ 0 -1 17252 17252 D3 ~ ~ 0 -1 17247 17247 S #17251 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17250 17250 S #17252 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17250 17250 S #17253 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17254 17254 D1 ~ ~ 0 -1 17285 17285 D2 ~ ~ 0 -1 17255 17255 D3 ~ ~ 0 -1 17250 17250 S #17254 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17253 17253 S #17255 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17253 17253 S #17256 Street~ Empty~ 76 0 0 D1 ~ ~ 0 -1 17244 17244 D3 ~ ~ 0 -1 17228 17228 S #17257 Street~ Empty~ 76 0 0 D1 ~ ~ 0 -1 17228 17228 D3 ~ ~ 0 -1 17258 17258 S #17258 Street~ Empty~ 76 0 0 D0 ~ ~ 0 -1 17259 17259 D1 ~ ~ 0 -1 17257 17257 D2 ~ ~ 0 -1 17260 17260 D3 ~ ~ 0 -1 17261 17261 S #17259 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17258 17258 S #17260 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17258 17258 S #17261 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17262 17262 D1 ~ ~ 0 -1 17258 17258 D2 ~ ~ 0 -1 17263 17263 D3 ~ ~ 0 -1 17264 17264 S #17262 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17261 17261 S #17263 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17261 17261 S #17264 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17265 17265 D1 ~ ~ 0 -1 17261 17261 D2 ~ ~ 0 -1 17266 17266 D3 ~ ~ 0 -1 17267 17267 S #17265 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17264 17264 S #17266 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17264 17264 S #17267 Street~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17268 17268 D1 ~ ~ 0 -1 17264 17264 D2 ~ ~ 0 -1 17269 17269 S #17268 House~ Empty ~ 76 0 0 D2 ~ ~ 0 -1 17267 17267 S #17269 House~ Empty ~ 76 0 0 D0 ~ ~ 0 -1 17267 17267 S #17270 Entrance to the Faerie Palace~ Straight ahead you see the highest point of all the trees. There are many flowery vines and branches aranged to make a beautiful archway. A very bright glow radiates from this part of the forest. Thus making you believe that someone very important resides here. ~ 76 0 0 D2 ~ ~ 0 -1 17241 17241 D4 ~ ~ 0 -1 17271 17271 S #17271 Inside the Palace~ You are bathed in golden lights that fill you with warmth and security. You see a few guards moving from room to room. You notice that this is a far more lovely place than the rest of the forest town you have already seen. ~ 76 0 0 D0 ~ ~ 0 -1 17272 17272 D5 ~ ~ 0 -1 17270 17270 S #17272 Guard Post~ You become wary when you see the many guards about. You get the feeling you are close to something you aren't supposed to be at. You are then approached by a guard asking you your business. Do you honestly reply, or do you take action?!? ~ 76 0 0 D0 ~ ~ 0 -1 17277 17277 D1 ~ ~ 0 -1 17273 17273 D2 ~ ~ 0 -1 17271 17271 D3 ~ ~ 0 -1 17274 17274 S #17273 Altar of the Great Faerie Godess~ There are so many beautiful flowers and plants surrounding the walls here. This room is very quiet. Many poems, letters, and prayers have been laid here in a sacred-like manner. You have never seen so many lovely varieties of greenery in your life. ~ 76 0 0 D0 ~ ~ 0 -1 17278 17278 D3 ~ ~ 0 -1 17272 17272 S #17274 Queen's Sitting Parlor~ Many tables and chairs fill this room. There are many distinguished people waiting in here. They are discussing many important topics, such as the Queen's business for the day, new economic programs for the citizens, the threat of invaders to the throne. So involved in their discussions are they that they do not notice your appearance. ~ 76 0 0 D0 ~ ~ 0 -1 17275 17275 D1 ~ ~ 0 -1 17272 17272 S #17275 The Queen's Grand Dinning Room~ This room is nearly empty. A very long huge dinning table rests in the center of this room. Elegant settings are neatly laid out by the large kitchen staff. Delicate tapestries hang on the walls where they may have been hanging for hundreds of years. A large emblem of the royal crest is printed on the Queen's chair. ~ 76 0 0 D0 ~ ~ 0 -1 17283 17283 D1 ~ ~ 0 -1 17277 17277 D2 ~ ~ 0 -1 17274 17274 D3 ~ ~ 0 -1 17276 17276 S #17276 Kitchen~ This room is very busy with activity. Lots of servants preparing the next meal of the day. This room is filled with mouth-watering aromas, many bubbling pots and pans, and delicious desserts are resting off to the side. Most of the dishes look almost to good to eat! Awww...go ahead, take a little taste. ~ 76 0 0 D1 ~ ~ 0 -1 17275 17275 S #17277 The Queen's Throne Room~ This is the brightest room of all. The Grand Queen herself is majestically minding her throne. She is surrounded by many aides and guards. Stunning scraps of color wave in the light breezes filtering through the room. A soft buzz of conversation is all that you hear. Oh no! Your presence has been detected! ~ 76 0 0 D0 ~ ~ 0 -1 17281 17281 D1 ~ ~ 0 -1 17278 17278 D2 ~ ~ 0 -1 17272 17272 D3 ~ ~ 0 -1 17275 17275 S #17278 Queen's Bedroom~ Empty ~ 76 0 0 S #17279 17279~ Empty ~ 76 0 0 S #17280 17280~ Empty ~ 76 0 0 S #17281 17281~ Empty ~ 76 0 0 S #17282 17282~ Empty ~ 76 0 0 S #17283 17283~ Empty ~ 76 0 0 S #17284 17284~ Empty ~ 76 0 0 S #17285 A Dark Passageway~ As you head off into this direction you notice the area getting darker and darker, the branches here arent as well kept up as the rest of the village and the leaves are starting to block out the light. It doesnt seem as if many people ever go in this direction. ~ 76 12 3 D1 ~ ~ 0 -1 17286 17286 D3 ~ ~ 0 -1 17253 17253 S #17286 Tight Squeeze~ The branches get tighter and tighter together here, you have to practically crawl through the small opening that the leaves and branches are making. A strange howling can be heard in the distance as a chill wind start to blow across your body. This place is getting spooky! ~ 76 264 3 1 D1 ~ ~ 0 -1 17287 17287 D3 ~ ~ 0 -1 17285 17285 S #17287 Along a Dark Passageway~ The passage is a little bigger here, you have more room to move around. The scenery hasnt changed at all though. You can no longer hear the forest animals like you could in the village. Deep down you know you are entering a bad place. ~ 76 1 3 D1 ~ ~ 0 -1 17288 17288 D3 ~ ~ 0 -1 17286 17286 S #17288 Entrance to a Shadowy Grove~ The passageway begins to open up, but the sky and ground are totally blocked out now, no light is able to get in. You have entered a shadowy grove among the trees. You can almost feel the forces of evil at work here. Two large guards are guarding the entranceway further into the grove. It doesnt look like they are too happy to see you. ~ 76 1 3 D1 ~ ~ 0 -1 17289 17289 D3 ~ ~ 0 -1 17287 17287 S #17289 A Shadowy Grove~ The branches and leaves form a huge chamber here, blocking out all light and sound. The are various shelves along the walls where skulls of various faerie's and other forest animals lie. A large faerie woman sits in the middle of the room here, she is starting into a caulron of bubbling water. She looks up at you as you enter. An evil grin forms on her face and you see her yellow teeth. She seems very pleased to see you here, your skulls can be added to her collection. ~ 76 1 3 D3 ~ ~ 0 -1 17288 17288 S #17290 17290~ Empty ~ 76 0 0 S #17291 17291~ Empty ~ 76 0 0 S #17292 17292~ Empty ~ 76 0 0 S #17293 17293~ Empty ~ 76 0 0 S #17294 17294~ Empty ~ 76 0 0 S #17295 17295~ Empty ~ 76 0 0 S #17296 17296~ Empty ~ 76 0 0 S #17297 17297~ Empty ~ 76 0 0 S #17298 17298~ Empty ~ 76 0 0 S #17299 17299~ Empty ~ 76 0 0 S #17300 17300~ Empty ~ 76 0 0 S #17301 17301~ Empty ~ 76 0 0 S #17302 17302~ Empty ~ 76 0 0 S #17303 17303~ Empty ~ 76 0 0 S #17304 17304~ Empty ~ 76 0 0 S #17305 17305~ Empty ~ 76 0 0 S #17306 17306~ Empty ~ 76 0 0 S #17307 17307~ Empty ~ 76 0 0 S #17308 17308~ Empty ~ 76 0 0 S #17309 17309~ Empty ~ 76 0 0 S #17310 17310~ Empty ~ 76 0 0 S #17311 17311~ Empty ~ 76 0 0 S #17312 17312~ Empty ~ 76 0 0 S #17313 17313~ Empty ~ 76 0 0 S #17314 17314~ Empty ~ 76 0 0 S #17315 17315~ Empty ~ 76 0 0 S #17316 17316~ Empty ~ 76 0 0 S #17317 17317~ Empty ~ 76 0 0 S #17318 17318~ Empty ~ 76 0 0 S #17319 17319~ Empty ~ 76 0 0 S #17320 17320~ Empty ~ 76 0 0 S #17321 17321~ Empty ~ 76 0 0 S #17322 17322~ Empty ~ 76 0 0 S #17323 17323~ Empty ~ 76 0 0 S #17324 17324~ Empty ~ 76 0 0 S #17325 17325~ Empty ~ 76 0 0 S #17326 17326~ Empty ~ 76 0 0 S #17327 17327~ Empty ~ 76 0 0 S #17328 17328~ Empty ~ 76 0 0 S #17329 17329~ Empty ~ 76 0 0 S #17330 17330~ Empty ~ 76 0 0 S #17331 17331~ Empty ~ 76 0 0 S #17332 17332~ Empty ~ 76 0 0 S #17333 17333~ Empty ~ 76 0 0 S #17334 17334~ Empty ~ 76 0 0 S #17335 17335~ Empty ~ 76 0 0 S #17336 17336~ Empty ~ 76 0 0 S #17337 17337~ Empty ~ 76 0 0 S #17338 17338~ Empty ~ 76 0 0 S #17339 17339~ Empty ~ 76 0 0 S #17340 17340~ Empty ~ 76 0 0 S #17341 17341~ Empty ~ 76 0 0 S #17342 17342~ Empty ~ 76 0 0 S #17343 17343~ Empty ~ 76 0 0 S #17344 17344~ Empty ~ 76 0 0 S #17345 17345~ Empty ~ 76 0 0 S #17346 17346~ Empty ~ 76 0 0 S #17347 17347~ Empty ~ 76 0 0 S #17348 17348~ Empty ~ 76 0 0 S #17349 17349~ Empty ~ 76 0 0 S #17350 17350~ Empty ~ 76 0 0 S #17351 17351~ Empty ~ 76 0 0 S #17352 17352~ Empty ~ 76 0 0 S #17353 17353~ Empty ~ 76 0 0 S #17354 17354~ Empty ~ 76 0 0 S #17355 17355~ Empty ~ 76 0 0 S #17356 17356~ Empty ~ 76 0 0 S #17357 17357~ Empty ~ 76 0 0 S #17358 17358~ Empty ~ 76 0 0 S #17359 17359~ Empty ~ 76 0 0 S #17360 17360~ Empty ~ 76 0 0 S #17361 17361~ Empty ~ 76 0 0 S #17362 17362~ Empty ~ 76 0 0 S #17363 17363~ Empty ~ 76 0 0 S #17364 17364~ Empty ~ 76 0 0 S #17365 17365~ Empty ~ 76 0 0 S #17366 17366~ Empty ~ 76 0 0 S #17367 17367~ Empty ~ 76 0 0 S #17368 17368~ Empty ~ 76 0 0 S #17369 17369~ Empty ~ 76 0 0 S #17370 17370~ Empty ~ 76 0 0 S #17371 17371~ Empty ~ 76 0 0 S #17372 17372~ Empty ~ 76 0 0 S #17373 17373~ Empty ~ 76 0 0 S #17374 17374~ Empty ~ 76 0 0 S #17375 17375~ Empty ~ 76 0 0 S #17376 17376~ Empty ~ 76 0 0 S #17377 17377~ Empty ~ 76 0 0 S #17378 17378~ Empty ~ 76 0 0 S #17379 17379~ Empty ~ 76 0 0 S #17380 17380~ Empty ~ 76 0 0 S #17381 17381~ Empty ~ 76 0 0 S #17382 17382~ Empty ~ 76 0 0 S #17383 17383~ Empty ~ 76 0 0 S #17384 17384~ Empty ~ 76 0 0 S #17385 17385~ Empty ~ 76 0 0 S #17386 17386~ Empty ~ 76 0 0 S #17387 17387~ Empty ~ 76 0 0 S #17388 17388~ Empty ~ 76 0 0 S #17389 17389~ Empty ~ 76 0 0 S #17390 17390~ Empty ~ 76 0 0 S #17391 17391~ Empty ~ 76 0 0 S #17392 17392~ Empty ~ 76 0 0 S #17393 17393~ Empty ~ 76 0 0 S #17394 17394~ Empty ~ 76 0 0 S #17395 17395~ Empty ~ 76 0 0 S #17396 17396~ Empty ~ 76 0 0 S #17397 17397~ Empty ~ 76 0 0 S #17398 17398~ Empty ~ 76 0 0 S #17399 17399~ Empty ~ 76 0 0 S #17400 17400~ Empty ~ 76 0 0 S #17500 17500~ Empty ~ 76 0 0 S #17555 17555~ Empty ~ 76 0 0 S #17600 17600~ Empty ~ 76 0 0 S #17990 Jako's Sanctuary~ You have entered a large warehorse, with high ceilings and huge oak beams. You are astonished by the vastness of the building, and you feel strange. When you gather your wits, you notice a man reclining nonchalantly in the center of the room. ~ 76 0 0 S #17995 One Way Ticket to HELL!~ Due to some outrageously stupid act on your part, you are going to stay in hell for a while. Enjoy your stay! ~ 76 0 -1 10 2 1 0 S #17998 Euphrates' and Sacha's Chat Room for Area Talk~ This is a room full of notebook paper, maps, mob body parts, and various strange items thrown about. This is the place where Sacha and Euphrates are creating a new world. ~ 76 6144 0 D0 ~ ~ 0 -1 14999 14999 D2 ~ ~ 0 -1 17999 17999 S #17999 Euphrates Chamber~ You are in a comfortable chamber. A fireplace glows brightly on the south wall, lighting up the entire room. Above the fireplace is a grand painting of the god Euphrates, he is in battle with the forces of good, using his magic to destroy all. In the corner near the fire a huge multi-chromatic dragon with many heads is sleeping. Across from the fireplace is a huge throne made of pure diamonds, it sparkles in the firelight. The floor is covered with a red lush carpet and the walls with many tapestries. Euphrates seems to enjoy a higher class of living. ~ 76 4104 0 D0 ~ Ace~ 1 -1 1800 374 S #18001 A path through a dense forest~ You are standing on a path which leads westwards into a dense forest, and eastwards into the city of Mordilnia. The forest here is very quiet, and it looks like this road is not often travelled ~ 77 0 3 D1 ~ ~ 0 -1 18205 -1 D3 ~ ~ 0 -1 18002 -1 S #18002 A path through a dense forest~ You are standing on a path, inside a dense forest. To the west, the path vanishes into the forest, while to the east, you can see the forbidding city wall of Mordilnia. ~ 77 4 3 D1 ~ ~ 0 -1 18001 -1 D3 ~ ~ 0 -1 18003 -1 S #18003 A path through a dense forest~ You are standing on a path, leading north and east through a dense forest. To the east, you can hear the sounds of a large city, but the city itself is obscured from view. To the north, you can hear nothing. ~ 77 0 3 D0 ~ ~ 0 -1 18004 -1 D1 ~ ~ 0 -1 18002 -1 S #18004 A path through a dense forest~ You are standing on path, which leads south and west through a dense forest. To the north, you can see the huge, hollowed out remnants of some great tree. ~ 77 0 3 D0 ~ ~ 0 -1 18008 -1 D2 ~ ~ 0 -1 18003 -1 D3 ~ ~ 0 -1 18005 -1 S #18005 A path through a dense forest~ You are standing on a path which leads east west through a dense forest. It is very quiet here, you can't hear the normal cricket and bird sounds that you normally associate with a forest. ~ 77 0 3 D1 ~ ~ 0 -1 18004 -1 D3 ~ ~ 0 -1 18006 -1 S #18006 A path through a dense forest~ You are standing on a path which leads east west through a dense forest. The path changes size here, becoming larger to the west, and smaller to the east. ~ 77 0 3 D1 ~ ~ 0 -1 18005 -1 D3 ~ ~ 0 -1 18007 -1 S #18007 A road through a dense forest~ You are standing on a small road, which leads north and west through a dense forest. A large sign has fallen by the roadside, gathering moss. To the east, you faintly hear the sounds of the forest, but to the north, you can hear nothing. ~ 77 0 3 D0 ~ ~ 0 -1 21001 -1 D1 ~ ~ 0 -1 18006 -1 E sign large~ Although you are not sure, it looks like the sign points north and reads 'Ershteep road' ~ S #18008 A hollowed out tree-trunk~ You are standing inside the hollowed out remnants of some ancient tree. To the south, you can see the forest, while to the north, everything is swallowed by darkness ~ 77 12 3 D0 ~ ~ 0 -1 18009 -1 D2 ~ ~ 0 -1 18004 -1 S #18009 A hollowed out tree~ You are standing inside a giant, hollowed out tree. Inky blackness greets you to the north, while the path to the south is somewhat less dark and disturbing ~ 77 9 3 D0 ~ ~ 0 -1 18010 -1 D2 ~ ~ 0 -1 18008 -1 S #18010 The northern end of a hollowed out tree~ You are standing at the northern end of a hollowed out tree trunk. To the north, a swamp greets you, beckoning you to enter and get your shoes all muddy. To the south, the path is swallowed by darkness ~ 77 9 3 D0 ~ ~ 0 -1 18011 -1 D2 ~ ~ 0 -1 18009 -1 S #18011 A murky swamp~ You are standing on a small path, which appears to lead north south through a rather unpleasant smelling swamp. To the south, the path appears to lead through a hollowed out tree trunk, while to the north, the path winds through the swamp ~ 77 0 6 D0 ~ ~ 0 -1 18012 -1 D2 ~ ~ 0 -1 18010 -1 S #18012 A smelly swamp~ You are very deep inside an exceptionally smelly swamp.. The trail has disappeared here, but some kind? soul has left large sticks at even intervals through the waist deep water. The sticks lead north and south ~ 77 0 6 D0 ~ ~ 0 -1 18013 -1 D2 ~ ~ 0 -1 18011 -1 S #18013 A smelly swamp~ You are waist deep in water, in the middle of a smelly swamp. To the north, it looks a bit dryer, while to the south, you can see nothing but swamp. ~ 77 4 6 D0 ~ ~ 0 -1 18014 -1 D2 ~ ~ 0 -1 18012 -1 S #18014 A trail through a dense forest~ You are standing on a trail, leading west and south through a dense forest. To the south, you can see a large, and unpleasant looking swamp. To the west, you hear some noises, possibly some sort of habitation can be found ~ 77 0 3 D2 ~ ~ 0 -1 18013 -1 D3 ~ ~ 0 -1 18015 -1 S #18015 A path through a dense forest~ You are standing on a path, which leads east and west through a dense forest. To the west, you can hear the sounds of a village, or some other habitation, while to the east, the ground becomes muddy and bog-like ~ 77 0 3 D1 ~ ~ 0 -1 18014 -1 D3 ~ ~ 0 -1 15810 -1 S #18197 Outside the MidWest Gate of Mordilnia~ You stand at the fringe of the wilderness; east of here lies the haven of the walls of Mordilnia. You can hear the life of the city, and marvel at its size. West of here is a humpbacked bridge, spanning the gap of a small stream which flows endlessly through the forest. ~ 77 0 2 D1 ~ gate~ 1 -1 18198 -1 D3 ~ ~ 0 -1 18181 -1 S #18198 Inside the MidWest Gate of Mordilnia~ You are by two towers that have been built into the hard granite wall with a strong iron gate in between; wicked, barbed spikes protruding up and down along every other bar - like the hungry jaws of some demented nether-beast. Temple Road runs north and south from here, its dull, cobbled surface visually muted by the windblown dust which forms a thin line over its flat surface. Eastward, you see the Temple of Mordilnia, in all its modest and holy splendor. ~ 77 0 1 D0 ~ ~ 0 -1 18200 -1 D1 ~ ~ 0 -1 18199 -1 D2 ~ ~ 0 -1 18231 -1 D3 ~ gate~ 1 -1 18197 -1 S #18199 The Temple of Mordilnia~ The grand, marble floor of this holy house lies unscathed - though many feet have tread its surface, both bare and shod. The high-domed ceiling shows a sky of many shades and hues. Midway from floor to ceiling, a balcony-like second floor stands, hand woven tapestries adorning the smooth granite walls. From here to the floor above, a grand, spiralling stairway ascends, its polished cherrywood surface casting a multitude of tiny daggers of reflected light into your eyes. Through the arched portal to the west, one can venture to Temple Road, and the MidWest Gate, leading far out through the wilderlands. ~ 77 8 0 D3 ~ ~ 0 -1 18198 -1 D4 ~ ~ 0 -1 18281 -1 S #18200 Temple Road~ Near the center of this long road, you look north and south for exits from this long, tiring expanse of cobbled pavement. South of here, you see the inside of the MidWest gate, while southwest is its exit. Southeast of here, you spy a humble temple. To the northeast, however, a grand, majestic oak towers above the buildings of the city. ~ 77 0 1 D0 ~ ~ 0 -1 18201 -1 D2 ~ ~ 0 -1 18198 -1 S #18201 Temple Road~ As you walk the long, seemingly endless variety of cobblestones which make up this road, you notice a great vision of greenery to the east. Turning to look, you see a majestic, gargantuan tree...certainly the largest oak you've ever seen in a largely populated area. It's singularity seems to make it some sort of symbolic presence, like a talisman of ultimate nature grasped cruelly in the stony talons of society. The road continues from here, both to the north and the south. ~ 77 0 1 D0 ~ ~ 0 -1 18202 -1 D1 ~ ~ 0 -1 18221 -1 D2 ~ ~ 0 -1 18200 -1 S #18202 Temple Road~ You are standing on the Temple Road, which runs almost endlessly south of here, and beginning just to the north. An equipment shop lies to the northeast, while you see a great oak to the southeast, filling the sky with its beautiful greenery. You marvel at its size and its solidity, within the walls of an almost natureless city. ~ 77 0 1 D0 ~ ~ 0 -1 18203 -1 D2 ~ ~ 0 -1 18201 -1 S #18203 Temple Road~ You are standing on the northernmost end of Temple Road, leading from the inside of the NorthWest gate, just north of here. The road continues south from here, finally meeting with South Street at its southern end. East of here, you see the entryway to a small shop, which specializes in the selling of basic equipment for adventuring needs. ~ 77 0 1 D0 ~ ~ 0 -1 18204 -1 D1 ~ ~ 0 -1 18232 -1 D2 ~ ~ 0 -1 18202 -1 S #18204 Inside the NorthWest Gate of Mordilnia~ At the northwestern outskirts of town, the cobblestone road runs south along Temple Road, and east through Opal Court and Diamond Street. What lies west, through the heavy iron gate and out of town, you'll not know untill you venture that way. ~ 77 0 1 D1 ~ ~ 0 -1 18206 -1 D2 ~ ~ 0 -1 18203 -1 D3 ~ gate~ 1 -1 18205 -1 S #18205 Outside the NorthWest Gate of Mordilnia~ You are standing outside the Northwest gate of Mordilnia. A large forest lies to the west, and a trail leads westward into the forest. ~ 77 0 1 D1 ~ gate~ 1 -1 18204 -1 D3 ~ ~ 0 -1 18001 -1 S #18206 Opal Court~ This semi-road, cobble stoned as is the rest of the city, heads north, toward the town wall, and the jewelry shop above. Glancing westward, you see a gate leading out of town, while the scenery of the east flows toward the center of Mordilnia, and a bit past it. The sounds of a forge can be heard nearby, and you wince at the deafening revertebrations of the hammer as it meets the anvil, sending a ringing sound through the streets, a sound not unlike that of heavy weaponry clashing furiously in battle. ~ 77 0 1 D0 ~ ~ 0 -1 18207 -1 D1 ~ ~ 0 -1 18209 -1 D3 ~ ~ 0 -1 18204 -1 S #18207 Opal Court~ You stand at the end of Opal Court, shadowed by the jewelry shop above; the building seemingly levitating in mid-air. Upon closer inspection, however, you see that the building is built into the top of the wall surrounding Mordilnia, with a strong, steel frame stairway leading up to the front door of the establishment. Though the cobbled stone street here is shadowed by the building above it, the stones have an almost supernatural polished gleam to them, as if advertising the wares bought and sold daily just atop the stair... ~ 77 0 1 D2 ~ ~ 0 -1 18206 -1 D4 ~ ~ 0 -1 18208 -1 S #18208 Belmirek's Fine Jewelry~ You stand in the typical shop of a jeweler; expensive carpeting, drapes, crystalline display cases displaying the wares, and a sense of monetary loss, even if nothing is bought or sold by you. The cloving scent of incense floats lazily about the room, calming the mind and relaxing the muscles. It, and the glittering gemstones, are the only things of serenity in the room. ~ 77 8 0 D5 ~ ~ 0 -1 18207 -1 S #18209 Diamond Street~ This is the westernmost end of Diamond Street. Even farther west is Opal Court, and the NorthWest Gate. The cobblestone street is covered in soot and ash, and the sounds of a forge can be heard, both coming from the blacksmithy to the south. A cleaner section of the street can be found eastward. ~ 77 0 1 D1 ~ ~ 0 -1 18211 -1 D2 ~ ~ 0 -1 18210 -1 D3 ~ ~ 0 -1 18206 -1 S #18210 The Blacksmithy~ You stand inside the sooty workshop of Mordilnia's Blacksmith. The walls and ceiling are blackened with heat and grime, giving you a good impression of a fiery dragon's lair. The floor is constructed of cobbled stone, some of which has been worked loose over the years. A large assortment of armours and weapons hang from the walls here, and a giant cauldron of cool, steel-quenching water lies in the center of the room, waiting to extinguish the metal's heat. ~ 77 8 0 D0 ~ ~ 0 -1 18209 -1 S #18211 Diamond Street~ The smell of roses, apples, and oranges wafts through the street here, coming from a beautiful courtyard to the north. The cobblestones in this section of the street are so clean that they seem to have been polished with great care, but to the west the street is filthy with ashes and soot. To the east, you see the town square. ~ 77 0 1 D0 ~ ~ 0 -1 18233 -1 D1 ~ ~ 0 -1 18212 -1 D3 ~ ~ 0 -1 18209 -1 S #18212 The Mordilnia Town Square~ At the center of town, you see that Mordilnia bustles with activity, as clouds of dust float lazily down the cobblestone street, marking the passing of many people. Here in the the heart of the town, you can see the groups of establishments and small villas lining the streets. Diamond Street leads west from here, Blackraven Avenue leads east, and Phantom Road leads south. To the north, Wizard Way leads to the North Gate, and beyond. ~ 77 0 1 D0 ~ ~ 0 -1 18234 -1 D1 ~ ~ 0 -1 18239 -1 D2 ~ ~ 0 -1 18213 -1 D3 ~ ~ 0 -1 18211 -1 S #18213 Phantom Road~ The sun beats warmly down your back and on the street here. A sense of friendliness and good cheer fills the air. The cobblestone road runs north, into the town square, and southward. To the east, the sign of a small tavern catches your eye. ~ 77 0 1 D0 ~ ~ 0 -1 18212 -1 D1 ~ ~ 0 -1 18214 -1 D2 ~ ~ 0 -1 18216 -1 E sign~ You see a wooden sign, hanging from above the doorway. It reads: 'Der Ratskeller's Bar and Grille' ~ S #18214 Der Ratskeller's Bar and Grille~ You sense an air of peace and well-being here, as this is the palace of drunken gossip and rest from adventure. The hardwood floor is finely polished and still shines, though many heeled boots have tried to scar its surface in the past. The building is illuminated by many small candles hanging from oaken pillars, giving the room a warm, cheery glow. Many tables are sitting around the room, and a long, oaken bar sits against the far wall. ~ 77 8 0 D3 ~ ~ 0 -1 18213 -1 D4 ~ ~ 0 -1 18215 -1 S #18215 The Inn of Der Ratskeller's~ This room is made of finely polished wood, from which wafts a pleasant, and somewhat familiar smell. The sconces holding the candles which illuminate the room are crafted from fine pewter, and the mahogany staircase leading down to the Bar looks well cared for. A large tome rests on the desk here. ~ 77 8 0 D5 ~ ~ 0 -1 18214 -1 E tome book~ This is the book used by the Innkeeper to take note of the names of those who stay at the Inn. ~ S #18216 Phantom Road~ You stand on Phantom Road, which leads north and south from here. To the west, you see The Apothecary Shop, where one can pay to have spells of a beneficial sort cast to restore health and vigor. Northeast from here, you see Der Ratskeller's Bar and Grille, while The Executioner's Block lies to the southwest. ~ 77 0 1 D0 ~ ~ 0 -1 18213 -1 D2 ~ ~ 0 -1 18218 -1 D3 ~ ~ 0 -1 18217 -1 S #18217 The Apothecary Shop~ Standing in this humble building, you can see the vast amounts of holy articles which serve as the rooms decor. Splendid portraits of ancient gods are hung neatly upon the walls, as well as intricately smithed golden candelabras which hold herb-scented, multicolored candles of a respected and lovely craft. Vast, almost limitless tomes containing holy knowledge fill countless shelves, as well as statuettes depicting deities of every pantheon and creed. At the front of the shop, for that is the true purpose of this otherwise saintly abode, sits a small, mahogany desk scarred by many years of loving use by quill and scroll. ~ 77 8 1 D1 ~ ~ 0 -1 18216 -1 S #18218 Phantom Road~ You are standing on Phantom Road, which continues to the north. The Executioner's Block lies west of here, and you see an Apothecary Shop to the northwest. ~ 77 0 1 D0 ~ ~ 0 -1 18216 -1 D3 ~ ~ 0 -1 18219 -1 S #18219 The Executioner's Block~ At the center of the intersection stands a large wooden stage of sorts. At the southern edge of the stage, you see a podium, its ebony surface a grim testament to the death which has been dealt here. In the center of the wooden stage, a guillotine stands, solemnly waiting for its wicked blade to bite into flesh and bone. Spectators of past decapitations have always gasped at the meaty thump of a severed head falling into the blood-lined interior of the bucket below. East of here, you see Phantom Road. East Avenue runs south into South Street from here, and oddly enough, you see an oak tree shading the grass of the Town Common to the west. ~ 77 0 1 D1 ~ ~ 0 -1 18218 -1 D2 ~ ~ 0 -1 18222 -1 D3 ~ ~ 0 -1 18220 -1 S #18220 The Town Common~ You stand on the soft, fragrant grasses of the Town Common, where those who seek rest or socialization often venture. You see many indications of past loungings, such as soft indentations in the grass where someone has briefly taken seat for lunch or small talk. Small, wild flowers grow in dense, well-distributed patches throughout the common, giving you a picture of simplistic beauty. A great, towering oak resides west of here, shading that part of the common and providing an adequate place of slumber. The only irony to these sights is the existance of the sadistic tool of death just east of here, a great chopping block for those of unruly nature. ~ 77 0 2 D1 ~ ~ 0 -1 18219 -1 D3 ~ ~ 0 -1 18221 -1 S #18221 At The Great Oak~ You stand at the thick base of the gargantuan Great Oak. Its trunk is as thick as any building in Mordilnia, a testimony to its great age. None of the inhabitants know how or why it is here, but some have guessed that it was planted millennia ago by a wisened race of Druidic creatures, as a legacy of their passing, and some traveller set up camp at its base, eventually deciding to stay, building Mordilnia as a whole around this central figurehead of nature and beauty. No one has dared bring blade against this tree, for some unspoken law, or perhaps a Druidic ritual, has forbade it. The Town Common lies east of here, shaded by the branches of the oak, while the Temple Road is to the west. ~ 77 0 3 D1 ~ ~ 0 -1 18220 -1 D3 ~ ~ 0 -1 18201 -1 S #18222 East Avenue~ As you stand here, you see that East Avenue continues southward, to South Street, which eventually meanderes off into the Guild Roads. North of here, you see The Executioner's Block, and shiver uncomfortably at the thought of your neck under the blade. To the southeast, you see a sign claiming that the door beneath it leads to the Bank of Mordilnia. ~ 77 0 1 D0 ~ ~ 0 -1 18219 -1 D2 ~ ~ 0 -1 18223 -1 S #18223 East Avenue~ You are standing on East Avenue. The street runs north, where you can see a guillotine at its end, and southward to South Street. Glancing to the east, you see the reputable Bank of Mordilnia. ~ 77 0 1 D0 ~ ~ 0 -1 18222 -1 D1 ~ ~ 0 -1 18224 -1 D2 ~ ~ 0 -1 18225 -1 S #18224 The Bank of Mordilnia~ You stand in the lavishly furnished bank of Mordilnia. Soft, leather upholstered couches line the walls, though they seem to show no signs of use, past or recent. The carpeted floor and paneled walls, accompanied by the soft glow of the illuminating wall lamps suggest wealth and prosperity. A single, barred window lies to the east, behind which the bank teller makes note of and executes all transactions. Through the door to the west, you see East Avenue. ~ 77 8 0 D3 ~ ~ 0 -1 18223 -1 S #18225 East Avenue~ You stand on the southernmost end of East Avenue, which seems to lack any prominant features...at least any worth mention. The roadway continues north and south from this point. ~ 77 0 1 D0 ~ ~ 0 -1 18223 -1 D2 ~ ~ 0 -1 18226 -1 S #18226 Intersection: East Avenue and South Street~ You stand at an intersection, looking intently at your surroundings for a hint of where you should travel. East Avenue runs north from here, eventually to the infamous executioner's block. South Street runs both west and east. Along the westernmost section of te street, you see a few shops and other buildings, while eastward the road abruptly ends, meandering to the south, onto the Guild Roads. ~ 77 0 1 D0 ~ ~ 0 -1 18225 -1 D1 ~ ~ 0 -1 18227 -1 D3 ~ ~ 0 -1 18228 -1 S #18227 South Street~ You are at the eastern end of South Street, which continues to the west some distance untill merging with Temple Road. Northwest of here lies East Avenue, and to the south you see the famous Guild Roads - so named for the almost central concentration of the guilds. ~ 77 0 1 D2 ~ ~ 0 -1 18243 -1 D3 ~ ~ 0 -1 18226 -1 S #18228 South Street~ The dust which comes up from your walking is thick here; this road is less travelled than the others. It continues both to the east and west, turning north to the immediate east onto East Avenue. ~ 77 0 1 D1 ~ ~ 0 -1 18226 -1 D3 ~ ~ 0 -1 18229 -1 S #18229 South Street~ You stand on South Street, which continues to the east and west from here. The cobbled stones of this street seem to be less worn, as this area is not as often travelled as the other streets in the city. ~ 77 0 1 D1 ~ ~ 0 -1 18228 -1 D3 ~ ~ 0 -1 18230 -1 S #18230 South Street~ You stand on the western end of South Street, which runs east of here. To the north, Temple Road continues in that direction, with no end in sight. ~ 77 0 1 D0 ~ ~ 0 -1 18231 -1 D1 ~ ~ 0 -1 18229 -1 S #18231 Temple Road~ You are standing at the southernmost end of Temple Road. Its rough, cobbled surface extends far to the north, and suddenly ends south of here, turning eastward on South Street. To the northeast, you see the Temple of Mordilnia, just opposite the MidWest gate. ~ 77 0 1 D0 ~ ~ 0 -1 18198 -1 D2 ~ ~ 0 -1 18230 -1 S #18232 Heimslan's Surplus Equipment Shop~ You stand in a small, comfortable shop. The stone floor has a few rugs thrown on it, so that wet or muddied adventurers have a spot to clean their boots. Shelves line the walls here, lined and neatly packed with a great multitude of adventuring equipment; from bags to torches, and beyond. ~ 77 8 0 D3 ~ ~ 0 -1 18203 -1 S #18233 In Front of the Villa~ You stand in the front yard of this lavish courtyard. There is a beautiful marble fountain of a dragon with water flowing from its mouth, positioned in the center of the walkway. Large apple and orange trees line the sides of the building as you look at it, giving you a sense of peaceful splendor. The fresh-cut lawn and exotic flowers show you that the owner of this place has much wealth. Northward, through the marble support columns, is a large double door. ~ 77 0 1 D2 ~ ~ 0 -1 18211 -1 S #18234 Wizard Way~ Nearly in the center of town, you can hear, if not taste, the goings-on of the inhabitants. The cobblestone road leads north, eventually out of town, and south, into the Town Square and beyond. ~ 77 0 1 D0 ~ ~ 0 -1 18235 -1 D2 ~ ~ 0 -1 18212 -1 S #18235 Wizard Way~ Here at the northernmost sector of town, you can still hear the sounds of the wilderness, mixed in with the more familiar bustlings of civilization. To the north, a gate leads out of town, into the wilderness, and southward, the road continues. ~ 77 0 1 D0 ~ ~ 0 -1 18236 -1 D2 ~ ~ 0 -1 18234 -1 S #18236 Inside the North Gate of Mordilnia~ You are inside the walls of the town, an unpaved dirt road leading north, and Wizard Way leading southward. The walls look strong and new, but are much weaker than those surrounding Shadowdale. ~ 77 0 1 D0 ~ ~ 0 -1 18237 -1 D2 ~ ~ 0 -1 18235 -1 S #18237 Outside the North Gate of Mordilnia~ You are outside of the protective walls of Mordilnia, just south of here, and are exposed to the elements of the wilderness, so close to the haven of the town. ~ 77 0 1 D0 ~ ~ 0 -1 18238 -1 D2 ~ ~ 0 -1 18236 -1 S #18238 On the Road to Mordilnia~ You walk on an old dirt road, though it seems less abused here than it is farther north. Either side of the road here is surrounded by thick shrubbery, which starts here and extends southward until it reaches the walls of Mordilnia. ~ 77 0 1 D0 ~ ~ 0 -1 18282 -1 D2 ~ ~ 0 -1 18237 -1 S #18239 Blackraven Avenue~ You stand at the beginning of Blackraven avenue, which heads east to the town square, and west to an eventual dead end. Clouds of dust float close to the ground here, touching down on the cobbled stone street and lifting off again with the changes in the wind. To the northwest, you see an alchemy shop. The faint scent of sulphur and exotic spices wrestle with your sense of smell. ~ 77 0 1 D1 ~ ~ 0 -1 18240 -1 D3 ~ ~ 0 -1 18212 -1 S #18240 Blackraven Avenue~ Here, the scents of chemical and spice are nearly overpowering, and your hair at the base of your neck stands on end with the strong magical energy that is pulsating through the atmosphere. Some sort of hallucigenic residue floats through the air here, for your vision blurs and colors change; from magenta to fuscia, to every visible color imaginable. The sign of the shop to the north seems to waver and dance writhingly, and the cobbled stones beneath your feet seem to shift restlessly, as if they were tiny, sentient beings, set on carrying your weight with only their sheer size in numbers. Then a fresh wind tugs at your face and through your hair, and all is normal in the world once again. ~ 77 0 1 D0 ~ ~ 0 -1 18242 -1 D1 ~ ~ 0 -1 18241 -1 D3 ~ ~ 0 -1 18239 -1 S #18241 Blackraven Avenue~ You are standing at the easternmost end of Blackraven Avenue, which stops here with the eastern town wall. The street continues to the west from here, and to the immediate west you see a spiralling cloud of multicolored gases, just it front of the Alchemy Shop. The source of these gases seems to be a ventillation pipe leading from the roof of the establishment. Here, it is dead calm. ~ 77 0 1 D3 ~ ~ 0 -1 18240 -1 S #18242 The House of Supreme Alchemy~ As you stand in this dim, musty room, you discover that the cloying smells of exotic spices and strange chemicals are not as strong as they are out on the street. In fact, this doesn't look to be a laboratory of any sort, so the room where the various potions and other oddities are made must be located in the back somewhere, with a ventillation shaft extanding above the shop. Here, you see strange, arcane symbols attached to the walls here and there along with shelves full of bottled liquids and jarred powders. A large, stone-carved counter lies in the center of the room, with neatly stacked papers and other secretarial paraphanelia lining its top. To the south, you see the street. ~ 77 8 0 D2 ~ ~ 0 -1 18240 -1 S #18243 The Guild Roads~ You are standing at the beginning of a mazelike procession of streets, which contain and are compromised of all the guilds of every profession. The odd construction of these roads has never been fully understood...as if some deranged architect were put to the task of designing a trap of knowledge for the unwary. ~ 77 0 1 D0 ~ ~ 0 -1 18227 -1 D1 ~ ~ 0 -1 18244 -1 D2 ~ ~ 0 -1 18257 -1 S #18244 The Guild Roads~ Walking along the cobbled stone street, with the wind whipping through your hair, you notice a lone Knight standing before a majestic oaken door to the south. The road leads east and west, but stops in either direction. You feel boxed in for some unspecified reason... ~ 77 0 1 D1 ~ ~ 0 -1 18245 -1 D2 ~ ~ 0 -1 18256 -1 D3 ~ ~ 0 -1 18243 -1 S #18245 The Guild Roads~ You stand at the eastern corner of the northernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the west and the south, and you see the entrance to the Warriors' Guild to the southwest. ~ 77 0 1 D2 ~ ~ 0 -1 18246 -1 D3 ~ ~ 0 -1 18244 -1 S #18246 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the north, the road ends, but turns to the west. Southward, the road continues into an entryway of some sort, but turns eastward. West of here, you see the entrance to the guild of Warriors. ~ 77 0 1 D0 ~ ~ 0 -1 18245 -1 D2 ~ ~ 0 -1 18247 -1 D3 ~ ~ 0 -1 18256 -1 S #18247 The Guild Roads~ You are standing on The Guild Roads, which continue to the north and the east, though both directions end with the town wall. Where the road ends to the north, it turns westward, and where it ends to the east, it turns to the south. An odd configuration of streets, if you ever saw one... South of here is the Entryway to the Guild of Clerics, while to the northwest you see the Entryway to the Warriors' Guild. ~ 77 0 1 D0 ~ ~ 0 -1 18246 -1 D1 ~ ~ 0 -1 18248 -1 D2 ~ ~ 0 -1 18276 -1 S #18248 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the west and turning southward toward the east. You hear cries of anger and frustration from somewhere on the roads... ~ 77 0 1 D1 ~ ~ 0 -1 18249 -1 D3 ~ ~ 0 -1 18247 -1 S #18249 The Guild Roads~ You stand on the northern corner of the eastern block of the Guild Roads. The road continues both to the west and to the south. The southern stretch ends with the town wall, but turns westward once again, while just south of here lies the SouthEast gate, the only eastern gate in all of Mordilnia. ~ 77 0 1 D2 ~ ~ 0 -1 18250 -1 D3 ~ ~ 0 -1 18248 -1 S #18250 Inside the SouthEast Gate of Mordilnia~ You stand at the SouthEast gate of Mordilnia, a heavy oaken portal with overlapping iron bands for reinforcement. It stands nearly three men tall, and looks to be a cumbersome thing to open. Looking closely at its surface, you see that it has been hacked in several places, as if someone from the inside were trying to get out. The Guild Roads continue north and south of here, the northern stretch turning westward as does the southern end. ~ 77 0 1 D0 ~ ~ 0 -1 18249 -1 D1 ~ gate~ 1 -1 18280 -1 D2 ~ ~ 0 -1 18251 -1 S #18251 The Guild Roads~ You stand on the southern corner of the eastern block of the Guild Roads. The road continues both to the west and to the north. The northern stretch ends with the town wall, but turns westward once again, while just north of here lies the SouthEast gate, the only eastern gate in all of Mordilnia. ~ 77 0 1 D0 ~ ~ 0 -1 18250 -1 D3 ~ ~ 0 -1 18252 -1 S #18252 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the east and turning southward toward the west. You hear cries of anger and frustration from somewhere on the roads... ~ 77 0 1 D1 ~ ~ 0 -1 18251 -1 D3 ~ ~ 0 -1 18253 -1 S #18253 The Guild Roads~ You are standing on The Guild Roads, which continue to the south and the east, though both directions end with the town wall. Where the road ends to the south, it turns westward, and where it ends to the east, it turns to the north. An odd configuration of streets, if you ever saw one... North of here is the Entryway to the Guild of Clerics, while to the southwest you see the Entryway to the Guild of Thieves. ~ 77 0 1 D0 ~ ~ 0 -1 18276 -1 D1 ~ ~ 0 -1 18252 -1 D2 ~ ~ 0 -1 18254 -1 S #18254 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the south, the road ends, but turns to the west. Northward, the road continues into an entryway of some sort, but turns eastward. West of here, you see the entrance to the guild of Thieves. ~ 77 0 1 D0 ~ ~ 0 -1 18253 -1 D2 ~ ~ 0 -1 18255 -1 D3 ~ ~ 0 -1 18272 -1 S #18255 The Guild Roads~ You stand at the eastern corner of the southernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the west and the north, and you see the entrance to the Thieves' Guild to the northwest. ~ 77 0 1 D0 ~ ~ 0 -1 18254 -1 D3 ~ ~ 0 -1 18269 -1 S #18256 The Entryway to The Guild of Warriors~ You are standing at the entryway of the Guild of Warriors; a guild of brute strength and instinct, a guild of people who revel in hacking the life out of their adversaries. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The southern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 77 8 0 D0 ~ ~ 0 -1 18244 -1 D1 ~ ~ 0 -1 18246 -1 D2 ~ ~ 0 -1 18275 -1 D3 ~ ~ 0 -1 18257 -1 S #18257 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the north, the road ends, but turns to the west. Southward, the road continues into an entryway of some sort, but turns westward. East of here, you see the entrance to the guild of Warriors. ~ 77 0 1 D0 ~ ~ 0 -1 18243 -1 D1 ~ ~ 0 -1 18256 -1 D2 ~ ~ 0 -1 18258 -1 S #18258 The Guild Roads~ You are standing on The Guild Roads, which continue to the north and the west, though the northern stretch intersects with South Street, while west ends end with the town wall. Where the road ends to the north, it turns westward, and where it ends to the west, it turns to the south. An odd configuration of streets, if you ever saw one... South of here is the Entryway to the Guild of Magic-Users, while to the northeast you see the Entryway to the Warriors' Guild. ~ 77 0 1 D0 ~ ~ 0 -1 18257 -1 D2 ~ ~ 0 -1 18266 -1 D3 ~ ~ 0 -1 18259 -1 S #18259 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the east and turning southward toward the west. You hear cries of anger and frustration from somewhere on the roads... ~ 77 0 1 D1 ~ ~ 0 -1 18258 -1 D3 ~ ~ 0 -1 18260 -1 S #18260 The Guild Roads~ You stand on the northern corner of the western block of the Guild Roads. The road continues both to the east and to the south. The southern stretch ends with the town wall, but turns both east and west, the western stretch leading to the SouthWest Gate of Mordilnia. ~ 77 0 1 D1 ~ ~ 0 -1 18259 -1 D2 ~ ~ 0 -1 18261 -1 S #18261 The Guild Roads~ Looking at the city from overhead, you would see that, at your present location, this side of the Guild Roads differs from the eastern side in that there is no gate here. It lies south and west of here...another testament to the strangeness of the Roads' creator. You can go north and south from here. ~ 77 0 1 D0 ~ ~ 0 -1 18260 -1 D2 ~ ~ 0 -1 18262 -1 S #18262 The Guild Roads~ You stand at the southern corner of the western block of The Guild Roads. The road continues to the north, west, and east. The northern stretch ends with the town wall, but turns eastward. East of here, the road continues, but turns southward, while to the immediate west, the road makes a sharp turn southward, to the SouthWest Gate of Mordilnia. ~ 77 0 1 D0 ~ ~ 0 -1 18261 -1 D1 ~ ~ 0 -1 18267 -1 D3 ~ ~ 0 -1 18263 -1 S #18263 The Guild Roads~ You stand at the westernmost end of the Guild Roads. The road leads back to the east, turning northward to the immediate east. South of here, you see the SouthWest Gate of Mordilnia. ~ 77 0 1 D1 ~ ~ 0 -1 18262 -1 D2 ~ ~ 0 -1 18264 -1 S #18264 Inside the SouthWest Gate of Mordilnia~ Empty ~ 77 0 1 D0 ~ ~ 0 -1 18263 -1 D3 ~ ~ 0 -1 18265 -1 S #18265 Outside the SouthWest Gate of Mordilnia~ Empty ~ 77 0 0 D1 ~ ~ 0 -1 18264 -1 S #18266 The Entryway to The Guild of Magicians~ You are standing at the entryway of the Guild of Magicians; a guild of arcane lore, ancient runes, and mysterious ways. The sorcery which encircles this building leaves you in awe of its power, for you can taste an electricity in the air just standing here. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The western door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 77 8 0 D0 ~ ~ 0 -1 18258 -1 D2 ~ ~ 0 -1 18268 -1 D3 ~ ~ 0 -1 18274 -1 S #18267 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the west and turning southward toward the east. You hear cries of anger and frustration from somewhere on the roads... ~ 77 0 1 D1 ~ ~ 0 -1 18268 -1 D3 ~ ~ 0 -1 18262 -1 S #18268 The Guild Roads~ You are standing on The Guild Roads, which continue to the south and the west, though both directions end with the town wall. Where the road ends to the south, it turns eastward, and where it ends to the ewst, it turns to the north. An odd configuration of streets, if you ever saw one... North of here is the Entryway to the Guild of Magic-Users, while to the southeast you see the Entryway to the Thieves' Guild. ~ 77 0 1 D0 ~ ~ 0 -1 18266 -1 D2 ~ ~ 0 -1 18271 -1 D3 ~ ~ 0 -1 18267 -1 S #18269 The Guild Roads~ You are standing on the Guild Roads, which continue to the east and west from here, both directions meeting with the wall and turning northward. To the north, you can see the Entryway to The Guild of Thieves, while south of here is the South Gate of Mordilnia. ~ 77 0 1 D0 ~ ~ 0 -1 18272 -1 D1 ~ ~ 0 -1 18255 -1 D2 ~ ~ 0 -1 18278 -1 D3 ~ ~ 0 -1 18270 -1 S #18270 The Guild Roads~ You stand at the western corner of the southernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the east and the north, and you see the entrance to the Thieves' Guild to the northeast. ~ 77 0 1 D0 ~ ~ 0 -1 18271 -1 D1 ~ ~ 0 -1 18269 -1 S #18271 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the south, the road ends, but turns to the east. Northward, the road continues into an entryway of some sort, but turns westward. East of here, you see the entrance to the guild of Thieves. ~ 77 0 1 D0 ~ ~ 0 -1 18268 -1 D1 ~ ~ 0 -1 18272 -1 D2 ~ ~ 0 -1 18270 -1 S #18272 The Entryway to The Guild of Thieves~ You are standing at the entryway of the Guild of Thieves; a guild of quick thinking and even quicker hands. A guild where shadows are home and trust is impossible. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The northern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 77 8 0 D0 ~ ~ 0 -2 18273 -1 D1 ~ ~ 0 -1 18254 -1 D2 ~ ~ 0 -1 18269 -1 D3 ~ ~ 0 -1 18271 -1 S #18273 The Room of Shadowed Pasts~ The room is filled with a thick cloud of smoke, spewing forth from a large urn filled with exotic incense and dried spices. The smoke and its pleasant odor do not fill you with dull, meditative thoughts. Rather, they sharpen your senses, hone your instincts...make you slightly paranoid. Instruments of the thieving trade line the walls and rest upon tables throughout the room, but you can tell they are not of high-quality; mere toys for trainees. All is quiet here, as is the way of the silent and sure thief. ~ 77 8 0 D2 ~ ~ 0 -2 18272 -1 S #18274 The Room of Magical Arts~ You are standing in a large room, full of scrolls and inkwells, arcane runes and the like. Large, oaken tables line the walls, cluttered with unfinished scrolls and alchemaecal experiments. Over in one corner of the room, a circle of candles containing a chalked pentacle lie undisturbed, a circle of summoning. Large portriats of past mages unleashing powerful dweaomercraeft upon their foes hang on the walls, as do strange words of advice for powerful spells. ~ 77 8 0 D1 ~ ~ 0 -1 18266 -1 S #18275 The Chamber of War~ You stand in a fortress-like room, walled with reinforced iron, and adorned with a multitude of deadly and artfully crafted weapons. Double- edged swords and serrated blades, as well as huge axes of war and weapons designed to literally crush the life out of one's opponent are carefully, and almost lovingly cleaned and displayed in museum-fasion in glass cases and velvet-lined chests. Large, bulky suits of armor rest on quilted tables and crates, as well as some that have been put up on display. The room is strangely clean, though that is due to the fact that if it were not, weapons and armor both would go to ruin in a dry heap of crimson rust and corrosion. ~ 77 8 0 D0 ~ ~ 0 -1 18256 -1 S #18276 The Entryway to The Guild of Clerics~ You are standing at the entryway of the Guild of Clerics; a guild of priests whom have devoted their lives to adventuring and the art of healing. An aura of extreme holiness radiates from the walls of this place. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The eastern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 77 8 0 D0 ~ ~ 0 -1 18247 -1 D1 ~ ~ 0 -1 18277 -1 D2 ~ ~ 0 -1 18253 -1 S #18277 The Room of the Healing Arts~ You stand within a small shrine, dedicated to no specific deity, yet to all gods known throughout the realms. Marble arches and granite columns add to the grand scene of holiness, as does the gold and silver altar in the center of this vast room. Clerics of every creed and social class kneel before the precious oracle, heads bowed in silent prayer, awaiting their magical reward for fufilling their religous duties. ~ 77 8 0 D3 ~ ~ 0 -1 18276 -1 S #18278 Inside the Southern Gate of Mordilnia~ Empty ~ 77 0 0 D0 ~ ~ 0 -1 18269 -1 D2 ~ gate~ 1 -1 18279 -1 S #18279 Outside the Southern Gate of Mordilnia~ Empty ~ 77 0 0 D0 ~ gate~ 1 -1 18278 -1 S #18280 Outside the SouthEast Gate of Mordilnia~ You are standing outside the southeast gate of Mordilnia. To the east, a path leads towards a strange structure. ~ 77 0 0 D1 ~ ~ 0 -1 3702 -1 D3 ~ gate~ 1 -1 18250 -1 S #18281 At The Altar~ You stand before a stunningly white altar make of shimmering, polished marble. Tapestries of long ago arorn the walls here, casting long shadows on the walls where they are positioned. Looking over the balcony, you feel an extremely vivid rush of vertigo as you see the temple floor below. The mahogany staircase leads downward, while bright rays of multicolored light flit playfully from its surface, reflected from the sunlight that floats down through the stained glass dome above. ~ 77 8 0 D5 ~ ~ 0 -1 18199 -1 S #18282 The Road to Mordilnia~ Just outside of the canopy of trees, your feet trod upon an ages old road, unpaved and eroded, leading south into the town of Mordilnia. Perhaps the sign at the bridge is obsolete, for you see no sign of the bandits it warned of, not even an old footprint. ~ 77 0 1 D0 ~ ~ 0 -1 18283 -1 D2 ~ ~ 0 -1 18238 -1 S #18283 A path through the woods~ You are walking along a small, seemingly unused, woods path... Branches and leaves litter the path on both sides and a large tree seems to have fallen over part of the path to the south... ~ 77 0 3 D1 ~ ~ 0 -1 18284 -1 D2 ~ ~ 0 -1 18282 -1 S #18284 A path through a murky forest~ There is an ominous whistling as the wind whips through the dead trees here. Though they sport no leaves, the trees completely block out the sky as their branches interlock. You neither see or hear any wildlife in this area, giving you the feeling that all is not well. The path leads north, to a stone bridge, and west through the forest. ~ 77 0 3 D0 ~ ~ 0 -1 18285 -1 D3 ~ ~ 0 -1 18283 -1 S #18285 The stone bridge~ You are standing on the crumbling remains of an ancient stone bridge, which spans the width of a wide but shallow stream. The forest around you sways in unison with the breeze which pulls through your hair and clothing. An ancient, weathered sign has been posted by the bridge. ~ 77 0 3 D0 ~ ~ 0 -1 18286 -1 D2 ~ ~ 0 -1 18284 -1 E sign~ An ancient, warped sign with an arrow carved into its surface, pointing the way south. The sign reads 'Beware: Bandits on path to Mordilnia...' ~ S #18286 A trail through the light forest~ You stand at the beginning of a long path leading out of the forest, and eventually to the city of Mordilnia. A gentle, but chilling breeze blows through the dark, heavy oaks which border the path, casting their sinister shadows over everything around. The path continues southward, over a bridge, then curves toward the west. ~ 77 0 3 D0 ~ ~ 0 -1 18287 -1 D2 ~ ~ 0 -1 18285 -1 S #18287 The Southern Boundary of Shadowdale~ You are in a green and fair valley amidst the gently murmuring oaks. The sun shines gently through the trees sending dancing, golden beams rippling across the shadowy grass while midges dance between the branches. A path leads southward, to a bridge and beyond, while civilization can be found to the north. ~ 77 0 2 D0 ~ ~ 0 -1 18288 -1 D1 ~ ~ 0 -1 240 -1 D2 ~ ~ 0 -1 18286 -1 S #18288 On a steep hill~ You are at the crest of a steep hill overlooking a dilapidated bridge that crosses the river to the north. Looking east you can manage to see over the walls of Shadowdale and into the city. South of here the road becomes little more than a path as it heads down into a valley. ~ 77 0 4 D0 ~ ~ 0 -1 18289 -1 D2 ~ ~ 0 -1 18287 -1 S #18289 A decaying bridge~ You have reached the remains of a bridge crossing the River of Shadowdale. From here you can look upstream toward Shadowdale and see where the river emerges from under the city wall. The water, cold and dark, rushes through the narrow channel created by the bridge and the large stones that have fallen from the pilings. The wood looks rotted and groans loudly with every step. On the south side of the bridge the road rises suddenly up a steep bank. ~ 77 0 3 D0 ~ ~ 0 -1 18290 -1 D2 ~ ~ 0 -1 18288 -1 S #18290 A Forest Road~ Travel on this old road is difficult. Here and there it is partially blocked by brambles that reach out and grab your clothing as you pass. Deep ruts and large stones make you stumble. A bit further south is the river, you can hear it from here. ~ 77 0 3 D0 ~ ~ 0 -1 18291 -1 D2 ~ ~ 0 -1 18289 -1 S #18291 A Forest Road~ The road is overgrown with weeds, and large roots catch at your feet. The road continues south toward the river or north toward Shadowdale. ~ 77 0 3 D0 ~ ~ 0 -1 18292 -1 D2 ~ ~ 0 -1 18290 -1 S #18292 Wide Way Through the Forest~ You are traveling a rather wide path along the forest edge west of Shadowdale. The path is actually the remains of an old road that once carried trade to and from the southern parts of the continent. Few people travel this way nowadays... too dangerous. ~ 77 0 3 D0 ~ ~ 0 -1 16608 -1 D2 ~ ~ 0 -1 18291 -1 S #18500 The Cavernous Lair of The Mighty Skylar~ You stand within the dark recesses of a gargantuan, sinister cavern of immense proportions. The very size of the place seems to create a darkness which devours nearly all light which is cast at its gloom. Cold, stale air floats trough the air, its dead, sterile taste making you have thoughts of ancient, dusty-dry tombs. Huge stalagmites and stalactites protrude from the floor and ceiling of the cavern, formed over millennia by the constant, miniscule trickle of chill, stagnant water from a source far up on the surface lands. In the distance, the roar of a mighty waterfall can be heard, though it can not be seen from here, its chilling mists somehow grasp hold of your flesh, like dead, clammy hands, even from this distance. You can feel an ancient, omnipotent power at work here. It is not one of evil, or even that of good. It is a power known throughout the ages, yet forgotten, or cast aside, like a bane of ill tidings. ~ 77 0 0 S #19000 Monolith.~ You have entered a very large black tower which disappears into the darkness above. To the south is a tunnel. to the north you see a blinding green light and west the room fades into darkness ~ 78 0 0 D0 ~ door~ 0 0 19030 -1 D1 ~ door~ 0 0 19037 -1 D2 ~ door~ 1 0 19028 -1 D3 ~ door~ 0 0 19036 -1 S #19001 Barren Road.~ Sand covers the earth from horizon to horizon. Gusts of wind make travel slow and tedious. The road is lined on both sides with fifteen foot poles, many of which are decorated with skulls. The road dissapears to the north and south. ~ 78 0 10 D0 ~ door~ 0 0 19002 -1 D2 ~ ~ 0 0 19082 -1 S #19002 Barren Road~ The road seems endless, desert as far as you can see in any direction. The sand scars your face as the strong desert wind molds the dunes. The large poles that line the sides of the road now have rotting corpses impaled on them. The road leads north and south. ~ 78 0 0 D0 ~ door~ 0 0 19003 -1 D2 ~ door~ 0 0 19001 -1 S #19003 Watchtower.~ A large thirty foot tall black tower guards the road. Made entirly of a strange black stone, it seems to be unaffected by the constant scarring of the desert sand. A large steel door to the east is the towers only entrance. The road continues to the north and south. ~ 78 0 10 D0 ~ door~ 0 0 19005 -1 D1 ~ door~ 1 0 19004 -1 D2 ~ door~ 0 0 19002 -1 S #19004 Inside the tower.~ This appears to be the main room to the tower. A foul odor makes your eyes water. Rotting flesh is all over the room. Two huge arches frame exits to the east and west. A small rotten wood later ascends into the darkness above. ~ 78 9 0 D1 ~ door~ 1 0 19007 -1 D3 ~ door~ 1 0 19003 -1 D4 ~ door~ 64 0 19006 -1 S #19005 Barren Road.~ All you know now is that you are still in the desert. The travel is slow. At night the temperature drops below freezing, and durring the day it soars to over a hundred and ten. The road continues to the north and south. ~ 78 0 0 D0 ~ door~ 0 0 19008 -1 D2 ~ door~ 0 0 19003 -1 S #19006 Look out.~ The wood floor creaks as you climb to the top of thw tower. To the north you see two more similar towers, and past that you see a huge wall. The only exit is down. ~ 78 0 0 D5 ~ door~ 65 0 19004 -1 S #19007 Guard Room.~ You enter a small ten by ten foot room. Furniture and eating utensils litter the room. A large pile of bones lies in the corner. The only exit is to the west. ~ 78 0 0 D3 ~ door~ 1 0 19004 -1 S #19008 Barren Road.~ The only thing that changes now are the types of bodies impaled on the poles that line the road. The stench of dead bodies is making you ill. The road continues to the north and south. ~ 78 0 0 D0 ~ door~ 0 0 19010 -1 D2 ~ door~ 0 0 19005 -1 S #19009 19009~ Empty ~ 78 0 0 S #19010 Watchtower~ A huge tower stands thirty feet tall here. A large steel door blocks the entrance to the east. The desert continues north and south. ~ 78 0 0 D0 ~ door~ 0 0 19014 -1 D1 ~ door~ 1 0 19011 -1 D2 ~ door~ 0 0 19008 -1 S #19011 Inside Tower.~ This appears to be the main room of the tower. Two huge arches lead west back to the road, and east to a large wooden door. The door has a large skull carved into the wood. ~ 78 0 0 D1 ~ door~ 1 0 19012 -1 D3 ~ door~ 1 0 19010 -1 D4 ~ door~ 9 0 19013 -1 S #19012 Guard Room.~ This is a small ten by ten foot room. Furniture and eating utensiles litter the room. Rotting flesh provides food for the rats in the corner. A door lies to the west, back to the main tower. ~ 78 0 0 D3 ~ door~ 0 0 19011 -1 S #19014 Barren road~ Sand as far as the eye can see. The poles that line the road are now decorated with much newer corpses. The corpses seem to still be alive. The road continues to then north and south. ~ 78 0 0 D0 ~ door~ 0 0 19015 -1 D2 ~ door~ 0 0 19010 -1 S #19015 Edge of the desert.~ You think you have stumbled onto a mirage, however you can tell that it is not. You see a huge dense forest to the north. The poles still line the road way, however the bodies on the sides of the road are alive, SCREAMING in agony. You feel the evil forces that have constructed this forest crawling up your spine. The desert lies to the south and the road continues into the forest. ~ 78 0 0 D0 ~ door~ 0 0 19016 -1 D2 ~ door~ 0 0 19014 -1 S #19016 Skull Road.~ The road is now surrounded by thick forest. The spacing of the poles has become more regular now, and they are now decorated with live creatures. To the north you see another watchtower and beyond that you see what might be very large wall. The desert lies to the south. ~ 78 0 0 D0 ~ door~ 0 0 19017 -1 D2 ~ door~ 0 0 19015 -1 S #19017 Watchtower.~ A huge thirty foot tall stone tower stands here at the side of the road. For the first time tracks are visible in the road. The creatures impaled on the poles are SCREAMING non stop now, slowly eating away at you. The towers entrance is to the west behind a huge glowing stone door. The road continues north and south. ~ 78 0 0 D0 ~ door~ 0 0 19018 -1 D2 ~ door~ 0 0 19016 -1 D3 ~ door~ 1 0 19019 -1 S #19018 Skull Road.~ The huge stakes that line the road are now at every five feet. Each one is decortated by a live creature. The screaming and moaning drowns out everything. The road continues to the north and south. ~ 78 0 0 D0 ~ door~ 0 0 19022 -1 D2 ~ door~ 0 0 19017 -1 S #19019 Inside the Tower.~ You appear to be in the main room of the tower. Two huge arches lead back east and to the west. The stones of the tower almost seem to be bleeding as the entire room is covered in blood. ~ 78 0 0 D1 ~ door~ 1 0 19017 -1 D3 ~ door~ 1 0 19020 -1 D4 ~ door~ 9 0 19021 -1 S #19020 Guard Room.~ This stone ten by ten foot room is covered in blood. Bones litter the floor, and there is a large fire pit in the center of the room. The only exit is east. ~ 78 0 0 D1 ~ door~ 1 0 19019 -1 S #19021 Atop the Tower.~ You are standing atop the lasty watchtower. To the north you see a huge wall, which disappears to the east and west. The wall is taller then the tower keeping you from looking in. The only exit is down. ~ 78 0 0 D5 ~ door~ 1 0 19019 -1 S #19022 Skull Road.~ The bodies are no longer impalde on the stakes. They are now stacked in huge rotting piles along the road. The fumes reach up and choke you. To the north you see a huge wall that must be at least forty feet high. A finely crafted gate stands thirty feet tall blocking your way. The gate is carved with hundreds of skulls decorating the entrance to what ever awaits behind the wall. ~ 78 0 0 D0 ~ door~ 1 0 19025 -1 D2 ~ door~ 0 0 19018 -1 S #19023 19023~ Empty ~ 78 0 0 S #19024 19024~ Empty ~ 78 0 0 S #19025 Dim Green Light.~ You have entered a very tall tower. A dim green light reflects off the smooth stone walls. The room is free of all debris and you now notice that this room is almost steril it is so clean. A ten foot arched opening in the north wall is this rooms only other exit. ~ 78 0 0 D0 ~ door~ 1 0 19180 -1 D2 ~ door~ 1 0 19022 -1 S #19026 North-South Wall.~ You have entered into the North-South wall. This wall must be thirty feet thick. This small passage in the heart of the wall can not be more then ten feet wide. The highly polished floor stands in stark contrast to the road leading to the keep. The passage way leads north. To the south is the top of the southern tower. ~ 78 8457 0 4 D0 ~ door~ 0 0 19027 -1 D2 ~ door~ 1 0 19182 -1 S #19027 North-South Wall.~ The small passage continues to the north and south. Not a spec of dirt is to be seen. You feel a strong evil presence controlling these walls. ~ 78 256 0 4 D0 ~ door~ 0 0 19028 -1 D2 ~ door~ 0 0 19026 -1 S #19028 North-South Wall.~ The hallway ends to the north in a door made out of the finest emeralds you have ever seen. The walls to the north seem to have no joints. It appears as if the entire wall is made of a single piece of stone. ~ 78 265 0 4 D0 ~ door~ 1 0 19000 -1 D2 ~ door~ 0 0 19027 -1 S #19029 You are stunned!~ You are stunned! The bright green force holds you to the ground. In a slow melodic voice you here Get out of my home, you are not welcome here. Do Not Come Back! ~ 78 0 0 D5 ~ door~ 0 0 19001 -1 S #19030 Green Light.~ You step towards the green light and everything you know fades into darkness. You mind wanders in to the most distant parts of your pschye, slowly you regain control as you feel pure evil flow through your body. You realize that you are within the huge black rectangular form that hovers above the prison yards. ~ 78 8264 0 D0 ~ door~ 0 0 19030 -1 D2 ~ door~ 0 0 19029 -1 D3 ~ door~ 0 0 19046 -1 D4 ~ door~ 0 0 19060 -1 D5 ~ door~ 0 0 19170 -1 S #19031 Monolith~ The walls tower above you in this strange tower. The walls are made entirly out of a single piece of what looks like stone. The walls give off a dim green light. To the east and west the room fades into darkness. To the south you see a blinding light. To the north lies a forty foot high door. The door seems to be almost alive! ~ 78 0 0 D0 ~ door~ 39 19013 19190 -1 D1 ~ door~ 0 0 19038 -1 D2 ~ door~ 0 0 19030 -1 D3 ~ door~ 0 0 19039 -1 S #19032 Resin coated hallway.~ The resin in the hallway is getting thicker and thicker. Your realize that you are back in the north-south wall. The hallway leads to the south and north. Farther to the north you see a set fo stairs. ~ 78 72 0 D0 ~ door~ 0 0 19191 -1 D2 ~ door~ 1 0 19190 -1 S #19036 West Yard.~ You are standing ate the south west corner of this huge tower. The black walls soar above your head. To the south there is a green portal. The tower fades off into darkness to the north and east. ~ 78 0 0 D0 ~ door~ 0 0 19197 -1 D1 ~ door~ 0 0 19000 -1 D2 ~ door~ 33 9202 19185 -1 S #19037 South East Yard.~ The walls here are giving off a green hue. A large sign hangs on the wall. To the north lies darkness. To the east and south there is a glowing green doorway. ~ 78 132 0 D0 ~ door~ 0 0 19070 -1 D1 ~ door~ 39 5301 19100 -1 D2 ~ door~ 39 5301 19101 -1 D3 ~ door~ 0 0 19000 -1 S #19038 North-East Yard.~ This is the north-east corner of this strange tower. To the north you see a glowing green doorway. To the south and west lie darkness. The wall are giving off a dim green light. ~ 78 0 0 D0 ~ door~ 39 9202 19095 -1 D2 ~ door~ 0 0 19070 -1 D3 ~ door~ 0 0 19031 -1 S #19039 North-West Yard.~ You are at the north west corner of the tower. To the west is a glowing green portal. The tower fades off into darkness to the east and south. ~ 78 0 0 D1 ~ door~ 0 0 19031 -1 D2 ~ door~ 0 0 19197 -1 D3 ~ door~ 33 19160 19160 -1 S #19041 Work Yard.~ You find yourself on the top of a huge rock quary. Huge Pitch black giants are breaking up the rocks. A glowing green band encircles each giants wrist. The only exit is down into the quary. ~ 78 72 0 D3 ~ door~ 0 0 19030 -1 D5 ~ door~ 64 0 19042 -1 S #19042 First work platform.~ You are standing on a large steel structure next to the smooth black quarry walls. You feel the structure move beneath your feet as two pitch-black giants rush towards you. ~ 78 72 0 D4 ~ door~ 64 0 19041 -1 D5 ~ door~ 64 0 19043 -1 S #19043 Quarry Floor work yard.~ The black stone walls now tower sixty feet above you. It is pitch black except for the faint green glow that the rock is giving off. Four black shadows Attack YOU! ~ 78 72 0 D4 ~ door~ 64 0 19042 -1 D5 ~ door~ 64 0 19044 -1 S #19044 Black Stone Pit.~ You are standing at the bottom of the quarry now. The smooth black walls now stand almost one hundred feet. It is very dark! ~ 78 73 0 D4 ~ door~ 1 0 19000 -1 S #19046 Psychology Ward.~ A thick blood stained white padding lines the walls. The floor is white stone covered with large piles of dirt and debris. A large gate is to the west. ~ 78 72 0 D1 ~ door~ 0 0 19029 -1 D3 ~ door~ 1 0 19047 -1 S #19047 Hall~ The hall continues to the west, with the padding on the walls getting more and more blood stained. There is a large wooden door to the north. ~ 78 0 0 D0 ~ door~ 39 19018 19050 -1 D1 ~ door~ 0 0 19046 -1 D3 ~ door~ 0 0 19048 -1 S #19048 Electro-Shock treatment.~ The padding on the walls drips with blood here. To the west is a large steel door covered in blood. The smell of BURNING flesh fills the air. A small wooded door lies to the south. ~ 78 72 0 D1 ~ door~ 0 0 19047 -1 D2 ~ door~ 1 0 19051 -1 D3 ~ door~ 39 19014 19049 -1 S #19049 Shock Treatment.~ Your hair stands on end as you enter this room. Electrical energy fills the room. A large steel orb floats in the middle of the room. Raw electric energy shoots from the orb. ~ 78 72 0 D1 ~ door~ 7 0 19048 -1 S #19050 Guard Room.~ A large table still stands in the middle of the room. Four chairs are neatly under the table. A large thin man sits at the far end of this thirty foot table. As you enter the room he slowly puts down his food, wipes his mouth on a white cloth. He then turns and stares at you. His body responding and mirroring your every move. ~ 78 0 0 D2 ~ door~ 7 0 19047 -1 S #19051 Mirrored Room.~ Infinity! ~ 78 0 0 D0 ~ door~ 0 0 19053 -1 D1 ~ door~ 0 0 19052 -1 D5 ~ door~ 0 0 19054 -1 S #19052 Mirrored room~ You see infinity. ~ 78 0 0 D0 ~ door~ 1 0 19048 -1 S #19053 Mirrored Room.~ Infinity! ~ 78 0 0 D2 ~ door~ 0 0 19054 -1 D3 ~ door~ 0 0 19055 -1 D4 ~ door~ 0 0 19051 -1 S #19054 Mirrored Room.~ Infinity! ~ 78 0 0 D0 ~ door~ 0 0 19051 -1 D1 ~ door~ 0 0 19054 -1 D4 ~ door~ 0 0 19055 -1 D5 ~ door~ 0 0 19053 -1 S #19055 Crossroads.~ Four roads meet here, and a large signpost lables each of them. To the west you can see the smoke and haze of a city, to the north a hilly area, to the east another hilly area that looks like it leads into the mountians, and to the south is a spooky forest. ~ 78 0 0 D0 ~ door~ 0 0 19055 -1 D1 ~ door~ 0 0 19053 -1 D2 ~ door~ 0 0 19055 -1 D3 ~ door~ 0 0 19055 -1 S #19056 Prison cell.~ This is a ten foot by ten foot prison cell. The floor is covered with large piles of dirt and debris. The only exit is to the east. ~ 78 0 0 D1 ~ door~ 1 0 19096 -1 S #19057 Prison cell.~ This is a ten foot by ten foot cell. The cell is covered in huge piles of dirt. The cells only exit is to the west. ~ 78 0 0 D3 ~ door~ 1 0 19096 -1 S #19058 Prison cell.~ This is a ten foot by ten foot cell. It is covered entirly in a layer of dirt. The foot prints end in the corner of the room. The only exit is to the west. ~ 78 0 0 D3 ~ door~ 1 0 19099 -1 S #19059 Prison cell.~ This is a ten foot by ten foot prison cell. The entire cell is covered in dirt and debris. The only exit is to the east. ~ 78 0 0 D1 ~ door~ 1 0 19099 -1 S #19060 White Room.~ The room is painted white on the walls, floors and ceiling. It is very bright in here, the light is almost hurting your eyes. A smooth black stone pannel hovers above you. The green light flickers below you. ~ 78 72 0 D4 ~ door~ 39 19016 19061 -1 D5 ~ door~ 0 0 19030 -1 S #19061 Prison Infirmary.~ You are in a twenty by ten foot room. The room is cleaner then any place you have ever been before. The room is washed out in a bright white light. To the north you see a huge steel door. ~ 78 72 0 D0 ~ door~ 35 19062 19062 -1 D5 ~ door~ 7 0 19060 -1 S #19062 Main Ward.~ Standard medical cots line either side of the room. The cots are vary old and are in a bad state of disrepair. The room however is as clean as the previous room. To the north there is a large set of glowing green gates. ~ 78 72 0 D0 ~ door~ 3 0 19063 -1 D2 ~ door~ 2 0 19061 -1 S #19063 Scrub Room.~ Large steel basins line the eastern wall. Operating uniforms line the west wall. Piles of medical equipment lie in ruin all over the room. To the north you see two stainless steel doors. ~ 78 72 0 D0 ~ door~ 39 19015 19064 -1 D2 ~ door~ 3 0 19062 -1 S #19064 Operating Room.~ You have walked in on an operation! Blood covers the room. A Pale looking man grabs a Glowing Green Scalpal and ATTACKS YOU! ~ 78 72 0 D2 ~ door~ 7 0 19063 -1 S #19065 19065~ Empty ~ 78 0 0 S #19070 Monolith~ The smooth black walls tower hundreds of feet above you. To the west a blinding light calls out to you. To the south is the south-east yard. ~ 78 0 0 D0 ~ door~ 0 0 19038 -1 D2 ~ door~ 0 0 19037 -1 D3 ~ door~ 0 0 19030 -1 S #19071 Green light.~ The bright green light gives way to a huge black gate beneath your feet! ~ 78 72 0 D4 ~ door~ 0 0 19170 -1 D5 ~ door~ 103 19012 19072 -1 S #19072 Inhep's Lair.~ Piled thrity feet tall in the middle of this hundred feet by one hundred foot room is a pile of ROTTING bodies. The sight makes you gag as you see a huge GIANT on top of the pile. ~ 78 72 0 D4 ~ door~ 39 19012 19071 -1 S #19081 Barren road~ The road turns east here and fades off into the desert. Sand blows hard against your fast as you make the long trek throught the desert. To the west you see a small road. ~ 78 0 0 D1 ~ door~ 0 0 19082 -1 D3 ~ ~ 0 0 3061 -1 S #19082 Barren road.~ The desert surrounds you now, travel is very hard. The sand burns your skin now, as you struggle to find your way. The road turns north ahead, and fades off to the west. ~ 78 0 0 D0 ~ door~ 0 0 19001 -1 D3 ~ door~ 0 0 19081 -1 S #19090 19090~ Empty ~ 78 0 0 S #19094 19094~ Empty ~ 78 0 0 S #19095 Debtors prison.~ The hall way is very clean. A large sign on the wall says Debtor's Prison. The floor is clean of all dirt. You see cell doors to the east and west. ~ 78 0 0 D0 ~ door~ 0 0 19096 -1 D1 ~ door~ 1 0 19097 -1 D2 ~ door~ 7 0 19038 -1 S #19096 Debtor's prison.~ This is the debtors ward. The hallway is covered in layers of dirt and debris. The hallway is dark and damp with exits to the west and east which lead to prison cells. The hallway continues to the north. ~ 78 0 0 D0 ~ door~ 0 0 19099 -1 D1 ~ door~ 1 0 19057 -1 D2 ~ door~ 0 0 19095 -1 D3 ~ door~ 1 0 19056 -1 S #19097 Prison cell.~ This is a ten foot by ten foot cell with only one exit. The cell is filthy, covered in about two inches of dirt. The door lies to the east. ~ 78 0 0 D3 ~ door~ 1 0 19095 -1 S #19098 19098~ Empty ~ 78 0 0 S #19099 Hallway.~ The hallway is covered in dirt. You see large foot prints pressed in to the dirt. The hallway is dark and damp. The foot prints lead east. Prison cells lie to the east and west. ~ 78 0 0 D1 ~ door~ 1 0 19058 -1 D2 ~ door~ 0 0 19096 -1 D3 ~ door~ 1 0 19059 -1 S #19100 Damp Hallway.~ You are standing in a dark hallway covered in mold. Spores fill air with a fine yellow mist. Your eyes burn from the air. The hall continues to the east. ~ 78 0 0 D1 ~ door~ 0 0 19102 -1 D3 ~ door~ 6 0 19037 -1 S #19101 Damp Hallway.~ This is a dark damp hallway which is filled with a spore mist comming from the hundreds of mushrooms growing in the hallway. The hall way continues to the south. ~ 78 0 0 D0 ~ door~ 6 0 19037 -1 D2 ~ door~ 0 0 19105 -1 S #19102 Damp Hallway.~ The spore mist is getting thicker as you go. The hall turns south here and to the north you see a large wooden door. The door has one window about the size of a large shield. Bars cover the window, the door is OPEN! ~ 78 0 0 D1 ~ door~ 1 0 19103 -1 D2 ~ door~ 0 0 19104 -1 D3 ~ door~ 0 0 19100 -1 S #19103 Prison Cell.~ The door in the west wall is the only opening in this ten by ten foot cell. The yellow spore mist is thinner in this room. Fungus and mushrooms cover the entire room. ~ 78 0 0 D3 ~ door~ 1 0 19102 -1 S #19104 Damp hallway.~ The walls here are covered in a foot of mold. The floor is covered with mold that comes up to you knees. The hallway continues to the north and south. ~ 78 0 0 D0 ~ door~ 0 0 19102 -1 D2 ~ door~ 0 0 19112 -1 S #19105 Bend in the Damp Hallway~ The mushrooms keep getting thicker and thicker. The hallway turns to the east here, and a large wooden door is to the south. The wooden door has a opening the size of a large shield in it. The door is covered with steel bars. ~ 78 0 0 D0 ~ door~ 0 0 19101 -1 D1 ~ door~ 0 0 19107 -1 D2 ~ door~ 1 0 19106 -1 S #19106 Prison Cell.~ There is no mold or muchrooms in this room. This ten by ten foot room, is damp and cold. Large claw marks scar the door. ~ 78 0 0 D0 ~ door~ 1 0 19105 -1 S #19107 Damp Hallway~ Your lungs burn as you breath in the spore mist. The hallway is getting more and more full of spores. You can hardly see a few feet in front of you. ~ 78 0 0 D0 ~ door~ 0 0 19112 -1 D1 ~ door~ 0 0 19108 -1 D2 ~ door~ 33 0 19109 -1 D3 ~ door~ 0 0 19105 -1 S #19108 Prison cell.~ This ten by ten foot room is covered in mold. The cell door is to the west. ~ 78 0 0 D3 ~ door~ 1 0 19107 -1 S #19109 Prison Cell.~ Everything in the entire room is covered in mushrooms. The cell entrance is to the north, and a huge hole in the wall leads east. ~ 78 0 0 D0 ~ door~ 1 0 19107 -1 D1 ~ door~ 1 0 19110 -1 S #19110 Damp Room.~ This small Room is hardly seven feet tall. It is warm and moist, and the air is filled with spores. There are two large holes in the west and north walls. ~ 78 0 0 D0 ~ door~ 0 0 19111 -1 D3 ~ door~ 0 0 19109 -1 S #19111 Prison cell.~ You are standing in an old prison cell. The walls are covered in mold. The room is only ten feet by ten feet. The ONLY exit is to the west. ~ 78 0 0 D3 ~ door~ 1 0 19112 -1 S #19112 Damp hallway.~ Your lungs are burning as you breath the spore thick air. There is a wooden door to the east. The hall continues to the north and south. ~ 78 0 0 D0 ~ door~ 0 0 19104 -1 D1 ~ door~ 1 0 19111 -1 D2 ~ door~ 0 0 19107 -1 S #19160 Staff ward.~ You have entered what you belive to be the staff section of the prison. The stark white walls show all the dirt that must have collected here in the last couple of hundred years. There are to doors other then the one that you entered from. The doors are to the north and west. ~ 78 0 0 D0 ~ door~ 1 0 19161 -1 D1 ~ door~ 1 0 19039 -1 D3 ~ door~ 1 0 19162 -1 S #19161 Staff Room.~ A few large tables lie strewn across the room. Blood covers the white floors. The walls in this room are chared. It appears that a great fight took place here. ~ 78 0 0 D2 ~ door~ 1 0 19160 -1 S #19162 Wardens office.~ In the middle of this spacious room there is a black marble desk. A large painting of the keep is displayed on the wall. A large window looks out over a small lake that lies withing the prison yard. A large man attacks YOU! ~ 78 0 0 D1 ~ door~ 1 0 19160 -1 S #19170 Green light.~ The light is too BRIGHT you can't see! ~ 78 72 0 D4 ~ door~ 0 0 19029 -1 D5 ~ door~ 0 0 19071 -1 S #19180 Tower stairs.~ Before you lies the Grand staircase that climbs the side of the tower. The staircase is to the north, and to the south there is a glowing green light. ~ 78 0 0 D2 ~ door~ 1 0 19025 -1 D4 ~ door~ 0 0 19181 -1 S #19181 Tower stairs.~ The stairs seem endless as you climb into the darkness. The stairs continue both above and below you. The smooth black walls seem to be watching you. ~ 78 0 0 D4 ~ door~ 0 0 19182 -1 D5 ~ door~ 0 0 19180 -1 S #19182 Atop the tower.~ You are standing atop the huge black tower. To the north you see a huge black rectangular form hovering in the sky. Beneath the black form is a bright green light. To the north you see a small stair case that leads in to the wall. On the west side of the huge wall that runs north from the tower you see a medium sized building with no windows, and on the east side you see a similar building covered in mold. Both these buildings are surrounded by huge fifty foot walls. The stair to the south leads back into the tower. ~ 78 0 0 D0 ~ door~ 1 0 19026 -1 D2 ~ door~ 0 0 19181 -1 S #19185 Death Row.~ The walls of this hallway are made of a rough dark stone. The floor is nothing more then dirt. A large sign above youre head reads, Death Row. The hallway continues to the south. The green portal is to the north. ~ 78 0 0 D0 ~ door~ 1 0 19036 -1 D2 ~ door~ 0 0 19186 -1 S #19186 Death Row.~ A large set of seats line the wall, facing a enclosed glass chamber. Inside the chamber is a single seat. Large leather straps adorn the chair. The entrance to the chamber is to the south. ~ 78 0 0 D0 ~ door~ 0 0 19185 -1 D2 ~ door~ 0 0 19188 -1 S #19187 19187~ Empty ~ 78 0 0 S #19188 The gas chamber~ Gas billows up and surrounds you! ~ 78 3 0 S #19190 Resin coated hallway.~ The walls and celing are covered in a hard black resin. The entire hallway is covered. To the north is a large black door. Two huge stone gargoyles guard the door. The gargoyle on the right stands 20 feet tall and looks like a large ant like creature. The gargoyle on the left only stands 10 feet tall. The left gargoyle has huge fangs and long razor sharp claws. ~ 78 104 0 D0 ~ door~ 33 19013 19032 -1 D2 ~ door~ 7 0 19031 -1 S #19191 Atop the Southern Tower.~ You stand atop the northen tower. To the south you see a huge black form hovering in the sky above the main prison yard. Far off in the distance you see the southern tower that lead you into the keep. To the south you see the entrance to the north-south wall. To the north you see the stairs that descend into the tower. ~ 78 72 0 D0 ~ door~ 0 0 19192 -1 D2 ~ door~ 0 0 19032 -1 S #19192 Inside the tower.~ The hair on the back of your neck stands up as you enter the tower. Pure evil energy surrounds you and tries to infiltrate your mind. To the south the stairs climb out of the darkness to the top of the tower. North of you the stairs plunge into the depths of the tower. ~ 78 73 0 D0 ~ door~ 0 0 19193 -1 D2 ~ door~ 0 0 19191 -1 S #19193 Within the Tower.~ The smooth black walls plunge towards the center of the earth. The stairs continue to follow them into the darkness. ~ 78 73 0 D2 ~ door~ 0 0 19192 -1 D5 ~ door~ 0 0 19194 -1 S #19194 Base of the Tower.~ You stand at the base of the northern tower. The smooth black walls reach upwards far past your ability to see. A huge black door lies to the north. ~ 78 72 0 D0 ~ door~ 39 19017 19195 -1 D4 ~ door~ 0 0 19193 -1 S #19195 Baal's Chamber.~ The entire room pulsates with evil energy. The smooth black walls emit the same grren light that holds the monolith in the sky. A medium sized man smiles at you as you enter the room. ~ 78 1 0 D2 ~ door~ 7 19195 19194 -1 D3 ~ door~ 9 0 19196 -1 S #19196 Storage.~ This small dark room is empty. ~ 78 0 0 D1 ~ door~ 1 0 19195 -1 S #19197 Monolith.~ You are on the west side of the tower. The black walls flicker with energy. To the east you see a glowing green light. The tower fades off into darkness to the north and south. ~ 78 0 0 D0 ~ door~ 0 0 19039 -1 D1 ~ door~ 0 0 19030 -1 D2 ~ door~ 0 0 19036 -1 S #19199 Alien's lair.~ Knives and daggers litter the room. A few that are finely cared for are mounted on the wall. The heads of Timnus and Strahd are mounted on the thick stone wall. In the center of the room there is a huge pit. Dried blood stains the room. The only exit is into the pit. ~ 78 0 0 S #19200 The rolling hills~ You are amidst hills that seem to never stop.. to the northwest off in the distance you see a huge castle. A huge, aged, blackened castle.. no sound can be heard in its direction.. only the screaming wind around your shoulders.. there seems to be a path of some sort to the west. ~ 79 0 4 D1 The hills continue in a confused pattern..~ ~ 0 -1 4001 -1 D3 The hills continue in a confused pattern..~ ~ 0 -1 19201 -1 S #19201 The rolling hills~ You are amidst a darkened mass of hills that seem to shift and relocate before your very eyes.. To the northwest you see Castle Mistamere, its looming towers calling out to darkness.. dwelling on it. You get the urge to turn back to town and forget about this whole expedition. ~ 79 0 4 D1 ~ ~ 0 -1 19200 -1 D3 ~ ~ 0 -1 19202 -1 S #19202 The rolling hills~ You are amidst rolling hills that seem to stretch eastwards for ages.. Eastward the hills wind and merge to create a gigantic maze.. To the north is the Castle Mistamere.. brought down by forces unknown some time ago.. There is a slope leading up to a set of huge reinforced iron double doors. ~ 79 0 4 D0 To the north is a slowly inclining slope towards the castle..~ ~ 0 -1 19203 -1 D1 The hills continue eastwards for some time..~ ~ 0 -1 19201 -1 S #19203 On the entrance slope to Castle Mistamere~ You are standing on a large slope that leads to the double doors in front of you that hold the wonders of the fallen Mistamere. There are many runes etched upon the door's surface, but they are in a language you can't comprehend. To the south you can see the shadow hills that lead you back to the crossroads. ~ 79 0 1 D0 The doors are made of iron and seem to have undergone a large amount of beating~ doors double iron reinforced~ 0 -1 19204 -1 D2 ~ ~ 0 -1 19202 -1 S #19204 A large hallway~ You are in a large hallway which leads north, and south to a pair of double doors. The walls and floor are made of stone, and has moss growing upon it. There is just enough light being let in by a skylight far above you to suit your needs. There are heavy oak doors on both the east and west walls. ~ 79 8 0 D0 ~ ~ 0 -1 19207 -1 D1 ~ door heavy oak~ 0 -1 19206 -1 D2 The doors of the castle are stained with blood and have large nicks in them~ doors double iron reinforced~ 0 -1 19203 -1 D3 ~ door oak heavy~ 0 -1 19205 -1 S #19205 An abandoned dining room~ This room appears to have once been used as a dining room. There are tables and benches scattered throughout the room, many turned on their sides or upside down. Everything is covered with cobwebs. ~ 79 8 0 D1 ~ door oak heavy~ 0 -1 19204 -1 S #19206 A guardroom~ You have entered what used to be a guardroom for the castle.. there are empty weapons racks on the walls and battered shields and armor laying on the ground, all useless. ~ 79 8 0 D3 ~ door oak heavy~ 0 -1 19204 -1 S #19207 A hallway~ You are in a hallway leading east, west, and south.. there is a door to the north. Light is streaming in above from a small skylight in the roof. ~ 79 8 0 D0 ~ door heavy oak~ 0 -1 19209 -1 D1 ~ ~ 0 -1 19208 -1 D2 ~ ~ 0 -1 19204 -1 D3 ~ ~ 0 -1 19210 -1 S #19208 A hallway~ You are in a hallway with a stone floor and walls.. It continues east and west, and there is a door north. Light streams in from a small skylight above. ~ 79 8 0 D0 ~ door oak heavy~ 0 -1 19219 -1 D1 ~ ~ 0 -1 19211 -1 D3 ~ ~ 0 -1 19207 -1 S #19209 A bedroom~ You have entered a small bedroom. There is a door at the north end of the room, and also at the south. On either side of the northern door are windows above your reach. ~ 79 8 0 D0 ~ door oak heavy~ 0 -1 19215 -1 D2 ~ door oak heavy~ 0 -1 19207 -1 S #19210 A hallway~ You are in a long hallway which extends east and west.. to the north is a heavy oak door. The walls and floor are made of stone. A small stream of light peeks in from a half covered skylight above. ~ 79 8 0 D0 ~ door oak heavy~ 0 -1 19220 -1 D1 ~ ~ 0 -1 19207 -1 D3 ~ ~ 0 -1 19212 -1 S #19211 A hallway~ The hallway turns here, leading north and west.. There is a passage leading south into the southeastern tower. Light is being let in by an old skylight far above your head. ~ 79 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19226 -1 D1 ~ door oak heavy~ 0 -1 19225 -1 D2 ~ ~ 0 -1 19213 -1 D3 The hallway continues west.. ~ ~ 0 -1 19208 -1 S #19212 A hallway~ The hallway comes to a bend here, leading north, and east.. There is also a heavy oaken door west. There are cobwebs all over the walls here, it seems this passage hasn't been used for a while. The southwestern tower lies south. A beam of light peeks through the skylight. ~ 79 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19223 -1 D1 The hallway continues east.. ~ ~ 0 -1 19210 -1 D2 The southwestern tower lies south.. ~ ~ 0 -1 19214 -1 D3 You see a large oaken door.. ~ door oak large oaken~ 0 -1 19221 -1 S #19213 The southeastern tower~ You see a circular room, about 40 feet in diameter, with eight openings spaced evenly about the outside wall. The windows extend from about waist height to about head height for a normal human. These are obviously ports through which arrows can be fired. The room appears to be empty. ~ 79 8 0 D0 You see the hallway.. ~ ~ 0 -1 19211 -1 S #19214 The southwestern tower~ You see a circular room, about 40 feet in diameter, with eight openings spaced evenly about the outside wall. The windows extend from about waist height to about head height for a normal human. A tree limb has grown through one of the windows. These are obviously ports through which arrows can be fired. The room appears to be empty. ~ 79 8 0 D0 You see the hallway.. ~ secret~ 0 -1 19212 -1 S #19215 The courtyard~ You are in a grassy courtyard open to the sky. Three doors, including the one by which you entered, line the walls. The courtyard continues north. ~ 79 0 2 D0 The courtyard continues north.. ~ ~ 0 -1 19216 -1 D1 You see a large oak door.. ~ door oak large oaken heavy~ 0 -1 19239 -1 D2 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19209 -1 D3 You see a heavy oak door.. ~ door heavy oak~ 0 -1 19242 -1 S #19216 The courtyard~ You see a grassy courtyard open to the sky. Three doors, including the one by which you entered, line the walls. The courtyard continues south. There is a large oak tree growing here. ~ 79 0 2 D0 You see a large oak door.. ~ door oak large~ 0 -1 19217 -1 D1 You see a large oak door ~ door oak large~ 0 -1 19238 -1 D2 The courtyard continues south.. ~ ~ 0 -1 19215 -1 D3 You see a large oak door.. ~ door oak large~ 0 -1 19240 -1 S #19217 A bedroom~ You have entered a small bedroom which appears to be sanctioning a few rather dirty creatures, by the looks of the beds and cloth thrown about the room. There are doors on the north and south walls. the south door is flanked by two windows. ~ 79 8 0 D0 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19218 -1 D2 You see the courtyard through the windows.. ~ door heavy oak~ 0 -1 19216 -1 S #19218 The hallway~ You are in a long hallway extending east and west. There are heavy oak doors on both the north and south walls. The walls and floor are made of stone and have moss growing on them. A small ray of light streams in from above. ~ 79 8 0 D0 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19253 -1 D1 The hallway continues east.. ~ ~ 0 -1 19236 -1 D2 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19217 -1 D3 The hallway continues west.. ~ ~ 0 -1 19251 -1 S #19219 A bedroom~ You have entered a small bedroom of some sort. The only door out of this room is the one which you came in by. There is a bed in the northern end of the room, which looks recently used. There is a skylight here similar to the ones in other rooms. ~ 79 8 0 D2 You see the hallway.. ~ door oak heavy~ 0 -1 19208 -1 S #19220 A bedroom~ You have entered a small bedroom that looks recently used. On the south wall is a door, leading back into the hallway. The walls and floor of this room are of stone. A small beam of light hits your eyes from above. ~ 79 8 0 D2 You see a heavy oak door leading back into the hallway.. ~ door heavy oak~ 0 -1 19210 -1 S #19221 The kitchen~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room seems to be a kitchen. It contains four tables, a pump, and an old stove. ~ 79 8 0 D1 You see the hallway.. ~ door oak heavy~ 0 -1 19212 -1 S #19222 The pantry~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. Cabinets and shelves line the wall. In the middle of the floor lies the body of a goblin with a horribly swollen arm. Trash and old sacks are scattered about the floor. ~ 79 8 0 D1 You see the hallway.. ~ door oak heavy~ 0 -1 19223 -1 E goblin corpse halfway decayed~ There seems to be a large snakebite on the swollen arm. ~ S #19223 The hallway~ You are in a long hallway that stretches out north and south. There is a skylight high above you letting light in this desolate place. To the west is a door. ~ 79 8 0 D0 The hallway continues.. ~ ~ 0 -1 19224 -1 D2 The hallway continues.. ~ ~ 0 -1 19212 -1 D3 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19222 -1 S #19224 The hallway~ You are in a long hallway leading north and south. A beam of light hits the floor in front of you from a halfway covered skylight in the roof. To the east of you on a huge stone wall grows a patch of moss. There is a door west of you. ~ 79 8 0 D0 The hallway continues.. ~ ~ 0 -1 19245 -1 D2 The hallway continues.. ~ ~ 0 -1 19223 -1 D3 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19244 -1 E moss~ It it timeless, now one with the castle.. ~ S #19225 A utility room~ The east wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room appears to be empty. ~ 79 8 0 D3 You see a heavy oak door.. ~ door oak heavy oaken~ 0 -1 19211 -1 S #19226 The hallway~ You are in a long hallway which extends north and south. There is a door to the east. A ray of sunlight catches your eye through the roof above. The walls and floor are made of aging stone here, some corners covered in moss. ~ 79 8 0 D0 The hallway continues.. ~ ~ 0 -1 19229 -1 D1 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19227 -1 D2 The hallway continues.. ~ ~ 0 -1 19211 -1 S #19227 A storeroom~ The east wall of this room has a ledge about seven feet from the floor. There are two small windows above the ledge. Except for some trash on the floor, the room appears to be empty. ~ 79 8 0 D3 The hallway lies west.. ~ door oak heavy~ 0 -1 19226 -1 S #19228 A storeroom~ The east wall of this room has a ledge about seven feet from the floor. There are two small windows above the ledge. Except for some trash on the floor, the room appears to be empty. ~ 79 8 0 D3 The hallway lies west.. ~ door oak heavy~ 0 -1 19229 -1 S #19229 The hallway~ You are in a long hallway which extends to the north and south. To the east is a door. The walls and floor are made of stone and have moss growing in the cracks. A beam of light hits the floor in front of you from the roof. ~ 79 8 0 D0 The hallway continues.. ~ ~ 0 -1 19230 -1 D1 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19228 -1 D2 The hallway continues.. ~ ~ 0 -1 19226 -1 S #19230 The hallway~ You are in a hallway that stretches north and south. To the east is a heavy oaken door. The walls and floor are made of stone, and have moss growing in the cracks. You hear a flock of crows pass above the castle through the open skylight, and the room goes dark for a second. ~ 79 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19232 -1 D1 You see a heavy oak door.. ~ door oak heavy oaken~ 0 -1 19231 -1 D2 The hallway continues south.. ~ ~ 0 -1 19229 -1 S #19231 A storeroom~ The east wall of this room has a ledge about seven feet from the floor. There are two small windows above the ledge. Except for two long tables along the south wall, the room appears to be empty. As you enter the room, you hear the sound of small wings. ~ 79 8 0 D3 The hallway lies west.. ~ door oak heavy~ 0 -1 19230 -1 E nest ledge~ The stirges have made a nest upon the ledge. ~ S #19232 The hallway~ You are in a long hallway which stretches north and south. To the east is a door. The walls and floor are made of stone, and have moss growing upon them in the cracks. A ray of light hits the floor in front of you from a skylight in the roof. ~ 79 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19234 -1 D1 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19233 -1 D2 The hallway continues south.. ~ ~ 0 -1 19230 -1 S #19233 The chapel~ The east wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. There is a small altar on the diagonal northwest wall. There are several long benches in the room. Two of them have been pushed together in the southeast corner to form a rude bed. ~ 79 8 0 D3 The hallway lies to the west.. ~ door oak heavy~ 0 -1 19232 -1 S #19234 The hallway~ You are in a long hallway that has come to a bend, now leading west and south. There is a passage north to the northeastern tower. The walls and floor are made of stone and have moss growing in the cracks. There is rubble on the floor and the room is being flooded by daylight, the skylight opened by an unknown force. ~ 79 0 0 D0 The northeastern tower lies north.. ~ ~ 0 -1 19235 -1 D2 The hallway continues south.. ~ ~ 0 -1 19232 -1 D3 The hallway continues west.. ~ ~ 0 -1 19236 -1 S #19235 The northeastern tower~ You are in a circular room, about 40 feet in diameter, with eight openings spaced evenly and from about waist height to about head height for a normal human. These are obviously ports through which arrows can be fired. The floor of the room is covered with rubbish. ~ 79 8 0 D2 The hallway lies south.. ~ ~ 0 -1 19234 -1 S #19236 The hallway~ You are in a long hallway extending east and west. On the north and south walls are doors. The walls and floor are made of stone, and has moss growing between the cracks. A ray of light hits your eye from the skylight above. ~ 79 8 0 D0 You see a heavy oak door.. ~ door oak heavuy~ 0 -1 19243 -1 D1 The hallway continues east.. ~ ~ 0 -1 19234 -1 D2 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19237 -1 D3 The hallway continues west.. ~ ~ 0 -1 19218 -1 S #19237 A bedroom~ You are in a small bedroom, which seems to be empty except for the unoccupied bed in the eastern side of the room. The room is lit by a small skylight in the southwest corner of the room, letting in light but not rain. The only exit out seems to be the door north. ~ 79 8 0 D0 The hallway lies north.. ~ door oak heavy~ 0 -1 19236 -1 S #19238 A bedroom~ This trash filled room contains an empty bed with all its slats removed. The room appears to be otherwise empty. A door on the east wall is flanked by two small windows about seven feet from the floor. ~ 79 8 0 D3 the courtyard lies west.. ~ door oak heavy~ 0 -1 19216 -1 S #19239 A bedroom~ This trash filled room contains an empty bed. There are scorch marks on the wall. The room appears to be otherwise empty. A door on the west wall is flanked by two small windows about seven feet from the floor. ~ 79 8 0 D3 The courtyard lies west.. ~ door oak heavy~ 0 -1 19215 -1 S #19240 A bedroom~ This trash filled room contains an empty bed. There is a chest next to the bed. Otherwise, the room appears to be empty. A door on the west wall is flanked by two small windows about seven feet from the floor. ~ 79 8 0 D1 The courtyard lies east.. ~ door oak heavy~ 0 -1 19216 -1 S #19241 A bedroom~ You are in a small bedroom, the room seems to be empty except for an unoccupied bed. The room is lit by a skylight in the southeast corner that lets in the light, but not the rain. ~ 79 9 0 D0 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19251 -1 S #19242 A bedroom~ This trash filled room contains an empty bed. The bed clothes are rotten and decayed. The room appears to be otherwise empty. A door on the east wall is flanked by two small windows about seven feet from the floor. ~ 79 8 0 D1 The courtyard lies east.. ~ door oak heavy~ 0 -1 19215 -1 S #19243 A utility room~ The north wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room appears to be empty except for the cobwebs clinging all over the walls. ~ 79 8 0 D2 The hallway lies south.. ~ door oak heavy~ 0 -1 19236 -1 S #19244 A library~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. Bookshelves line the north and south walls; a few motheaten books remain on them. There is a large, dusty carpet in the middle of the room. ~ 79 8 0 D1 The hallway lies east.. ~ door oak heavy~ 0 -1 19224 -1 S #19245 The hallway~ You are in a long hallway extending north and south. The walls and floor are made of stone, and have moss growing upon them. There is a oaken door west. A ray of light hits the floor just in front of your feet from a skylight above. ~ 79 8 0 D0 The hallway continues.. ~ ~ 0 -1 19248 -1 D2 The hallway continues south.. ~ ~ 0 -1 19224 -1 D3 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19246 -1 S #19246 A storeroom~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. Except for some trash on the floor, the room appears to be empty. ~ 79 8 0 D1 The hallway lies east.. ~ door oak heavy~ 0 -1 19245 -1 S #19247 A utility room~ The west wall of this room has a ledge about seven feet from the floor, with two small bricked up windows above the ledge. There is a large trapdoor in the middle of the floor. ~ 79 8 0 D1 The hallway lies east.. ~ door oak heavy~ 39 19211 19248 -1 S #19248 The hallway~ You are in a long hallway extending north and south. The walls and floor are made of stone and have moss growing upon the cracks. There is a door west. A beam of light hits your eye from above, blinding you for a second. ~ 79 8 0 D0 The hallway lies north.. ~ ~ 0 -1 19249 -1 D2 The hallway continues south.. ~ ~ 0 -1 19245 -1 D3 You see a heavy oaken door.. ~ door oak oaken heavy~ 39 19211 19247 -1 S #19249 The hallway~ You are in a long hallway which has come to a bend, now leading east and south. The walls and floor are made of stone, and have moss growing upon the cracks. A ray of light hits the floor in front of you from the roof above. A passge north of you leads to one of the four towers of the castle. ~ 79 8 0 D0 The northwestern tower lies to the north.. ~ ~ 0 -1 19250 -1 D1 The hallway continues east.. ~ ~ 0 -1 19251 -1 D2 The hallway continues south.. ~ ~ 0 -1 19248 -1 S #19250 The northwestern tower~ You see a circular room, about 40 feet in diameter, with eight openings spaced evenly about the outside wall. The windows extend from about waist height to about head height for a normal human. These are obviously ports through which arrows can be fired. The room appears to be empty except for the remains of a skeleton on the floor. ~ 79 8 0 D2 The hallway lies south.. ~ ~ 0 -1 19249 -1 E skeleton~ It has been there for many years. It was once a defender of this castle. ~ S #19251 The hallway~ You are in a long hallway which extends east and west. The walls and floor are made of stone, and have moss growing in the cracks. Doors lie both north and south. A ray of sunlight hits the wall next to you, highlighting its age. ~ 79 8 0 D0 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19252 -1 D1 The hallway continues east.. ~ ~ 0 -1 19218 -1 D2 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19241 -1 D3 The hallway continues west.. ~ ~ 0 -1 19249 -1 S #19252 A guardroom~ The north wall of this room has a ledge about seven feet from the floor, with small windows above the ledge. The room looks as if it might have been a guard post. there are a few beds, some pegs on the walls for clothing, a rack to hold weapons, and a long table with a drawer that might have once served as a desk. there are moth eaten clothes on the bed, but the room appears to be otherwise empty. ~ 79 8 0 D2 ~ door oak heavy~ 0 -1 19251 -1 S #19253 A storeroom~ The north wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room appears to contain a lot of what seems to be personal gear and equipment. ~ 79 8 0 D2 The hallway lies south.. ~ door oak heavy~ 0 -1 19218 -1 S #20001 Webbed Entrance~ Sticky, sticky, sticky! The ground is cluttered with leaves, decayed remains of webbed crickets, beetle, rats, dogs (?), and even humans. You begin to wonder about what lies ahead. The air is damp here, and even the little light that shines through the canopy seems absorbed into the webbing. ~ 80 4 3 D0 ~ ~ 0 -1 20002 -1 D2 ~ ~ 0 -1 15300 -1 S #20002 Webby Passage~ You find that footing here is very good, almost too good. The limbs are coated with cobwebs and seem unusually strong for tree branches. Paths lead in four directions. The eastward path goes down a bit. ~ 80 0 3 D0 ~ ~ 0 -1 20004 -1 D1 ~ ~ 0 -1 20005 -1 D2 ~ ~ 0 -1 20001 -1 D3 ~ ~ 0 -1 20003 -1 S #20003 Wasp Hive~ Drones scuttle about in this room. The cells on the walls are honeycomb in shape and many of the maggots and wasps you see have fang-marks on there bodies. You sense some order in their markings. ~ 80 0 3 D1 ~ ~ 0 -1 20002 -1 D4 ~ jolly~ 39 1 13728 -1 S #20004 Webby Passage~ Another webby passage, all sticky and wet. Tiny ballooning spiders fill the air. It seems that these young ones are newborns. ~ 80 0 3 D1 ~ ~ 0 -1 20005 -1 D2 ~ ~ 0 -1 20002 -1 S #20005 Beneath the Busy Path~ You here the sounds of crawling arachnids above. The rhythms of the footsteps suggest a primitive order in there movement. The light seems brighter upwards. ~ 80 0 3 D3 ~ ~ 0 -1 20004 -1 D4 ~ ~ 0 -1 20006 -1 S #20006 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as rats, wolves, and humans. ~ 80 0 3 D2 ~ ~ 0 -1 20007 -1 D5 ~ ~ 0 -1 20005 -1 S #20007 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, wolves, and humans. ~ 80 0 3 D0 ~ ~ 0 -1 20006 -1 D1 ~ ~ 0 -1 20008 -1 S #20008 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, dogs, and humans. ~ 80 0 3 D0 ~ ~ 0 -1 20007 -1 D1 ~ ~ 0 -1 20006 -1 D2 ~ ~ 0 -1 20005 -1 D3 ~ ~ 0 -1 20009 -1 S #20009 A Split in the Path~ As always, there is a split in the road. One road is strewn with cricket feelers. The other is well-kept and suitable for smooth travelling. The webbing that was prevalent in earlier rooms is almost non-existant now. ~ 80 0 3 D0 ~ ~ 0 -1 20010 -1 D1 ~ ~ 0 -1 20008 -1 D2 ~ ~ 0 -1 20020 -1 S #20010 Fuzzy Tree Limb~ You are on a "fuzzy" tree limb. Interesting, since the branches seem to have "hairs" sprouting from its bark. As you look closer you see millions of aphids covering each limb. ~ 80 0 3 D2 ~ ~ 0 -1 20009 -1 D3 ~ ~ 0 -1 20011 -1 S #20011 Tree Trunk~ You feel that you can rest here safely. There is evidence of webbing here, but it is of a finer quality. ~ 80 0 3 D1 ~ ~ 0 -1 20010 -1 D2 ~ ~ 0 -1 20012 -1 S #20012 Tree Lair Entrance~ It seems the inhabitant of this place does not web her victims, as evidenced by the remains before you. The area is cluttered with desiccated corpses, apparently bitten but unwebbed, and drained of their life juices. ~ 80 0 3 D0 ~ ~ 0 -1 20011 -1 D3 ~ ~ 0 -1 20013 -1 S #20013 Wolf Spider Lair~ Very dark, as all lairs of spiders are. Not much of furnishings save an exit. The wolf spider keeps no corpses here, but rather throws them out at her leisure. ~ 80 0 3 D1 ~ ~ 0 -1 20012 -1 S #20020 The Webless Path~ Strange. No webbing here. In fact, no sounds whatsoever. The path continues northward, where you find that you may have to tightrope your way across a ravine. ~ 80 0 3 D0 ~ ~ 0 -1 20009 -1 D3 ~ ~ 0 -1 20021 -1 S #20021 Above the Ravine~ Stranger still. Your feet get a real firm grip on the spiderline. You are above a deep ravine. This line connects you between two trees. Below you can see a prismatic web with lots of animal bones caught in it: some bear and small deer bones in fact. No human skeletons are visible (yet). ~ 80 0 3 D1 ~ ~ 0 -1 20020 -1 D2 ~ ~ 0 -1 20023 -1 D5 ~ ~ 0 -1 20022 -1 S #20022 The Rainbow Web~ This is the rainbow web--each strand, each link, a hue of violently sharp colors and contrasts. The resident here seems to have a command of light as well. ~ 80 0 3 D4 ~ ~ 0 -1 20021 -1 S #20023 The Web Forest~ The trees here take on a different appearance--they are not trees anymore, but disjointed make-shift silken made shafts, sticky to the touch, and webby in texture. This is another world it would appear. ~ 80 0 3 D0 ~ ~ 0 -1 20021 -1 D5 ~ ~ 0 -1 20024 -1 S #20024 The Slave Pit~ You have entered the slave pit. A voice blares in the distance, "Get back to work, maggots!" Rails upon rails of mined gold and silver clutter the trail beneath you. ~ 80 0 3 D0 ~ ~ 0 -1 20025 -1 D4 ~ ~ 0 -1 20023 -1 S #20025 The Tether Path~ Another tether path just like the rest of them. Surprising well -lit by the golden orbs that hang from the sides, you can see the paths become finer and finer in quality. ~ 80 0 3 D1 ~ ~ 0 -1 20026 -1 D3 ~ ~ 0 -1 20024 -1 S #20026 A Road Crossing~ Another shifty little strand of webs, almost ethereal in nature. ~ 80 0 3 D3 ~ ~ 0 -1 20025 -1 D4 ~ ~ 0 -1 20027 -1 S #20027 A Leader Strand~ This strand is weightier, more sturdy. It shimmers as you step on it. You are definitely not in the Shadowdaleian realms anymore. Just where you are you can't tell. It feels like you're moving through ether. You can still get back down to more surer lands. ~ 80 0 3 D0 ~ ~ 0 -1 20028 -1 D5 ~ ~ 0 -1 20026 -1 S #20028 The Entrance of the Ethereal Web~ You are at the entrance to ethereal web. Flickering in and out, in and out, each strand reveals a different hue from black to green to blue. ~ 80 0 3 D2 ~ ~ 0 -1 20031 -1 S #20030 The Young Wormkin's Crib~ A playpen of sorts, with maggots of wasps and other baby vermin lying about. You feel that humans have been played with here too, and eaten later. You sense that the maker of this place has an appetite for dragon meat, and uses this room as a breeding area. ~ 80 0 3 D4 ~ ~ 0 -1 20031 -1 S #20031 The Base of the Web~ Large strands connect at this point. The node shimmers and flickers within the ether. You see many flying creatures-- insects, pegasi, and dragon wormkins--navigate the dangerous passages of the web. Exits go in many directions. ~ 80 0 3 D0 ~ ~ 0 -1 20030 -1 D1 ~ ~ 0 -1 20032 -1 D2 ~ ~ 0 -1 20033 -1 D3 ~ ~ 0 -1 20034 -1 S #20032 Through the Trees~ This part of the web intersects through the branches of some trees. Various leaves and other debris that the many drones have not picked up yet lie here. ~ 80 0 3 D1 ~ ~ 0 -1 20031 -1 D2 ~ ~ 0 -1 20035 -1 D3 ~ ~ 0 -1 20033 -1 S #20033 Above the Clouds~ You can see all of Shadowdale in this ethereal web. Many of the larger dragons that do wish to fly seem to fly away from the sticky strands of the web. ~ 80 0 3 D1 ~ ~ 0 -1 20031 -1 D2 ~ ~ 0 -1 20034 -1 D3 ~ ~ 0 -1 20035 -1 S #20034 On A Cloud~ Rather thick in consistency. You realize this is not a typical cloud, but it might be the nest of an aerial creature. ~ 80 0 3 D5 ~ ~ 0 -1 20031 -1 S #20035 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. ~ 80 0 3 D1 ~ ~ 0 -1 20036 -1 D3 ~ ~ 0 -1 20031 -1 S #20036 The Tenuous Strand~ Very windy here since it goes up into the sky somewhat. Still, it's safe enough to move around. ~ 80 0 3 D2 ~ ~ 0 -1 20040 -1 D3 ~ ~ 0 -1 20041 -1 D5 ~ ~ 0 -1 20031 -1 S #20040 The Elder Wormkin's Room~ A more mature wormkin it seems resides here. Various tomes of arcane lore clutter the area, along with shards of armor and weaponry. ~ 80 0 3 D5 ~ ~ 0 -1 20031 -1 S #20041 Another Tree Limb~ Once again the web crosses another tree limb. To the side you see the possible entrace to another creatures lair. ~ 80 0 3 D1 ~ ~ 0 -1 20042 -1 D2 ~ ~ 0 -1 20034 -1 D3 ~ ~ 0 -1 20045 -1 S #20042 The Bird Spider's Lair~ This is a big game hunter among most spiders. Crush jewels and other weapons suggest the inhabitant must have powerful jaws. Beware! ~ 80 0 3 D5 ~ ~ 0 -1 20031 -1 S #20045 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. ~ 80 0 3 D2 ~ ~ 0 -1 20050 -1 D3 ~ ~ 0 -1 20046 -1 D4 ~ ~ 0 -1 20045 -1 S #20046 The Quiet Tree Top~ Here is a quiet tree top. Downwards you can see a familiar path that may lead back to Shadowdale. ~ 80 0 3 D2 ~ ~ 0 -1 20045 -1 D3 ~ ~ 0 -1 20047 -1 D5 ~ ~ 0 -1 6132 -1 S #20047 On The Web~ RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar of a powerful beast. Dragon, you think. You shiver in your boots as you tiptoe on this section of the web. ~ 80 0 3 D1 ~ ~ 0 -1 20046 -1 D2 ~ ~ 0 -1 20055 -1 D5 ~ ~ 0 -1 20031 -1 S #20050 The Ki-Rin Chamber~ A wise ki-rin was entrapped here many years ago. It is from her that the ruler of this realm zaps his magical strength. ~ 80 512 2 D0 ~ ~ 0 -1 20047 -1 S #20055 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. To the north you sense the heavy breathing of a fiery animal. ~ 80 0 3 D0 ~ ~ 0 -1 20060 -1 D2 ~ ~ 0 -1 20065 -1 S #20060 Yevaud's Lair~ Yevaud, the Usurper of Shadowdale, resides here. A voice cries out, "BEWARE, the Usurper of Shadowdale lives here! FLEE while you can!" But even Yevaud has his master...or so you deduce. ~ 80 0 3 D2 ~ ~ 0 -1 20055 -1 S #20065 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. A single spider line lies to the north, while ghastly seemings are due southward. The grim entrance of Arachnos' Lair is downward. ~ 80 0 3 D0 ~ ~ 0 -1 20071 -1 D1 ~ ~ 0 -1 20031 -1 D2 ~ ~ 0 -1 20066 -1 D5 ~ ~ 0 -1 20090 -1 S #20066 Entrance to the Donjonkeep~ A dark path at the end of the web strand, you see ahead a torch lit chamber where the souls of unavenged adventurers come and gnash their teeth. The howls and screams of many echo through the hall ways. You see one definite path ahead. ~ 80 0 3 D0 ~ ~ 0 -1 20067 -1 S #20067 The Guardian's Room~ A chair sits here for a tireless guardian who ensures that no soul escapes. The room is undecorated. ~ 80 0 3 D0 ~ ~ 0 -1 20068 -1 E chair~ An ordinary chair, well used, glued to the ground by spiderweb. ~ S #20068 Realm of the Hopeless~ Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. ~ 80 0 3 D0 ~ ~ 0 -1 20069 -1 S #20069 Realm of the Hopeless~ Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. ~ 80 0 3 D0 ~ ~ 0 -1 20068 -1 D2 ~ ~ 0 -1 20070 -1 S #20070 The Donjonkeep~ No souls have ever lived in this place. The wails of slaves and the howls of wolves are the only way you can describe the sounds you hear. The walls are thin and wispy. The only light you recieve is the shimmering from the strand of the ethereal web you used to get here. ~ 80 0 3 D1 ~ ~ 0 -1 20071 -1 S #20071 The Single Spider Line~ A single spider line supports you once more. As you look across the ether you seen a single shack up ahead with a light in the window. You sense a great evil coming from the north and feel inclined to go back on the ethereal web and take your chances there. ~ 80 0 3 D0 ~ ~ 0 -1 20031 -1 D2 ~ ~ 0 -1 20072 -1 S #20072 The Single Spider Line~ A single spider line supports you once more. The shack comes closer into view and you are even more inclined to go back now. ~ 80 0 3 D0 ~ ~ 0 -1 20071 -1 D2 ~ ~ 0 -1 20073 -1 S #20073 The Hermit's Corner~ Here you see evidence of a vagrant's abode. The shack is to the north, if you dare enter it. You get the sneaking feeling you should go back now. The skies above you darken and roar with the laughter of thunder. ~ 80 0 2 D0 ~ ~ 0 -1 20072 -1 D2 ~ ~ 0 -1 20080 -1 S #20080 Mahatma's Inescapable Trap~ Mahatma, that silly thief, is here, and he steals everything you have. He says, "Here, have a quick trip to the Temple of Shadowdale." He plugs a black dagger into your back... ~ 80 6 0 S #20090 The Entrance to the Arachnos' Lair~ All strands inevitably lead here, the center of the web, the entrance to Arachnos' Lair. ~ 80 0 2 D1 ~ ~ 0 -1 20091 -1 S #20091 The Sticky Chamber~ You can still bail out since your knees are shaking from the anticipation (or is it fear?). The sky is clear on this strand of web, surprisingly unsticky. The strand does not vibrate like the others. A few ballooning spiders pass by, cackling "You're gonna die, you're gonna fry. Good bye!" ~ 80 0 2 D1 ~ ~ 0 -1 20092 -1 D5 ~ ~ 0 -1 20031 -1 S #20092 The Great Door~ Before you you see a large, web-like door. Various designs of ancient runes and names of Shadowdale heroes are etched into the webwork. Perhaps lists of victims? You can't tell. ~ 80 8 2 D0 ~ door web large~ 7 0 20099 -1 D3 ~ ~ 0 -1 20091 -1 S #20099 The Lair of Arachnos~ This is the lair of the Empress Spider, Arachnos. A lavishly adorned rainbow web, her lair allows her to move to any universe she wishes by using her magical strands to the Prime Material Plane. Coffers upon coffers of gold, magical jewels and gems await. Unfor- tunately Arachnos is a baggy spider too, and webs all her treasures to her beautiful silken body. ~ 80 0 3 D2 ~ door web~ 7 0 20092 -1 S #20200 Bag's house~ This is the house that Bag built. It has a floor and a ceiling and walls and a door. ~ 81 0 0 S #21001 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the east and west. The trail leads further north where a small cottage becomes apparent and south, through the forest. ~ 81 0 3 D0 More trail and a cottage ~ ~ 0 -1 21002 -1 D2 ~ ~ 0 -1 18007 -1 S #21002 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the east and west. The trail leads further north where a small cottage lies in a clearing and south towards the City of Shadowdale. ~ 81 0 3 D0 More trail and a cottage ~ ~ 0 -1 21003 -1 D2 less dense forest. ~ ~ 0 -1 21001 -1 S #21003 Ershteep Road~ You are standing on a bend of a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the east. The trail leads further south and west. To the north a small cottage lies in a natural clearing. It looks deserted. ~ 81 0 3 D0 A cottage, the front door is open ~ ~ 0 -1 21004 -1 D2 A trail through the forest. ~ ~ 0 -1 21002 -1 D3 A trail through the forest. ~ ~ 0 -1 21005 -1 S #21004 A deserted cottage~ Once inside you see that the former inhabitants of this cottage left in a hurry. There seems to be much that was left lying about. Now after many years only the things that aren't of much use lie here under a thick layer of dust. There is a fireplace in the north wall over which a large painting hangs. The only apparent exit is south. ~ 81 8 0 D0 A fireplace ~ fireplace lock grate~ 39 21001 21052 -1 D2 A door back to the outside world! ~ ~ 0 -1 21003 -1 E painting picture~ A wonderfully crafted oil which depicts a scene outside a jewellers in a busy city street. ~ E lock grate~ A lock made of a fine metal seems to be locking the grate in place. ~ E fireplace~ It looks like an ordinary fireplace but then a lock on the grate catches your eye. You have a distinct feeling they key is not here! ~ S #21005 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the north and south. The trail leads further east and west. To the northeast a small cottage lies in a natural clearing. It looks deserted. ~ 81 0 3 D1 More trail ~ ~ 0 -1 21003 -1 D3 More trail ~ ~ 0 -1 21006 -1 S #21006 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the west and south. The trail leads further east and north. ~ 81 0 3 D0 More trail ~ ~ 0 -1 21007 -1 D1 More trail ~ ~ 0 -1 21005 -1 S #21007 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the north and east and leads straight up a very large mountain. The trail leads further south and west. You see a plateau where the trail disappears to the west. ~ 81 0 5 D2 More trail ~ ~ 0 -1 21006 -1 D3 More trail ~ ~ 0 -1 21008 -1 S #21008 Ershteep Road~ You are standing at a triple junction. To the north you see a wide boulevard, to the east a narrow trail leads down the hill and to the west there is a large, open field. The way south is blocked by forest. ~ 81 0 5 D0 More road ~ ~ 0 -1 21010 -1 D1 More trail ~ ~ 0 -1 21007 -1 D3 A field ~ ~ 0 -1 21009 -1 S #21009 An open field~ You stand on one of the many concentric grassy rings of this field. In the centre of the field a large unfamiliar tree is growing surrounded by a ring of earth then a ring of grass and so on so that a pattern of concentric circles emerges. You feel a strange power coming from the tree but as you try to approach it you suddenly feel quite rejected. There is an exit to the east back to the trail. The forest is too thick to penetrate here. ~ 81 0 2 D0 ~ ~ 0 -1 2180 -1 D1 The trail again ~ ~ 0 -1 21008 -1 S #21010 Ershteep Road~ The road here is wider and seemingly more travelled. The road leads north and south and is surrounded by impassable forest its the east and west sides. On the horizon you see a large city wall. ~ 81 0 3 D0 A road ~ ~ 0 -1 21011 -1 D2 A road ~ ~ 0 -1 21008 -1 S #21011 Outside the city wall~ As you stand before the city a very strange feeling overwhelms you. You get a sensation of great disaster but also a sense of lasting peace. The gates stand before you wide open and unattended. The road leads south and underneath the bridge you stand on lies a moat running east-west. ~ 81 0 1 D0 The city. ~ ~ 0 -1 21014 -1 D2 A road. ~ ~ 0 -1 21010 -1 E moat~ You look into the murky water below you and surmise that jumping in there would not be a wise thing to do. A number of rather heavy objects seem to be floating on the surface! ~ S #21012 Dead end~ The passage way ends here where a door in the west wall leads further into the wall. The smell that comes from there tends to indicate that it leads into the sewers. ~ 81 12 0 D1 A dimly lit passageway ~ ~ 0 -1 21013 -1 D3 A door ~ door~ 39 21002 21056 -1 E door~ A narrow wooden door with a rusted keyhole. ~ S #21013 East-West Passage~ You stand in a dimly lit passage way inside the city wall. To the west is the main city gate and east leads further into the dankness. It seems to be a dead end. ~ 81 8 0 D1 The city gates ~ ~ 0 -1 21014 -1 D3 An apparent dead end ~ ~ 0 -1 21012 -1 S #21014 City Gates~ You stand inside the wall of the city where thusands of feet have trod. To the south lies the relative safety of Ershteep Road, to the east and west lie dim passages into the wall and north you can see into the city. Strangely no normal city sounds seem to come from within! ~ 81 8 0 D0 The city of Orshingal ~ ~ 0 -1 21019 -1 D1 A dim passage ~ ~ 0 -1 21015 -1 D2 Ershteep Road ~ ~ 0 -1 21011 -1 D3 A dim passage ~ ~ 0 -1 21013 -1 S #21015 East-West Passage~ You stand in an dimly lit east-west passage inside the city wall. East lies the city gate and west seems to lead to a dead end. ~ 81 8 0 D1 A seemingly dead end ~ ~ 0 -1 21016 -1 D3 City gates ~ ~ 0 -1 21014 -1 S #21016 Dead end~ The passage way ends here where a door in the west wall leads further into the wall. The smell that comes from there tends to indicate that it leads into the sewers. ~ 81 12 0 D1 A door ~ door~ 39 21002 21056 -1 D3 A dimly lit passageway ~ ~ 0 -1 21015 -1 E door~ A narrow wooden door with a rusted keyhole. ~ S #21017 On a Road~ You stand at a corner of a road which follows to city wall around. Through huge amounts of rubble to see that the road leads north and west from here. ~ 81 0 1 D0 On a Road ~ ~ 0 -1 21023 -1 D1 On a Road ~ ~ 0 -1 21018 -1 S #21018 On a Road~ You stand on a road which leads both east and west from here. To the north is a broken down, old building. ~ 81 0 1 D0 An old building ~ ~ 0 -1 21024 -1 D1 A junction ~ ~ 0 -1 21019 -1 D3 Road ~ ~ 0 -1 21017 -1 S #21019 Inside the main gates~ You stand inside the main gates of Orshingal, a city in ruins. The cities invaders seemed to take no care in their attack and bodies and rubble line the streets. From here roads lead north, east and west. South leads back to the city gates. ~ 81 0 1 D0 Road ~ ~ 0 -1 21025 -1 D1 Road ~ ~ 0 -1 21020 -1 D2 City gates ~ ~ 0 -1 21014 -1 D3 Road ~ ~ 0 -1 21018 -1 S #21020 On a Road~ You stand on a road which though covered in bodies and rubble seems to lead both east and west from here. To the north is a mystic temple, strangely intact. ~ 81 0 1 D0 A temple ~ ~ 0 -1 21026 -1 D1 Road ~ ~ 0 -1 21021 -1 D3 A junction ~ ~ 0 -1 21019 -1 S #21021 On a Road~ You stand at a bend in the road. The road continues north and west from here. ~ 81 0 1 D0 Road ~ ~ 0 -1 21027 -1 D3 Road ~ ~ 0 -1 21020 -1 S #21022 On a Road~ You stand at a bend in the ruined road. The road apparently leads north and east from here. ~ 81 0 1 D0 Road ~ ~ 0 -1 21029 -1 D1 Road ~ ~ 0 -1 21023 -1 S #21023 On a Road~ You stand at a bend in the old road. It continues south and east through much rubble and many decaying bodies. ~ 81 0 1 D2 Road ~ ~ 0 -1 21017 -1 D3 Road ~ ~ 0 -1 21022 -1 S #21024 Armoury~ This ransacked shop once was an armoury and there are many pieces of ancient armour all rusting on the floor. There is a locked cabinet on the floor which seems to have been overlooked. Doors lead to the north and south. ~ 81 8 0 D0 A foyer ~ ~ 0 -1 21031 -1 D2 Road ~ ~ 0 -1 21018 -1 S #21025 A wide street~ A cobblestone street, meandering through the town. To the north is a large square dominated by a rather large mound in the centre with a tree on it. South is a junction of this street and another road. ~ 81 0 1 D0 A square ~ ~ 0 -1 21038 -1 D2 A junction ~ ~ 0 -1 21019 -1 S #21026 South Chapel of the Temple~ You are at the south end of the great temple. It is bedecked with many ancient symbols and artifacts. The strange thing about this temple is that unlike the rest of the city it seems to be quite well kept. An exit lies to the south and the main hall lies to the north. ~ 81 12 0 D0 The main hall ~ ~ 0 -1 21032 -1 D2 An exit back to the street ~ ~ 0 -1 21020 -1 E symbols~ Strange symbols all in yellow and black are written on the walls. You have never seen anything like it before in your life. The strangest thing is that you seem to think the symbols say something important. ~ S #21027 On a Road~ A bend in the road. This was obviously where a great battle was fought as the stench here is overpowering. The road continues south and east from here. ~ 81 0 1 D1 Road ~ ~ 0 -1 21028 -1 D2 Road ~ ~ 0 -1 21021 -1 S #21028 On a Road~ The road heads north and west at this point because at this point, what is left of the city wall dictates that it does. ~ 81 0 1 D0 Road ~ ~ 0 -1 21034 -1 D3 Road ~ ~ 0 -1 21027 -1 S #21029 On a Road~ You stand on a north-south section of the road. The city wall is west of here and an old building lies to the east. ~ 81 0 1 D0 Road ~ ~ 0 -1 21035 -1 D1 An old building ~ ~ 0 -1 21030 -1 D2 Road ~ ~ 0 -1 21022 -1 S #21030 Weaponry~ This shop has been looted and pillaged many times and now all that is left are broken swords and a few scabbards. There is an awful lot of blood on the walls and a pile of bones lies behind the counter. There is an exit to the west and a small foyer lies east of here. ~ 81 8 0 D1 A foyer ~ ~ 0 -1 21031 -1 D3 An exit to the street ~ ~ 0 -1 21029 -1 E bones~ The last remains of the weaponsmith. ~ S #21031 A small foyer~ This is a small room which connects three shops: The Armoury, Weaponry and Jewellery. These lie to the south, west and north respectively. ~ 81 8 0 D0 The Jewellery ~ ~ 0 -1 21037 -1 D2 The Armoury ~ ~ 0 -1 21024 -1 D3 The Weaponry ~ ~ 0 -1 21030 -1 S #21032 The Main Hall~ Amazing patterns and dazzling images crowd your mind. Swirling visual illusions make you reel and almost fall over. There are exits north and south to small chapel like areas and in the east wall a small door leading who knows where? ~ 81 8 0 D0 A chapel ~ ~ 0 -1 21039 -1 D1 A large jarrah door ~ door~ 33 -1 21033 -1 D2 A chapel ~ ~ 0 -1 21026 -1 S #21033 Cleric's Sanctum~ You feel quite out of place in here. On the walls lie shelves which haven't seen the love of a cleaner in what is apparently centuries. Many books lie about them and there are some scrolls on the table before you. You suddenly feel uneasy and you look around. ~ 81 8 0 D3 A door ~ door~ 33 -1 21032 -1 S #21034 A street~ The road runs north-south here and there is a vile stench coming from a grate at the base of the wall. You expect there are sewers down there. ~ 81 0 1 D0 Road ~ ~ 0 -1 21041 -1 D1 The city wall and a grate ~ grate~ 33 -1 21055 -1 D2 Road ~ ~ 0 -1 21028 -1 E grate~ It looks unlocked. ~ S #21035 On a Road~ At this point you can see through a hole in the wall of the city and see that there is a large plain to the east and moving around you see a large mountain to the north. The road turns to the south and east here. ~ 81 0 1 D1 Road ~ ~ 0 -1 21036 -1 D2 Road ~ ~ 0 -1 21029 -1 S #21036 On a Road~ The rubble lined road leads north and west from here. Through the debris you see that the road leads distantly to the north where the remnants of the wall impede its progress and it turns east. ~ 81 0 1 D0 Road ~ ~ 0 -1 21042 -1 D3 Road ~ ~ 0 -1 21035 -1 S #21037 Jewellery~ With little regard for years of timeless work, the cities destroyers have badly damaged this place. You can see little of any value here. The bones of the shopkeeper lie where he fell and they may still clutch something! ~ 81 8 0 D1 The City Square can be seen through the broken door. ~ ~ 0 -1 21038 -1 D2 A door to a small foyer ~ ~ 0 -1 21031 -1 S #21038 The City Square~ In the centre of this large square, perched on the top of a small hillock, is an all to unfamiliar tree. Radial lines of grass feed out from the tree and you feel a sense of power radiating from it. Exits lie north and south along a cobblestone street and east and west lead into buildings. ~ 81 0 1 D0 Road ~ ~ 0 -1 21044 -1 D1 The temple ~ ~ 0 -1 21039 -1 D2 Road ~ ~ 0 -1 21025 -1 D3 An old, broken down building ~ ~ 0 -1 21037 -1 D4 Up to the tree ~ ~ 0 -1 21059 -1 E tree~ Why not go and take a closer look yourself? ~ S #21039 North Chapel~ The dim candle light and smell of inscence makes your head spin and you get the feeling that you could very well be in for a bit of peril in here! There is an exit to the west and the Main Hall lies to the south. ~ 81 8 0 D2 You see the main hall of the temple ~ ~ 0 -1 21032 -1 D3 A door back to the outside ~ ~ 0 -1 21038 -1 S #21040 On a Road~ The rubble lined road leads north and east from here. Through the debris you see that the road leads distantly to the north where the remnants of the wall impede its progress and it turns east. ~ 81 0 1 D0 Road ~ ~ 0 -1 21046 -1 D1 Road ~ ~ 0 -1 21041 -1 S #21041 On a Road~ The rubble lined road leads south and west from here. ~ 81 0 1 D2 Road ~ ~ 0 -1 21034 -1 D3 Road ~ ~ 0 -1 21040 -1 S #21042 On a Road~ The rubble lined road leads north-south here. A small house lies to the east but no door is apparent in the wall. ~ 81 0 1 D0 Road ~ ~ 0 -1 21047 -1 D2 Road ~ ~ 0 -1 21036 -1 S #21043 Small House~ This small house, once occupied, now lies in ruins. There are lots of food scraps on the floor here and some clothes lie strewn on the floor. Looks tidy eh? ~ 81 9 0 D0 The door out! ~ ~ 0 -1 21048 -1 S #21044 A wide street~ A cobblestone street, meandering through the town. To the south is a large square dominated by a rather large mound in the centre with a tree on it. North is a junction of this street and another road. Small homes can be seen east and west of here. ~ 81 0 1 D0 A junction ~ ~ 0 -1 21049 -1 D2 A square ~ ~ 0 -1 21038 -1 S #21045 Small House~ This small house, once occupied, now lies in ruins. There are lots of food scraps on the floor here and some clothes lie strewn on the floor. Looks tidy eh? ~ 81 9 0 D0 The door out! ~ ~ 0 -1 21050 -1 S #21046 On a Road~ The rubble lined road leads north-south here. A small house lies to the west but no door is apparent in the wall. ~ 81 0 1 D0 Road ~ ~ 0 -1 21051 -1 D2 Road ~ ~ 0 -1 21040 -1 S #21047 On a Road~ The road turns here and leads south and east. To the north the city wall lies in complete ruin and all the city which was beyond it is now just wasteland. You get a strange sense of fear as you get closer to the wall. There is no way thru all the rubble, luckily. ~ 81 0 1 D1 Road ~ ~ 0 -1 21048 -1 D2 Road ~ ~ 0 -1 21042 -1 S #21048 On a Road~ The road leads east-west and a door into a small, dark house leads south. ~ 81 0 1 D1 Road ~ ~ 0 -1 21049 -1 D2 A small house ~ ~ 0 -1 21043 -1 D3 Road ~ ~ 0 -1 21047 -1 S #21049 Road Junction~ You stand at the junction of the two main roads in Orshingal. They lead south and east-west. ~ 81 0 1 D1 Road ~ ~ 0 -1 21050 -1 D2 A wide street ~ ~ 0 -1 21044 -1 D3 Road ~ ~ 0 -1 21048 -1 S #21050 On a Road~ The road leads east-west and a door into a small, dark house leads south. ~ 81 0 1 D1 Road ~ ~ 0 -1 21051 -1 D2 A small house ~ ~ 0 -1 21045 -1 D3 Road ~ ~ 0 -1 21049 -1 S #21051 On a Road~ The road turns here and leads south and west. To the north the city wall lies in complete ruin and all the city which was beyond it is now just wasteland. You get a strange sense of fear as you get closer to the wall. There is a path leading northwards through the rubble. ~ 81 0 1 D0 You see a pile of rubble~ ~ 0 -1 21060 -1 D2 Road~ ~ 0 -1 21046 -1 D3 Road~ ~ 0 -1 21050 -1 S #21052 Fireplace~ You stand in this small dim fireplace your light source dancing merrily and making shadowy pictures on the walls. The grate lies to the south. ~ 81 585 0 D2 A grate ~ grate door~ 39 21001 21004 -1 S #21053 Sewer~ The stench is revolting! You see that the sewer here leads east and there is a door in the west wall. ~ 81 9 0 D1 More sewer ~ ~ 0 -1 21054 -1 D3 A door ~ door sewer~ 39 21002 21016 -1 E door~ A plain wooden door ~ S #21054 Sewer~ The sewer leads both north and south from here. ~ 81 9 0 D0 More sewer ~ ~ 0 -1 21055 -1 D2 More sewer ~ ~ 0 -1 21053 -1 S #21055 Sewer~ The sewer leads south from here and there is a grate in the ceiling. ~ 81 9 0 D2 More sewer ~ ~ 0 -1 21054 -1 D4 A city street ~ grate ceiling~ 33 -1 21034 -1 S #21056 Sewer~ The stench is revolting! You see that the sewer here leads west and there is a door in the east wall. ~ 81 9 0 D1 A door ~ door sewer~ 39 21002 21012 -1 D3 More sewer ~ ~ 0 -1 21057 -1 E door~ A plain wooden door ~ S #21057 Sewer~ The sewer leads both north and south from here. ~ 81 9 0 D0 More sewer ~ ~ 0 -1 21058 -1 D2 More sewer ~ ~ 0 -1 21056 -1 S #21058 Sewer~ Apparently this is a dead end with the only exit being south. ~ 81 9 0 D2 More sewer ~ ~ 0 -1 21057 -1 S #21059 By the tree~ Here, by the tree lie lots of bones and many bodies. There is an exit down. You might get to use it! ~ 81 0 1 D5 The square ~ ~ 0 -1 21038 -1 S #21060 A pile of rubble~ You are standing on top of a pile of rubble. To the north, a trail leads from the ruined city towards a dark forest. It is very frightening to consider what is ahead ~ 81 0 0 D0 ~ ~ 0 -1 21061 -1 D2 ~ ~ 0 -1 21051 -1 S #21061 A winding trail~ you are on a winding trail, leading from the city of Orshingal northwards, into a dark, and tangled forest. However, the path ends here, so go home. ~ 81 0 0 D2 ~ ~ 0 -1 21060 -1 S #21100 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 81 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 -1 D1 Sand as far as the eye can see. ~ ~ 0 -1 21101 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21106 -1 D3 Sand as far as the eye can see. ~ ~ 0 -1 21100 -1 S #21101 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21100 -1 D1 Sand as far as the eye can see. ~ ~ 0 -1 21102 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21106 -1 D3 Sand as far as the eye can see. ~ ~ 0 -1 21100 -1 S #21102 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21105 -1 D1 Sand as far as the eye can see. ~ ~ 0 -1 21102 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21102 -1 D3 Sand as far as the eye can see. ~ ~ 0 -1 21100 -1 S #21103 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies far to the north-west. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21104 -1 D1 Sand as far as the eye can see. ~ ~ 0 -1 21108 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21104 -1 D3 Sand as far as the eye can see. ~ ~ 0 -1 21102 -1 S #21104 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies far to the north-west. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21107 -1 D1 Sand as far as the eye can see. ~ ~ 0 -1 21103 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21103 -1 D3 Sand as far as the eye can see. ~ ~ 0 -1 21104 -1 S #21105 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. The wind has uncovered what could be an old trail here under the sand. The stone surface must have been covered by the sands for ages. It leads to the east through the desert. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21100 -1 D1 The trail seems to continue to the east. ~ ~ 0 -1 21106 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 5055 -1 D3 Sand as far as the eye can see. ~ ~ 0 -1 5029 -1 S #21106 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. You are following an old trail of cut stone that shows itself in patches through the sands. It leads to the east and west. North and south is desert, as far as the eye can see. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 -1 D1 The trail seems to continue to the east. ~ ~ 0 -1 21107 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21102 -1 D3 The trail seems to continue to the west. ~ ~ 0 -1 21105 -1 S #21107 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. There is a trail revealing itself through the sands here, leading west. To the east, it disappears again into the sandy dunes. ~ 82 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 -1 D1 Sand as far as the eye can see. ~ ~ 0 -1 21104 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21104 -1 D3 The trail seems to continue to the west. ~ ~ 0 -1 21106 -1 S #21108 An Old Trail~ An old trail emerges here from underneath an enormous sand dune, leading to the east. The desert continues featurelessly to the north and south. The giant dune prevents further passage to the west. ~ 82 4 3 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 -1 D1 The trail widens to the east. ~ ~ 0 -1 21109 -1 D2 Sand as far as the eye can see. ~ ~ 0 -1 21100 -1 S #21109 Wide Trail~ You are on a wide trail that in times long ago was obviously a well used road. The desert to the north and south is lighter than to the west, with the sandy dunes being replaced by shrubs and cacti. The desert stretching to the east also shows signs of rainfall - off in the distance you think you see the arid landscape yield to grasslands. ~ 82 0 2 D0 ~ ~ 0 -1 21110 -1 D1 ~ ~ 0 -1 21115 -1 D2 ~ ~ 0 -1 21111 -1 D3 ~ ~ 0 -1 21108 -1 S #21110 The Light Desert~ This region shows signs of life, unlike the vast desert to the west. There are brush and cacti dotting the landscape here, and further to the north the terrain becomes even more accomodating - you can see what looks like a huge grassland stretching out in that direction, which extends to the east as well. The light desert continues to the south, where off on the distance you see a large snow-capped mountain range. ~ 82 0 3 D1 ~ ~ 0 -1 21112 -1 D2 ~ ~ 0 -1 21109 -1 S #21111 The Light Desert~ This region shows signs of life, unlike the vast desert to the west. There are brush and cacti dotting the landscape here. To the south is a hilly region through which no trail is visible. To the east there is a large grassland. The light desert continues to the north, and becomes more severe to the west. ~ 82 0 3 D0 ~ ~ 0 -1 21109 -1 D1 ~ ~ 0 -1 21112 -1 S #21112 The Grassy Plain~ You are on a large grassy field that extends south to the mountains, west to the horizon, north as far as you can see, and south-west to the hills. To the west the grass gives way to the flora of a less irrigated region, as the pleasant knee-high grass is replaced by scrub brush and cacti. There is a kind of cleanliness about this landscape. It is as if man had not set foot here for ages. ~ 82 0 2 D1 ~ ~ 0 -1 21112 -1 D2 ~ ~ 0 -1 21112 -1 D3 ~ ~ 0 -1 21110 -1 S #21113 The Grassy Plain~ You are on a large grassy field that extends south to the mountains, west to the horizon, north as far as you can see, and west to the hills. To the north-west the grass gives way to the flora of a less irrigated region, as the pleasant knee-high grass is replaced by scrub brush and cacti. Through the western hills no trail is visible. ~ 82 0 2 D0 ~ ~ 0 -1 21112 -1 D1 ~ ~ 0 -1 21113 -1 D3 ~ ~ 0 -1 21111 -1 S #21114 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. There is a light desert to the west, to the east is a grassland that extends to the horizon. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 82 0 0 D1 ~ ~ 0 -1 21112 -1 D2 ~ ~ 0 -1 21115 -1 D3 ~ ~ 0 -1 21110 -1 S #21115 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. There is also a lesser road leading off to the west, into the scorching desert. To the east is a grassland that extends to the horizon. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 82 0 0 D0 ~ ~ 0 -1 21114 -1 D1 ~ ~ 0 -1 21112 -1 D2 ~ ~ 0 -1 21116 -1 D3 ~ ~ 0 -1 21109 -1 S #21116 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. There is a light desert to the west, to the east is a grassland that extends to the horizon. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 82 0 0 D0 ~ ~ 0 -1 21115 -1 D1 ~ ~ 0 -1 21112 -1 D2 ~ ~ 0 -1 21117 -1 D3 ~ ~ 0 -1 21111 -1 S #21117 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. Hills have cropped up to the west - there is no trail to make passage possible. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 82 0 0 D0 ~ ~ 0 -1 21116 -1 D1 ~ ~ 0 -1 21113 -1 D2 ~ ~ 0 -1 21118 -1 S #21118 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. You are entering the foothills of the mountains now, though the peaks themselves still seem far away. Strangely, the road is flat and straight. When a hill gets in the way, rather than going around or over it, it goes right through it, giving you an even greater respect for the civilization that built it. ~ 82 0 0 D0 ~ ~ 0 -1 21117 -1 D2 ~ ~ 0 -1 21119 -1 S #21119 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Traveling along it has caused you to start wondering; who could have built this road? how long ago? what great cities did it connect? The answers must have been lost to modern lore, or surely in your travels you would have heard some rumor of this place. The road marches on through the hills, flat, straight, north and south. ~ 82 0 0 D0 ~ ~ 0 -1 21118 -1 D2 ~ ~ 0 -1 21120 -1 S #21120 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. You are approaching the mountains now, for the hills are getting taller and the road is starting to climb, though it is as straight as ever. The clime is getting a bit colder with the elevation. You notice an overgrown path to the west through the hills, it shows no signs of having been traveled in these times. ~ 82 0 0 D0 ~ ~ 0 -1 21119 -1 D2 ~ ~ 0 -1 21121 -1 D3 ~ ~ 0 -1 21122 -1 S #21121 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. At last you have reached the mountains. The ancient road does not stop upon reaching the base of the enormous rock face, however, but disappears into a gigantic tunnel, the mouth of which has a radius of at least thirty feet. It size permits the light to extend for some distance into the tunnel - you can see that the road continues as before. ~ 82 0 0 D0 ~ ~ 0 -1 21120 -1 D2 ~ ~ 0 -1 21200 -1 S #21122 Winding Path~ After the easy walk on the ancient road it takes you a little time to get used to the rough going on this winding trail. The grass and brush has had more success reclaiming its territory here than it did there, and you find yourself having to push the vegatation aside at times to get through. The trail is continually rising, and you find yourself nearer to the mountains to the south in elevation, if not in actual distance. The track continues east and west. ~ 82 0 5 D1 ~ ~ 0 -1 21120 -1 D3 ~ ~ 0 -1 21123 -1 S #21123 Winding Path~ After the easy walk on the ancient road it takes you a little time to get used to the rough going on this winding trail. The grass and brush has had more success reclaiming its territory here than it did there, and you find yourself having to push the vegatation aside at times to get through. To the south there is an even steeper trail that looks like it will take you to the mountains themselves, while this path winds it way to the east and west. ~ 82 0 5 D1 ~ ~ 0 -1 21122 -1 D2 ~ ~ 0 -1 21125 -1 D3 ~ ~ 0 -1 21124 -1 S #21124 Path End~ You have come to the end of the winding path, and only now discover who must have used it aeons ago. You are on top of a particularly tall hill, one that gives an excellent view of the grassy plains and desert below. Far to the north you see a glint of blue that can only be the ocean. It is there the road must have been headed. There is an area of scorched earth here that has withstood all the wind and rains, from an uncountable number of campfires kept by the watchmen who once stayed here. The winding path leads back down the hill to the east. ~ 82 0 4 D1 ~ ~ 0 -1 21123 -1 S #21125 The Climbing Trail~ The trail steepens here and you find yourself frequently stopping to catch your breath. Once in a while you look back and see the hills below you, and the straight white line that the ancient road makes through the landscape. Far in the distance to the north you can see a blue expanse that must be an ocean, while nearer it turns into a sea of green, which extends to the east to the edge of your vision. To the north-west you can see the desert, an you think you can just see the outlines of a triangular structure in the center. To the north the sheer faces of the cliffs are now very close, and the trail seems to be taking you right to them. ~ 82 0 5 D0 ~ ~ 0 -1 21123 -1 D4 ~ ~ 0 -1 21126 -1 S #21126 A Rocky Precipice~ The trail you've been following ends here on a wide ledge. Long ago, it must have been lookout used to view the world below. The mountains rise straight above you, the sheer rock face forming an impassable barrier to further travel in that direction. To the west you can see a fissure in the rock; one that is deep enough that you can't see how far it extends. You know better than to try to get there from here, though, as it would involve scaling the mountain going west for more than twenty feet, and you'd never make it. The steep trail heads back down the mountain here, giving you an exit. ~ 82 0 5 D3 ~ ~ 0 -1 21128 -1 D5 ~ ~ 0 -1 21125 -1 S #21127 An Opening in the Sheer Rock Face~ As you grasp the rock you look into a fissure that extends several feet into the face, getting deeper as it continues up the mountain. Looking out from the fissure reveals a rocky precipice you could probably reach if you had wings, but certainly not without. It is very cool in here, as the sun rarely reaches the recesses of this crack. You figure you can work your way up the fissure to leave. No other exits are apparent. ~ 82 260 5 1 D1 ~ ~ 0 -1 21128 -1 D4 ~ ~ 0 -1 21129 -1 S #21128 Mid-Air~ You are flying between the rocky precipice and the fissure in the cliff face. You sneak a glance between your feet to the rocks hundreds of feet below, and mumble a brief prayer to the gods of magic. ~ 82 0 8 D1 ~ ~ 0 -1 21126 -1 D3 ~ ~ 0 -1 21127 -1 S #21129 Cramped Fissure~ You've managed to work yourself into a narrow spot in the fissure. From here you can see both a dark recess in the rock where the crack deepens and down to an area where there's a little more space. It is quite cool here, and if it weren't for the fact that you are wedged between a rock and a hard place, you might even be comfortable. ~ 82 260 4 1 D2 ~ ~ 0 -1 21130 -1 D5 ~ ~ 0 -1 21127 -1 S #21130 Inside the Fissure~ You are in the recesses of a fissure inside a cliff face. To the north you can see a bit of light where the crack opens to the world. Up and down the rock becomes too narrow for further passage. It also tightens to the south, leaving you in what is effectively a pocket in the fissure. The rough stone presses against you on the east and west. You can leave to the north. ~ 82 269 4 2 D0 ~ ~ 0 -1 21129 -1 D1 The rock is rough, but solid. The surface is very cool. ~ rock~ 1 -1 21131 -1 S #21131 Natural Cave~ You have entered a natural cavern, formed by the forces of nature over time. Moving the rock aside stirred the dust like opening a tomb - looks like no one has entered this cavern in ages, if anyone has ever been here at all. The cave is completely dark aside from your light, the stalagmites cast strange shadows on the walls around you. In one corner of the room you notice a hole in the floor of the cave. Extending your light into it reveals it to be leading into a space whose size is impossible to tell - the floor and walls, if any, are beyond the range of your light. ~ 82 13 8 D3 ~ rock~ 1 -1 21130 -1 D5 There's really no way of telling where it goes. Your light doesn't reflect off anything. ~ ~ 0 -1 21132 -1 S #21132 In the Air~ You're in the air, a bit of a drop above the cavern floor that is visible below. Above you a hole is barely visible in the ceiling of the cavern, among the stalactites. You still can't see any walls. This place must be big. ~ 82 13 3 D4 You think you see the outlines of a hole up there. ~ ~ 0 -1 21131 -1 D5 ~ ~ 0 -1 21133 -1 S #21133 Enormous Cavern~ You are somewhere inside what you assume must be a cavern of enormous size, as from your current position only the ground below you limits your movement - there are no walls visible in any direction that your light source can reach. >From here you can go north, south, east, and west. The roof of the cavern abov e you is not visible from this vantage point. ~ 82 9 4 D0 ~ ~ 0 -1 21137 -1 D1 ~ ~ 0 -1 21135 -1 D2 ~ ~ 0 -1 21134 -1 D3 ~ ~ 0 -1 21138 -1 D4 ~ ~ 0 -1 21132 -1 S #21134 South End of the Enormous Cavern~ This is the south end of a vary large cavern. Your light casts a reflection off the southern wall that tells you no further passage is possible in that direction. The cavern curves to the east, the northernly arc of the wall is visible from here. You can also go west. Looking upwards, you notice a ledge about twenty feet up, but there's no visible means to get to it. ~ 82 9 -1 50 21141 1 4 D0 ~ ~ 0 -1 21133 -1 D1 ~ ~ 0 -1 21135 -1 D3 ~ ~ 0 -1 21139 -1 S #21135 East End of the Enormous Cavern~ The easterm wall of the cavern is visible from here, and as it curves up to the cavern ceiling which must be somewhere above, you see a tremendous black mass of life coating it like wet and running black paint. This cavern is the home of hundreds of bats. It is unclear what kind. Realizing this, it is with some apprehension you tiptoe out of here. ~ 82 9 4 D0 ~ ~ 0 -1 21136 -1 D2 ~ ~ 0 -1 21134 -1 D3 ~ ~ 0 -1 21133 -1 S #21136 Northeast End of the Enormous Cavern~ This is the northwest end of an enormous cavern. The rocks here are quite beatiful, and there is a glow coming from an extension of the cavern that continues to the north. Despite the richness of the minerals apparent in the walls here, there is no sign they have ever been mined. Perhaps someday when you have the time you will return to work the rock. In the meantime, you can go south and west to other parts of the cavern, or north to the extended cave. ~ 82 9 4 D0 ~ ~ 0 -1 21140 -1 D2 ~ ~ 0 -1 21135 -1 D3 ~ ~ 0 -1 21137 -1 E minerals rock~ It looks like garnet and amythest stones occur naturally here. Quite a find. ~ S #21137 North End of the Enormous Cavern~ This is the northern end of a rather large natural cavern. The floor is smoother here than other parts of the cave, for some reason. The roof is visible only close to the north wall, as it arches out of sight quite quickly. What you can see of it appears to be moving. Very odd. From the blackness of whatever it is that is up there, you think it might be bats. Of course, that would mean there are lots of them. As this occurs to you, it also strikes you that it might be a good idea to leave. Like, now. ~ 82 9 4 D1 ~ ~ 0 -1 21136 -1 D2 ~ ~ 0 -1 21133 -1 D3 ~ ~ 0 -1 21138 -1 S #21138 West End of the Enormous Cavern~ This is the western end of a cavern of impressive size. The wall curves to the east on the northern side, but is straighter to the south. There is a passage sloping slightly down to the west. You notice the floor is smoother here than one might expect for a natural cave, but you see no signs of work done on it by intelligent creatures. You can go in all directions from here, the cavern is to the north, south and east, the passage is west. ~ 82 9 4 D0 ~ ~ 0 -1 21137 -1 D1 ~ ~ 0 -1 21133 -1 D2 ~ ~ 0 -1 21139 -1 D3 ~ ~ 0 -1 21186 -1 S #21139 Southwest End of the Enormous Cavern~ You have reached the southwestern edge of the cavern. The ceiling is a bit lower here, and on it you can see a writhing mass of sleeping bats. You decide not to wake them. There is a tunnel that once was probably an underground riverbed sloping gently up to the south. No water flows there now, however, and the air is dry and musty, if anything. You can also go north and east to other parts of the cavern. ~ 82 9 4 D0 ~ ~ 0 -1 21138 -1 D1 ~ ~ 0 -1 21134 -1 D2 ~ ~ 0 -1 21142 -1 S #21140 Extended Cave~ The glow you saw from the main cavern seems to be coming from some strange lichen growing on the walls. They are not the only life form present here, as you also see molds and spores of various kinds growing in between the rocks. Unlike the main cavern, this place is damp. A trickle of water off the south wall reveals the source of life for these humble life forms. There is a pretty green mold growing here.~ 82 8 4 D2 ~ ~ 0 -1 21136 -1 E green mold~ It is an almost fluorescent color. It is thriving in the damp soil near the water source. ~ S #21141 Lair of the Cave Fishers~ Well, you seem to have made it onto that ledge you couldn't reach. A hungry cave fisher has grabbed you, and he and his pals are looking forward to having you for dinner. There is a trail down to the west~ 82 9 4 D3 ~ ~ 0 -1 21139 -1 S #21142 Ancient Riveroute~ The passage slopes gently up here, and there are no stalgmites or other rough features on the floor. There is a gritty layer of heavy sand on the floor in the middle of the passage, from which you surmise this was once the route followed by an underground river. The cavern you were just in must have served as a natural reservior at some point, though it's hard to say how long the area's been dry. The passage continues north and south from here. ~ 82 265 3 10 D0 ~ ~ 0 -1 21139 -1 D2 ~ ~ 0 -1 21143 -1 S #21143 Ancient Riveroute~ The route continues north and south here, getting narrower to the south and widening out a bit further to the north. ~ 82 265 3 10 D0 ~ ~ 0 -1 21142 -1 D2 ~ ~ 0 -1 21144 -1 S #21144 Fork in the Riveroute~ You've come to a place where the river must have been fed by two sources which merged into a single stream. The southern route was clearly the larger of the two sources, as the tunnel there is only slightly smaller than the one into which the two sources converge to the north. The other source looks like it probably was a minor tributary, as the hole through which it enters this tunnel is barely large enough to fit through. It leads up and to the west. ~ 82 265 3 10 D0 ~ ~ 0 -1 21143 -1 D2 ~ ~ 0 -1 21160 -1 D4 ~ ~ 0 -1 21145 -1 S #21145 Route Bend~ This is a narrow spot in a tunnel that was once the bed of an underground stream. The passage makes a turn here from heading east-west to going pretty much straight down into a narrow crack. Something seems to have made its home here in the years that have passed, as there are bits of broken junk and shattered bones strewn about the floor. You have a slightly uneasy feeling, and have a strong urge to leave, either to the west, or down. ~ 82 265 4 3 D3 ~ ~ 0 -1 21146 -1 D5 ~ ~ 0 -1 21144 -1 S #21146 Dry Stream Bed~ The ground evens out here and slopes only slightly downward where the stream once flowed to the east. The passage is rougher here that it has been elsewhere, and show signs of greater resistance to the erosion of waters that once passed through here. The dry streambed leads east and south. ~ 82 265 3 10 D1 ~ ~ 0 -1 21145 -1 D2 ~ ~ 0 -1 21147 -1 S #21147 Dry Stream Bed~ The dry stream bed rises sharply to the west here, though the passage becomes more level to the north. At the rate of change of elevation of this streambed, you figure it must have been fed from a stream on the surface somewhere. There are also signs that someone might have been this way before you, though from the bits of metal scrapings you noticed on the rocks it's impossible to tell how long ago. ~ 82 265 3 10 D0 ~ ~ 0 -1 21146 -1 D3 ~ ~ 0 -1 21148 -1 E metal scrapings~ It seems to be bronze. ~ S #21148 Dry Stream Bed~ The stream bed continues its twisting course here, only now instead of being merely steep, it continues practically straight up to the north, and drops sharply down to the east. There is a frayed rope ladder hanging down on the northern wall which disappears into the inky blackness above. It doesn't look trustworthy, but the rock is sufficiently rough for you to climb without it's help. Getting down might be a bit more difficult, though. ~ 82 265 3 10 D1 ~ ~ 0 -1 21147 -1 D4 You could probably climb the rock here, as the eighty percent grade makes the task merely very difficult. You can't tell how far up the top is, though, but it must be at least thirty feet, if not more. ~ ~ 0 -1 21149 -1 E rope ladder frayed~ It is old, and practically crumbles under your touch. You estimate it must have been placed here long ago to be in such a sorry state today. ~ S #21149 Dry Stream Bed~ The stream bed continues here, to the north, at only a slight angle, and also down into a dark hole to the south. There is a frayed rope ladder tied to the rocks adjacent to the downward passage, but you have serious doubts as to whether it is up to the task of holding your weight, plus all your stuff. The only sure passage leads north, further up the streambed. ~ 82 265 3 10 D0 ~ ~ 0 -1 21150 -1 D5 Wow, it looks like quite a drop. You can't see where the bed evens out again but you estimate it's got to be a good forty feet below you, if not more. ~ ~ 0 -1 21148 -1 E frayed rope ladder~ Looking closely at the ladder reveals that its fastenings to the rock are very loose, and the condition of the rope is such that no better fastening job is possible. Good thing you checked it out, using it to go down would surely have resulted in an untimely death. ~ S #21150 Dry Stream Bed~ The stream bed curves again here, leading to the south and east. There are signs that this path might have been traveled once upon a time, as along the northwest wall where the stream curves sharply you can see a large plate made of some kind of metal, fastened securely to the rock. The stream bed slopes up to the east, and down to the south. ~ 82 265 3 10 D1 ~ ~ 0 -1 21151 -1 D2 ~ ~ 0 -1 21149 -1 D3 ~ plate~ 33 21114 21330 -1 E plate metal large~ It is secured to the rock quite solidly. You'd need to have some kind of strong lever to pry it off, and even that might not do it. It looks like it might have been a very large shield. Wonder what it's doing here... ~ S #21151 Dry Stream Bed~ The stream bed is larger here than elsewhere, and forms more of a large bowl than what could be properly described as a tunnel. There are two exits apparent; one is the path the stream once followed sloping down to the west, the other is a hole in the ceiling. You can just reach the roof to access it, but going that way means some tough traveling, as it is essentially a shaft leading straight up. ~ 82 265 4 10 D3 ~ ~ 0 -1 21150 -1 D4 ~ ~ 0 -1 21152 -1 S #21152 Vertical Shaft~ You are climbing the wall of what was once an underground waterfall - and quite a fall it must have been too, as the ground is dropping away below you at an alarming rate. Traveling here is rough going, as you are forced to use your hands to brace yourself against the rock and slide up or down on the opposite side of the shaft with your backside. Fortunately, your armor is taking more of a beating than you are. The top of the shaft isn't visible from here, but you think you can see an end downwards, some thirty feet below. ~ 82 265 5 4 D4 An outcropping of rock some ten feet up makes it impossible to determine how much further up this shaft goes. ~ ~ 0 -1 21153 -1 D5 It's dark down there, but the shaft looks like it bottoms out in a bit. ~ ~ 0 -1 21151 -1 S #21153 Narrow Point~ Argh! You've reached a place that's so narrow you can barely worm your way through it. Fortunately, the grade is only about seventy percent here, so there is some friction with the rock to keep you from plunging down the shaft to meet your death on whatever lies below. From above you there is a faint light visible. The shaft twists around a corner just ahead, however, so it's not clear what the source is. You can go up or further down into the shaft. ~ 82 265 5 2 D4 ~ ~ 0 -1 21154 -1 D5 ~ ~ 0 -1 21152 -1 S #21154 The Funnel~ This is a natural sinkhole - a place where the spring meltoff from the winter mountain storms must have flowed at one time. Now, however, no water flows, and the funnel leads down into a very dark and forbidding looking hole. >From here you can see what appears to be a small natural dam to the north, over which you can see an icy pool. It looks a bit cool for bathing. To the west lies the edge of the funnel where you can get out, south and east are mountain walls that prevent passage in that direction. ~ 82 0 5 D0 That water looks awfully cold. Swimming in it might be a bad idea. ~ ~ 0 -1 21155 -1 D3 ~ ~ 0 -1 21157 -1 D5 ~ ~ 0 -1 21153 -1 S #21155 In the Icy Pool~ You are swimming in a small pool. Unfortunately, the water is extremely cold. As a matter of fact, you can feel hypothermia coming on quite rapidly. Perhaps it would be a good idea to get out and dry off. You can exit to the west to the edge of the pool, or the south to the funnel. ~ 82 0 -1 80 21159 1 6 D2 ~ ~ 0 -1 21154 -1 D3 ~ ~ 0 -1 21156 -1 S #21156 Edge of the Icy Pool~ You are on the western edge of a small pool filled with icy water. To the east and north the sheer walls of the mountain serve both to prevent passage and to channel the flow of the water that collects on the slopes into this pool. When the pool fills, the overflow goes over a small natural dam on the south end of the pool into the funnel just south of it. You can go south to the edge of the funnel from here, and also east for a dip in the pool. ~ 82 0 3 D1 That water looks awfully cold. ~ ~ 0 -1 21155 -1 D2 ~ ~ 0 -1 21157 -1 S #21157 Edge of Sinkhole~ You are on the western edge of a natural sinkhole. There are boot tracks here that have solidified in the mud. The tracks lead to the north, where you can see an icy pool. Probably a water stop for the trail up the mountain you notice to the west. To the east is a natural sinkhole, at the bottom of which you can see a dark opening leading to who knows where. ~ 82 0 1 D0 ~ ~ 0 -1 21156 -1 D1 ~ ~ 0 -1 21154 -1 D3 ~ ~ 0 -1 21158 -1 S #21158 Mountain Trail~ The ground flattens out here for once, and the inexorable climb becomes more of a leisurely stroll. The wind that had been whipping down the path has lessened now, and without it the bitter cold of past traveling has given way to more moderate chilly temperatures. You can go down the path to the north, up to the south, and there is also a small trail leading to the east. ~ 82 0 1 D0 ~ ~ 0 -1 21251 -1 D1 ~ ~ 0 -1 21157 -1 D2 ~ ~ 0 -1 21252 -1 S #21159 An Icy Death~ Gee, it's really cold. You feel sleepy. Mmmmm.... maybe you'll take a nice long nap. Yeah.... This is your final thought as you sink slowly into the icy waters. ~ 82 6 0 S #21160 Primary Riverbed~ You are in a wide tunnel carved by rushing waters in ages past. It is dry here now, however, and from the musty smell you estimate it must have been that way for some time. The floor of the tunnel is covered with a gritty sand that results from aeons of small pebbles traveling along the stream grinding against the rocky tunnel floor. The route continues to the north and south. ~ 82 9 4 D0 ~ ~ 0 -1 21144 -1 D2 ~ ~ 0 -1 21161 -1 S #21161 Primary Riverbed~ The river route curves gently to the east and north here, and the tunnel remains wide and almost level. There is a gritty ground sand on the floor here caused by ages of erosion, and the ceiling, walls and floor are pretty much devoid of large rock protrusions. ~ 82 9 4 D0 ~ ~ 0 -1 21160 -1 D1 ~ ~ 0 -1 21162 -1 S #21162 Primary Riverbed~ You are in one half of a gentle S-curve traced by the river bed of a long dry underground waterway. The passage goes to the south and west from here, following a gentle upslope to the south. ~ 82 9 4 D2 ~ ~ 0 -1 21163 -1 D3 ~ ~ 0 -1 21161 -1 S #21163 Primary Riverbed~ The river route is a bit narrower here than it is to the north, and it looks like it narrows even further to the south. The tunnel here is rougher going than to the north, as there are obstinate rock outcroppings that have managed to stave off erosion and snag your clothes when you pass. There is a small hole in the ceiling of the tunnel here, in addition to the tunnel leading north and south. ~ 82 9 4 D0 ~ ~ 0 -1 21162 -1 D2 ~ ~ 0 -1 21164 -1 D4 ~ hole~ 0 -1 21215 -1 S #21164 Primary Riverbed~ The passage is quite constricted here in comparison to the roominess it evinces to the north. Still, traveling single file it can be managed easily enough. You think you can see what was once the source of the river up ahead to the south. The ground is starting to rise rather sharply in that direction. ~ 82 265 4 10 D0 ~ ~ 0 -1 21163 -1 D2 ~ ~ 0 -1 21165 -1 S #21165 Primary Riverbed~ It is here that the underground river must have had its source. There are small openings to the west and up as well as to the south. The southern route is almost too narrow for a person to fit into, and looks like it gets even smaller. The west passage looks more inviting for humanoid travel. There is also a tiny hole leading up. ~ 82 9 4 D0 ~ ~ 0 -1 21164 -1 D2 ~ ~ 0 -1 21167 -1 D3 ~ ~ 0 -1 21168 -1 D4 ~ ~ 0 -1 21166 -1 S #21166 Tiny Fissure~ You've come as far in this direction as you can, as the rock comes together above you to prevent passage to anything larger than a small rodent. Forcing your light up the fissure allows you to see into it a few feet, and from what you can tell it extends straight up without enlargening at least that far. The only exit is back down to the river source intersection. ~ 82 269 5 2 D5 ~ ~ 0 -1 21165 -1 S #21167 Tributary Path~ You have come to the end of this river path, as you are in a very small space where the rocks come together to form an extremely small cave. There is a narrow crack in the floor, far too small for travel, out of which you can hear the sounds of distant water rushing. Once water must have emanated from this crack, now it flows a different way. ~ 82 9 4 D0 ~ ~ 0 -1 21165 -1 S #21168 Tributary Path~ This tunnel is a bit on the restrictive side when it comes to travel, and you find yourself forced to you hands and knees at times in order to pass through narrow spots. Holding your light source in your teeth, you can see that the passage widens out a bit to the east, while it narrows further and rises almost vertically as it turns to the north. ~ 82 9 5 D0 ~ ~ 0 -1 21169 -1 D1 ~ ~ 0 -1 21165 -1 S #21169 Tributary Path~ You are really squeezing your way through the tunnel here, and bits of your clothing and armor occasionally snag on the rock, forcing you to stop and unhook them. The narrow tributary path continues to rise up to the west, and drops sharply to the south. ~ 82 9 5 D2 ~ ~ 0 -1 21168 -1 D4 ~ ~ 0 -1 21170 -1 S #21170 Rock Face~ You have emerged from the narrow tributary path onto a sheer mountain face. The wind whips by you here at an alarming rate, and you cling desperately to the rock to avoid being torn from your perch and blown to your death on the rocks thousands of feet below. From here you can see a running stream a few hundred feet down the cliff face to the east, where it disappears into another crevice in the rock on its path to unknown destinations. From the lay of the land about you it doesn't take long to figure out that the water flowing there once flowed here, thus explaining the dry bed you've been following. The only exit for those without wings (or the equivalent) is back down into the rock face. ~ 82 0 0 D1 ~ ~ 0 -1 21184 -1 D5 ~ ~ 0 -1 21169 -1 S #21171 Channel Source~ This is the source for an underground channel. There is a stream extending up the mountains here at a prohibitive grade, disappearing into a crevice directly below you. There is room to stand here, and the protective mountain face to either side of you keeps the icy talons of the wind from ravishing you once more. ~ 82 4 5 D3 ~ ~ 0 -1 21184 -1 D5 ~ ~ 0 -1 21172 -1 S #21172 New River Path~ Brrrrrrrr. This water is cold. Fortunately, it is only up to your thighs, so the force of the pull downstream is still possible to resist. You are having second thoughts about traveling this way, because you can see that to go much further along the streambed here you are going to need a set of gills. Water almost completely fills the tunnel along which the stream is flowing to the east, and it looks like the tunnel drops further and the water rises higher as it continues. You can still get out of here by leaving up. ~ 82 9 5 D1 ~ ~ 0 -1 21173 -1 D4 ~ ~ 0 -1 21171 -1 S #21173 New River Path~ Well, now you've done it. Better hope you can breathe water, cause you can see that the last of the air pockets disappears as the stream continues to the east. Man this water is cold. And the flow is strong too - it's taking every ounce of your strength to avoid being swept along with the rushing current. You can still get out to the west, to the east the water flows out of sight down into the darkness. ~ 82 9 5 D1 ~ ~ 0 -1 21174 -1 D3 ~ ~ 0 -1 21172 -1 S #21174 Submerged Channel~ Good thing you can breathe water, as the water has now completely filled the underground channel. The icy water here is really quite cold, and the force of the current to the east is irresistable. You can make out a small hole in the roof of the tunnel here, through which you might be able to fit. You can also exit west, back to the portion of the channel with air, or to the darkness visible to the east, towards which the stream is swiftly flowing. ~ 82 9 9 D1 ~ ~ 0 -1 21183 -1 D3 ~ ~ 0 -1 21173 -1 D4 ~ ~ 0 -1 21175 -1 S #21175 Under the Dark Lake~ This is the bottom of an underground lake. Fortunately, the water here isn't as cold as the stream, but it's still quite uncomfortable. The lake floor is covered with a sticky mud, which is reason enough for you to continue swimming rather walking along the bottom. There are a few blind fish darting about; they are more concentrated to the south and west. They don't seem to like your light source very much, and move away when you come close. There is a fairly strong current pulling you to the east. You can also exit up to the lake surface, west and south to other parts of the lake, and down into a small hole leading to unknown destinations. ~ 82 9 9 D1 ~ ~ 0 -1 21176 -1 D2 ~ ~ 0 -1 21178 -1 D3 ~ ~ 0 -1 21177 -1 D4 ~ ~ 0 -1 21185 -1 D5 ~ ~ 0 -1 21174 -1 S #21176 At the Bottom of a Dark Lake~ This is the southeast end of an underground lake. There is a powerful pull to the east here, and in that direction you can just see the flow entering a wide crack in the eastern lake wall. The lake floor has a thin layer of mud, that has come along with the flow of water from the west. Besides exiting via the crack to the east, you can also go west towards the center of the lake, and up to the lake surface. ~ 82 9 9 D1 ~ ~ 0 -1 21183 -1 D3 ~ ~ 0 -1 21175 -1 D4 ~ ~ 0 -1 21185 -1 S #21177 At the Bottom of a Dark Lake~ Gak! The lake water is both cold and extremely muddy here. There is a weak current pulling you to the east, where the visibility is a little better. The lake extends to the south as well, and it seems like the water warms up a bit in that direction. Along the bottom of the lake you think you can detect something moving, but it's really to dark and muddy to tell for sure. You can exit up to the lake surface, south, or east. ~ 82 9 9 D1 ~ ~ 0 -1 21175 -1 D2 ~ ~ 0 -1 21178 -1 D4 ~ ~ 0 -1 21185 -1 S #21178 At the Bottom of a Dark Lake~ This is the deepest part of an underground lake. As you swim about, you can just make out the lake bottom some twenty or so feet below you. The water is fairly muddy, which makes it difficult to maintain your sense of direction. It looks like the lake continues to the south and north, and going up will take you to the surface. Some blind lake fish swim about here, shying away from your light as you approach. There is a slight current here pulling you to the north, and you notice the lake water warms slightly to the south. ~ 82 9 9 D0 ~ ~ 0 -1 21177 -1 D2 ~ ~ 0 -1 21179 -1 D4 ~ ~ 0 -1 21185 -1 S #21179 At the Bottom of a Dark Lake~ This is the southwest end of an underground lake. The bottom is muddy and the visibility is very low. The blind fish swimming about don't seem to mind that very much, but they don't like your light, and they do their best to stay away from it. There is a slow current pulling you to the north, but you can also go east, where the water is slightly warmer. going up will take you to the lake surface. ~ 82 9 9 D0 ~ ~ 0 -1 21178 -1 D1 ~ ~ 0 -1 21180 -1 D4 ~ ~ 0 -1 21185 -1 S #21180 At the Bottom of a Dark Lake~ You are at the southeast end of of an underground lake. The water is quite murky, and the lake bottom is coated in a sticky mud. Fortunately, you are swimming above lake floor. There are a variety of underwater life forms here, mostly blind, that shy away from your painfully bright light. There is a slow current here, pulling you to the west. You can go north and west to other parts of the lake, up to the lake surface and you can just make out a dark hole to the south as well. You notice the fish and other residents of the lake don't seem to have much interest in entering this hole. There seems to be a flow of warmer water from that direction, which might explain why the lake's relative warmth. ~ 82 9 9 D0 ~ ~ 0 -1 21178 -1 D2 ~ ~ 0 -1 21181 -1 D3 ~ ~ 0 -1 21179 -1 D4 ~ ~ 0 -1 21185 -1 S #21181 An Underwater Cave~ Perhaps coming in here wasn't such a good idea. The temperature of the water in what has turned out to be a small underwater cave is a few degrees warmer than the chillier water of the lake proper. Perhaps that is why some rather large and nasty predators have taken this to be their home. Unlike the lake bottom, the underwater cave is rocky, and along the floor you can make out a layer of bones whose depth isn't easily determinable. There is a crack in the south wall out of which the warmer water flows, but it is too small for passage. If you survive, you can exit to the north. ~ 82 9 9 D0 ~ ~ 0 -1 21180 -1 S #21182 On the Shore of the Dark Lake~ You are on the shore of a dark underground lake, which stretches away from you to the east. The cavern that houses it is large, but your light source shows you its limits, and there are no apparent exits other that a wide tunnel that lies further up the rocky shore to the west. There are a few signs that others have stood where you are now - a bit of broken bone here and a scrap of metal there. Perhaps this lake is used as a source of water for someone. The tunnel to the west beckons invitingly to satisfy your curiousity. ~ 82 13 4 D1 ~ ~ 0 -1 21185 -1 D3 ~ ~ 0 -1 21231 -1 E metal~ It looks like bronze. ~ E bone~ It looks bleached and broken. ~ S #21183 In an Underground Stream~ You have been swept along into what is apparently an underground stream. Back to the west you can see the two sources of the stream, a large hole on the one side out of which icy water shoots at terrific speed and a smaller crack on the other side out of which warmer water is emitted more slowly. You could probably get into the smaller crack, but the force of the current out of the larger makes travel through it impossible. The current is pulling you to the east, where the stream twists down and narrows. ~ 82 9 9 D3 ~ ~ 0 -1 21176 -1 S #21184 Flying Above a Deep Chasm~ You are flying above a deep chasm in the middle of a vast mountain range. The wind is very strong here, and it is cold. You make every effort to stay next to the face of the cliff from which you emerged, as even with your flying ability you would be buffeted by the winds to destinations unplanned if you were to move away from it. You can see a small stream running into a wide crevice in the rock down to the east, and above you to the west is a smaller hole in the cliff face. ~ 82 0 8 D1 ~ ~ 0 -1 21171 -1 D3 ~ ~ 0 -1 21170 -1 S #21185 On the Dark Lake~ The water ripples as you swim on the surface of this underground lake. It is difficult to tell how deep the water is from here, as it is very dark and murky. To the west you can see a small area where it is possible to get up on the lake shore. The cavern in which the lake lies is largish, but rises sharply up from the water line in all directions but the west. From here you can exit west to the lake shore, or, if you can breathe water, down into the depths. ~ 82 9 6 D3 ~ ~ 0 -1 21182 -1 D5 ~ ~ 0 -1 21175 -1 S #21186 Old River Passage~ The ground slopes down slightly here, and the tunnel floor is covered with silt and gritty sand - rock ground to bits ages ago by the flow of rushing water. The old river tunnel carves its way through the rock to the west here; to the east it opens up - must be a cavern. It's impossible to tell how large it is from here. The dry river bed is quite wide - several persons could walk side by side here comfortably. It doesn't look like the diameter changes much to the west. ~ 82 9 4 D1 ~ ~ 0 -1 21138 -1 D3 ~ ~ 0 -1 21187 -1 S #21187 Old River Passage~ The old river tunnel continues to the east and south here, dropping in elevation bit by bit as it turns south. It's too dark to tell how far it goes, but you gather it must have exited from the mountains somewhere back when the river flowed. ~ 82 9 4 D1 ~ ~ 0 -1 21186 -1 D2 ~ ~ 0 -1 21188 -1 S #21188 Old River Passage~ There is a sharp bend here, the old river path goes north and also turns to the west, but drops so sharply in elevation it is more like rock climbing than following a simple trail - the grade to the west is at least 70 degrees. ~ 82 9 4 D0 ~ ~ 0 -1 21187 -1 D5 ~ ~ 0 -1 21189 -1 S #21189 Old River Passage~ The passage rises very sharply to the east, to the west it flattens out, going straight in that direction with a gentle slope for as far as your light source allows you to see. The air is dry here, but isn't musty - this place apparently gets ventilated from time to time. That implies an exit must be somewhere nearby. ~ 82 9 4 D3 ~ ~ 0 -1 21190 -1 D4 ~ ~ 0 -1 21188 -1 S #21190 Old River Passage~ The old river tunnel continues east and west here at a gradual slope. The air is cool and dry here, though the temperature seems to warm up a bit to the west. ~ 82 9 4 D1 ~ ~ 0 -1 21189 -1 D3 ~ ~ 0 -1 21191 -1 S #21191 Old River Passage~ The old river tunnel continues east and west here at a gradual slope. The air is warm here, and gets warmer to the west, while it cools off to the east. The rock walls of the tunnel have been worn by the rush of water from when this old river bed served as a channel for the melting moutain snowfall. ~ 82 9 4 D1 ~ ~ 0 -1 21190 -1 D3 ~ ~ 0 -1 21192 -1 S #21192 Old River Passage~ The old river tunnel continues east and west here at a gradual slope. The temperature is surprisingly warm here, given that you are for all practical purposes in the middle of a mountain in an underground passage where the rock has never felt the warmth of the sun. ~ 82 9 4 D1 ~ ~ 0 -1 21191 -1 D3 ~ ~ 0 -1 21193 -1 S #21193 Old River Passage~ The passage flattens out to the east here, but drops sharply to the west. In fact, you would probably have to go to all fours to get down the steep slope in that direction. The air is warm here, and gets warmer to the west, down the slope. As before, the tunnel is wide; easily wide enough to fit four humanoids walking abreast. ~ 82 9 4 D1 ~ ~ 0 -1 21192 -1 D5 ~ ~ 0 -1 21194 -1 S #21194 Old River Passage~ There is a tiny pinpoint of light to the west, signaling an exit from what once was the bed of an underground waterway. To the east, the floor of the bed rises out of sight at a prohibitive angle - you are going to have to do a bit of climbing if you continue in that direction. The air is hot here, but not stifling; there is a light breeze coming from the tunnel exit to the west. ~ 82 9 4 D3 ~ ~ 0 -1 21195 -1 D4 ~ ~ 0 -1 21193 -1 S #21195 Old River Passage~ The old river passage continues to the east and west here at a slightly upward slope to the east. From the west you can feel a warm zephyr across your face; its source being a tiny semi-circle of light, still some distance to the west, that marks the spot the water that once rushed through here exited. The breeze is welcome, as the temperature here is surprisingly hot. ~ 82 9 4 D1 ~ ~ 0 -1 21194 -1 D3 ~ ~ 0 -1 21196 -1 S #21196 Old River Passage~ The river exit is clearly visible, a straight shot to the west, down a small grade of perhaps 5 percent. It is about the size of a quarter on the horizon in that direction. The old river passage is wide here, as it cuts through soft limestone, which chips away when you poke it. Though the exit is still some distance away, there is a lot of heat coming from that direction, as well as a warm breeze. The tunnel continues to the east up a slight slope as well. ~ 82 8 4 D1 ~ ~ 0 -1 21195 -1 D3 ~ ~ 0 -1 21197 -1 S #21197 Old River Passage~ The old river exit is directly to your west, and you can see the air ripple from the heat through the large cave mouth, a sure signal that you'll want to put on your suntan lotion and shades if you are going that way. The bed is quite wide here, and narrows only slightly to the east, where it rises at a slight grade and goes as far as the sunlight coming through the tunnel entrance will tell you. There is a light breeze coming from the exit to the west. ~ 82 8 4 D1 ~ ~ 0 -1 21196 -1 D3 ~ ~ 0 -1 21198 -1 S #21198 Old River Exit~ You are at the bottom of a deep chasm, at the exit mouth of what was once probably one of the major sources for the mighty river that cut it's way through the soft earth. The chasm walls tower above you to the east and west, while the river bed extends to the north and south. The sun tears into your skin, the heat here is blistering! Perhaps you should take cover in the tunnel to the east. You can also go south along the dry river bed. ~ 82 0 4 D1 ~ ~ 0 -1 21197 -1 D2 ~ ~ 0 -1 21199 -1 S #21199 Old River Bed~ You are sweating a bit under your armor now, as the temperature in this dry river bed is excruciatingly hot. It isn't hard to see why, either, as the white sand along on the river bed reflects the sunlight back off the cliffs that rise above you to the east and west. The breeze you had noticed before has disappeared as mysteriously as it came, leaving the area in a sweltering calm. This place is even hot at night! You can exit north and south along the river bed. ~ 82 0 4 D0 ~ ~ 0 -1 21198 -1 D2 ~ ~ 0 -1 21262 -1 S #21200 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it as they have where it is exposed to the open sky. You have entered the arching tunnel mouth, which towers above your head impressively. It is still possible to see here, from the light coming in through the tunnel entrance. The road continues straight and level into the heart of the mountains; no end is visible from here, as it is shrouded in darkness a few hundred feet beyond your current position. ~ 83 8 0 D0 ~ ~ 0 -1 21121 -1 D2 ~ ~ 0 -1 21201 -1 S #21201 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. You are now in tunnel proper, this distinction being marked by the gradual reduction of light from the entrance to nearly nothing - it is now only a small semi-circle of light in the distance to the north. At this point, only your light source allows you to see. The road, however, continues as before; straight, flat, and servicable for travel. ~ 83 9 0 D0 ~ ~ 0 -1 21200 -1 D2 ~ ~ 0 -1 21202 -1 S #21202 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The road continues to the north and south here. There are some skeletons in the middle of the road here, along with a small cart and a few broken arrows and a few other miscellaneous broken items. They look like they were heading north, although it's hard to tell for sure. Clearly, whoever these people were, they have been dead for a very long time~ 83 9 0 D0 ~ ~ 0 -1 21201 -1 D2 ~ ~ 0 -1 21203 -1 E skeleton skeletons bones~ They have been completely stripped, and are now quite brittle with age. The smaller one looks like it probably belonged to a humanoid female, the larger to a humanoid male. Possibly a husband and wife. The bones of the male are broken in a few places. ~ E items broken~ There are fragments from a wooden shield, and several pieces of shattered pottery, plus scraps of armor and a broken dagger. ~ S #21203 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. You are now well into a tunnel through a mountain range. It is impossible to see an exit to the north or south, and you are now too far into the passage for the elements to reach in any form. As a result, the air is stale and unpleasant. It only becomes more so to the south, though it is better to the north. ~ 83 9 0 D0 ~ ~ 0 -1 21202 -1 D2 ~ ~ 0 -1 21204 -1 S #21204 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. There's a break in the monotony of the tunnel walls here, as there is a large hole in the east wall that was apparently a waystation for weary travelers many an age ago. The road continues to the north and south; it is flat and smooth, shooting straight through the mountain's heart. ~ 83 9 0 D0 ~ ~ 0 -1 21203 -1 D1 ~ ~ 0 -1 21263 -1 D2 ~ ~ 0 -1 21205 -1 S #21205 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The air is musty here, like one would expect from an area that has not been traveled in ages untold. The road continues to the north and south as far as your light can tell you. You sense the oppressive weight of millions of tons of rocks hanging over your head, and marvel again at those who made this road so long ago. ~ 83 9 0 D0 ~ ~ 0 -1 21204 -1 D2 ~ ~ 0 -1 21206 -1 S #21206 Ancient Road~ Abruptly, the road ends here in a tremendous cave-in to the south. It isn't clear how long ago the earth shifted and the roof of the tunnel collapsed, but it is clear that no further travel to the south is possible this way. You spot a few bones and pieces of broken equipment here, and the shadows your light casts off the large stones among those that block your passage seem to dance and flicker evilly. You have a strong urge to flee. ~ 83 9 -1 80 21207 1 0 D0 ~ ~ 0 -1 21205 -1 D3 ~ secret~ 1 -1 21208 -1 S #21207 Ambush!~ Well, you've found an explanation for the broken bones. A party of well armed troglodytes have marked your travel down the road and have been waiting patiently for you to arrive. They seem to have come from a small hole in the west wall you hadn't noticed before, as it was partially hidden by one of the large rocks that has fallen from the ceiling. ~ 83 521 1 D0 ~ ~ 0 -1 21205 -1 D3 ~ ~ 0 -1 21208 -1 S #21208 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21209 -1 D1 ~ secret~ 1 -1 21206 -1 D2 ~ ~ 0 -1 21219 -1 D3 ~ ~ 0 -1 21219 -1 S #21209 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21210 -1 D1 ~ ~ 0 -1 21214 -1 D2 ~ ~ 0 -1 21212 -1 D3 ~ ~ 0 -1 21211 -1 S #21210 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21211 -1 D1 ~ ~ 0 -1 21214 -1 D2 ~ ~ 0 -1 21212 -1 D3 ~ ~ 0 -1 21213 -1 S #21211 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21211 -1 D1 ~ ~ 0 -1 21220 -1 D2 ~ ~ 0 -1 21213 -1 D3 ~ ~ 0 -1 21212 -1 S #21212 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21211 -1 D2 ~ ~ 0 -1 21214 -1 D3 ~ ~ 0 -1 21218 -1 S #21213 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21212 -1 D1 ~ ~ 0 -1 21221 -1 D2 ~ ~ 0 -1 21215 -1 D3 ~ ~ 0 -1 21213 -1 S #21214 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21214 -1 D1 ~ ~ 0 -1 21219 -1 D2 ~ ~ 0 -1 21216 -1 D3 ~ ~ 0 -1 21211 -1 S #21215 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. There is a small hole in the floor here. ~ 83 9 1 D0 ~ ~ 0 -1 21212 -1 D1 ~ ~ 0 -1 21223 -1 D2 ~ ~ 0 -1 21213 -1 D3 ~ ~ 0 -1 21214 -1 D5 ~ ~ 0 -1 21163 -1 S #21216 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21213 -1 D1 ~ ~ 0 -1 21214 -1 D2 ~ ~ 0 -1 21222 -1 D3 ~ ~ 0 -1 21208 -1 S #21217 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21216 -1 D1 ~ ~ 0 -1 21217 -1 D2 ~ ~ 0 -1 21219 -1 D3 ~ ~ 0 -1 21222 -1 S #21218 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21214 -1 D1 ~ ~ 0 -1 21222 -1 D2 ~ ~ 0 -1 21218 -1 D3 ~ ~ 0 -1 21211 -1 S #21219 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21208 -1 D1 ~ ~ 0 -1 21219 -1 D2 ~ ~ 0 -1 21217 -1 D3 ~ ~ 0 -1 21209 -1 S #21220 Spider Cave~ This might have been a troglodyte cave at one time, but it is currently inhabited by a couple of really hungry looking cave spiders. It's hard to read their expressions, but they seem to be looking at you in a manner that implies you are going to be lunch. You notice a lot of broken bones on the floor here, and there are some partially drained troglodyte corpses up in the webbing that is suspended from the ceiling.~ 83 9 1 D3 ~ ~ 0 -1 21211 -1 S #21221 Caves of the Troglodytes~ You have entered a small, smelly cave. There are bits of junk scattered about the dirty floor, personal things of the cave's occupant - a large and particularly evil looking troglodyte. The conditions he is living in are pitiful, and you turn your nose in disgust at the remains of a rotted tunnel rat that he discards as you enter. Looks like he's found a more appetizing meal. ~ 83 9 1 D2 ~ ~ 0 -1 21213 -1 S #21222 Caves of the Troglodytes~ This cave is really nothing more than a slightly larger tunnel than most, but it serves as an outpost for several troglodyte watchmen, who don't seem to think much of your visit. They don't like your light very much. In fact, from their behavior you might even think they don't like you! ~ 83 9 1 D0 ~ ~ 0 -1 21218 -1 D1 ~ ~ 0 -1 21216 -1 D2 ~ ~ 0 -1 21217 -1 D3 ~ ~ 0 -1 21223 -1 S #21223 Caves of the Troglodytes~ You seem to have stumbled upon an outpost of the troglodyes that live in this region. In fact, from the sounds and glimpses to movement you see to the west, you might have stumbled upon a troglodtye settlement. There are several large troglodyes here will be glad to show you around. Well, they might be willing to at least carry bits of you around, after they're done taking you apart. ~ 83 9 1 D1 ~ ~ 0 -1 21218 -1 D3 ~ ~ 0 -1 21224 -1 S #21224 Caves of the Troglodytes~ This cave is apparently home to a bunch of real slobs. Not surprisingly, it is adolescent troglodytes that live here. There are pieces of broken bone and little bits of metal and glass scattered about the floor, as well as the "valuables" of the cave's residents. You can hear the sounds of metal hitting metal coming from the north, and there are also exits to the west and east. ~ 83 9 1 D0 ~ ~ 0 -1 21225 -1 D1 ~ ~ 0 -1 21223 -1 D3 ~ ~ 0 -1 21227 -1 E valuables~ There are bits of broken armor, the skull of a tunnel rat, pieces of string and other such items of little worth. ~ S #21225 Caves of the Troglodytes~ This cave is clearly a practice area for young troglodytes to hone their skills of maiming and killing. The cave wall is an impressive dark brown - dried blood from the less successful of those tutored here. Apparently they play-fight awfully rough. The broken weapons and scraps of armor lying about testify to this fact as well. There are exits to the south and west. ~ 83 9 1 D2 ~ ~ 0 -1 21224 -1 D3 ~ ~ 0 -1 21226 -1 S #21226 Caves of the Troglodytes~ Mmm, you can smell some delicious tunnel rat stewing here, a cave that is quite apparently the cooking area for the troglodytes living around here. There are a few pots and pans here, though they are barely recognizable as such. The small fire under the pot from which that yummy rat smell is being emitted is barely enough to see by, but you can detect some troglodyte matrons slaving over the cookery. They seem to think you'd make a nice addition to the meal they're preparing. There is an exit to the south, and you hear what might be the clatter of weapons coming from the east. ~ 83 8 1 D1 ~ ~ 0 -1 21225 -1 D2 ~ ~ 0 -1 21227 -1 S #21227 Caves of the Troglodytes~ It's yet another troglodyte strongpoint. From the density of these things, you'd have to think the troglodyte people were constantly under attack. Who could be invading their homeland? You realize it's probably adventurers like you they guard themselves against. The cave is large and has three exits, one each to the north, south, and east. There is a funny, slightly unpleasant smell coming from the north. ~ 83 9 1 D0 ~ ~ 0 -1 21226 -1 D1 ~ ~ 0 -1 21224 -1 D2 ~ ~ 0 -1 21228 -1 S #21228 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21224 -1 D1 ~ ~ 0 -1 21228 -1 D2 ~ ~ 0 -1 21229 -1 D3 ~ ~ 0 -1 21230 -1 S #21229 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21227 -1 D1 ~ ~ 0 -1 21230 -1 D2 ~ ~ 0 -1 21232 -1 D3 ~ ~ 0 -1 21240 -1 S #21230 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21229 -1 D1 ~ ~ 0 -1 21229 -1 D2 ~ ~ 0 -1 21231 -1 D3 ~ ~ 0 -1 21232 -1 S #21231 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21231 -1 D1 ~ ~ 0 -1 21182 -1 D2 ~ ~ 0 -1 21232 -1 D3 ~ ~ 0 -1 21230 -1 S #21232 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21218 -1 D1 ~ ~ 0 -1 21233 -1 D2 ~ ~ 0 -1 21236 -1 D3 ~ ~ 0 -1 21234 -1 S #21233 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21240 -1 D1 ~ ~ 0 -1 21230 -1 D2 ~ ~ 0 -1 21234 -1 D3 ~ ~ 0 -1 21233 -1 S #21234 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21236 -1 D1 ~ ~ 0 -1 21230 -1 D2 ~ ~ 0 -1 21235 -1 D3 ~ ~ 0 -1 21233 -1 S #21235 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21227 -1 D1 ~ ~ 0 -1 21231 -1 D2 ~ ~ 0 -1 21235 -1 D3 ~ ~ 0 -1 21238 -1 S #21236 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21230 -1 D1 ~ ~ 0 -1 21236 -1 D2 ~ ~ 0 -1 21235 -1 D3 ~ ~ 0 -1 21229 -1 S #21237 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21238 -1 D1 ~ ~ 0 -1 21239 -1 D2 ~ ~ 0 -1 21235 -1 D3 ~ ~ 0 -1 21236 -1 S #21238 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21237 -1 D1 ~ ~ 0 -1 21231 -1 D2 ~ ~ 0 -1 21238 -1 D3 ~ ~ 0 -1 21230 -1 S #21239 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 83 9 1 D0 ~ ~ 0 -1 21237 -1 D1 ~ ~ 0 -1 21239 -1 D2 There is a sign carved in the south wall. It reads: _____ / \ | O O | \uuu/ /nnn\ \___/ O____ ____O ____X____ O O ~ ~ 0 -1 21319 -1 D3 ~ ~ 0 -1 21239 -1 S #21240 Caves of the Troglodytes~ This is the entrance of a large cave, that extends to the west and then branches out further to the north. It is likely that you have found the beginning of the main troglodyte community, as they are quite numerous here. >From their reaction to you, you'd think they are of the opinion you are invading their privacy or something. There are two exits - east back into the tunnels, and west, deeper into the caves. ~ 83 9 1 D1 ~ ~ 0 -1 21232 -1 D3 ~ ~ 0 -1 21241 -1 S #21241 Caves of the Troglodytes~ You are in the southeasternmost arc of a large cave shaped approximately like a donut, with an extremely large column in the center of the cavern. The diameter of the column, you estimate, is probably about two-thirds of that of the cave itself. It makes for a very strange tunnel-like effect, but it looks natural though you have no idea what force of nature might have caused it. This is where the troglodytes hone their weapons and repair their armor. From the looks of things, it appears as if it's a skill they've been working on for some time; though their tools are limited their armor and weapons are in excellent shape. Maybe the Repair Guy had some troglodyte blood, who knows? As you enter the cave, the many troglodytes working in here eye your armor and weapons appreciatively. ~ 83 9 1 D0 ~ ~ 0 -1 21242 -1 D1 ~ ~ 0 -1 21240 -1 D3 ~ ~ 0 -1 21247 -1 S #21242 Caves of the Troglodytes~ This is the northeastern cave of a linked set of four caves, which could also be characterized as a single cave with an awfully big column in the center. From what you can tell, the cave is shaped more or less like a big donut. In this section of the cave, female troglodytes are working on extracting those vital vitamins and minerals from recent kills, by crushing the bones into a powder which gets mixed into an occasional meal. There are a couple of young trogs running around here, annoying those working. All this activity ceases when you enter, and they turn to the task of defending their home. In addition to the exits along the cave to the west and south, there is also a passage leading north. ~ 83 9 1 D0 ~ ~ 0 -1 21243 -1 D1 ~ ~ 0 -1 21244 -1 D2 ~ ~ 0 -1 21241 -1 D3 ~ ~ 0 -1 21248 -1 S #21243 Caves of the Troglodytes~ This cave appears to the the nursury. Normally, the troglodyte young and their guardians are here, playing games and learning new skills. The cave is entirely unlit normally, and the presence of your light source appears to be the brightest thing some of the little trogs have ever seen. Again, it strikes you that you might be trespassing. There is a larger cave off to the south, and there are also cavern to the north and west. ~ 83 9 1 D0 ~ ~ 0 -1 21245 -1 D1 ~ ~ 0 -1 21244 -1 D2 ~ ~ 0 -1 21242 -1 S #21244 Caves of the Troglodytes~ This is a smaller cave than any of the others in this area. It appears to be a hidden twin strongpoint to the one directly east of here, from which the cave you are currently in is not clearly visible. Ordinarily, this position would be occupied by troglodytes watching over the other strongpoint to the east, preparing to reinforce them in case of any trouble. ~ 83 9 1 D1 ~ ~ 0 -1 21227 -1 D3 ~ ~ 0 -1 21243 -1 S #21245 Caves of the Troglodytes~ You are in the female troglodytes sleeping quarters - as nice a place as you think you've ever seen, for a cave. It looks like the place has been cleaned with a toothbrush... even the dirt on the cave floor looks clean. The rocks are shiny and sparkle at you, hinting at worth in their glittering cleanliness, even though you know they are without value. There are ordinarily several female troglodytes here, in serious discussion. ~ 83 9 1 D2 ~ ~ 0 -1 21243 -1 S #21246 Caves of the Troglodytes~ This large cave is the sleeping quarters of most of the male troglodytes, a fact that is evinced more than anything by the bad smell and the large mess. How so many creatures who don't believe in bathing could live together in one room is beyond comprehension. Perhaps troglodyes have no sense of smell. This place is such a mess, you imagine they must have bad vision, too, to tolerate it. The cave is normally occupied by a few troglodyte soldiers, catching a nap between guard duties. ~ 83 9 1 D0 ~ ~ 0 -1 21247 -1 S #21247 Caves of the Troglodytes~ The cave you are in resembles a tunnel more than anything, and might be labeled as such if it weren't so wide. In fact, though, you are in a cavern with an extremely large column of natural stone in the middle, which blocks the view of the other side of the cavern from your current position. This part of the cave is a practice area for adult troglodytes, as there are scraps of metal and wood scattered about the floor in silent testimony to past rites of supremacy that determine the clan chief. There are exits to the north, south, and east. ~ 83 9 1 D0 ~ ~ 0 -1 21248 -1 D1 ~ ~ 0 -1 21241 -1 D2 ~ ~ 0 -1 21246 -1 S #21248 Caves of the Troglodytes~ You are now in the northwest arc of a large, donut shaped cave. This is likely the place where the soldiers work out ther strategy and formations, as you can see a bunch of rocks set on a stone "table" (really just a large, flat rock), ostensibly the staging grounds for mock battles and strategic plots by troglodytes here for many a year, given how smooth the top has now been worn. There are also several crude drawings on the wall, though what they are of, it is hard to say for sure. The cave continues to the south and east, and there are also passageways leading to the west and north. ~ 83 9 1 D0 ~ ~ 0 -1 21249 -1 D1 ~ ~ 0 -1 21242 -1 D2 ~ ~ 0 -1 21247 -1 D3 ~ ~ 0 -1 21250 -1 E drawing drawings~ ___| |________________ | | | | | | Vkrm | | Gzk! | | | | |________| |_______| | | | | | |<<<<<<< Xcwn | |_______ | | | | |________| | \|/ | | | | -o- | | | | /|\ | | |___________|___ ____| | | | : | |___| ~ S #21249 Caves of the Troglodytes~ This is the chief's "private" cave. Apparently being the leader of these people has some priveledges, at least. The caves furnishings are only slightly more ornate here than anywhere else, though, so apparently the job isn't exactly loaded with perks. The chief is here, talking with his top fighters about prospects of battle. They turn to you, knowing now the battle they had been anticipating is already upon them. There is an exit to the east. ~ 83 9 1 D2 ~ ~ 0 -1 21248 -1 S #21250 Caves of the Troglodytes~ This cave is apparently the place where the troglodyte chief receives his guests. There is a large case filled with trophies from past victories of the troglodyte clan. Among the trophies, you spot a battered Golden Shield, the skull of a cave fisher, with some dents and a big hole just over the right eye, a small crystal sphere, and dull grey helmet with a plume that was once probably white. The mementos here range from the unexpected to the astounding. You are impressed by the ability of such a seemingly limited people to have defeated such a large and varied set of opponents. You can exit east~ 83 9 1 D1 ~ ~ 0 -1 21248 -1 S #21251 Mountain Trail~ The end of the mountain trail is evident to your west from here; the trail drops steeply and the ground turns greener, as the elevation isn't sufficient to maintain the ice and snow of the higher ground. A freezing wind blows down the mountains through which this trail winds, and it makes you shiver in your boots. The mountain trail leads to the south from here up and up again the mountain heights. You can also go west to more moderate climes. ~ 83 512 5 D2 ~ ~ 0 -1 21158 -1 D3 ~ ~ 0 -1 21260 -1 S #21252 Mountain Trail~ The trail turns again here, as it makes its way up and around the peaks the have started to appear around you in all directions. Though the path doesn't assault any actual peaks, you notice that the elevation here is significantly higher than it is to the north, and it rises even further as it continues it's journey to the east, since it moves of the valley floor up along the side of a mountain. Up until now, the snow that has been adorning the mountains was higher up, but you have come to the point where the trail winds through the snow. Still, it is compact enough to permit travel, though the way is a bit slipperier. ~ 83 512 5 D0 ~ ~ 0 -1 21251 -1 D1 ~ ~ 0 -1 21253 -1 S #21253 Mountain Trail~ It is bitterly cold here. The snow on the path is about ankle deep here, and it's fresh, which makes traveling on it a bit of a trial. The path is now making its way along a mountainside, rather than trying to slither between the peaks at their bases. As a result, to the south there is an impressive drop to the valley floor far below. Fortunately, the path is wide enough to afford easy travel without worrying about slipping to one's death below. The grade is quite steep going up to the east, though to the west the trail leaves the mountainside on it's way down to warmer places. An icy wind blows from the southeast, chilling you to the bone. ~ 83 512 5 D1 ~ ~ 0 -1 21254 -1 D3 ~ ~ 0 -1 21252 -1 S #21254 Mountain Trail~ The trail curves along the side of a mountain here, leading to the west and south; ever rising to the south, dropping to the west. Across a valley far below you, you can see lesser peaks to the north. You are above them, and you can see they are just below the constant cloudline that glooms menacingly on the trail leading south into the mountains above you. The snow is still shallow enough here for reasonable travel, though it is fresh, and your feet sink into up to the top of your ankles. Unfortunately, it looks as if it only gets deeper to the south, where the trail rises further. The wind is strong here, and it claws at your clothing, penetrating it to make you long for warmer climes. ~ 83 512 5 D2 ~ ~ 0 -1 21255 -1 D3 ~ ~ 0 -1 21253 -1 S #21255 Mountain Trail~ Your ears pop, and it is difficult to breathe normally here, as the elevation makes for a scarcity of oxygen in the atmosphere. You hope to leave this place soon, as the elements are starting to wear on you. It is snowing lightly here, and the fresh snow on the ground makes travel difficult, as each step is a labor in which you submerge your feet into the knee deep snow and extract them again to plod on. Adding to the unpleasantness is a wind that you are really starting to resent, blowing down from the the south. Visibility is restricted here by the cloud cover, so it is impossible to tell how much further the trail rises before it breaks through the worst part of mountains. You can go up to the south, or down to the north. ~ 83 512 5 D0 ~ ~ 0 -1 21254 -1 D2 ~ ~ 0 -1 21256 -1 S #21256 Mountain Trail~ The trail drops into a small crevice here, as it makes it's way up the side of yet another immense peak. You can't tell how far up you are for sure, but given the practically waist deep snow and the difficulty you are having breathing, it is higher then humanoids were built to travel for very long. The nice thing about the crevice is that it prevents the wind from doing further damage to you, for a while at least. The snow here is on the heavy side; large flakes now fall around you silently. The crevice turns to the east, leading ever upward, and to the north it returns to the lands below. ~ 83 512 5 D0 ~ ~ 0 -1 21255 -1 D1 ~ ~ 0 -1 21257 -1 S #21257 Mountain Trail~ To say it is snowing here would be an understatement. It is snowing *hard*, and combined with the strong cold wind the weather here could almost be characterized as a blizzard. You have to bend over to present as little surface as possible to the constant force of the wind. The mountain trail is now covered in hip deep snow and distinguishable only because the mountains to the north and east and southwest prevent passage in those directions. You can barely breath, and the instant crystalization of what little air you expel tells you that continued travel here may be a fatal mistake. To the extent the trail is visible, it leads to down the mountain to the west and up further still to the south. ~ 83 512 5 D2 ~ ~ 0 -1 21258 -1 D3 ~ ~ 0 -1 21256 -1 S #21258 Mountain Trail~ You are in a full force blizzard, travelling along a narrow pass near the top of the peaks in a vast mountain range. You can just see the outlines of the pinnacles of the mountains to your east and west, and the ground seems to have entirely flattened out, though it is hard to be sure with the gale force wind buffeting you about and blowing snow in your eyes. It is nearly impossible to breathe here, the air is so thin. You are now practically swimming in snow, and the exertion is exhausting you. The mountain path leads further south, and to the north, where the trail descends. ~ 83 512 5 D0 ~ ~ 0 -1 21257 -1 D2 ~ ~ 0 -1 21259 -1 S #21259 Snowy Pass~ The wind screams in your ears here, as you enter a narrow mountain pass at the very apex of the mountain range. From what little you can tell in the driving snow, the trail drops in elevation to the south, though it flattens out to the north. Unfortunately, the further south you go, the deeper the snow gets. Eventually, it reaches eye level, and you realize that further passage in this direction is impossible. The prospects of making your way to the north are not particularly attractive, but further travel to the south is right out, since wading through snow above your head would certainly result in a frozen, self-performed burial. ~ 83 512 5 D0 ~ ~ 0 -1 21258 -1 S #21260 Valley Trail~ The valley here is much greener than that to the north, and looking that way you are a bit surprised by the vast difference in temperature as well. The gentle hills to the west become steeper to the east, which is the way the trail continues, in addition to it's sojourn through the dryer valley to the north. You can see the great eastern desert stretching off to the northwest from here, as you look in that direction a pyramidical shape is evident. To the west you can just make out the outlines of rectangular object of impressive size. Probably a city or something. ~ 83 512 4 D0 ~ ~ 0 -1 21261 -1 D1 ~ ~ 0 -1 21251 -1 S #21261 Valley Trail~ A narrow valley extends to the south here, and to the west you can see it ending in a riverbed, as there is a cliff apparently blocking further passage in that direction. The landscape here is dotted with brown brush and other dry weather foliage, though as you look to the south things get a bit greener, probably the result of runoff from an extensive mountain range that has become visible to the southeast. From here, you can see the whitecaps standing starkly against the clear sky. The trail to the south looks like it's headed that way, as the trail has a pronounced rise in that direction. You can also go west to the dry river bed. ~ 83 512 4 D2 ~ ~ 0 -1 21260 -1 D3 ~ ~ 0 -1 21262 -1 S #21262 The Dry Ford~ The river bed rises here slightly, and you can see that once upon a time someone forded the river here, as the cliff that normally runs parralel to you on the east is abated. In that direction, through a split in the cliff walls, you can see a path winding its way through a dry hilly valley. To the west, the trail rises up a series of switchbacks up the face of the cliff, probably emerging somewhere in the great eastern desert above. The river bed also continues to the north. It is very hot here. ~ 83 512 2 D0 ~ ~ 0 -1 21199 -1 D1 ~ ~ 0 -1 21261 -1 S #21263 Rest Stop Entryway~ This area is little more than a wide tunnel bridging the rest stop commons and the road. Once upon a time this passage and the rest stop were well- traveled, but given the amount of the dust on the floor, it is clear that like the road itself, it has been unused for ages. There are sconces in the walls for torches, but none are there now - your light source provides the only illumination. You can exit east to the ancient road, or west, where the tunnel enters a larger area that once served as a common area. ~ 83 9 1 D1 ~ ~ 0 -1 21264 -1 D3 ~ ~ 0 -1 21204 -1 S #21264 Rest Stop Commons~ This is a sizeable room, approximately square in shape, and almost two hundred feet on a side. From the shape and texture of the walls you surmise that a natural cave was enlarged to create the space you currently occupy. The ground is flat, and unadorned. Once upon a time, weary travelers pitched their tents here to rest before continuing on to their destination. There are no signs of recent use, however. There are openings in the walls of this room in all four compass directions, though your light source isn't powerful enough to reveal where they lead. ~ 83 9 1 D0 ~ ~ 0 -1 21268 -1 D1 ~ ~ 0 -1 21265 -1 D2 ~ ~ 0 -1 21266 -1 D3 ~ ~ 0 -1 21263 -1 S #21265 Rest Stop Stables~ Apparently not only could travellers rest here at the waystation, but their steeds could as well. This medium sized room was clearly cut from the rock, as the sharpness of the corners and smoothness of the rock rules out the possibility of any natural cause for its formation. Little remains of the stables themselves, as the wood that was used to separate the animals has mostly rotted to dust. What remains is broken and useless for its original purpose. There is only one exit from this room, which is through a passage to the west. ~ 83 9 1 D3 ~ ~ 0 -1 21264 -1 S #21266 Supply Center~ This area looks to have been a supply station for weary travelers. There is a small crack in the south wall through which water must have flowed at one time, given the elaborate apparatus of metal gutters that lead to a small hole in the southwestern corner of the room. No water flows there now. There are also stone biers jutting out of the floor in four rows, upon which foodstuffs, mount feed, and other supplies could have rested. Nothing remains of whatever supplies were once kept here. There are two exits; back to the commons to the north, and also through a small passage to the east. ~ 83 9 1 D0 ~ ~ 0 -1 21264 -1 D1 ~ ~ 0 -1 21267 -1 E crack~ It is just above eye level for an average humanoid, and is only a few inches wide. You can't see very far into it, as it narrows and turns after a few feet. ~ E hole~ It is less than a foot in diameter, and appears to drop straight down for as far as you can tell by jutting your light source into it. The gutter leading up to it was doubtless used to channel the water to this outlet. ~ E gutter~ It was clearly used to channel water from the crack to the hole in the floor. It is made of a strange black metal that seems to have entirely resisted the trials of time, and shows no signs of rust, either. It is securely fastened to the rock wall, however. ~ E bier biers~ They come up out of the room's floor and are quite solid. ~ S #21267 Storage Room~ This is a very small room, less than ten feet on a side. The roof, which in other places in the rest stop has been a comfortable twelve feet, here drops to seven feet, further reinforcing the sense claustrophobia one gets upon entering. Once upon a time this place was probably used to store reserve goods for the supply area it is adjacent to. Like the supply center itself, however, it is now completely devoid of anything of value. In fact, it is bare of junk as well - this place is empty. There is an exit to the west. ~ 83 9 1 D3 ~ ~ 0 -1 21266 -1 S #21268 The Pit~ This room is roundish, unlike the others in the rest stop area, which have been more orthagonal in shape. In the center of the room is a small round pit, approximately four feet in diameter. Looking down it reveals that it drops away out of sight. The stains along the walls tell you it was once used for waste disposal, though the lack of any running water makes you breath a sigh of relief that it has not been used recently. This place must have *stunk*! You can exit to the south, back to the rest stop commons. ~ 83 9 1 D2 ~ ~ 0 -1 21264 -1 S #21269 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The tunnel has collapsed to the north, and the tons of stones and rocks that have fallen have completely blocked further passage in that direction. It is very dark here - your light seems feeble against the pressing darkness on all sides. You can exit south. ~ 84 521 1 D2 ~ ~ 0 -1 21270 -1 S #21270 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The tunnel stretches on beyond the range of your light to the north and south, traveling straight and flat through the mountain's core. The road is eerie here; it seems to have been untraveled for aeons. ~ 84 521 1 D0 ~ ~ 0 -1 21269 -1 D2 ~ ~ 0 -1 21271 -1 S #21271 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. It's hard to say how far you have come since entering the southern tunnel, but looking to the north still gives you no sign of an opening to the other side. The only source of light here is the one you carry. You can exit to the north and south. ~ 84 521 1 D0 ~ ~ 0 -1 21270 -1 D2 ~ ~ 0 -1 21272 -1 S #21272 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. There is a massive gate set in the western wall here, it looks to be made of a strange, black metal that resists all your efforts to identify it. There is a heavy metal bolt-lock built into the center of the gate. It appears to have been here for quite a while. However, despite the passage of time it shows few signs of aging; apparently it was built to last. The tunnel of the ancient road continues north and south, as well. ~ 84 521 1 D0 ~ ~ 0 -1 21271 -1 D2 ~ ~ 0 -1 21273 -1 D3 ~ gate~ 33 21150 21279 -1 E lock gate~ The gate is large and impressive. The lock is large and extremely complex. It looks like it would be impossible to pick, without a lot of specialized tools, anyway. The key would have to be an odd-looking piece of equipment. ~ S #21273 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The ancient road continues to the north and south, straight as ever in its course. The rock walls and smooth, and the stones along the floor are flat and even, though worn from the passage of countless travelers, long ago. ~ 84 521 1 D0 ~ ~ 0 -1 21272 -1 D2 ~ ~ 0 -1 21274 -1 S #21274 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The southern entrance of the road into the tunnel is now just visible from here, framed against a background that looks like a wire mesh, through which you get a glimpse of the open sky - at last! You can go south towards the opening, or north, deeper into the mountain. ~ 84 521 1 D0 ~ ~ 0 -1 21273 -1 D2 ~ ~ 0 -1 21275 -1 S #21275 The Northern Gate to the Kingdom of Rhyodin~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks here and there, nourished by the light that comes through the tunnel entrance to the south. The mouth where the road enters the mountain here is blocked by a series of crosshatched bars of a strange black metal. Each bar is a little less than two inches in width, and they are spaced two feet apart, creating a square grid through which you can see the countryside beyond. In the center of this is a gate, easily twenty feet across and high, of the same crosshatched material, set into a rectangular metal frame. There is no apparent lock on the gate. ~ 84 521 1 D0 ~ ~ 0 -1 21274 -1 D2 You see a serene valley, with a clear blue sky and large green fields. Far to the south you see a town, and further south you think you see the outlines of a large castle. Apparently the mountain range you have just come through completely surrounds this valley, because you can make out mountains forty miles to the south, and more mountains on the east and west. They seem to form a complete circle about the unspoilt valley you see before you. ~ gate~ 33 -1 3001 -1 S #21276 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters. The barracks continue to the west and south. ~ 84 521 1 D2 ~ ~ 0 -1 21277 -1 D3 ~ ~ 0 -1 21283 -1 S #21277 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters. This room has a lived-in look, and from the unidentifyable tracks along the floor, the occupant was here rather recently. The barracks continue to the north and south. There is also an opening in the west wall leading out into the corridor. ~ 84 521 1 D0 ~ ~ 0 -1 21276 -1 D2 ~ ~ 0 -1 21278 -1 D3 ~ ~ 0 -1 21284 -1 S #21278 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. All of the lockers here hang open, silent testimony to the persistance of some thieves. The barracks continue to the north, there is also an opening in the west leading to a hall. ~ 84 521 1 D0 ~ ~ 0 -1 21277 -1 D3 ~ ~ 0 -1 21285 -1 E lockers~ They look as if they were battered open rather than pryed. They are all empty. ~ S #21279 The Gatehouse~ This area served as a checkpoint for those entering the outpost from the outside. There is an extremely large and imposing-looking gate to the east. In times of old it must have served to guard the outpost from any opposition forces. It shows no signs of damage, on this side, at least, so perhaps it was never needed to fulfill that purpose. It has a large, complicated locking mechanism, which even the most competent thief would turn green trying to pick. There is a passage to the west, and the gate stands to the east, leading to unknown destinations. ~ 84 521 1 D1 ~ gate~ 33 21150 21272 -1 D3 ~ ~ 0 -1 21286 -1 E lock gate~ The gate is large and impressive. The lock is large and extremely complex. It looks like it would be impossible to pick, without a lot of specialized tools, anyway. The key would have to be an odd-looking piece of equipment. ~ S #21280 Infirmary~ The purpose of the long flat beds you noticed from the corridor is clearer now that you can get a better look at them, as is the purpose of the cabinets. The beds are on rollers, and from what you can see in the cabinets that are open, they are filled with linens and bandages. This room was once a medical facility, but a thick layer of dust has settled over everything as the ages passed, removing any sterility this room might have once had. Among the furniture here are several open storage cabinets, and a couple closed ones. There is nothing else of interest. There is an exit to the west. ~ 84 521 1 D3 ~ ~ 0 -1 21287 -1 E cabinets~ The open cabinets have some old linens inside. ~ E linens~ They are very old and moth-eaten, and what remains of them is covered with a layer of dust. ~ E beds~ The beds are on rollers, but they have rusted into their current position. At one time the wounded were transported on them, you figure. ~ S #21281 Armory~ This room once served as a repository for weapons and armor for the troops that occupied this outpost. Though there is a great deal of dust covering everything here, you can still make out a fair number of weapons of various kinds hanging on the three weapons racks that occupy the north, south, and east walls. There are a couple of stands in the center of the room that look like they were designed to hold armor, but there is little armor still left here. There is an exit to the west. ~ 84 521 1 D3 ~ ~ 0 -1 21288 -1 E stands~ They are metallic frames upon which armor could be hung. They are firmly bolted into the stone floor. No armor hangs on them now. ~ S #21282 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters many years ago. You can exit west, back to the rest of the barracks. ~ 84 521 1 S #21283 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. Some of the metal frames of the bunks in this room have been corroded, leaving only twisted scraps in their place. At the foot of each bunk set is a locker, similarly corroded. The barracks continue to the east and west, and there is an opening in the south wall leading into a corridor. ~ 84 521 1 D1 ~ ~ 0 -1 21276 -1 D2 ~ ~ 0 -1 21284 -1 D3 ~ ~ 0 -1 21290 -1 E bunks lockers~ The bunks and lockers look they were chewed up, swallowed, partially digested, and vomited back up. There's very little left of them. ~ S #21284 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the south and west. There are openings in the north and east walls, through which you can see the bunks and lockers of soldiers. You can also go to the south and west, where the corridor continues as far as your light can show you. ~ 84 521 1 D0 ~ ~ 0 -1 21283 -1 D1 ~ ~ 0 -1 21277 -1 D2 ~ ~ 0 -1 21285 -1 D3 ~ ~ 0 -1 21291 -1 S #21285 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway opens up to the south into a large area, to the north it looks like it bends to the west. There is an opening in the east wall, through which you can see the bunks and lockers of a military barracks. ~ 84 521 1 D0 ~ ~ 0 -1 21284 -1 D1 ~ ~ 0 -1 21278 -1 D2 ~ ~ 0 -1 21286 -1 S #21286 Mustering Square~ This is the largest artificially created area you've seen down here underneath the mountain. Once upon a time, it was a assembling grounds for the troops getting ready to go out to battle. As you hold your light aloft, you can barely see the roof where a large, broken sphere once provided light to the grounds. There are wide openings to the east and west, and narrower tunnels lead to the north and south. From here it is impossible to tell where any of these exits lead. The dust on the floor here is uneven - possibly this area has been disturbed by someone or something since it was vacated ages ago. ~ 84 521 1 D0 ~ ~ 0 -1 21285 -1 D1 ~ ~ 0 -1 21279 -1 D2 ~ ~ 0 -1 21287 -1 D3 ~ ~ 0 -1 21293 -1 E sphere~ It looks like a big empty glass sphere. It is far above you, anchored to the ceiling by a large chain. There is a big crack in it, and a couple of places where the glass is broken to reveal a hole in the sphere. ~ S #21287 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway opens up to the north into a large area, to the south it looks like it bends to the west. There is an opening in the east wall to a room full of long, flat beds with tables and cabinets next to them. >From the faint light cast off them from here by your source of illumination, you can't tell for sure what purpose they served. ~ 84 521 1 D0 ~ ~ 0 -1 21286 -1 D1 ~ ~ 0 -1 21280 -1 D2 ~ ~ 0 -1 21288 -1 S #21288 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the north and west. There are also doorways to the south and west. To the west, you can see racks and hooks for armaments, some of which still hold old, dusty-looking equipment. To the south you see the bunks and cabinets that indicate a barracks. ~ 84 521 1 D0 ~ ~ 0 -1 21287 -1 D1 ~ ~ 0 -1 21281 -1 D2 ~ ~ 0 -1 21289 -1 D3 ~ ~ 0 -1 21295 -1 S #21289 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, all of which hang open, most of which are twisted and battered - apparently from attempts of would-be looters many years ago. Whoever cleaned out whatever was in these lockers looks to have spent a considerable amount of time in this area, as not a single locker remains unopened. You can leave east and west to other parts of the barracks, or north to a hallway. ~ 84 521 1 D0 ~ ~ 0 -1 21288 -1 D1 ~ ~ 0 -1 21282 -1 D3 ~ ~ 0 -1 21296 -1 E bunks~ The bunks are undamaged, but don't look like they've been used in the past few centuries. ~ E lockers~ The lockers here are in pretty bad shape. Whoever got into them worked them over pretty good in order to do so. ~ S #21290 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. Some of the metal frames of the bunks in this room have been corroded, leaving only twisted scraps in their place. At the foot of each bunk set is a locker, similarly corroded. The barracks continue to the east, and you can also leave through an opening in the south wall, which leads to a corridor. ~ 84 521 1 D1 ~ ~ 0 -1 21283 -1 D2 ~ ~ 0 -1 21291 -1 E bunks lockers~ The bunks and lockers look they were chewed up, swallowed, partially digested, and vomited back up. There's very little left of them. ~ S #21291 Hallway~ You are in a dark east-west hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The corridor bends to the south both to the east and west. There is also an opening in the north wall, through which your light source illuminates bunks and small cabinets - sure signs of a military barracks. You can exit via the barracks to the north, or along the corridor to the east or west. ~ 84 521 1 D0 ~ ~ 0 -1 21290 -1 D1 ~ ~ 0 -1 21284 -1 D3 ~ ~ 0 -1 21298 -1 S #21292 Stables~ This is the north wing of the outpost's stable area. The ceiling in this area is quite high, as in the other parts of the stables, stretching away almost out of the range of your light source to detect. There is a pile of dry brown dust on the ground in the southeast corner of the area. The stalls the horses were kept in here are made of wood, but they seem to have survived the trial of time, and are still in reasonably good shape. Fifty or so horses could probably be stored here at maximum capacity. The only way out is to the central stable area to the south. ~ 84 521 1 D2 ~ ~ 0 -1 21293 -1 E dry brown dust~ Decomposed hay, now centuries old. ~ S #21293 Stables~ You have entered an area that at one time was used to house the mounts of the cavalry of this outpost. Apparently, whoever they were, they rode horses or beasts of comperable size, because the stalls here would fit animals only that size or smaller. The ceiling in this area is considerably higher than in the rest of the outpost, so high in fact that you can barely see the roof given the light emitted from your source. The stables continue to the north and south. ~ 84 521 1 D0 ~ ~ 0 -1 21292 -1 D1 ~ ~ 0 -1 21286 -1 D2 ~ ~ 0 -1 21294 -1 S #21294 Stables~ This is the south wing of the outpost's stable area. The ceiling here is quite high, as it is in the other parts of the stables, stretching away almost out of the range of your light source to detect. The stalls the horses were kept in here are made of wood, but they seem to have survived the trial of time, and are still in reasonably good shape. Thirty or so horses could probably be stored here at maximum capacity. The only exit is to the central stable area northwards. ~ 84 521 1 D0 ~ ~ 0 -1 21293 -1 S #21295 Hallway~ You are in a dark east-west hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The corridor bends to the north both to the east and west. There is also an opening in the south wall, through which your light source illuminates bunks and small cabinets - sure signs of a military barracks. You can exit via the barracks to the south, or along the corridor to the east or west. ~ 84 521 1 D1 ~ ~ 0 -1 21288 -1 D2 ~ ~ 0 -1 21296 -1 D3 ~ ~ 0 -1 21302 -1 S #21296 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters many years ago. There are two exits; to the east the barracks continue, and there is also to a corridor to the north. ~ 84 521 1 D0 ~ ~ 0 -1 21295 -1 D1 ~ ~ 0 -1 21289 -1 S #21297 Officer's Quarters~ This room is filled with bunks, like the barracks, but there are no double bunks here, only singles. You also notice they are further spread apart than in the regular barracks, thus fueling your conclusion that it is officers who slept here. For each bunk there is a desk and mirror, though the mirrors are detectable only by the frames they were once housed in and the fragments still on the floor - they have all been broken. The desks hang open, some with their drawers extracted, which explains the wood splinters all over the floor. The officer's quarters continues to the west, and there is also an opening to a corridor in the south wall. ~ 84 521 1 D2 ~ ~ 0 -1 21298 -1 D3 ~ ~ 0 -1 21304 -1 E bunks~ Like the other furniture here, they look like they have taken a beating. ~ S #21298 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the south and east. There are also openings in the north and west wall. You can't really tell for sure what the room to the north was used for, but it looks like it may have been some kind of barracks. The chamber to the west is clearly a bath house, though like everything else here, it looks like it has been unused for ages. ~ 84 521 1 D0 ~ ~ 0 -1 21297 -1 D1 ~ ~ 0 -1 21291 -1 D2 ~ ~ 0 -1 21299 -1 D3 ~ ~ 0 -1 21305 -1 S #21299 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway continues to the south as far as your light will show you, to the north it looks like it bends to the east. There is an opening in the west wall here, through which you just make out what might have one been a rec room. There are more openings further north along the corridor, but your light can't penetrate their inky darkness from here. You can go west to the rec room, or along the hallway to the north or south. ~ 84 521 1 D0 ~ ~ 0 -1 21298 -1 D2 ~ ~ 0 -1 21300 -1 D3 ~ ~ 0 -1 21306 -1 S #21300 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hall continues north and south as far as your light can show you. There is also an opening to the west, through which you can see a set of stairs. ~ 84 521 1 D0 ~ ~ 0 -1 21299 -1 D2 ~ ~ 0 -1 21301 -1 D3 ~ ~ 0 -1 21307 -1 S #21301 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hall continues north and south as far as your light can show you. There is also an opening to the west, through which you can see the tables and benches of a long-unused mess hall. ~ 84 521 1 D0 ~ ~ 0 -1 21300 -1 D2 ~ ~ 0 -1 21302 -1 D3 ~ ~ 0 -1 21308 -1 S #21302 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the north and east. Through the opening in the west wall the ovens and stoves of a kitchen are visible. Through the opening to the south you see what certainly must have been a practice yard. ~ 84 521 1 D0 ~ ~ 0 -1 21301 -1 D1 ~ ~ 0 -1 21295 -1 D2 ~ ~ 0 -1 21303 -1 D3 ~ ~ 0 -1 21310 -1 S #21303 Practice Yard~ This room served as the training grounds the troops used to fine tune their skills in battle. All of the usual equipment is here, including the wooden counterswinger, complete with a worthless battered-looking metal shield in one hand and a wooden club in the other. There are also several pieces of cloth that were probably practice dummies before the hay they contained rotten away. Plus an indented pit in the center of the room where trainees could improve their skill at fighting on uneven ground. The yard continues to the west, to the north there is an exit to the hallway. ~ 84 521 1 D0 ~ ~ 0 -1 21302 -1 D3 ~ ~ 0 -1 21311 -1 E counterswinger~ It looks like when the shield is hit, it pivots to simulate a blow from the opponent. It was used to practice dodging and parrying counter-blows. ~ S #21304 Officer's Quarters~ The desks in this room are in even worse shape that in the quarters the east. Not only have the drawers been taken out and splintered, but the desks themselves are mostly overturned and broken. Needless to say, all the mirrors that rested on the desks are shattered, and in most cases the frames that held them are in pieces as well. Someone has wreaked a lot of destruction here, for reasons that pose a mystery. The only exit is to the east. ~ 84 521 1 D1 ~ ~ 0 -1 21297 -1 S #21305 Bath~ This room served as a bath house for the soldiers of this outpost. There are six open pits in the stone floor, each around four feet deep and six or so feet diameter, that served as tubs for those trying to rid themselves of dirt. There are small channels cut into the floor, an offshoot from the main channel, which extends from a small hole in the south wall, leads up each of the six pits. Because all the tubs are currently dry, and look to have been so for some time, you can see that at the bottom of each pit there is a small opening as well. Ostensibly, water flowed through the channels, into the tubs, and drained out through the holes. The engineering of this room impresses you immensely. There is only one exit, to the east. ~ 84 521 1 D1 ~ ~ 0 -1 21298 -1 E hole inlet~ It's right where the floor meets the south wall, near the center. It's only four inches wide, so you can't really tell where it comes from, though you can tell it bends up after a few feet. ~ E channel~ They are narrow gutters in the floor of the room through which water flowed from the inlet hole in the south wall to the tubs. The main one is about three inches deep, the others are only an inch or two in depth. ~ E outlet drain~ It's pretty small, but by shining your light down it you can tell that it curves after dropping a foot or so. It was made, it is not natural, just like the pits themselves. ~ E pit tub pits tubs~ It's about four feet deep and six feet in diameter. It is now empty, but once water entered through the channels and left through a small hole in the bottom. These pits were carved from the stone, they were not naturally formed. ~ S #21306 Recreation Room~ The troops of this place apparently knew how to have a good time, as well as to drill and fight. This rec room has a pool table, two dartboards, and a couple of chess and checker boards sitting on the tables. Unfortunately, there aren't any queues, darts, or complete sets to actually play the games anymore. Best of all, there is a bar in the back, which looks like it still has some bottles. ~ 84 521 1 D1 ~ ~ 0 -1 21299 -1 E chess checker boards board table~ The chess and checker boards are glued right down on the tables. You notice there are stains on them - looks like very old beer stains. ~ E dart darts~ You could use it as a shield if it had some kind of handle. But unfortunately, neither does it have a handle, nor does it look like it would survive much damage, as it is constructed out of a pliable material. You can't find any darts for it. ~ E pool~ There are six pockets on a long, flat table covered with a strange fuzzy material. It is covered by a thin layer of dust. There are no signs of any balls or cues. ~ S #21307 Stairs~ The stairs lead both up and down from here - this place is bigger than you thought! Given what you have seen so far, you have come to the conclusion that at one time it served as some kind of military post. From the cut of the stone and the size of the place, you'd guess whoever made it was humanoid. And from the musty smell in the air and the dust on the ground, it seems likely this place is at least a couple centuries old. Who made it, and who they were defending themselves against, remains a mystery. You can go up or down the stairs, or exit on this level to the east. ~ 84 521 1 D1 ~ ~ 0 -1 21300 -1 D4 ~ ~ 0 -1 21327 -1 D5 ~ ~ 0 -1 21320 -1 S #21308 Mess Hall~ There are a lot of long, flat tables here, lending credence to your initial guess that this room served as a cafateria for the troops. This room is quite large, and the roof is higher than most of the other parts of the outpost. It's hard to say for sure, but it looks like the cafeteria continues on to the west. There is also an opening in the south wall, and one in the east wall that looks like it leads back to the hallway. ~ 84 521 1 D1 ~ ~ 0 -1 21301 -1 D2 ~ ~ 0 -1 21310 -1 D3 ~ ~ 0 -1 21309 -1 S #21309 Mess Hall~ This is the western end of a large cafeteria the troops of this outpost once used to feed their faces in. The heavy layer of dust over all the metal tables and benches makes it very unlikely it has been used for this function, or any function, for that matter, in the last few centuries, at least. The roof here is fairly high, as it is in the cafeteria section to the east, which is the only exit from here. ~ 84 521 1 D1 ~ ~ 0 -1 21308 -1 S #21310 Kitchen~ Two large ovens dominate this room, along with the stove that occupies the room's center. There are large iron pots all over the stove, and there are several shelves and drawers in the cabinets along the walls that have other kitchen utensils. The ovens are what draw your attention, though. They are both along the south wall, but are so large as to stick out several feet into the kitchen's center. They are about ten feet tall, and tower above you impressively. They look like they would be capable of feeding an army, which is good, because apparently that's what they did. There are two exits; east through a small door to a hallway, and north to the mess hall. ~ 84 521 1 D0 ~ ~ 0 -1 21308 -1 D1 ~ door~ 1 -1 21302 -1 E utensils~ You know, knives and spoons and forks and stuff like that. Cheese graters, pots and pans of various sizes. Kitchen stuff. Nothing of much interest to anyone other than a cook. ~ E shelves drawers~ They have kitchen stuff in them. It all looks very dusty. ~ S #21311 Practice Yard~ This half of the practice yard must have been used for more advanced training than in the yard to the east. That would be your guess, anyway, because you can't really tell how the stuff in here operates well enough to assess what it was used for. There is one contraption with several pieces of wire tied at varying heights between two tall, flexible wooden poles. There is also an area where the floor is covered by a strange flexible material, which deforms and sinks when you put weight on it. Plus, there's a large, flat piece of wood with several holes drilled in various places all over it. Other, even stranger devices make you scratch your head in wonder. The practice yard continues to the east, which is the only exit. ~ 84 521 1 D1 ~ ~ 0 -1 21303 -1 E board holes~ A person standing on one side of the board would have to react quite quicky to projectiles coming through the holes from the other side. Perhaps that is what it was used for. ~ E flexible material~ It makes you feel very strange to stand on it, since it deforms underneath you. It might be good for practicing fighting on very unsure ground. ~ E contraption~ It's a curious looking thing, but you have no idea how it worked. ~ S #21312 Supply Room~ This room was evidently used for the storage of foodstuffs, travelling equipment, clothing, boots, soap, and other necessities of military life. It looks as if the room has been ransacked thoroughly by someone or something, as all of the crates, once stacked in rows for easy access, are now scattered about the room, ripped open and revealing what little contents that still remain. Of the food, only a couple empty tins indicate that iron rations were once stored here - there are none here now. All the crates have been opened, but apparently not everything the looters discovered was of value to them. You can leave west. ~ 84 521 1 D3 ~ ~ 0 -1 21316 -1 S #21313 Armory~ This room was once clearly an armory, though you can only infer this from the racks and hooks the weapons used hang on, for there isn't a single weapon remaining here now. Whoever looted this room did a very thorough job. From the dust on the floor you can tell that no one has entered this room for some time. Possibly, when the last of the weapons were taken, all reason to do so was eliminated. You can leave to the west. ~ 84 521 1 D3 ~ ~ 0 -1 21317 -1 S #21314 Stockade~ This room seems to have escaped the rampages of whoever ransacked the other rooms on this level. This is probably a result of the large, locked, door that lies between here and the hallway. There is a desk here, and what looks like a filing cabinet. There is also a sturdy wooden chair behind the ~ 84 521 1 D2 ~ bars~ 1 21155 21315 -1 D3 ~ door~ 1 21154 21318 -1 E chair~ A sturdy looking wooden chair. It doesn't look like it'd be worth taking. ~ S #21315 Cell~ This is a small cell, surrounded by granite walls that look quite solid. It is quite chilly here, as the stone walls seem to radiate a coldness that makes you wrap your arms around yourself for warmth. The cell has a bed made of stone hanging off the south wall, and a very small hole in the southwest corner for waste disposal. There is a set of iron bars to the north; through them is the only exit. ~ 84 521 1 D0 ~ bars~ 1 21155 21314 -1 E hole~ It is too dark to see very far into it, but you think you hear the faintest trace of rushing water far below. There is no odor belying its function, though its presence and position in the cell make that clear. ~ S #21316 Hallway~ This is the north end of a hallway. The hall leads south as far as your light source will show you. The stone here is obviously cut - this is no natural passage but the work of some intellegent species. Given the size and orthagonality of the doorways and dimensions of the passages, you estimate that they were probably humanoid. There are openings a little wider than that of a door in the east and west walls, in addition to the route south along the hallway. Peeking through the openings reveals both rooms to be storage areas, though from here in the hall it is hard to tell what they hold. You think you see crates. There are sconces on the walls for torches, but there are none in them now. ~ 84 521 1 D1 ~ ~ 0 -1 21312 -1 D2 ~ ~ 0 -1 21317 -1 D3 ~ ~ 0 -1 21319 -1 S #21317 Hallway~ This is the middle of a short hall leading north and south. There is an opening in the east wall leading into what looks like it might have once been an armory, as your light casts shadows off the racks and hooks where weapons once could have hung. To the west are some stairs carved out of the solid rock. They lead up. The engineering required to manipulate the solid stone in this area so precisely impresses you. There are sconces on the walls for torches, but there are no torches in them now, leaving the hall dark except for your light. ~ 84 521 1 D0 ~ ~ 0 -1 21316 -1 D1 ~ ~ 0 -1 21313 -1 D2 ~ ~ 0 -1 21318 -1 D3 ~ ~ 0 -1 21320 -1 S #21318 Hallway~ You are in the south end of a hallway. There is an opening in the west wall, and it seems to lead into some kind of supply room, though it's hard to tell exactly what is stored there from here. There is a strong looking door set in the eastern wall, with a large metal locking mechanism and handle. The hall also extends to the north, beyond the range of your light source. There are sconces on the wall here, but they have no torches in them now. The corridor here, as everywhere in this area, is cut from solid stone. ~ 84 521 1 D0 ~ ~ 0 -1 21317 -1 D1 ~ door~ 1 21154 21314 -1 D3 ~ ~ 0 -1 21321 -1 S #21319 Storage Room~ This room is entirely unlike the rough, natural stone of the passages to the north. It is apparently a storeroom, though it looks as if it has been unused for some time. There are crates lining the walls, some of which are broken and have spilled their contents onto the floor. Unfortunately, it looks like whatever they once held was perishable, because all that is left now is shards of broken glass and stains on the stone floor. There are also some wooden planks from broken barrels, along with a couple of barrels that are still intact, lined up against the south wall. There is a square opening in the east wall, unlike the small jagged hole in the north that leads back to the tunnels. ~ 84 521 -1 50 21334 1 1 D0 ~ barrel~ 0 -1 21239 -1 D1 ~ ~ 0 -1 21316 -1 S #21320 Stairs~ A stairwell is carved out of the solid rock here. It leads up to the west, and doubles back to the east above you. There are torch sconces on the walls of the stairwell, but they are empty, leaving the place unilluminated except for your light source. It is impossible to tell where the stairs lead to above, but there is a hallway visible to the east that leads north and south, and further to the east you can just see and opening in the hallway wall. ~ 84 521 1 D1 ~ ~ 0 -1 21317 -1 D4 ~ ~ 0 -1 21307 -1 S #21321 Medical Supply Room~ This room has an unpleasant odor, as if something crawled into it an died long ago. There are dusty, dry webs all over the walls, ceiling, floor, and the crates that are stacked in rows about the room. You also note there is a skeleton still loosely attached to one of the dry webs, complete with all the gear its owner wore ages ago. It looks like a troglodyte skeleton. There crates in this room are all sealed and unbroken - whoever got at the stored goods elsewhere apparently didn't have as much luck here. From the etchings on the side of the wooden crates, you surmise it is medical equipment that is stored inside. You can exit to the east~ 84 521 1 D1 ~ ~ 0 -1 21318 -1 S #21322 Conference Room~ The walls in this mid sized room are covered with faded drawings that are practically incomprehensible due to the lightness of the lines with which they were drawn. There is a huge oval table in the center of the chamber, leaving a relatively scant amount of space between the table and the walls in which to move about the room. The table is made of a wood-like substance, but unlike the wall maps it shows no signs of the passage of time. There are fifteen or so large chairs set around the table, at which the commanders at one time perched to mull over their battle plans. The only exit is to the west. ~ 84 521 1 D3 ~ ~ 0 -1 21326 -1 E drawings~ There is only one left that is at all legible. It looks like this: Rhyodin _______ _____##___________ / \ \ \____ / \____| \ | X X \ | | | | / X X | | X | | | | X | # O O O O | # O | | O O | | O | | X | \ X | \ X / \ _______ / _/ | | _____ / | | | / \ / | | | _/ \_____/ | _____ |_______| / \__/ \_________/ ~ E chair chairs~ They look like your regular sturdy chairs. ~ E table~ It has weathered time's passage extremely well. It is so large, though, that you have to wonder how it possibly could have been put in this chamber, in which it barely fits. Clearly the engineers of this place were privy to knowledge you're not familiar with. ~ S #21323 Guest's Quarters~ This room was probably pretty nice at one time, though it looks like it has been looted several times since the original residents left. At one time it had a door, but it has since been wrenched off it's hinges and now lies on the ground. There is a bed, with the stuffing ripped out and spread all over the room, then covered with a fine layer of dust, like everything else in here. There is also a desk, tipped over on one side with one of the legs torn off completely. There's no sign of it now. Whatever other furtinure was here at one time has either been stolen or smashed to bits. The only way out is through the doorframe to the west. ~ 84 521 1 D3 ~ ~ 0 -1 21327 -1 E desk~ It is empty, and not worth taking (it looks rather heavy, anyway). ~ E bed stuffing~ Only the frame and board of the original bed remain intact, and they are dinged and scratched. The stuffing looks like some kind of unspun cloth, and has dryed out completely over time. ~ S #21324 Extravagant Chambers~ Wow! This room is a stark contrast to everything else you've seen in this place. There are unmarred furnishings here, complete with expensive tapestries on the walls, a large, comfortable-looking bed, a desk, and a cabinet filled with all kinds of interesting stuff. There is a pentagram pattern in the middle of the incredibly beautiful rug that covers the floor, upon which there is a small pedestal, which is sometimes occupied. The place shows signs of recent use. The mahogany door to the west is the sole exit. ~ 84 521 1 D3 ~ mahogany~ 3 21156 21328 -1 E pentagram~ You know, the kind used for summoning and controlling demons. It's impossible to tell if it's actually been used for that purpose, but the neatness of the room ensures whatever demons might have been summoned certainly must have been well behaved (and thus doubtless controlled). ~ E tapestries~ Very tastefully done motifs showing the rise and fall of various civilizations. You think at least one of them may be depicting future events, as you can see a scene in which a town that has an uncanny resemblance to Shadowdale is being assaulted by a force of undead. It is quite disconcerting, but the living seem to at least be holding their own in the scenes revealed there. ~ E pedestal~ A small piece of furniture constructed of a strange organic material you do not recognize. It is rigid, yet flexible when force is exerted on it. Upon closer examination you realize it isn't resting on the rug, but hovers a half- inch above it. Even so, it resists all efforts to budge it. Quite unsettling. ~ E rug~ It is an expensive piece of work. The material is smooth to the touch, yet very strong. The weave is intricate, almost hypnotizing. It is done predominantly in black and gold, though the pentagram in the center, upon which the pedestal rests, is done in a silvery-red. ~ E bed~ The bed is a heavy wooden frame upon which rests an unnaturally comfortable mattress. The comforter seems to be made of some kind of funny material which is both soft and yet durable. The sheets are done in a tasteful off-white color. ~ S #21325 Archives~ This room appears to be where all the records and books of this place were kept. There are four large bookshelves here, one against each wall. You entered through an opening in the bookshelf along the south wall. There is also a small table in the center of the room surrounded by a few chairs. ~ 84 521 1 D2 ~ ~ 0 -1 21326 -1 E table~ Apparently it was used as a reading table. ~ S #21326 Hallway~ This is the northern end of a short hallway. There are sconces on the wall for torches, but evidently no torches have blazed here for a long time. There are openings in the walls to the north, east, and west, and the corridor continues to the south. The bare stone of the walls is here covered up with a thin layer of some kind of wood, which has the effect of making the place look less austere than elsewhere. It's too dark to tell what's north or east, but you think the room to the west is a dining hall of some sort. ~ 84 521 1 D0 ~ ~ 0 -1 21325 -1 D1 ~ ~ 0 -1 21322 -1 D2 ~ ~ 0 -1 21327 -1 D3 ~ ~ 0 -1 21331 -1 S #21327 Central Hallway~ There is a set of stairs emerging from the center of the hallway here, and the hall itself forms a square around this stair exit, thus making the corridor here resemble a room more than a simple hall. As elsewhere, there are empty sconces in the walls for torches. There are doors to the east and west here, though it looks like the doorframe to the east no longer has a door on it, and the western door is ajar. The hallway continues to the north and south, though it looks like it terminates shortly on both ends. The stairway leads down into darkness. ~ 84 521 1 D0 ~ ~ 0 -1 21326 -1 D1 ~ ~ 0 -1 21323 -1 D2 ~ ~ 0 -1 21328 -1 D3 ~ door~ 1 -1 21332 -1 D5 ~ ~ 0 -1 21307 -1 S #21328 Hallway~ This end of the hallway seems particularly dark. There are doors to the east and south, and both look like they have resisted several attempts to break into them. The mahogany door to the east shows far less damage than the door to the south, however. To the west, there is a room that looks like it was once a bath, though you can't make out the room's details from here in the hall outside. The hallway also continues to the north. ~ 84 521 1 D0 ~ ~ 0 -1 21327 -1 D1 ~ mahogany~ 3 21156 21324 -1 D2 ~ door~ 1 21151 21329 -1 D3 ~ ~ 0 -1 21333 -1 E door~ The door to the south has a strip of a strange yellow substance across it, upon which is printed some incomprehensible text that has almost entirely faded away with time. It has multiple dents and scratches, probably from multiplte attempts to break in over the ages. ~ E mahogany~ There is a warning glyph on it. Apparently this is a private residence. ~ S #21329 Captain's Quarters~ This room has a rank smell, like something died in here. This in itself would not be so amazing if it weren't true that whatever did die in here did it a very long time ago. Despite the passage of time, there are still very visible bloodstains on the walls, floor, and furniture here. The rusty red color goes quite nicely with the black color of everything else in the room, including the walls and all the furniture. This place really gives you the creeps for some reason. The black bed and dresser seem to have been untouched by the passage of time, and there is a mirror atop the dresser that is, quite amazingly, unbroken. Doubtless an artifact of this room's having been sealed. There is an exit through the door to the north. ~ 84 521 1 D0 ~ door~ 1 21151 21328 -1 E mirror~ Not your ordinary reflection. You are reflected, but the image in the mirror is skeletal. Like you, only with no flesh. Rather disconcerting. ~ E bed~ It is a normal bed, except like everything else here it is covered with both what looks like a layer of baked-on soot and a fair amount of dried blood. Somebody here sure bled a lot. ~ S #21330 Kitchen~ This room is a bit warmer than any of the other places you've visited around here. The few degrees rise in temperature is a welcome change from the coolness of most of the rooms here in a place that sunlight never reaches. There is a stove, and what looks like a pantry, with an old, rusted-looking lock that is still, curiously enough, intact. You can exit to the mess hall southwards. ~ 84 521 1 D1 ~ plate~ 33 21114 21150 -1 D2 ~ ~ 0 -1 21331 -1 E metal plate~ It looks like it was attached to the wall very securely, though what exactly was used to do so is unclear. With leverage, though, you might be able to pry it off to reveal whatever's behind it. ~ E stove~ The stove isn't actually working, but it looks like the source of heat is a large metal plate fastened to the wall behind the stove, which is noticeably warmer against your hand than the ambient temperature of the room. ~ S #21331 Officer's Mess~ This room served as the dining chamber of the commanders of this place, and whatever guests they happened to be entertaining. There are four tables in this mid-sized room, each successively a bit nicer than the one before, going clockwise from the northeastern most table. There are no settings on any of them now. There is a doorway to the north, with only swinging doors separating this room from the kitchen that you can just make out in that direction. You can also exit to the hallway eastwards. ~ 84 521 1 D0 ~ swinging~ 0 -1 21330 -1 D1 ~ ~ 0 -1 21326 -1 E 4.table northwest~ In the northwest corner there is a table made of mahogany. ~ E 3.table southwest~ An oaken table and chair set sit in the southwest end of the chamber. Very nice but too heavy to take anywhere. ~ E 2.table southeast~ The table in the southeast corner is made of birch, as are the chairs. ~ E 1.table northeast~ The northeast table made of sturdy pine. Surrounded by like chairs. ~ S #21332 Guest's Quarters~ The door to this room looks a bit battered, but at least it's still on its hinges and capable of closing. The room is sparsely furnished, though it looks like at one time it might have been rather nicely decorated. What is left of the furniture in here is pretty much destroyed. What once might have been a bed is now just a lot of broken wood and torn cloth scattered around the floor. The dresser is in slightly better shape, at least you can still recognize how the pieces once fit together. Everything is here is looking pretty broken. The exit is east. ~ 84 521 1 D1 ~ door~ 0 -1 21327 -1 E cloth~ The material is light, but seems to have resisted the trials of time. Once it was the bed stuffing, is your best guess. ~ E dresser~ It is destroyed, but not quite beyond recognition. ~ E wood broken~ Bits of broken wood are scattered about the room. ~ S #21333 Bath~ There are two pits in this room that once served as tubs for the officers to bathe in. They are both dryed out now, though the channels in the floor through which the water used to run are still intact. A small hole in the north wall is the source of the channels in the floor that lead to the two now-empty pits. A small hole at the bottom of each provides drainage. There is a single exit, it is to the east. ~ 84 521 1 D1 ~ ~ 0 -1 21328 -1 E hole inlet~ It's right where the floor meets the south wall, near the center. It's only four inches wide, so you can't really tell where it comes from, though you can tell it bends up after a few feet. ~ E channel~ They are narrow gutters in the floor of the room through which water flowed from the inlet hole in the south wall to the tubs. The main one is about three inches deep, the others are only an inch or two in depth. ~ E outlet drain~ It's pretty small, but by shining your light down it you can tell that it curves after dropping a foot or so. It was made, it is not natural, just like the pits themselves. ~ E pit tub pits tubs~ It's about four feet deep and six feet in diameter. It is now empty, but once water entered through the channels and left through a small hole in the bottom. These pits were carved from the stone, they were not naturally formed. ~ S #21334 Earthquake!~ Something is wrong, the ground under your feet is moving, and you pitch and shake, stumbling. You can barely keep your balance on the moving floor! ~ 84 521 -1 10 21335 0 0 D0 ~ ~ 0 -1 21239 -1 D1 ~ ~ 0 -1 21316 -1 S #21335 Storage Room~ This room is entirely unlike the rough, natural stone of the passages to the north. It is apparently a storeroom, though it looks as if it has been unused for some time. There are crates lining the walls, some of which are broken and have spilled their contents onto the floor. Unfortunately, it looks like whatever they once held was perishable, because all that is left now is shards of broken glass and stains on the stone floor. There are also some wooden planks from broken barrels, along with a couple of barrels that are still intact, lined up against the south wall. There is a square opening in the east wall, unlike the small jagged hole in the south that leads back to the tunnels. ~ 84 521 1 D0 ~ ~ 0 -1 21239 -1 D1 ~ ~ 0 -1 21316 -1 S #21800 A Swift River~ You are swept along by a rapid current towards a distant thunder. The air is damp and warm. You catch the vague smell of vanilla... ~ 85 0 7 0 0 D0 ~ ~ 0 -1 13915 -1 D2 ~ ~ 0 -1 21801 -1 S #21801 The Waterfall~ The air is full of mist and the thunderous roar of the waterfall. Huge flowers grow around the edge of the lake and the sound of birds is faintly heard. ~ 85 0 0 D0 ~ ~ 0 -1 21800 -1 D1 You see water falling fast past a strange rock. ~ secret rock~ 1 0 21802 -1 E waterfall~ You notice a strange rock behind the waterfall. ~ S #21802 Damp Tunnel~ You are in a cramped tunnel behind the waterfall. The walls are moist and covered with alge. ~ 85 265 0 2 D0 ~ ~ 0 -1 21803 -1 D3 ~ rock door west w~ 1 -1 21801 -1 S #21803 Damp Tunnel~ You are in a cramped tunnel behind the waterfall. The walls are moist and covered with alge. ~ 85 265 0 2 D1 ~ ~ 0 -1 21804 -1 D2 ~ ~ 0 -1 21802 -1 S #21804 Damp Tunnel~ You are in a cramped tunnel behind the waterfall. The walls are moist and covered with alge. Up ahead, you notice some light. ~ 85 265 0 2 D3 ~ ~ 0 -1 21803 -1 D5 ~ ~ 0 -1 21805 -1 S #21805 Tunnel~ You have come to the end of a twisty tunnel. Here it is brighter, and you can see sunlight to the north. ~ 85 264 0 2 D0 ~ ~ 0 -1 21806 -1 D4 ~ ~ 0 -1 21804 -1 S #21806 By the Cave~ You stand by the entrance to the tunnel. Around you are the sounds of a lush jungle. Strange birds circle overhead, roosting in huge trees that tower above you. ~ 85 4 2 D0 ~ ~ 0 -1 21815 -1 D1 ~ ~ 0 -1 21807 -1 D2 ~ ~ 0 -1 21805 -1 D3 ~ ~ 0 -1 21816 -1 S #21807 Swamp~ Your feet tell you that you have entered a swamp by the 'squish' noises made when you walk. The water table has become increasingly higher here. ~ 85 0 3 D0 ~ ~ 0 -1 21814 -1 D1 ~ ~ 0 -1 21808 -1 D3 ~ ~ 0 -1 21806 -1 S #21808 Swamp~ Yup!...You are in a swamp! The mosquitos are rather LARGE here and have a nasty bite. You smell the oder of rotting vegitation and feel like moving on. ~ 85 0 3 D0 ~ ~ 0 -1 21813 -1 D1 ~ ~ 0 -1 21809 -1 D3 ~ ~ 0 -1 21807 -1 S #21809 By the Lake~ This is a nice sandy shore by a large, reed filled lake. Pleasent memories of your youth cause you to consider stripping off your gear and going for a swim. ~ 85 0 2 D0 ~ ~ 0 -1 21810 -1 D3 ~ ~ 0 -1 21808 -1 S #21810 In The Reeds~ Well, for some reason you have decided to jump into the reeds. The water is kind of cool and refreshing. To the North is the lake. ~ 85 4 6 D0 ~ ~ 0 -1 21811 -1 D2 ~ ~ 0 -1 21809 -1 S #21811 On the Lake~ You are floating on a large, murky lake. ~ 85 0 0 D2 ~ ~ 0 -1 21810 -1 D5 ~ ~ 0 -1 21812 -1 S #21812 Under the Lake~ You are in a murky lake. You can't see much. ~ 85 1 9 D0 ~ ~ 0 -1 21882 -1 D1 ~ ~ 0 -1 21881 -1 D2 ~ ~ 0 -1 21882 -1 D3 ~ ~ 0 -1 21883 -1 D4 ~ ~ 0 -1 21811 -1 S #21813 Swamp~ You are in a nasty swamp. Huge insects buzz around your head. ~ 85 0 3 D0 ~ ~ 0 -1 21822 -1 D2 ~ ~ 0 -1 21808 -1 D3 ~ ~ 0 -1 21814 -1 S #21814 Swamp~ This is a section of the swamp. The ground seems drier here than in the other parts. ~ 85 0 3 D0 ~ ~ 0 -1 21823 -1 D1 ~ ~ 0 -1 21813 -1 D2 ~ ~ 0 -1 21807 -1 D3 ~ ~ 0 -1 21815 -1 S #21815 A Strange Forest~ Your light source barely penitrates the darkness in this dense forest. Around you, you see strange, alien plants and insects. There are noises coming from deep inside the forest. ~ 85 1 3 D0 ~ ~ 0 -1 21824 -1 D1 ~ ~ 0 -1 21814 -1 D2 ~ ~ 0 -1 21806 -1 D3 ~ ~ 0 -1 21819 -1 S #21816 A Strange Forest~ Huge trees blockout most of the sunlight. You hear the sounds of giant wings as insects the size of small dogs fly about. The ground is soft and spongy. ~ 85 1 3 D0 ~ ~ 0 -1 21819 -1 D1 ~ ~ 0 -1 21806 -1 D3 ~ ~ 0 -1 21817 -1 S #21817 A Strange Forest~ An old, rotted tree blocks your way south. The forest continues to the north and west. Strange sounds are heard from the tree tops. ~ 85 1 3 D0 ~ ~ 0 -1 21820 -1 D1 ~ ~ 0 -1 21816 -1 D3 ~ ~ 0 -1 21818 -1 S #21818 A Strange Forest~ Here the forest meets a sheer wall of granite to the west. To the south, the forest is to dense to continue. The only choices are to the north and east. ~ 85 1 3 D0 ~ ~ 0 -1 21821 -1 D1 ~ ~ 0 -1 21817 -1 S #21819 A Strange Forest~ You are surrounded by strange plants and trees. BIG butterflies perch in the brances above you. There are paths running in every direction. ~ 85 1 3 D0 ~ ~ 0 -1 21825 -1 D1 ~ ~ 0 -1 21815 -1 D2 ~ ~ 0 -1 21816 -1 D3 ~ ~ 0 -1 21820 -1 S #21820 A Strange Forest~ You are in the middle of a forest. Strange plants and insects are all around you. Paths lead in every direction. ~ 85 1 3 D0 ~ ~ 0 -1 21826 -1 D1 ~ ~ 0 -1 21819 -1 D2 ~ ~ 0 -1 21817 -1 D3 ~ ~ 0 -1 21821 -1 S #21821 A Strange Forest~ To the west is the side of a mountain. Pats lead north, east and south. ~ 85 1 3 D0 ~ ~ 0 -1 21827 -1 D1 ~ ~ 0 -1 21820 -1 D2 ~ ~ 0 -1 21818 -1 S #21822 Swamp~ You are in a very treacherous part of the swamp. The ground here is getting too soft to walk on. You had better look before you move any further. ~ 85 0 3 D0 Up ahead, the ground looks very wet. ~ ~ 0 -1 21849 -1 D2 ~ ~ 0 -1 21813 -1 D3 ~ ~ 0 -1 21823 -1 S #21823 A Strange Forest~ The ground here is very damp for a forest. To the east, the ground gets considerably softer. The trees here have grey moss hanging from their branches and ferns grow in tight groups between them. There is a small carving on a tree here. ~ 85 1 -1 1790 21886 2 100 3 D0 ~ ~ 0 -1 21828 -1 D1 ~ ~ 0 -1 21822 -1 D2 ~ ~ 0 -1 21814 -1 D3 ~ ~ 0 -1 21824 -1 E carving~ I\ I \ I \ I \ I / I / I / I/ I\ I \ I \ I \ I / I / I / I/ ~ S #21824 A Strange Forest~ You get the feeling something is watching you from behind the trees... There are many pretty flowers in this part of the forest...huge too. ~ 85 1 3 D0 ~ ~ 0 -1 21829 -1 D1 ~ ~ 0 -1 21823 -1 D2 ~ ~ 0 -1 21815 -1 D3 ~ ~ 0 -1 21825 -1 S #21825 A Strange Forest~ Deep in the forest of a strange land, you feel a breeze blowing from the North. Small insects crawl over the corpse of a small lizard. ~ 85 1 3 D0 ~ ~ 0 -1 21830 -1 D1 ~ ~ 0 -1 21824 -1 D2 ~ ~ 0 -1 21819 -1 D3 ~ ~ 0 -1 21826 -1 S #21826 A Strange Forest~ This place is dense! You can't see much beyond the reach of your light. You notice the smell of sulfur in the air. ~ 85 1 3 D0 ~ ~ 0 -1 21831 -1 D1 ~ ~ 0 -1 21825 -1 D2 ~ ~ 0 -1 21820 -1 D3 ~ ~ 0 -1 21827 -1 S #21827 A Strange Forest~ Further progress west is impossible due to a large wall of rock. The forest here is dark and spooky. You hear some noises from the north. ~ 85 1 3 D0 ~ ~ 0 -1 21832 -1 D1 ~ ~ 0 -1 21826 -1 D2 ~ ~ 0 -1 21821 -1 S #21828 A Strange Forest~ Here the forest becomes too dense to continue east or north. Still pretty dark for a forest. ~ 85 1 3 D2 ~ ~ 0 -1 21823 -1 D3 ~ ~ 0 -1 21829 -1 S #21829 A Strange Forest~ You are deep in a strange forest. (redundant description) ~ 85 1 3 D0 ~ ~ 0 -1 21837 -1 D1 ~ ~ 0 -1 21828 -1 D2 ~ ~ 0 -1 21824 -1 D3 ~ ~ 0 -1 21830 -1 S #21830 A Clearing~ You have found a large clearing in the forest. The grass here has been eaten in large patches. ~ 85 0 2 D0 ~ ~ 0 -1 21838 -1 D1 ~ ~ 0 -1 21829 -1 D2 ~ ~ 0 -1 21825 -1 D3 ~ ~ 0 -1 21831 -1 S #21831 A Clearing~ This is part of a large clearing in the middle of the strange forest. The grass is matted down as if a large beast has been roaming around. ~ 85 0 2 D0 ~ ~ 0 -1 21839 -1 D1 ~ ~ 0 -1 21830 -1 D2 ~ ~ 0 -1 21826 -1 D3 ~ ~ 0 -1 21832 -1 S #21832 By the Volcano~ Here the forest gives way to a great volcano. You can hear a low rumble from deep within the earth. ~ 85 0 2 D0 ~ ~ 0 -1 21840 -1 D1 ~ ~ 0 -1 21831 -1 D2 ~ ~ 0 -1 21827 -1 D4 ~ ~ 0 -1 21833 -1 S #21833 A Ledge~ You are on a ledge about twenty meters up the side of the volcano. Some scraps of a corpse suggest that somone or something has dined here recently. The ledge is somewhat safe to the south. ~ 85 4 5 D2 ~ ~ 0 -1 21834 -1 D5 ~ ~ 0 -1 21832 -1 S #21834 A Ledge~ There are some more bones and meat scraps here. You have a beautiful view of a forest to the east and north. Far to the north, you see grass and hills. The ledge looks safe to the north and west. ~ 85 0 5 D0 ~ ~ 0 -1 21833 -1 D3 ~ ~ 0 -1 21835 -1 S #21835 A Ledge~ Signs of a large preditor abound on this rocky ledge. There are remaints of half a dozen skeletons amongst the rocks here. You see a path leading down into a ravine. ~ 85 0 5 D1 ~ ~ 0 -1 21834 -1 D5 ~ ~ 0 -1 21836 -1 S #21836 A Ravine~ You are between two huge walls of stone. There are huge scratch marks on the stone leading up to the ledge. Although you would have no trouble scaling the way back, a larger animal would not be able to find footholds. ~ 85 320 5 2 D4 ~ ~ 0 -1 21835 -1 S #21837 A Strange Forest~ To the west is a clearing and to the east it gets too dense to pass. The forest continues to the north... ~ 85 1 3 D0 ~ ~ 0 -1 21841 -1 D2 ~ ~ 0 -1 21829 -1 D3 ~ ~ 0 -1 21838 -1 S #21838 A Clearing~ Here, the clearing is borderd to the north and east by the forest. To the south and west it continues. There is evidence of a large omnivore. ~ 85 0 2 D0 ~ ~ 0 -1 21842 -1 D1 ~ ~ 0 -1 21837 -1 D2 ~ ~ 0 -1 21830 -1 D3 ~ ~ 0 -1 21839 -1 S #21839 A Clearing~ A huge part of the grass has been croped to about an inch. There is forest to the west and north. A lone bush with most of its foliage eaten sits here looking lonely and abused. ~ 85 0 2 D0 ~ ~ 0 -1 21843 -1 D1 ~ ~ 0 -1 21838 -1 D2 ~ ~ 0 -1 21831 -1 D3 ~ ~ 0 -1 21840 -1 S #21840 A Strange Forest~ You are in a dense part of the forest...to the west is a large cliff. You gaze up and can only wonder what lies at the top. ~ 85 1 3 D0 ~ ~ 0 -1 21844 -1 D1 ~ ~ 0 -1 21839 -1 D2 ~ ~ 0 -1 21832 -1 S #21841 A Strange Forest~ Here you have a forest. Trees, bushes, shrubs, weeds, the whole bit. You are only impressed with the size of the wild life. ~ 85 1 3 D0 ~ ~ 0 -1 21845 -1 D2 ~ ~ 0 -1 21837 -1 D3 ~ ~ 0 -1 21842 -1 S #21842 A Strange Forest~ This is the forest north of the clearing. It becomes much thinner to the North. ~ 85 1 3 D0 ~ ~ 0 -1 21846 -1 D1 ~ ~ 0 -1 21841 -1 D2 ~ ~ 0 -1 21838 -1 D3 ~ ~ 0 -1 21843 -1 S #21843 A Strange Forest~ This is a part of the forest north of a clearing. To the north it seems to thin out some. ~ 85 1 3 D0 ~ ~ 0 -1 21847 -1 D1 ~ ~ 0 -1 21842 -1 D2 ~ ~ 0 -1 21839 -1 D3 ~ ~ 0 -1 21844 -1 S #21844 A Strange Forest~ To the west, the rock rises above you like a huge monolith...the forest continues to the north, south and east. ~ 85 1 3 D0 ~ ~ 0 -1 21848 -1 D1 ~ ~ 0 -1 21843 -1 D2 ~ ~ 0 -1 21840 -1 S #21845 A Strange Forest~ This part of the forest lets in much more light. To the east is a think bog that would be impossible to cross. To the north are the grass lands. West, the forest continues. ~ 85 0 3 D0 ~ ~ 0 -1 21850 -1 D2 ~ ~ 0 -1 21841 -1 D3 ~ ~ 0 -1 21846 -1 S #21846 A Strange Forest~ Your lungs fill with fresh air as you step into this beautiful section of the forest. The light actualy penetrates the gloom you encountered to the south. To the north are wide fields of grass. ~ 85 0 3 D0 ~ ~ 0 -1 21851 -1 D1 ~ ~ 0 -1 21845 -1 D2 ~ ~ 0 -1 21842 -1 D3 ~ ~ 0 -1 21847 -1 S #21847 A Strange Forest~ This is the northernmost part of the strange forest. It is much brighter here than to the south. to the north are vast fields of grass and shrubs. ~ 85 0 3 D0 ~ ~ 0 -1 21852 -1 D1 ~ ~ 0 -1 21846 -1 D2 ~ ~ 0 -1 21843 -1 D3 ~ ~ 0 -1 21848 -1 S #21848 A Strange Forest~ The cliff west of you ends abruptly to the north where huge streaches of grass go on forever. The forest here is light enough to see without a torch. ~ 85 0 3 D0 ~ ~ 0 -1 21853 -1 D1 ~ ~ 0 -1 21847 -1 D2 ~ ~ 0 -1 21844 -1 S #21849 Swamp~ You have managed to step into a rather large pool of quicksand. You start to cry for help and find yourself choking on soft, wet sand. You don't suffer much after your lungs fill up because a large sand slug puts you out of your misery. ~ 85 10 0 D2 ~ ~ 0 -1 21822 -1 S #21850 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21854 -1 D2 ~ ~ 0 -1 21845 -1 D3 ~ ~ 0 -1 21851 -1 S #21851 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21855 -1 D1 ~ ~ 0 -1 21850 -1 D2 ~ ~ 0 -1 21846 -1 D3 ~ ~ 0 -1 21852 -1 S #21852 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21856 -1 D1 ~ ~ 0 -1 21851 -1 D2 ~ ~ 0 -1 21847 -1 D3 ~ ~ 0 -1 21853 -1 S #21853 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21857 -1 D1 ~ ~ 0 -1 21852 -1 D2 ~ ~ 0 -1 21848 -1 D3 ~ ~ 0 -1 21859 -1 S #21854 Tall Grass~ You are in a field filled with tall grasses and shrubs. Small animals run through the folliage to escape your approach. You see rocks to the north and some small boulders to the west. ~ 85 0 2 D0 ~ ~ 0 -1 21854 -1 D1 You can see a small cave behind the rock. ~ rock~ 1 0 21866 -1 D2 ~ ~ 0 -1 21850 -1 D3 ~ ~ 0 -1 21855 -1 S #21855 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21855 -1 D1 ~ ~ 0 -1 21854 -1 D2 ~ ~ 0 -1 21851 -1 D3 ~ ~ 0 -1 21856 -1 S #21856 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21856 -1 D1 ~ ~ 0 -1 21855 -1 D2 ~ ~ 0 -1 21852 -1 D3 ~ ~ 0 -1 21857 -1 S #21857 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21857 -1 D1 ~ ~ 0 -1 21856 -1 D2 ~ ~ 0 -1 21853 -1 D3 ~ ~ 0 -1 21858 -1 S #21858 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21858 -1 D1 ~ ~ 0 -1 21857 -1 D2 ~ ~ 0 -1 21859 -1 D3 ~ ~ 0 -1 21860 -1 S #21859 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21858 -1 D1 ~ ~ 0 -1 21853 -1 D3 ~ ~ 0 -1 21861 -1 S #21860 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21860 -1 D1 ~ ~ 0 -1 21858 -1 D2 ~ ~ 0 -1 21861 -1 D3 ~ ~ 0 -1 21860 -1 S #21861 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 85 0 2 D0 ~ ~ 0 -1 21860 -1 D1 ~ ~ 0 -1 21859 -1 D2 ~ ~ 0 -1 21863 -1 D3 ~ ~ 0 -1 21862 -1 S #21862 Foothills~ You stand in baren, rolling hills that go on forever... ~ 85 0 4 D1 ~ ~ 0 -1 21861 -1 D2 ~ ~ 0 -1 21864 -1 S #21863 Foothills~ You stand in baren, rolling hills that go on forever... ~ 85 0 4 D0 ~ ~ 0 -1 21861 -1 D1 ~ ~ 0 -1 21863 -1 D2 ~ ~ 0 -1 21863 -1 D3 ~ ~ 0 -1 21864 -1 S #21864 Foothills~ You stand in baren, rolling hills that go on forever... ~ 85 0 4 D0 ~ ~ 0 -1 21862 -1 D1 ~ ~ 0 -1 21863 -1 D2 ~ ~ 0 -1 21865 -1 D3 ~ ~ 0 -1 21864 -1 S #21865 Foothills~ You stand in baren, rolling hills that go on forever... ~ 85 0 4 D0 ~ ~ 0 -1 21864 -1 D1 ~ ~ 0 -1 21865 -1 D2 ~ ~ 0 -1 21865 -1 D3 ~ ~ 0 -1 21865 -1 S #21866 Inside a cave~ You are in the entrance to a small cave, barely big enough for two to walk abreast. The air is warm and has a pleasent scent. You hear the crackling of a fire. ~ 85 9 0 D1 ~ ~ 0 -1 21867 -1 D3 You see a loose rock. ~ rock~ 1 0 21854 -1 S #21867 Narrow Tunnel~ Here the cave becomes very narrow. You find it hard to walk without turning to one side. ~ 85 265 0 2 D1 ~ ~ 0 -1 21868 -1 D3 ~ ~ 0 -1 21866 -1 S #21868 A Corner Room~ Here, the tunnel widens to meet a small room. There are burnt sticks and broken pieces of pottery littering the floor. Some marks on the wall suggest a violent event sometime in the recent past. ~ 85 9 0 D2 ~ ~ 0 -1 21869 -1 D3 ~ ~ 0 -1 21867 -1 S #21869 The Den~ This is a crowded, cramped room filled with bottles and testubes set up on tables. Charts of the anatomy of the Human, Dwarf, and Elven bodies hang on the wall. Some bodies, one of each race, are held in large, glass chambers. You can scarcely breath with all the smoke in here. ~ 85 256 0 2 D0 ~ ~ 0 -1 21868 -1 D5 A rug hides a trapdoor~ secret trapdoor~ 1 -1 21870 -1 S #21870 The Grubby Cellar~ You have found your way into a nasty, dirty room with lots of horrid smelling debris. The first thing you notice is that the walls look strangely fake, like they are made of some kind of plastic. As you move to closer inspection you see that they have small bits of writing declaring them as building materials stolen from a construction site. The floor is dirt and rock, mostly dirt. A few small spider webs have formed in the corners and a hole, that looks to be the right size for a mouse, has been made in the north wall. This place really smells and you wouldn't mind leaving it as quickly as possible. ~ 85 0 0 D4 A trapdoor is above you. ~ trapdoor door up u~ 1 -1 21869 -1 S #21871 21871~ Empty ~ 85 0 0 S #21872 21872~ Empty ~ 85 0 0 S #21873 21873~ Empty ~ 85 0 0 S #21874 21874~ Empty ~ 85 0 0 S #21875 21875~ Empty ~ 85 0 0 S #21876 21876~ Empty ~ 85 0 0 S #21877 21877~ Empty ~ 85 0 0 S #21878 21878~ Empty ~ 85 0 0 S #21879 21879~ Empty ~ 85 0 0 S #21880 Under the Lake~ You are in a murky lake. You can't see much. ~ 85 1 9 D0 ~ ~ 0 -1 21812 -1 D1 ~ ~ 0 -1 21881 -1 D3 ~ ~ 0 -1 21883 -1 D4 ~ ~ 0 -1 21811 -1 S #21881 Under the Lake~ You are in a murky lake. You can't see much. ~ 85 1 9 D0 ~ ~ 0 -1 21882 -1 D2 ~ ~ 0 -1 21880 -1 D3 ~ ~ 0 -1 21812 -1 D4 ~ ~ 0 -1 21811 -1 D5 ~ ~ 0 -1 21884 -1 S #21882 Under the Lake~ You are in a murky lake. You can't see much. ~ 85 1 9 D1 ~ ~ 0 -1 21881 -1 D2 ~ ~ 0 -1 21812 -1 D3 ~ ~ 0 -1 21883 -1 D4 ~ ~ 0 -1 21811 -1 S #21883 Under the Lake~ You are in a murky lake. You can't see much. ~ 85 1 9 D0 ~ ~ 0 -1 21882 -1 D1 ~ ~ 0 -1 21812 -1 D2 ~ ~ 0 -1 21880 -1 D4 ~ ~ 0 -1 21811 -1 S #21884 Under the Lake~ You are in a murky lake. You can't see much. ~ 85 1 9 D0 ~ ~ 0 -1 21882 -1 D1 ~ ~ 0 -1 21881 -1 D2 ~ ~ 0 -1 21880 -1 D3 ~ ~ 0 -1 21885 -1 D4 ~ ~ 0 -1 21812 -1 S #21885 In a Dark Cave~ You have wandered into an underwater hole in the rock, this place feels ominous and terrible. ~ 85 257 9 2 D1 ~ ~ 0 -1 21884 -1 S #21886 A Strange Forest~ The ground here is very damp for a forest. To the east, the ground gets considerably softer. The trees here have grey moss hanging from their branches and ferns grow in the tight groups between them. There is a small carving on a tree here. ~ 85 1 3 D0 ~ ~ 0 -1 21828 -1 D1 ~ ~ 0 -1 21822 -1 D2 ~ ~ 0 -1 21814 -1 D3 ~ ~ 0 -1 21824 -1 D4 ~ secret rune~ 1 -1 21890 -1 E carving~ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I would like to thank everyone who helped make this area possible. Conner, Loki, Riff, Ripper, DM, Excavator, Kitten, Valkyr And all the others who contributed in one way or another. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~ S #21890 Storage~ This is a small storage room. Nondescript and all. ~ 85 0 0 S #22201 Hole in the ground~ This may be a hole in the ground to some people, but to Arioch, Homey, and Gorby it's home. As you walk in you notice the stench emanating from one of the corners of the room. As you walk in further you notice a small figure huddled in a corner of the room. He says "Hello, my names Rathead. Who are you?" You cringe at the name of the famous thief. He notices this reaction and reassures you, "I don't steal anymore," that is unless he's bored.~ 86 0 0 S #22202 Feith's Sanctuary~ Well, actually, it's more of a den of thieves than a sanctuary.... To the north lies a dusty curtain, barely concealing the glare of uncertainty behind it. Don't bump into the sliding glass door to the west, through which the voyeuristic thief can view the antics of his next-door neighbor on his west. Meanwhile, to the east, a black circle shimmers on the wall, as if a hole had been painted on it. AND, of course, the obligatory trap door on the floor concealed beautifully by ceramic tiles mosaically aligned on the floor. up is... well...UP, ya know? ~ 86 0 0 D0 ~ dusty curtain ~ 1 -1 1000 -1 D1 ~ shimmering portal~ 1 -1 2500 -1 D3 ~ sliding glass door ~ 1 -1 22203 -1 D4 ~ ~ 0 0 3008 -1 D5 ~ trapdoor~ 1 -1 3054 -1 S #22203 Ivy's Office~ Welcome to the interior of Ivy's pet cat Slut. You must either be a very powerful spell-caster, or the friend of one, even to be here. We, however, shan't even bore you with the details of how you got to be so small, and why neither you, nor the organism that you presently are occupying, suffer from this situation. Let it be observed that the hostess and owner of said organism probably is responsible and therefore thanked. Should you like to stay a while and chatter, there is a stomach that you could use as a sofa, or lungs that you could use a cushions, and hookworms that you can discuss politics with. Should you feel thirsty, just lean over and drink from the spleen. At any rate, welcome and make yourself at home. Should Ivy not be at home, please leave all in order seeing as Slut might have problems digesting and breathing otherwise, to say the least. ~ 86 8 0 D0 ~ ~ 0 -1 3054 -1 D1 ~ ~ 0 -1 22202 -1 D2 ~ ~ 0 -1 13 -1 D3 ~ ~ 0 -1 1000 -1 D4 ~ ~ 0 -1 69 -1 D5 ~ ~ 0 -1 3008 -1 S #22601 A dark path~ You stand on a dark path winding it's way into the woods. You notice things getting darker as you move closer to the forest. The path continues north and south. ~ 86 0 -1 10 22601 0 3 D0 ~ ~ 0 -1 22602 -1 D2 ~ ~ 0 -1 6003 -1 S #22602 The tall oak~ You stand before a giant oak tree. It towers above you, dwarfing even other tall trees around it. The path forks here, branching off to either side of the tree. On the western path, an elf sits on a stump, carving a new bow. He looks up and calls out to you. ~ 86 8 -1 10 22602 0 0 D0 A small piece of bark justs out from the base of the great oak. Could this be a handle of some sort? ~ bark tree~ 39 22699 22636 -1 D1 ~ ~ 0 -1 22633 -1 D2 ~ ~ 0 -1 22601 -1 D3 ~ ~ 0 -1 22603 -1 S #22603 The leafy path~ With Timnus's blessing and best wishes, you journey westward into the Elven Forest. The forest is not quite so dark now, and many small animals can be seen near this leaf-covered path. The path continues to the north. ~ 86 8 0 D0 ~ ~ 0 -1 22634 -1 D1 ~ ~ 0 -1 22602 -1 S #22604 Tongue on Blue Square~ You stand in the center of a giant, swirling chaos. However, as you stand here, things start to become more geometric. Now you can see exits in all six directions leading away through a colorful mist. ~ 86 60 0 D0 ~ ~ 0 -1 22607 -1 D1 ~ ~ 0 -1 22605 -1 D2 ~ ~ 0 -1 22608 -1 D3 ~ ~ 0 -1 22606 -1 D4 ~ ~ 0 -1 22617 -1 D5 ~ ~ 0 -1 22627 -1 S #22605 Right Hand on Blue Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22610 -1 D1 ~ ~ 0 -1 22606 -1 D2 ~ ~ 0 -1 22612 -1 D3 ~ ~ 0 -1 22604 -1 D4 ~ ~ 0 -1 22618 -1 D5 ~ ~ 0 -1 22628 -1 S #22606 Left Hand on Blue Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22609 -1 D1 ~ ~ 0 -1 22604 -1 D2 ~ ~ 0 -1 22611 -1 D3 ~ ~ 0 -1 22605 -1 D4 ~ ~ 0 -1 22616 -1 D5 ~ ~ 0 -1 22626 -1 S #22607 Tongue on Blue Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22608 -1 D1 ~ ~ 0 -1 22610 -1 D2 ~ ~ 0 -1 22604 -1 D3 ~ ~ 0 -1 22609 -1 D4 ~ ~ 0 -1 22614 -1 D5 ~ ~ 0 -1 22624 -1 S #22608 Tongue on Blue Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22604 -1 D1 ~ ~ 0 -1 22612 -1 D2 ~ ~ 0 -1 22607 -1 D3 ~ ~ 0 -1 22611 -1 D4 ~ ~ 0 -1 22620 -1 D5 ~ ~ 0 -1 22630 -1 S #22609 Left Hand on Blue Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22611 -1 D1 ~ ~ 0 -1 22607 -1 D2 ~ ~ 0 -1 22606 -1 D3 ~ ~ 0 -1 22610 -1 D4 ~ ~ 0 -1 22613 -1 D5 ~ ~ 0 -1 22623 -1 S #22610 Right Hand on Blue Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22612 -1 D1 ~ ~ 0 -1 22609 -1 D2 ~ ~ 0 -1 22605 -1 D3 ~ ~ 0 -1 22607 -1 D4 ~ ~ 0 -1 22615 -1 D5 ~ ~ 0 -1 22625 -1 S #22611 Left Hand on Blue Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 100 22611 0 0 D0 ~ ~ 0 -1 22606 -1 D1 ~ ~ 0 -1 22608 -1 D2 ~ ~ 0 -1 22609 -1 D3 ~ ~ 0 -1 22612 -1 D4 ~ ~ 0 -1 22619 -1 D5 ~ ~ 0 -1 22629 -1 S #22612 Right Hand on Blue Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22605 -1 D1 ~ ~ 0 -1 22611 -1 D2 ~ ~ 0 -1 22610 -1 D3 ~ ~ 0 -1 22608 -1 D4 ~ ~ 0 -1 22621 -1 D5 ~ ~ 0 -1 22631 -1 S #22613 Left Hand on Yellow Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22631 0 0 D0 ~ ~ 0 -1 22619 -1 D1 ~ ~ 0 -1 22614 -1 D2 ~ ~ 0 -1 22616 -1 D3 ~ ~ 0 -1 22615 -1 D4 ~ ~ 0 -1 22623 -1 D5 ~ ~ 0 -1 22609 -1 S #22614 Tongue on Yellow Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22620 -1 D1 ~ ~ 0 -1 22615 -1 D2 ~ ~ 0 -1 22617 -1 D3 ~ ~ 0 -1 22613 -1 D4 ~ ~ 0 -1 22624 -1 D5 ~ ~ 0 -1 22607 -1 S #22615 Right Hand on Yellow Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22629 0 0 D0 ~ ~ 0 -1 22621 -1 D1 ~ ~ 0 -1 22613 -1 D2 ~ ~ 0 -1 22618 -1 D3 ~ ~ 0 -1 22614 -1 D4 ~ ~ 0 -1 22625 -1 D5 ~ ~ 0 -1 22610 -1 S #22616 Left Hand on Yellow Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22613 -1 D1 ~ ~ 0 -1 22617 -1 D2 ~ ~ 0 -1 22619 -1 D3 ~ ~ 0 -1 22618 -1 D4 ~ ~ 0 -1 22626 -1 D5 ~ ~ 0 -1 22606 -1 S #22617 Tongue on Yellow Square~ You seem to be standing on top of the entire world. A feeling of power comes over you, as you feel that you can go anywhere you wish. Even the heavens, now glowing brilliantly, seem within your grasp. ~ 86 124 0 D0 ~ ~ 0 -1 22614 -1 D1 ~ ~ 0 -1 22618 -1 D2 ~ ~ 0 -1 22620 -1 D3 ~ ~ 0 -1 22616 -1 D4 ~ ~ 0 -1 22627 -1 D5 ~ ~ 0 -1 22604 -1 S #22618 Right Hand on Yellow Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22615 -1 D1 ~ ~ 0 -1 22616 -1 D2 ~ ~ 0 -1 22621 -1 D3 ~ ~ 0 -1 22617 -1 D4 ~ ~ 0 -1 22628 -1 D5 ~ ~ 0 -1 22605 -1 S #22619 Left Hand on Yellow Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22625 0 0 D0 ~ ~ 0 -1 22616 -1 D1 ~ ~ 0 -1 22620 -1 D2 ~ ~ 0 -1 22613 -1 D3 ~ ~ 0 -1 22621 -1 D4 ~ ~ 0 -1 22629 -1 D5 ~ ~ 0 -1 22611 -1 S #22620 Tongue on Yellow Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22617 -1 D1 ~ ~ 0 -1 22621 -1 D2 ~ ~ 0 -1 22614 -1 D3 ~ ~ 0 -1 22619 -1 D4 ~ ~ 0 -1 22630 -1 D5 ~ ~ 0 -1 22608 -1 S #22621 Right Hand on Yellow Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22623 0 0 D0 ~ ~ 0 -1 22618 -1 D1 ~ ~ 0 -1 22619 -1 D2 ~ ~ 0 -1 22615 -1 D3 ~ ~ 0 -1 22620 -1 D4 ~ ~ 0 -1 22631 -1 D5 ~ ~ 0 -1 22612 -1 S #22622 Sunsor's Office~ You are in a very luxuriously furnished room. Against the far wall is a giant marble desk with a very large black leather chair. Directly opposite the desk is an entertainment center with all the comforts of home. Glancing around some more, you suddenly realize that there is no floor in this room! After some careful inspection, you realize that the entire floor is made of glass, providing a breathtaking view of the city of Shadowdale. Around the room, the walls are covered with charts. On these charts, Sunsor keeps track of all players' deeds (good and bad). Suddenly, a large, black leather sofa appears for you to sit upon. ~ 86 0 0 D1 ~ ~ 0 -1 22635 -1 D3 ~ ~ 0 -1 22601 -1 D4 ~ ~ 0 -1 22632 -1 D5 ~ ~ 0 -1 3001 -1 S #22623 Left Hand on Red Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22621 0 0 D0 ~ ~ 0 -1 22629 -1 D1 ~ ~ 0 -1 22624 -1 D2 ~ ~ 0 -1 22626 -1 D3 ~ ~ 0 -1 22625 -1 D4 ~ ~ 0 -1 22609 -1 D5 ~ ~ 0 -1 22613 -1 S #22624 Tongue on Red Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22630 -1 D1 ~ ~ 0 -1 22625 -1 D2 ~ ~ 0 -1 22627 -1 D3 ~ ~ 0 -1 22623 -1 D4 ~ ~ 0 -1 22607 -1 D5 ~ ~ 0 -1 22614 -1 S #22625 Right Hand on Red Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22619 0 0 D0 ~ ~ 0 -1 22631 -1 D1 ~ ~ 0 -1 22623 -1 D2 ~ ~ 0 -1 22628 -1 D3 ~ ~ 0 -1 22624 -1 D4 ~ ~ 0 -1 22610 -1 D5 ~ ~ 0 -1 22615 -1 S #22626 Left Hand on Red Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22623 -1 D1 ~ ~ 0 -1 22627 -1 D2 ~ ~ 0 -1 22629 -1 D3 ~ ~ 0 -1 22628 -1 D4 ~ ~ 0 -1 22606 -1 D5 ~ ~ 0 -1 22616 -1 S #22627 Tongue on Red Square~ You suddenly feel a great mass pressing upon you. As you look up, you see an entire world falling upon you. A colorful aura trickles past, as you begin to wonder where you are. ~ 86 124 0 D0 ~ ~ 0 -1 22624 -1 D1 ~ ~ 0 -1 22628 -1 D2 ~ ~ 0 -1 22630 -1 D3 ~ ~ 0 -1 22626 -1 D4 ~ ~ 0 -1 22604 -1 D5 ~ ~ 0 -1 22617 -1 S #22628 Right Hand on Red Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22625 -1 D1 ~ ~ 0 -1 22626 -1 D2 ~ ~ 0 -1 22631 -1 D3 ~ ~ 0 -1 22627 -1 D4 ~ ~ 0 -1 22605 -1 D5 ~ ~ 0 -1 22618 -1 S #22629 Left Hand on Red Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22615 0 0 D0 ~ ~ 0 -1 22626 -1 D1 ~ ~ 0 -1 22630 -1 D2 ~ ~ 0 -1 22623 -1 D3 ~ ~ 0 -1 22631 -1 D4 ~ ~ 0 -1 22611 -1 D5 ~ ~ 0 -1 22619 -1 S #22630 Tongue on Red Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 0 D0 ~ ~ 0 -1 22627 -1 D1 ~ ~ 0 -1 22631 -1 D2 ~ ~ 0 -1 22624 -1 D3 ~ ~ 0 -1 22629 -1 D4 ~ ~ 0 -1 22608 -1 D5 ~ ~ 0 -1 22620 -1 S #22631 Right Hand on Red Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 86 124 -1 10 22613 0 0 D0 ~ ~ 0 -1 22628 -1 D1 ~ ~ 0 -1 22629 -1 D2 ~ ~ 0 -1 22625 -1 D3 ~ ~ 0 -1 22630 -1 D4 ~ ~ 0 -1 22612 -1 D5 ~ ~ 0 -1 22621 -1 S #22632 In Front of the Giant Twister Mat~ You are standing next to the largest twister mat you have ever seen. You can hear laughing and giggling coming from nearby, as a sudden urge to play comes over you. Your boots suddenly come off as you feel drawn toward the mat... ~ 86 60 0 D0 You look into the center of a giant wormhole.. ~ ~ 0 -1 22604 -1 D5 You see the town of Shadowdale below... ~ ~ 0 -1 3014 -1 E portal~ The portal glows more brilliant as you move closer. ~ E mat~ You see a very large white mat with plenty of colorful shapes. ~ S #22633 The path less travelled upon~ Weeds grow over the path in many places, and you realize that this path has not been used to any great extent. Actually, you aren't sure that it was a person that made this trail.. ~ 86 1 3 D0 ~ ~ 0 -1 22638 -1 D3 ~ ~ 0 -1 22602 -1 S #22634 The leafy path~ The forest continues to get lighter as you journey further into the home of the Elves. You can hear birds singing as you watch some squirrels searching for acorns among the leaves. A feeling of happiness comes over you. ~ 86 8 0 D0 ~ ~ 0 -1 22640 -1 D2 ~ ~ 0 -1 22637 -1 S #22635 Avenger's Tower~ This room radiates some strange form of energy. Even though small in size, this room holds quite a large amount of equipment. As you glance over some of the brightly glowing objects, you notice several black pedestals that were not there a moment ago. Upon them are the most prized of all trophies: Glaive, Avenger's weapon, floats above the pedestal, humming softly. The head of the Giant Purple Sand Worm is immortalized in a crystal sphere resting now so lifelessly on it's pedestal. The skull of the Dracolich glares at you even now, you could almost swear that the eye sockets begin to glow red! Finally, another pedestal comes into view, however nothing lies on it... You wonder what else could possibly add to the collection when you notice the word 'kris' carved into the base. ~ 86 28 0 D3 ~ ~ 0 -1 22622 -1 D5 ~ ~ 0 -1 18205 -1 S #22636 Inside the tall oak~ Empty ~ 86 0 0 D2 ~ bark tree~ 39 22699 22602 -1 S #22637 The leafy path~ This leaf-covered path seems vaguely familiar. Up ahead, further to the east, is a very tall oak tree. The path begins to get darker, and less animals seem to inhabit this area. ~ 86 12 0 D0 ~ ~ 0 -1 22634 -1 D1 ~ ~ 0 -1 22602 -1 S #22638 The path less travelled upon~ This faint path gradually broadens, leading up to what looks like a cave up ahead. Maybe whatever made the path lives in there? ~ 86 1 3 D0 ~ ~ 0 -1 22639 -1 D2 ~ ~ 0 -1 22633 -1 S #22639 The bear cave~ You seem to have intruded upon the happy home of a family of grizzlys. Mama bear sleeps soundly knowing that her cubs are safe. It would probably be wise to keep it that way.. ~ 86 8 3 D2 ~ ~ 0 -1 22638 -1 S #22640 Entrance to the Elven Forest~ You have entered into the fabled Elven Forest. Here all the animals live together, letting Mother Nature do her bidding. You can hear birds chirping and squirrels playing, and off in the distance you can hear the gentle sounds of a brook flowing by. There a a sign posted here that says: >>>>>>>>>>>>>>>>>>>>>>>>>>>>>> READ SIGN <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ~ 86 8 0 D0 ~ ~ 0 -1 22641 -1 D2 ~ ~ 0 -1 22634 -1 E sign~ Welcome to the Elven Forest. To help keep your visit a safe one, we ask that you do not venture into parts of the forest in which you do not belong. The forest is divided into three (3) segments: 1) The Pine Trail and The Brook. (Intended for levels 1-3) 2) The Maple Grove and Meadow. (Intended for levels 4-6) 3) The Orchard of the Elven King. (Intended for levels 7-9) Also, it would be more than wise to use the "buddy system" when fighting. It's saved lives in the past - it could save yours... Happy Hunting! Management ~ S #22641 The Pine Trail~ You are walking along what seems to be a well travelled path through a forest full of tall pines. You look up in awe at these magnificent trees, towering above everything in the forest. The trail leads further to the north, and you see what appears to be a brook to the west. You also see some broken branches in the brush to the east. It seems possible to pass through the brush in several spots. ~ 86 8 0 D0 ~ ~ 0 -1 22643 -1 D1 ~ ~ 0 -1 22652 -1 D2 ~ ~ 0 -1 22640 -1 D3 ~ ~ 0 -1 22642 -1 S #22642 The Quiet Brook~ You are standing in the middle of a quietly flowing brook. The water feels cool and relaxing as it flows over your travel-worn feet. Some brook trout swim by, making you feel hungry. Actually, now would be a good time to stop and rest - and you could drink some water and eat some fresh fish while you're at it. ~ 86 8 0 D0 ~ ~ 0 -1 22644 -1 D1 ~ ~ 0 -1 22641 -1 S #22643 The Pine Trail~ You are walking along what seems to be a well travelled path through a forest full of tall pines. You look up in awe at these magnificent trees, towering above everything in the forest. The trail continues to the north and south, and you see what appears to be a brook to the west. You also see some broken brances in the brush to the east. It seems possible to pass through the brush in several spots. ~ 86 8 0 D0 ~ ~ 0 -1 22645 -1 D1 ~ ~ 0 -1 22653 -1 D2 ~ ~ 0 -1 22641 -1 D3 ~ ~ 0 -1 22644 -1 S #22644 The Quiet Brook~ You are standing in the middle of a quietly flowing brook. The water feels cool and relaxing as it flows over your travel-worn feet. Some brook trout swim by, making you feel hungry. Actually, now would be a good time to stop and rest - and you could drink some water and eat some fresh fish while you're at it. ~ 86 8 0 D0 ~ ~ 0 -1 22646 -1 D1 ~ ~ 0 -1 22643 -1 D2 ~ ~ 0 -1 22642 -1 S #22645 By an old tree stump~ Here, in the middle of the forest trail, lies an old tree stump. It looks very sturdy and comfortable, and this seems to be a nice place to rest. The pine trail continues to the north and south, and there seems to be some source of water to the west. You also notice some broken branches in the brush to the east. It seems possible to pass through in that direction as well. ~ 86 8 0 D0 ~ ~ 0 -1 22647 -1 D1 ~ ~ 0 -1 22654 -1 D2 ~ ~ 0 -1 22643 -1 D3 ~ ~ 0 -1 22646 -1 S #22646 A natural spring~ Here in front of you is the source of the brook water. A nice flow of water is coming out from between two rocks, forming this gently flowing brook. This looks like an excellent place to take a drink, since you have never seen water as sparkling clear as this. The brook continues north and south, and you see an old tree stump on the shore to the east. ~ 86 8 0 D0 ~ ~ 0 -1 22648 -1 D1 ~ ~ 0 -1 22645 -1 D2 ~ ~ 0 -1 22644 -1 S #22647 The Pine Trail~ You are walking along what seems to be a well travelled path through a forest full of tall pines. You look up in awe at these magnificent trees, towering above everything in the forest. The trail continues to the north and south, and you see what appears to be a brook to the west. You also see some broken brances in the brush to the east. It seems possible to pass through the brush in several spots. ~ 86 8 0 D0 ~ ~ 0 -1 22649 -1 D1 ~ ~ 0 -1 22655 -1 D2 ~ ~ 0 -1 22645 -1 D3 ~ ~ 0 -1 22648 -1 S #22648 The Quiet Brook~ You are standing in the middle of a quietly flowing brook. The water feels cool and relaxing as it flows over your travel-worn feet. Some brook trout swim by, making you feel hungry. Actually, now would be a good time to stop and rest - and you could drink some water and eat some fresh fish while you're at it. ~ 86 8 0 D0 ~ ~ 0 -1 22650 -1 D1 ~ ~ 0 -1 22647 -1 D2 ~ ~ 0 -1 22646 -1 S #22649 At the edge of a pond~ You stand at the end of the Pine Trail, looking upon a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 86 12 0 D0 ~ ~ 0 -1 22651 -1 D1 ~ ~ 0 -1 22656 -1 D2 ~ ~ 0 -1 22647 -1 D3 ~ ~ 0 -1 22650 -1 S #22650 The Widening Stream~ You are now standing in a slightly larger body of water. The brook is widening and speeding up as it flows north into a pond. The water also gets deeper, and you cannot continue further north without a boat. ~ 86 8 0 D0 ~ ~ 0 -1 22651 -1 D1 ~ ~ 0 -1 22649 -1 D2 ~ ~ 0 -1 22648 -1 S #22651 The pond~ As you row out into the pond, you see more sights of the forest. To the west, a stream flows into the pond. The pond continues to the north and east, beyond which you can see trees on the shores. You can't quite make out what kind, but it is obvious that they are not pine trees. ~ 86 0 7 0 0 D0 ~ ~ 0 -1 22658 -1 D1 ~ ~ 0 -1 22657 -1 D2 ~ ~ 0 -1 22649 -1 D3 ~ ~ 0 -1 22650 -1 S #22652 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the north. ~ 86 4 3 D0 ~ ~ 0 -1 22653 -1 D1 ~ ~ 0 -1 22672 -1 D3 ~ ~ 0 -1 22641 -1 S #22653 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the north and south. ~ 86 4 3 D0 ~ ~ 0 -1 22654 -1 D1 ~ ~ 0 -1 22673 -1 D2 ~ ~ 0 -1 22652 -1 D3 ~ ~ 0 -1 22643 -1 S #22654 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the north and south. ~ 86 4 3 D0 ~ ~ 0 -1 22655 -1 D1 ~ ~ 0 -1 22674 -1 D2 ~ ~ 0 -1 22653 -1 D3 ~ ~ 0 -1 22645 -1 S #22655 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the south, and you can see a clearing to the north. ~ 86 4 3 D0 ~ ~ 0 -1 22656 -1 D1 ~ ~ 0 -1 22675 -1 D2 ~ ~ 0 -1 22654 -1 D3 ~ ~ 0 -1 22647 -1 S #22656 At the edge of a pond~ North of here is a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. To the south is some very thick brush. ~ 86 0 3 D0 ~ ~ 0 -1 22657 -1 D2 ~ ~ 0 -1 22655 -1 D3 ~ ~ 0 -1 22649 -1 S #22657 The pond~ As you row out into the pond, you see more sights of the forest. To the east and north you can see shore, where you can see more trees. You can't quite make out what kind of trees, but they are definitely not pines anymore. The pond continues to the west. ~ 86 0 7 0 0 D0 ~ ~ 0 -1 22659 -1 D1 ~ ~ 0 -1 22677 -1 D2 ~ ~ 0 -1 22656 -1 D3 ~ ~ 0 -1 22651 -1 S #22658 The pond~ As you row out into the pond, you see more sights of the forest. To the east and north you can see shore, where you can see more trees. You can't quite make out what kind of trees, but they are definitely not pines anymore. The pond continues to the south. ~ 86 0 7 0 0 D0 ~ ~ 0 -1 22660 -1 D1 ~ ~ 0 -1 22659 -1 D2 ~ ~ 0 -1 22651 -1 S #22659 At the edge of a pond~ You stand the shore of a pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 86 64 3 D0 ~ ~ 0 -1 22661 -1 D2 ~ ~ 0 -1 22657 -1 D3 ~ ~ 0 -1 22658 -1 S #22660 At the edge of a pond~ South of here is a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 86 64 3 D0 ~ ~ 0 -1 22662 -1 D1 ~ ~ 0 -1 22661 -1 D2 ~ ~ 0 -1 22658 -1 S #22661 By a large apple tree~ You stand beneath a very large apple tree. As you look up, you see many juicy looking apples. Actually, you could probably climb the tree if you wanted to get some apples... That is, of course, if you dare climb up and pick one of the Elven King's apples! ~ 86 64 3 D0 ~ ~ 0 -1 22665 -1 D1 ~ ~ 0 -1 22663 -1 D2 ~ ~ 0 -1 22659 -1 D3 ~ ~ 0 -1 22660 -1 D4 ~ ~ 0 -1 22683 -1 S #22662 By a large cherry tree~ You stand beneath a very large cherry tree. As you look up, you see many dark, delicious looking cherries. You could probably climb the tree if you wanted to get some of them... That is, of course, if you dare climb up and pick some of the Elven King's cherries! ~ 86 64 3 D0 ~ ~ 0 -1 22668 -1 D1 ~ ~ 0 -1 22665 -1 D2 ~ ~ 0 -1 22660 -1 D4 ~ ~ 0 -1 22684 -1 S #22663 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D0 ~ ~ 0 -1 22666 -1 D1 ~ ~ 0 -1 22664 -1 D3 ~ ~ 0 -1 22661 -1 S #22664 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D0 ~ ~ 0 -1 22667 -1 D3 ~ ~ 0 -1 22663 -1 S #22665 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D0 ~ ~ 0 -1 22669 -1 D1 ~ ~ 0 -1 22666 -1 D2 ~ ~ 0 -1 22661 -1 D3 ~ ~ 0 -1 22662 -1 S #22666 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D0 ~ ~ 0 -1 22670 -1 D1 ~ ~ 0 -1 22667 -1 D2 ~ ~ 0 -1 22663 -1 D3 ~ ~ 0 -1 22665 -1 S #22667 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D0 ~ ~ 0 -1 22671 -1 D2 ~ ~ 0 -1 22664 -1 D3 ~ ~ 0 -1 22666 -1 S #22668 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D1 ~ ~ 0 -1 22669 -1 D2 ~ ~ 0 -1 22662 -1 S #22669 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D1 ~ ~ 0 -1 22670 -1 D2 ~ ~ 0 -1 22665 -1 D3 ~ ~ 0 -1 22668 -1 S #22670 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 86 64 3 D1 ~ ~ 0 -1 22671 -1 D2 ~ ~ 0 -1 22666 -1 D3 ~ ~ 0 -1 22669 -1 S #22671 Under The Tree~ You stand beneath a tree that looks vaguely familiar. After some thought, you realize that this one sort of resembles the Biblical tree that God forbade people to eat from. High above you, you can see a single fruit. It is the most delicious looking fruit you have ever seen. You look around to see if anyone is watching as you wonder whether to go get it. ~ 86 64 3 D2 ~ ~ 0 -1 22667 -1 D3 ~ ~ 0 -1 22670 -1 D4 ~ ~ 0 -1 22685 -1 S #22672 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. Some heavy brush lies to the west. ~ 86 0 3 D0 ~ ~ 0 -1 22673 -1 D3 ~ ~ 0 -1 22652 -1 S #22673 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. Some thick brush lies to the west. ~ 86 0 3 D0 ~ ~ 0 -1 22674 -1 D1 ~ ~ 0 -1 22678 -1 D2 ~ ~ 0 -1 22672 -1 D3 ~ ~ 0 -1 22653 -1 S #22674 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. Some thick brush lies to the west. ~ 86 0 3 D0 ~ ~ 0 -1 22675 -1 D1 ~ ~ 0 -1 22679 -1 D2 ~ ~ 0 -1 22673 -1 D3 ~ ~ 0 -1 22654 -1 S #22675 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. Some thick brush lies to the west. ~ 86 0 3 D0 ~ ~ 0 -1 22676 -1 D1 ~ ~ 0 -1 22680 -1 D2 ~ ~ 0 -1 22674 -1 D3 ~ ~ 0 -1 22655 -1 S #22676 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. ~ 86 0 3 D0 ~ ~ 0 -1 22677 -1 D1 ~ ~ 0 -1 22681 -1 D2 ~ ~ 0 -1 22675 -1 S #22677 At the edge of a pond~ West of here is a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 86 0 3 D1 ~ ~ 0 -1 22682 -1 D2 ~ ~ 0 -1 22676 -1 D3 ~ ~ 0 -1 22657 -1 S #22678 Near some beehives~ You are standing at the far end of a vast meadow. To the west, you can see a large forest. You hear a buzzing sound as you notice what look like beehives built in a shady area at the edge of the meadow. An Elven Beekeper is currently taking honey from the hives. ~ 86 0 2 D0 ~ ~ 0 -1 22679 -1 D3 ~ ~ 0 -1 22673 -1 S #22679 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. West of here is a large grove full of maple trees. ~ 86 0 2 D0 ~ ~ 0 -1 22680 -1 D2 ~ ~ 0 -1 22678 -1 D3 ~ ~ 0 -1 22674 -1 S #22680 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. West of here is a large grove full of maple trees. ~ 86 0 2 D0 ~ ~ 0 -1 22681 -1 D2 ~ ~ 0 -1 22679 -1 D3 ~ ~ 0 -1 22675 -1 S #22681 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. West of here is a large grove full of maple trees. ~ 86 0 2 D0 ~ ~ 0 -1 22682 -1 D2 ~ ~ 0 -1 22680 -1 D3 ~ ~ 0 -1 22676 -1 S #22682 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. ~ 86 0 2 D2 ~ ~ 0 -1 22681 -1 D3 ~ ~ 0 -1 22677 -1 S #22683 In a large apple tree~ You are now sitting on a limb in the Elven King's apple tree. There are plenty of very tasty looking apples here. You don't think the Elven King would mind that much... Why don't you take and eat a few? ~ 86 64 3 D5 ~ ~ 0 -1 22661 -1 S #22684 In a large cherry tree~ You are now sitting on a limb in the Elven King's cherry tree. There are plenty of very tasty looking cherries here. You don't think the Elven King would mind that much... Why don't you take and eat a few? ~ 86 64 3 D5 ~ ~ 0 -1 22662 -1 S #22685 In The Tree~ Oh oh, you're in trouble now! The Elven Archbishop was strolling through the orchard and spotted you. He screams for the guards, and then drops to his knees and prays for you. A feeling of great fear overwhelms you, as you KNOW that you are not alone up in this tree. You suddenly wish you'd never even seen that fruit! What punishment will you get? ~ 86 196 -1 0 22686 3 100 3 S #22686 In a cell~ After some time, the Elven Guards come and take you away. You are now imprisoned in this cell. There appears to be no way out of here, and you have no idea how long your sentence is. What can you do to make up for your crimes? ~ 86 204 -1 0 22687 3 300 0 S #22687 A Guard Room~ After a VERY long wait (That seemed like an eternity!) an Elven Guard releases you. He then gives you a very long lecture and a stern warning to NEVER try that again. You remember his words and swear to yourself to never go near that tree again! ~ 86 8 0 D2 ~ ~ 0 -1 98 -1 S #22688 22688~ Empty ~ 86 0 0 S #22689 22689~ Empty ~ 86 0 0 S #22690 22690~ Empty ~ 86 0 0 S #22691 22691~ Empty ~ 86 0 0 S #22692 22692~ Empty ~ 86 0 0 S #22693 22693~ Empty ~ 86 0 0 S #22694 22694~ Empty ~ 86 0 0 S #22695 22695~ Empty ~ 86 0 0 S #22696 22696~ Empty ~ 86 0 0 S #22697 22697~ Empty ~ 86 0 0 S #22698 22698~ Empty ~ 86 0 0 S #22699 22699~ Empty ~ 86 0 0 S #23100 706 Urban Dance Club~ This is a private oasis away from the hardness and labours of the exciting Shadowdale world. The pulsating sounds and the hypnotizing flickers of coloured lights puts you in the mood to dance to the music. The sights and sounds force you to never return to the world of Shadowdale. ~ 89 6188 0 S #23101 The Road to Castle Amber~ You stand on a dusty road, hardened by the heavy use it has received over the years. To the west is the path back to town, but more interestingly, to the east is the entrance to the mysterious Castle of Amber. ~ 89 2068 2 D1 ~ door~ 0 0 23102 -1 D3 ~ door~ 1 0 6005 -1 S #23102 In Front of the Castle of Amber~ In front of you stands the mysterious Castle of Amber. It's great white pillars rise up into the sky. To the north is a marble door decorated with various magical symbols. To the west lies the road back to town. ~ 89 193 2 D0 ~ door~ 9 69 23103 -1 D3 ~ door~ 0 0 23101 -1 S #23103 The Grand Amber Foyer~ As you walk into the Grand Fowey, the doors leading to the outside world disappear. The room is completely empty except for you and your pals. You notice a gray mist that moves about you. It seems that the only exit is to the north. ~ 89 9 0 D0 ~ door~ 1 0 23104 -1 S #23104 A small passage~ You stand in a small passage, almost unable to move with all your armor and equipment. To the north is an exit; to the east is a small door that leads to the Grand Salon and to the south, the Grand Amber Foyer. ~ 89 392 0 0 D0 ~ door~ 1 0 23106 -1 D1 ~ door~ 1 0 23105 -1 D2 ~ door~ 0 0 23103 -1 S #23105 The Grand Salon~ This room is luxuriously furnished with plush chairs, polished wood tables, ornate rugs and other fine furniture. The furniture has been pushed back against the walls and the carpets have been rolled up. In the middle of the room you notice a boxing ring. ~ 89 72 0 D1 ~ door~ 9 0 23110 -1 D3 ~ door~ 1 0 23104 -1 S #23106 Grand Hall of Mirrors~ You enter a wide long hallway. You stand on a majestic red carpet that runs the length of this Grand Hallway. The walls are covered with mirrors. If you look closely, youcan see yourself in the mirrors. The hall continue to the east; to the south and north are exits. ~ 89 2056 0 D0 ~ door~ 0 0 23107 -1 D1 ~ door~ 0 0 23109 -1 D2 ~ door~ 0 0 23104 -1 S #23107 Another Small Passage~ You enter yet another small passageway. Looking around, you notice the cheapness of this part of the castle. There is a door to the east. ~ 89 8 0 D1 ~ door~ 0 68 23108 -1 D2 ~ door~ 0 0 23106 -1 S #23108 A Servant's Quarter~ You enter a room that is knee-high with dust. Black slime hangs from the ceiling and off the walls. In the corner is a small wooden chest with a large trapezoidal keyhole. There is a rickety old bed against the far wall. The only exit is the door to the west from which you came from. ~ 89 200 0 D3 ~ door~ 0 68 23107 -1 S #23109 Middle of the Grand Hall of Mirrors~ You continue to walk through the Great Hall of Mirrors. Above you in the air is a catwalk. It seems to come out of one side of the wall and end at the opposite side. There is a door to the north and south. The Grand Hall of Mirrors extends to the east and west. ~ 89 2056 0 D0 ~ door~ 1 69 23111 -1 D1 ~ door~ 0 0 23113 -1 D2 ~ door~ 9 0 23110 -1 D3 ~ door~ 0 0 23106 -1 S #23110 The Study Room~ The room is paneled in polished mahogany. A large fireplace faced with marble is set in the south wall. Whatever furniture was once in this room has obviously been removed. Lying around the fireplace are a dozen bedrolls. This seems like an excellent place to rest. There are doors to the north, ea east and west. ~ 89 2076 0 D0 ~ door~ 1 0 23109 -1 D1 ~ door~ 1 0 23114 -1 D3 ~ door~ 9 0 23105 -1 S #23111 The Master Bedroom~ the room is a large ornate bedroom. There is a large four poster bed in the middle of the room. There is a closet to the west and a door leading back into the Grand Hall of Mirrors to the south. ~ 89 8 0 D2 ~ door~ 1 0 23109 -1 D3 ~ door~ 1 0 23112 -1 S #23112 A Large Walk-in Closet~ You walk into a large room. It seems as though this once use to be a closet. There are long rotting wooden rods and rotting wooden shelves on the ground. Small posionous spiders fall out of the ceiling and onto everyone. The closet door to the east leads back to the Master Bedroom. ~ 89 9 0 D1 ~ door~ 1 0 23111 -1 S #23113 East Side of the Grand Hall of Mirrors~ You have reached the most eastern part of the Grand Hall of Mirrors. To the east is a large marble arch. Underneath the arch is a wooden door with shiny brass doorknobs. Carved on the wooden doors are pictures of trees and unicorns and small forest animals. The door scenery seems to jump right out at you. The Grand Hall of Mirrors continues to the west and a sweet aroma of baked goods comes from a metallic door to the north. ~ 89 8 0 D0 ~ door~ 1 0 23116 -1 D1 ~ door~ 9 69 23117 -1 D2 ~ door~ 1 0 23114 -1 D3 ~ door~ 1 0 23109 -1 S #23114 The Dining Room~ You enter a well arranged dining room. A large table with a seating capacity of 24 lies in the middle of the rooms. A brilliant wooden chandelier hangs down from the tall ceiling. The candles flicker slightly as a gust of air swoops in from the stairs. there is a flight of stairs that leads up to an opening. There is a door to the north that leads out to the Grand Hall of Mirrors. ~ 89 2056 0 D0 ~ door~ 1 0 23113 -1 D3 ~ door~ 1 0 23110 -1 D4 ~ door~ 1 0 23115 -1 S #23115 On the Catwalk~ You stand on a catwalk that is suspended from the ceiling. Looking down over the sides, you can see the expanse of the Grand Hall of Mirrors. The railings prevent you from falling off the catwalk. To the south is the exit to the dining room. To the north is further on the catwalk. ~ 89 264 0 0 D0 ~ door~ 1 0 23145 -1 D2 ~ door~ 1 0 23114 -1 S #23116 The Kitchen~ Before you stands a large, fully furnished kitchen. Inches of dust lie on top of everything. Pots and pans lie everywhere. The black kettles and ornate serving trays stand ready to be used. There are stairs on the south wall they lead up. Also on the south wall is a door leading to the Grand Hall of Mirrors. ~ 89 2056 0 D2 ~ door~ 1 0 23113 -1 D3 ~ door~ 9 0 23146 -1 D4 ~ door~ 1 0 23145 -1 S #23117 West Entrance to the Indoor Forest~ You enter the mysterious Indoor Forest. The sounds of wildlife flourish within the indoor forest. Dew covers the lush green tapestry produced by the vast floral arrangement. It seems as though there should be a a door here since it is an exit. Maybe not. ~ 89 8 3 D1 ~ door~ 1 0 23118 -1 D3 ~ door~ 9 23169 23113 -1 S #23118 Path through the Indoor Forest~ The path through the Indoor Forest continues through here. The sounds of wildlife gets louder and louder as you go deeper into the forest. There are exits to the west and south. ~ 89 8 3 D2 ~ door~ 1 0 23119 -1 D3 ~ door~ 1 0 23117 -1 S #23119 Path through the Indoor Forest~ You see nothing special here. There are exits to the north and south. ~ 89 8 3 D0 ~ door~ 1 0 23118 -1 D2 ~ door~ 1 0 23120 -1 S #23120 Path through the Indoor Forest~ You see nothing special here. There are exits to the north and east. ~ 89 8 3 D0 ~ door~ 1 0 23119 -1 D1 ~ door~ 0 0 23121 -1 S #23121 Path through the Indoor Forest~ You see nothing special here. There are exits to the east and west. ~ 89 8 3 D1 ~ door~ 0 0 23122 -1 D3 ~ door~ 0 0 23120 -1 S #23122 Path Deeper into the Indoor Forest~ The path here is getting thicker due to the growing underbrush. It seems as though the growth is shielding you from the depths of the Indoor Forest. There are exits to the east and west. ~ 89 8 3 D1 ~ door~ 1 0 23123 -1 D3 ~ door~ 1 0 23121 -1 S #23123 Path Deeper into the Indoor Forest~ The path now is almost covered with floral wildlife. You have to get down on your hands and knees to pass through this area. To the south is the quick sand area and the path continues to the east and west. ~ 89 264 3 0 D1 ~ door~ 1 0 23125 -1 D2 ~ door~ 1 0 23124 -1 D3 ~ door~ 1 0 23122 -1 S #23124 Quick Sand!~ Death approaches you with every movement you make. The sand sucks you down deeper and deeper. Any attempt to get out is useless. ~ 89 1230 3 S #23125 Path Deeper into the Indoor Forest~ It seems as though the path is thinning out. Yet as you look up, you seem to be in the middle of the indoor forest. The only exit is to the north. ~ 89 8 3 D0 ~ door~ 1 0 23126 -1 D2 ~ door~ 9 0 23125 -1 S #23126 The Wide Path~ You walk out of the thick forest. The air here smells fresh. From the north you hear the trickling of water. There are exits to the north and south. ~ 89 2056 3 D0 ~ door~ 1 0 23127 -1 D2 ~ door~ 1 0 23125 -1 S #23127 A Wide Open Area~ You stand in a wide open area. It seems to stretch a long way out. It seems to be a peaceful place. You should rest up here before you continue further into the forest. There are exits to the north, south and east. ~ 89 28 3 D0 ~ door~ 1 0 23128 -1 D1 ~ door~ 1 0 23129 -1 S #23128 In Front of the Fountain~ Here you stand in front of a large majestic fountain. It is extremely quiet except for the soothing sounds of falling water. The only exits is to the south. ~ 89 8 3 D2 ~ door~ 1 0 23127 -1 S #23129 Path in the Indoor Forest~ The forest thins out here. The air smells fresh here. To the west is a wide open area and to the east is a path deeper into the forest. ~ 89 8 3 D1 ~ door~ 1 0 23130 -1 D3 ~ door~ 1 0 23127 -1 S #23130 Path Deeper into the Indoor Forest~ You see nothing special here. There are exits to the east and west. ~ 89 8 3 D1 ~ door~ 1 0 23131 -1 D3 ~ door~ 1 0 23129 -1 S #23131 East Entrance to the Indoor Forest~ You enter the mysterious indoor forest. The sound of wildlife flourish within the indoor forest. Dew covers the lush green tapestry produced by the vast floral arrangement. To the east is a door to the throne room and to the west is the path into the indoor jungle. ~ 89 8 0 D1 ~ door~ 9 23169 23132 -1 D3 ~ door~ 1 0 23130 -1 S #23132 The Throne Room~ The walls of this room are covered with mosaics depicting courtly scenes. The floor is made of polished marble. In this magnificent room lies a bright golden throne. The throne sits a top a raised dais. The only visible exit is to the east. ~ 89 8 3 D1 ~ door~ 1 0 23133 -1 D3 ~ door~ 9 23169 23131 -1 S #23133 Grand Amber Chamber~ You stand in the back of the throne room. Here there are bronze chairs and lots of standing room for the people of Amber to sit and watch the King as he deliberates. As you look to the front of the room, you can see an ornate throne sitting ontop of an dias. In the middle of the room there hangs a brilliant chandelier. ~ 89 2056 0 D1 ~ door~ 1 0 23134 -1 D3 ~ door~ 1 0 23132 -1 S #23134 The Grand Ballroom~ The floor of this room is made of a wood parquet. This is the most acoustically sound room in the whole castle. In front of the large dance floor is a stage where minstrels performed for the Amber family and their guests. If you listen carefully you can sometimes here the sounds of the minstrels instruments resonanting from the walls. ~ 89 2056 0 D2 ~ door~ 1 0 23135 -1 D3 ~ door~ 1 0 23133 -1 S #23135 The Grand Library~ As you look around you notice the many shelves that line the walls of this room. This most likely would have been the place where the Ambers came to read, relax and create more mysteries of the Amber family. There is a large wooden desk in the middle of the room. It is ornately carved with pictures of wildlife. ~ 89 1032 0 D1 ~ door~ 1 0 23141 -1 D2 ~ door~ 41 23168 23136 -1 S #23136 The Red Room~ A blood-red carpet covers the entire floor. The walls and the ceiling have also been painted in red. The incense of cedar, saffron and ambergris fills the entire room. The room contains miscellaneous furniture, all dyed red. This room seems to be empty. ~ 89 8 0 D0 ~ door~ 1 0 23135 -1 D3 ~ door~ 9 0 23137 -1 S #23137 The Black Room~ Ebony paint covers the walls and ceiling of this room. A sable carpet coversthe floor. The scent of henbane, assaofetida and hellebore root fills the room. All the furniture in the room is lacquered black. This room also appears to be empty. ~ 89 1032 0 D1 ~ door~ 9 0 23136 -1 D3 ~ door~ 9 0 23138 -1 S #23138 The Green Room~ The walls and the ceiling of this room are painted green. An emerald-colored carpet covers the the floor. The room is empty of furniture. the scent of sandlewood, roses and musk fills the room. A giant man stands in the center of the room. The giant's skin is pale green and his hair and long shaggy beard is dark green. He seems to be protecting something. ~ 89 1096 0 D1 ~ door~ 9 0 23137 -1 D3 ~ door~ 9 0 23139 -1 S #23139 The White Room~ A snow-white carpet covers the floor of this room. The walls and ceiling are ivory colored. You can smell the incense of jasmine, ginseng and mandrake root. The white colored furniture in the room is covered with a layer of frost. The temperature in the room is freezing. ~ 89 1257 0 D1 ~ door~ 9 0 23138 -1 D3 ~ door~ 9 0 23140 -1 S #23140 The Rainbow Room~ The room is filled with many objects painted with many colors and design. As you peer intently at the room, dizziness sets in. You get a nasty pounding headache. The walls seem to change in color. It hurts your eyes as you try to stare at the walls. The more you look the more confused you become. ~ 89 1257 0 D1 ~ door~ 9 0 23139 -1 S #23141 A Small Passage~ You enter a small corridor. It is plain in color and the walls are very dull. It seems as you might be returning to the outside world. You can't return to the inner sanctums of the Amber Castle. The only exit is the one that might lead you to the outside world, out of the mystic Castle of Amber. ~ 89 4104 0 D2 ~ door~ 1 0 23142 -1 D3 ~ door~ 1 0 23135 -1 S #23142 Another Small Passage~ You enter yet another small passage. It seems useless to return the way you came from. This passage is even duller than the last one. You can here the sounds of the outside world. Be most cautious when you exit from the depths of the Castle Amber. ~ 89 24 0 D0 ~ door~ 1 0 23141 -1 D2 ~ door~ 1 0 23143 -1 S #23143 The Exit to the Outside World~ You have come to the most southeastern room of the castle. The warm air of a bright summer day blows in through the open archway. As you leave the Castle Amber, you look back on the experience you've had. Obviously you and your group have successfully survived the Castle Amber. You exit with the satisfaction of great achievement that you can boast about to other travellers. ~ 89 24 0 D0 ~ door~ 1 0 23142 -1 D2 ~ door~ 1 0 23144 -1 S #23144 The Front Lawn~ You exit through the archway. As you step out onto the lawn the archway closes up behind you. As the last of your group gathers with you to look back at the castle, the Grand Amber Castle slowly fades out of site. All you see now is a vast field of grass where the castle use to stand. You may continue your adventures, but there is no return to the Castle Amber from here. ~ 89 4100 2 D2 ~ door~ 1 0 23147 -1 S #23145 On the Catwalk~ You stand on a catwalk suspended from the ceiling. Looking down over the sides, you can see the expanse of the Grand Hall of Mirrors. The railings prevent you from failing off the catwalk. The stairs behind you provides a path to the kitchen. ~ 89 264 0 0 D2 ~ door~ 1 0 23115 -1 D5 ~ door~ 1 0 23116 -1 S #23146 The Secret Pantry~ You've enter a large pantry. Here lies large bags of flour, rice, sugar and salt. There are dry pieces of meat hanging from the ceiling. Every item in this room still looks fresh. On a shelf lies wooden crates of bread and large jars of preserved fruits and vegetables. ~ 89 2057 0 D1 ~ door~ 1 0 23116 -1 S #23147 Small Rocky Path~ Here lies a small path. Beyond it to the south is a small gap in between the the rock-like structure. It seems like this may be the only way out of the confines of the Amber Castle. You still feel the presence of the family of Amber within you. ~ 89 1 3 D0 ~ door~ 1 0 23144 -1 D2 ~ door~ 1 0 23148 -1 S #23148 Fissure in the Mountain~ Large rock faces surrond both sides of you. This seems to be some kind of entrance to a mountain side passageway. As you look onward, you can see the vastness of the land all around you. As you look back, you notice that the entrance from which you came has disappeared and that a rock face has covered up the hole. Does someone not want you to return? ~ 89 2072 4 D2 ~ door~ 1 0 16030 -1 S #23200 The Entrance to the Hall of Rules~ You have entered into the Hall of Rules. From here you may enter the Room of Decisions. From there your choice is yours. This whole area is a silence area. You may not summon anyone, you may not steal from anyone and you may not talk to anyone. If you have any questions with anything written on the walls please voice them. All rules are written in stone and must be followed. Breaking any vital rules will be met with severe punishment. Please adhere to them so there may be peace in the world. ~ 89 7420 0 D4 ~ door~ 1 0 23201 -1 S #23201 Room of Decisions~ You have entered the Room of Decisions. You may go north, south, east, west and up to read the inscriptions on the walls. The rooms are named accordingly. Remember to read everything carefully. What is written on the walls should be written into your mind. Remember follow the rules brought forth to you by the all mighty Immortals. ~ 89 6396 0 D0 ~ door~ 1 0 23202 -1 D1 ~ door~ 1 0 23204 -1 D2 ~ door~ 1 0 23203 -1 D5 ~ door~ 1 0 23200 -1 S #23202 If you want to kill other players enter here!~ Basic Rule of Thumb: Do not kill any other player. Don't even think of killing another player. Even if that character is being extremely annoying or if that player is randomly killing other players. Best thing for you to do is to duck into a peaceful room and wait for an immortal intervention. If one immortal doesn't take care of it ask another. If there aren't any immortals on rent out and play at a later time in the future. Do not take the law in your own hands. Cause if you do act on your own accord, you'll be in as much trouble as the other person. Punishment is severe. You will lose levels and possibly the lost of your character. We will not put up with people destroying other people's enjoyment of this MUD. ~ 89 4252 0 D2 ~ door~ 1 0 23201 -1 S #23203 If you want to steal from other players enter here!~ Basic Rule of Thumb #2: Do not steal from other characters. You should know better than to steal from players. This includes linkdead characters, sleeping characters and immortals. If you think someone has stolen from you, tell an immortal. Do not steal your item back from the other character. Do not kill the other character to regain your item. Do not ask other players gang up on the player to regain your item. Do not cast any type of control character spells on the player to gain an item. Tell an immortal about it. Don't take the law in your own hands. Punishment for stealing from another character is extremely severe. This may include lost of levels and lost of your character. ~ 89 188 0 D0 ~ door~ 1 0 23201 -1 S #23204 If you want to cast spells enter here!~ Basic Rule of Thumb #3: Think before you cast. Before you cast any type of spell, make sure it won't affect other players in ways that could be damaging to you. This includes, casting control ~ 89 188 0 D3 ~ door~ 1 0 23201 -1 S #24000 Base of Blackmouth's Tower~ You stand before Blackmouth's mighty tower. It's base is at least 100 feet in diameter and it's peak is lost in the clouds. There are several open windows along it's spire and one is not more than 20 feet up to the west. The single door leading into the tower is before you to the north. ~ 90 5 2 D0 ~ door~ 1 0 24001 -1 D2 ~ door~ 0 0 16000 -1 D4 ~ door~ 0 0 24005 -1 S #24001 Inside Blackmouth's Tower~ You stand in the entrance to an enormous circular chamber. The ceiling is lost in the blackness above you. In the center of the room is an evil looking pit. As you stare into it's inky blackness you begin to sweat and shake. A sixth sence tells you to avoid it at all costs. There is a lagre stairwell circling the wall of the tower which begins to the west. ~ 90 2125 0 D1 ~ door~ 0 0 24091 -1 D2 ~ door~ 0 0 24000 -1 D3 ~ door~ 0 0 24004 -1 D4 ~ door~ 0 0 24004 -1 D5 ~ door~ 0 0 24002 -1 S #24002 Blackmouth's Pit of Despair~ You have landed on a small ledge deep in the pit of despair. You feel quite certain that to fall forever in a bottemless pit would mean your death. Looking down you see no trace of any bottom to the pit. There are a few spikes driven into the wall by some resourceful adventurer before you. Maby it is possible to climb out. And maby it's possible to slip and fall.... ~ 90 4101 0 D4 ~ door~ 0 0 24001 -1 D5 ~ door~ 0 0 24003 -1 S #24003 Dead at bottom of pit~ You fall forever in a truely bottemless pit! ~ 90 3 0 D4 ~ door~ 0 0 24002 -1 S #24004 On the stairs.~ You are climbing the ebony staris in Blackmouth's Tower. You see a landing above you where the stairs penetrate the celing of the entry chamber below. ~ 90 0 0 D1 ~ door~ 0 0 24001 -1 D4 ~ door~ 0 0 24006 -1 D5 ~ door~ 0 0 24001 -1 S #24005 In air next to Blackmouth's Tower.~ You hover in air next to Blackmouth's tower. You see an open window to the west. ~ 90 0 8 D1 ~ door~ 0 0 24007 -1 D3 ~ door~ 0 0 24005 -1 D5 ~ door~ 0 0 24000 -1 S #24006 The Guardian's Post~ As the ebony stairs emerge onto this landing you see a medium sized room with a door to the east and west. Both are closed. The room is lit with a few smokey torches and you notice several footprints in the dust at your feet. Standing guard before the west door is the guardian. ~ 90 8 0 D1 ~ door~ 1 0 24008 -1 D3 ~ door~ 1 0 24007 -1 D5 ~ door~ 0 0 24004 -1 S #24007 Window Room~ This room is made of the same black material as the rest of the tower but feels less oppresive due to a large window in the east wall. The window is large enough to stand in if you wish. ~ 90 0 0 D1 ~ door~ 0 0 24006 -1 D3 ~ door~ 0 0 24005 -1 S #24008 The Spiral Stairs~ You have just stepped onto an enormous spiral staircase. Each step is about ten feet wide. The stairs make one complete revolution before reaching the landing above. ~ 90 5 0 D3 ~ door~ 0 0 24006 -1 D4 ~ door~ 0 0 24009 -1 S #24009 Entrance to Mages College.~ The spiral stairs end here in a large room with several continual light spells placed about the ceiling. The walls are covered with several murals depicting Blackmouth envoking powerful magic to build cities and destroy dragons. To the east is a rather plain looking doorway. While to the west stands an impressive archway. Above the archway are the letters B.M.M.U. ~ 90 2060 0 D1 ~ door~ 0 0 24010 -1 D3 ~ door~ 0 2 24011 -1 D5 ~ door~ 0 0 24008 -1 S #24010 Master's waiting room.~ A plain room, there are a couple of hard wooden benches if you must sit. An archway frames the north exit. ~ 90 8 0 D0 ~ door~ 0 0 24025 -1 D1 ~ door~ 0 0 24047 -1 D3 ~ door~ 0 0 24009 -1 S #24011 Great Hall of Blackmouth's School of Magic.~ You stand in a great hall filled with study cubes, magic missile ranges, fireball containment areas, etc... This is where the students enrolled in the college come to practice their skills. ~ 90 0 0 D0 ~ door~ 0 0 24014 -1 D1 ~ door~ 0 2 24009 -1 D3 ~ door~ 0 0 24012 -1 S #24012 Magic Cafeteria~ This is the cafeteria for the college of magic. Unseen servants are busy bussing tables and cleaning up after the levitated food fight. ~ 90 8 0 D0 ~ door~ 0 0 24013 -1 D1 ~ door~ 0 0 24011 -1 S #24013 Magic Kitchen~ This is the kitchen for the magic cafeteria. Animated knives and cleavers are busy chopping some unlucky animal into tonight's main course. Perhaps you'd better leave before they mistake you for an appetizer. ~ 90 0 0 D2 ~ door~ 0 0 24012 -1 S #24014 Great Hall~ The Great Hall continues here. All about you are study areas, conjuring circles, fireball containment cubes, etc. To the east amd west are student sleeping quarters, the Great Hall continues north and south. ~ 90 2056 0 D0 ~ door~ 0 0 24017 -1 D1 ~ door~ 0 0 24016 -1 D2 ~ door~ 0 0 24011 -1 D3 ~ door~ 0 0 24015 -1 S #24015 Freshman ice cubes.~ This large room has been divided up into many small cubes with a wall of ice spell. The freshmen student's are forced to sleep here, but none are here during waking hours. The upperclassmen feel that sleeping in the ice box for a year teaches the potential mages humility (and is also quite amusing to watch in the morning). ~ 90 0 0 D1 ~ door~ 0 0 24014 -1 S #24016 Sophmore's cubes~ This large room has been divided up into many small cubes with a wall of thorns spell. The thorns help the students learn to respect the property of their neighbors... ~ 90 0 0 D3 ~ door~ 0 0 24014 -1 S #24017 Great Hall~ The Great Hall turns east here. Along the walls of the hall here several walls of force have been cast to partition off class rooms. This forces the students to learn to study and concentrate in a distracting environment. In order to save the instructor's voices a silence spell has been placed on the traffic areas. The Great Hall goes East and South. To the north and west are the senior student's sleeping quarters. ~ 90 3080 0 D0 ~ door~ 0 0 24019 -1 D1 ~ door~ 0 0 24020 -1 D2 ~ door~ 0 0 24014 -1 D3 ~ door~ 0 0 24018 -1 S #24018 Junior student's cubes.~ This large room has been divided into several smaller cubes with a wall of iron spell. The junior students sleep and study here. The iron walls make wake up time as they make loud sounds when pounded on.... ~ 90 0 0 D1 ~ door~ 0 0 24017 -1 S #24019 Senior student's rooms.~ this large room has been divided into deveral smaller cubes with a wall of stone spell. The cubes are the sleeping/study cubes of the senior mage students here at BlackMouth's Magic University (BMMU). ~ 90 0 0 D2 ~ door~ 0 0 24017 -1 S #24020 Great Hall~ The Great Hall continues here to the east and west. To the north and south are the instructor's quarters. The walls af the great hall here have displays of the magical creations of the schools staff. Take care not to annoy the larger creations.... ~ 90 2184 0 D0 ~ door~ 0 0 24022 -1 D1 ~ door~ 0 0 24023 -1 D2 ~ door~ 0 0 24021 -1 D3 ~ door~ 0 0 24017 -1 S #24021 Instructor's Quarters.~ This lavish suite is home to one of the instructors in the magic arts. You'd better not let him catch you messing with his grade book! ~ 90 0 0 D0 ~ door~ 0 0 24020 -1 S #24022 Instructor's Chamber~ The senior instructor at BMMU resides here. In addition to his sparse sleeping quarters he keeps his office and lab here. If you'd like t take a seat he'd be happy to help you right after he conjures that demon for the CON652 class this afternoon.... ~ 90 0 0 D2 ~ door~ 0 0 24020 -1 S #24023 End of the Great Hall.~ The Great Hall ends here in a magical theatre. Set in the east wall is a large stage. Arranged in front of the stage are several rows of seats This stage is used for large classes as well as evening entertainment. The illusionists gather backstage and conjure up magical scenes on the stage for the audience. To the north is the V.I.P. quarters and to the south is a formidable looking door. ~ 90 2056 0 D0 ~ door~ 0 0 24024 -1 D2 ~ door~ 0 2 24026 -1 D3 ~ door~ 0 0 24020 -1 D4 ~ door~ 0 0 24027 -1 S #24024 V.I.P. Suite~ Empty ~ 90 0 0 D2 ~ door~ 0 0 24023 -1 S #24025 The master's chamber.~ This is the home of the mages guildmaster from Midguard. His abode contains a modest bed, and few personal effects. He does have an impressive library and a well equiped alchemy lab. ~ 90 8956 0 D2 ~ door~ 0 0 24010 -1 S #24026 Laboratory Stairs.~ These stairs lead to the laboratory and fresh material storage areas. You may consider turning back if you had trouble with the students. ~ 90 13 0 D0 ~ door~ 0 2 24023 -1 D4 ~ door~ 0 0 24028 -1 S #24027 Raistlin's Loft~ This room is provided for Raistlin for a nice retreat in exchange for his instruction in special topics classes. It is sparsly furnished but does contain an impressive library and has a nicely done pentagram in the center of the room. ~ 90 0 0 D5 ~ door~ 0 0 24023 -1 S #24028 Conjuration Lab~ This is a large room with several large magic circles, pentagrams, and thaumaturgic triangles permantly inscribed on the floor. The students learn their conjuration skills here. Oh my, they seem to have forgotten to clean up after their last lab. It seems that one of the conjurations is still here! ~ 90 2056 0 D3 ~ door~ 0 0 24029 -1 D5 ~ door~ 0 0 24026 -1 S #24029 The snake pit~ This is a round room with a large pit about 10 feet deep in the center. You hear many hisses, and rattles coming from the pit. Those of you who are afraid of snakes are feeling rather sick. ~ 90 12 0 D1 ~ door~ 0 0 24028 -1 D3 ~ door~ 0 0 24030 -1 D5 ~ door~ 0 0 24049 -1 S #24030 Live material storage areas.~ You have entered a large hall with several magical arches to either side. These arches have a shimmering force field which prevents the creatures on the other side from escaping. The hall continues south while you see pens to the north and west. ~ 90 12 0 D0 ~ door~ 0 0 24048 -1 D1 ~ door~ 0 0 24029 -1 D2 ~ door~ 0 0 24032 -1 D3 ~ door~ 0 0 24031 -1 S #24031 Live Material Pen~ This pen ia magically enchented to prevent the material from escaping. ~ 90 0 0 D1 ~ door~ 0 0 24030 -1 S #24032 Live Material Storage Area~ The hall continues south and north with pens to the east and west. ~ 90 12 0 D0 ~ door~ 0 0 24030 -1 D1 ~ door~ 0 0 24034 -1 D2 ~ door~ 0 0 24035 -1 D3 ~ door~ 0 0 24033 -1 S #24033 Live Material Pen~ Another magical monster prison... ~ 90 0 0 D1 ~ door~ 0 0 24032 -1 S #24034 Live Material Pen~ This pen looks alot like the others around here. ~ 90 0 0 D3 ~ door~ 0 0 24032 -1 S #24035 Live Material Storage Area~ The hall continues north and south. There are pens to the east and west. ~ 90 12 0 D0 ~ door~ 0 0 24032 -1 D1 ~ door~ 0 0 24037 -1 D2 ~ door~ 0 0 24038 -1 D3 ~ door~ 0 0 24036 -1 S #24036 Live Material Pen~ This pen looks just like all the others in the hall. ~ 90 0 0 D1 ~ door~ 0 0 24035 -1 S #24037 Live Material Pen~ Another magical monster prision... ~ 90 0 0 D3 ~ door~ 0 0 24035 -1 S #24038 Live Material Storage Area~ The hall turns from north to east here. There are pens to the west and south. ~ 90 12 0 D0 ~ door~ 0 0 24035 -1 D1 ~ door~ 0 0 24041 -1 D2 ~ door~ 0 0 24040 -1 D3 ~ door~ 0 0 24039 -1 S #24039 Live Material Pen~ A magical monster prision. ~ 90 0 0 D1 ~ door~ 0 0 24038 -1 S #24040 Live Material Pen~ A magical monster prision. ~ 90 0 0 D0 ~ door~ 0 0 24038 -1 S #24041 Extra-Planar Holding Cells~ The hall continues east and west. To the east is the dragon holding cells. To the north and south two magical prisions have been created for creatures capable of planar travel. ~ 90 12 0 D0 ~ door~ 0 0 24042 -1 D1 ~ door~ 0 0 24044 -1 D2 ~ door~ 0 0 24043 -1 D3 ~ door~ 0 0 24038 -1 S #24042 Extra-Planar Creature Cell~ The cell has been especially enchanted with several non-traveling spells. The only way in or out is through the archway you just entered. ~ 90 584 0 D2 ~ door~ 0 0 24041 -1 S #24043 Extra-Planar Creature Cell~ This cell is enchanted to prevent any magical entry or exits other than the magical archway to the north. ~ 90 0 0 D0 ~ door~ 0 0 24041 -1 S #24044 Dragon Detention Area~ The hall way ends here. To the north, west, and south are three very large archways like the others you saw before. Beyond them you can see glowing eyes staring at you with pure hate. ~ 90 2060 0 D0 ~ door~ 0 0 24045 -1 D1 ~ door~ 0 0 24050 -1 D2 ~ door~ 0 0 24046 -1 D3 ~ door~ 0 0 24041 -1 S #24045 Dragon Cell~ This large but bare room has been enchanted to withstand the efforts of a dragon trying to escape. ~ 90 584 0 D2 ~ door~ 0 0 24044 -1 S #24046 Dragon Cell~ This room has been enchanted to withstand a dragon trying to escape. ~ 90 2632 0 D0 ~ door~ 0 0 24044 -1 S #24047 Cloak Closet~ This is a small closet where the Master's visitors hang their cloaks. ~ 90 1 0 D3 ~ door~ 0 0 24010 -1 S #24048 Live material pen~ This room has been magically enchanted to prevent non-humans/demi-humans from leaving. ~ 90 0 0 D2 ~ door~ 0 0 24030 -1 S #24049 In the snake pit~ You stand at the bottom of the snake pit. Unless BMMU is currently out of stock you should be attacked by several angry snakes about now. ~ 90 8 0 D4 ~ door~ 0 0 24029 -1 S #24050 Dragon Cell~ This cell has been enchanted to withstand the efforts of a dragon trying to escape. ~ 90 2632 0 D3 ~ door~ 0 0 24044 -1 S #24051 The Maze~ The Maze ~ 90 9 0 D0 ~ door~ 0 0 24065 -1 D1 ~ door~ 0 0 24052 -1 D2 ~ door~ 0 0 24058 -1 D3 ~ door~ 0 0 24091 -1 S #24052 The Maze~ The Maze ~ 90 9 0 D0 ~ door~ 0 0 24066 -1 D1 ~ door~ 0 0 24053 -1 D2 ~ door~ 0 0 24059 -1 D3 ~ door~ 0 0 24051 -1 S #24053 The Maze~ The Maze ~ 90 9 0 D0 ~ door~ 0 0 24077 -1 D1 ~ door~ 0 0 24054 -1 D2 ~ door~ 0 0 24060 -1 D3 ~ door~ 0 0 24052 -1 S #24054 The Maze~ The Maze ~ 90 9 0 D0 ~ door~ 0 0 24067 -1 D1 ~ door~ 0 0 24055 -1 D2 ~ door~ 0 0 24061 -1 D3 ~ door~ 0 0 24053 -1 S #24055 The Maze~ The Maze ~ 90 9 0 D0 ~ door~ 0 0 24068 -1 D1 ~ door~ 0 0 24056 -1 D2 ~ door~ 0 0 24062 -1 D3 ~ door~ 0 0 24054 -1 S #24056 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24069 -1 D1 ~ door~ 0 0 24064 -1 D2 ~ door~ 0 0 24063 -1 D3 ~ door~ 0 0 24055 -1 S #24057 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24091 -1 D1 ~ door~ 0 0 24058 -1 D2 ~ door~ 0 0 24078 -1 D3 ~ door~ 0 0 24083 -1 S #24058 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24051 -1 D1 ~ door~ 0 0 24059 -1 D2 ~ door~ 0 0 24079 -1 D3 ~ door~ 0 0 24057 -1 S #24059 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24052 -1 D1 ~ door~ 0 0 24060 -1 D2 ~ door~ 0 0 24080 -1 D3 ~ door~ 0 0 24058 -1 S #24060 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24053 -1 D1 ~ door~ 0 0 24061 -1 D2 ~ door~ 0 0 24092 -1 D3 ~ door~ 0 0 24059 -1 S #24061 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24054 -1 D1 ~ door~ 0 0 24062 -1 D2 ~ door~ 0 0 24081 -1 D3 ~ door~ 0 0 24060 -1 S #24062 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24055 -1 D1 ~ door~ 0 0 24063 -1 D2 ~ door~ 0 0 24082 -1 D3 ~ door~ 0 0 24061 -1 S #24063 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24056 -1 D1 ~ door~ 0 0 24091 -1 D2 ~ door~ 0 0 24083 -1 D3 ~ door~ 0 0 24062 -1 S #24064 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24070 -1 D1 ~ door~ 0 0 24065 -1 D2 ~ door~ 0 0 24091 -1 D3 ~ door~ 0 0 24056 -1 S #24065 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24071 -1 D1 ~ door~ 0 0 24066 -1 D2 ~ door~ 0 0 24051 -1 D3 ~ door~ 0 0 24064 -1 S #24066 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24072 -1 D1 ~ door~ 0 0 24067 -1 D2 ~ door~ 0 0 24052 -1 D3 ~ door~ 0 0 24065 -1 S #24067 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24074 -1 D1 ~ door~ 0 0 24068 -1 D2 ~ door~ 0 0 24054 -1 D3 ~ door~ 0 0 24066 -1 S #24068 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24075 -1 D1 ~ door~ 0 0 24069 -1 D2 ~ door~ 0 0 24055 -1 D3 ~ door~ 0 0 24067 -1 S #24069 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24076 -1 D1 ~ door~ 0 0 24070 -1 D2 ~ door~ 0 0 24056 -1 D3 ~ door~ 0 0 24068 -1 S #24070 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24085 -1 D1 ~ door~ 0 0 24071 -1 D2 ~ door~ 0 0 24064 -1 D3 ~ door~ 0 0 24069 -1 S #24071 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24086 -1 D1 ~ door~ 0 0 24072 -1 D2 ~ door~ 0 0 24065 -1 D3 ~ door~ 0 0 24070 -1 S #24072 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24087 -1 D1 ~ door~ 0 0 24073 -1 D2 ~ door~ 0 0 24066 -1 D3 ~ door~ 0 0 24071 -1 S #24073 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24088 -1 D1 ~ door~ 0 0 24074 -1 D2 ~ door~ 0 0 24087 -1 D3 ~ door~ 0 0 24072 -1 S #24074 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24089 -1 D1 ~ door~ 0 0 24075 -1 D2 ~ door~ 0 0 24067 -1 D3 ~ door~ 0 0 24074 -1 S #24075 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24083 -1 D1 ~ door~ 0 0 24076 -1 D2 ~ door~ 0 0 24068 -1 D3 ~ door~ 0 0 24074 -1 S #24076 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24084 -1 D1 ~ door~ 0 0 24084 -1 D2 ~ door~ 0 0 24069 -1 D3 ~ door~ 0 0 24075 -1 S #24077 The Maze~ The first of the two treasures of The Maze is (or was) displayed here. ~ 90 8908 0 D2 ~ door~ 0 0 24053 -1 S #24078 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24057 -1 D1 ~ door~ 0 0 24079 -1 D2 ~ door~ 0 0 24084 -1 D3 ~ door~ 0 0 24089 -1 S #24079 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24058 -1 D1 ~ door~ 0 0 24080 -1 D2 ~ door~ 0 0 24085 -1 D3 ~ door~ 0 0 24078 -1 S #24080 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24059 -1 D1 ~ door~ 0 0 24092 -1 D2 ~ door~ 0 0 24086 -1 D3 ~ door~ 0 0 24079 -1 S #24081 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24061 -1 D1 ~ door~ 0 0 24082 -1 D2 ~ door~ 0 0 24088 -1 D3 ~ door~ 0 0 24092 -1 S #24082 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24062 -1 D1 ~ door~ 0 0 24083 -1 D2 ~ door~ 0 0 24089 -1 D3 ~ door~ 0 0 24081 -1 S #24083 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24063 -1 D1 ~ door~ 0 0 24057 -1 D2 ~ door~ 0 0 24075 -1 D3 ~ door~ 0 0 24082 -1 S #24084 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24078 -1 D1 ~ door~ 0 0 24085 -1 D2 ~ door~ 0 0 24076 -1 D3 ~ door~ 0 0 24076 -1 S #24085 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24079 -1 D1 ~ door~ 0 0 24086 -1 D2 ~ door~ 0 0 24070 -1 D3 ~ door~ 0 0 24084 -1 S #24086 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24080 -1 D1 ~ door~ 0 0 24087 -1 D2 ~ door~ 0 0 24071 -1 D3 ~ door~ 0 0 24085 -1 S #24087 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24092 -1 D1 ~ door~ 0 0 24088 -1 D2 ~ door~ 0 0 24072 -1 D3 ~ door~ 0 0 24086 -1 S #24088 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24081 -1 D1 ~ door~ 0 0 24089 -1 D2 ~ door~ 0 0 24073 -1 D3 ~ door~ 0 0 24087 -1 S #24089 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24082 -1 D1 ~ door~ 0 0 24090 -1 D2 ~ door~ 0 0 24074 -1 D3 ~ door~ 0 0 24088 -1 S #24090 The Maze~ The second of the treasures of the maze was left here by Blackmouth. Are you the first to claim the prize? ~ 90 0 0 D3 ~ door~ 0 0 24089 -1 S #24091 The Maze~ The Maze ~ 90 9 0 D0 ~ door~ 0 0 24064 -1 D1 ~ door~ 0 0 24051 -1 D2 ~ door~ 0 0 24057 -1 D3 ~ door~ 0 0 24001 -1 S #24092 The Maze~ The Maze ~ 90 0 0 D0 ~ door~ 0 0 24060 -1 D1 ~ door~ 0 0 24081 -1 D2 ~ door~ 0 0 24087 -1 D3 ~ door~ 0 0 24080 -1 S #24093 24093~ Empty ~ 90 0 0 S #24094 24094~ Empty ~ 90 0 0 S #24095 24095~ Empty ~ 90 0 0 S #24096 24096~ Empty ~ 90 0 0 S #24097 24097~ Empty ~ 90 0 0 S #24098 24098~ Empty ~ 90 0 0 S #24099 24099~ Empty ~ 90 0 0 S #24100 Blackmouth's Room~ This is the top room of Blackmouth's tower. Windows scattered around the one circular wall look out over all the know world. Looking down from one of these you can see the base of the tower emerge from a clowd about 100 ft below this level. ~ 90 14906 0 D4 ~ door~ 0 0 3005 -1 D5 ~ door~ 0 0 24023 -1 S #24200 Chimney Entrance~ The walls here have been worked to buttress the ceiling. The construction looks well weathered and at least several decades old. The chamber is 70' feet across and nearly 40' high at its highest point, where it opens to the mountain slope you came from. A 30'-wide passage heads due west. The floor has a polished, black, mirrorlike surface that magnifies sounds and makes the slightest noise echo. ~ 90 2048 5 D1 You see through the illusionary wall to discover a stout iron door ~ Halfway up the side of the chamber, 20' above the ~ 9 0 24206 -1 D3 ~ door~ 0 0 24201 -1 D4 ~ door~ 0 0 24212 -1 S #24201 Storm's Lair~ This chamber is about 50' wide and over 200' long. The ceiling is a good 30' above your head. The place stinks with an overpowering reptilian oder. A layer of carbon coats the walls, floor and ceiling and there are bones, bits of flesh, and peices of clothing and armor scattered about. No exits are apparant except the one to the east which you entered. ~ 90 2057 0 D0 ~ door~ 0 0 24202 -1 D1 ~ door~ 0 0 24200 -1 S #24202 Hallway~ You are standing in a short hallway hewn from stone. To the north is a stout set of double doors. To the west you see what looks like a storeroom. To the south you can see through the illusionary wall into Storm's Lair. ~ 90 9 0 D0 ~ door~ 1 0 24205 -1 D2 ~ door~ 0 0 24201 -1 D3 ~ door~ 0 0 24203 -1 S #24203 Stores~ Crates of supplies raided from nearby villages have been stacked against the walls here. All along the walls there are shackles bolted to the stone for keeping the dragon food from wandering off. ~ 90 0 0 D1 ~ door~ 0 0 24202 -1 D3 ~ door~ 1 0 24204 -1 S #24204 Knights' Quarters~ These austere quarters are divided into two living areas, each containing a small wooden platform, a crude cot, and a chest. ~ 90 0 0 D1 ~ door~ 1 0 24203 -1 S #24205 Squad Quarters~ This barracks is very austere. Containing meditation platform, cot, and chest for about 25 githyanki. ~ 90 0 0 D2 ~ door~ 0 0 24202 -1 S #24206 Guard Post~ This guard post has two arrow slits looking into the Chimney Entrance to the west and the stairwell to the north. Both doors have large steel bolts to secure the outpost from the inside. ~ 90 0 0 D0 ~ door~ 0 0 24208 -1 D1 ~ door~ 1 0 24207 -1 D2 ~ door~ 1 0 24212 -1 D3 ~ door~ 1 0 24200 -1 S #24207 Officer's Quarters~ Each of the three living areas in this room contains a meditation platform, a cot, a chest. ~ 90 0 0 D3 ~ door~ 1 0 24206 -1 S #24208 Hallway~ This hallway has the strang, alien construction as the rest of the complex. ~ 90 257 0 0 D0 ~ door~ 1 0 24210 -1 D1 ~ door~ 1 0 24209 -1 D2 ~ door~ 0 0 24206 -1 D3 ~ door~ 9 0 24211 -1 S #24209 Hall~ This is the dining and meeting hall for the lair. There is a large table with two dozen chairs and large pot with some orgainc material in it. ~ 90 2056 0 D3 ~ door~ 1 0 24208 -1 S #24210 Commander's Quarters~ This large single occupancy room has scarcely more trappings than the common soldier's quarters. There is the now familiar meditation platform, cot, and chest, but little else. ~ 90 8 0 D2 ~ door~ 1 0 24208 -1 S #24211 Portal Chamber~ This chamber is surprisingly ornate compared to the austere and featureless quarters throughout the rest of this complex. The floor ceiling, and walls of the room have been completely covered with strange runes. Although the runework is impressive, your attention is immediately drawn to what appears to be a large silvery orb that partially protrudes from the wall opposite the door. The spherical surface is nearly 7' across. ~ 90 0 0 D1 ~ door~ 1 0 24208 -1 S #24760 The Entrance to Deadhame~ You stand at the mouth of a large, man made tunnel. The smell of rotting flesh is strong here. The feeling that you are about the only one in the area not yet dead comes over you, making chills run down your spine. A large sign looks like it should be examined. ~ 91 8 0 D1 ~ ~ 0 -1 24761 -1 D3 ~ ~ 0 -1 3408 -1 E sign~ You are at the entrance to Deadhame, an area designed for low level characters to explore and conquer. Most of the monsters here are well-trained not to attack players unless provoked. As one goes downstairs, he is likely to encounter greater challenges than he would on the first level, and he might even cross paths with one of the bad-tempered monsters. If you are 1-3rd level, you would be well advised to adventure here as part of a group, or you will find yourself overwhelmed. If you are well over 8th level, you may find the challenges here to be fading, and it is likely time for you to move on to bigger things.~ S #24761 A hallway~ You stand in a hallway which runs from East to West. It is well lighted, so vision is no problem here. The Walls are hewn out of the rocky earth about, and the ceiling is supported by sturdy wooden timbers. The odor here is not too pleasant. ~ 91 8 0 D1 ~ ~ 0 -1 24762 -1 D3 ~ ~ 0 -1 24760 -1 S #24762 A hallway~ The hallway forks a bit here. You have the options of heading east, west, or south. The hallway to the south looks as though it is a little newer than the east-west passage. ~ 91 8 0 D1 ~ ~ 0 -1 24763 -1 D2 ~ ~ 0 -1 24777 -1 D3 ~ ~ 0 -1 24761 -1 S #24763 A hallway~ The hallway splits off in four directions here. As before, the main passage continues east and west. To the north is a musty looking side passage, and to the south is a hallway much like this one, but a little newer. ~ 91 8 0 D0 ~ ~ 0 -1 24771 -1 D1 ~ ~ 0 -1 24764 -1 D2 ~ ~ 0 -1 24778 -1 D3 ~ ~ 0 -1 24762 -1 S #24764 A hallway~ You stand in a smelly and dirty tunnel hewn out of the rocky soil. The passage runs east and west, and you think you can see the end of the hall not too far to the east. ~ 91 8 0 D1 ~ ~ 0 -1 24765 -1 D3 ~ ~ 0 -1 24763 -1 S #24765 Atop the staircase~ This is the eastern end of a well lighted hallway, and the top of a roughly fashioned staircase. A passage to the north is dark and forboding, and likely full of creepy dead things. The bottom of the stairs appears to be as light as it is up here. ~ 91 8 0 D0 ~ ~ 0 -1 24766 -1 D3 ~ ~ 0 -1 24764 -1 D5 ~ ~ 0 -1 24786 -1 S #24766 A dark hallway~ You are standing at the western end of a dark and foul-smelling hallway. The support beams don't inspire quite as much confidence as you might like, but they look strong enough to last for now. You can see light to the south. ~ 91 9 0 D1 ~ ~ 0 -1 24767 -1 D2 ~ ~ 0 -1 24765 -1 S #24767 A dark hallway~ You stand in a dark passage that is man-made or troll-made or something, but it is not natural in any way. There are doors to the north and south, made of some strange wood and stained by blood and gore. The hallway here runs both east and west. ~ 91 9 0 D0 ~ door~ 1 -1 24782 -1 D1 ~ ~ 0 -1 24768 -1 D2 ~ 2.door door~ 1 -1 24784 -1 D3 ~ ~ 0 -1 24766 -1 S #24768 A dark hallway~ You stand in a dark passage that is man-made or troll-made or something, but it is not natural in any way. There are doors to the north and south, made of some strange wood and stained by blood and gore. The hallway here runs both east and west. ~ 91 9 0 D0 ~ door~ 1 -1 24783 -1 D1 ~ ~ 0 -1 24769 -1 D2 ~ 2.door door~ 1 -1 24785 -1 D3 ~ ~ 0 -1 24767 -1 S #24769 End of a dark hallway~ You stand at the eastern end of a dark hallway. A door, however, is mounted in the middle of the eastern wall. Other than trying the door, your only option seems to be to return to the west, back down the dark hallway. ~ 91 9 0 D1 ~ door~ 1 -1 24770 -1 D3 ~ ~ 0 -1 24768 -1 S #24770 A back room~ This room is apparently the end of the line. Dirt crumbles omin- ously from around the support timbers in the northeast corner. A few bones and and pieces of dried flesh are strewn about the floor, and the smell makes you retch. ~ 91 9 0 D3 ~ door~ 1 -1 24769 -1 D5 ~ secret trap~ 1 -1 24791 -1 E floor flesh bones timbers~ As you bend down to get a closer look, you see a trapdoor in the floor! ~ S #24771 A hallway~ You are standing in a small side passage that appears to have been excavated not too long ago. A chamber to the east is lighted in a red- ish hue. ~ 91 8 0 D0 ~ ~ 0 -1 24772 -1 D1 ~ ~ 0 -1 24774 -1 D2 ~ ~ 0 -1 24763 -1 S #24772 A slanted hallway~ The passage here begins to develop a slope down to the north and up to the south. A small room lies to the east, and from here you can see that it is littered with dismembered body parts. ~ 91 8 0 D0 ~ ~ 0 -1 24775 -1 D1 ~ ~ 0 -1 24773 -1 D2 ~ ~ 0 -1 24771 -1 D5 ~ ~ 0 -1 24775 -1 S #24773 The Armory~ This room is strewn with limbs from people who are presumably dead by now. The most common parts seem to be arms, and a few of these are even in decent shape. The only exit is a small doorway to the west. ~ 91 8 0 D3 ~ ~ 0 -1 24772 -1 S #24774 The dressing room~ You are in a small room lit by red candles set into wall sconces. Several articles of built in furniture here include an antique spin- ning wheel and a serviceable loom. Scraps of hair and flesh have been allowed to clutter the floor. ~ 91 8 0 D3 ~ ~ 0 -1 24771 -1 S #24775 A slanted hallway~ You are in a hall that runs from higher ground in the south to greater depths in the north. The tunneling here seems to be very recent, and the support timbers are freshly cut wood. A foul stench permeates the air. ~ 91 8 0 D0 ~ ~ 0 -1 24776 -1 D2 ~ ~ 0 -1 24772 -1 D4 ~ ~ 0 -1 24772 -1 D5 ~ ~ 0 -1 24773 -1 S #24776 A dead end~ The hallway comes to an abrupt end here. The northern wall is much rougher than the others, and appears to be the site of current expansion of the warrens. You wonder why anyone would need to expand a home that houses no fertile, living people, but it wasn't your decision to make. ~ 91 8 0 D2 ~ ~ 0 -1 24775 -1 D4 ~ ~ 0 -1 24775 -1 S #24777 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 91 8 0 D0 ~ ~ 0 -1 24762 -1 D2 ~ ~ 0 -1 24779 -1 S #24778 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 91 8 0 D0 ~ ~ 0 -1 24763 -1 S #24779 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 91 8 0 D0 ~ ~ 0 -1 24777 -1 D1 ~ ~ 0 -1 24780 -1 D3 ~ ~ 0 -1 24781 -1 S #24780 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 91 8 0 D0 ~ ~ 0 -1 24778 -1 D3 ~ ~ 0 -1 24779 -1 S #24781 The shoe shop~ The walls of this room are hung with various implements that would be used by a cobbler. You note, however, a pointed lack of nails or quality leathers. The floor is sprinkled here and there with bits of thread and rotting flesh. ~ 91 8 0 D1 ~ ~ 0 -1 24779 -1 S #24782 The barracks~ This is the room designed to hold the sleeping soldiery of Deadhame. It seems as though corpses shouldn't need much rest, but nevertheless you stand in their bedroom as it were. ~ 91 9 0 D2 ~ door~ 1 -1 24767 -1 S #24783 The card room~ The room is apparently the site of some card games, as posters on the wall explain the rules to various games of chance, and a simple card table stands in the center of the chamber. ~ 91 9 0 D2 ~ door~ 1 -1 24768 -1 E poster~ The following are the possible hands and their value, listed from weakest to strongest: Bloodiest card Pair of corpses Two pair of corpses Three corpses Death Row Bloodbath SlaughterHouse Four corpses Total Regicide~ S #24784 The barracks~ This is the room designed to hold the sleeping soldiery of Deadhame. It seems as though corpses shouldn't need much rest, but nevertheless you stand in their bedroom as it were. ~ 91 9 0 D0 ~ door~ 1 -1 24767 -1 S #24785 The shower room~ You have entered a small room with a group of nozzles on one wall, and a bunch of flesh plastered to the opposite wall. ~ 91 9 0 D0 ~ door 2.door~ 1 -1 24768 -1 S #24786 The white room~ You walk into a room that almost glows in its brightness. All of the walls are pure white, and the floor is so white it would make your mother embarrased about her laundry. ~ 91 8 0 D2 ~ ~ 0 -1 24787 -1 D4 ~ ~ 0 -1 24765 -1 S #24787 Outside the party~ A strong smell of liquor eminates from somewhere nearby, and you hear a constant thump from some strange party music. ~ 91 8 0 D0 ~ ~ 0 -1 24786 -1 D3 ~ ~ 0 -1 24788 -1 S #24788 The Zombie Jamboree~ You are overcome by an extremely strong scent, from which you are able to pick out the odors of beer, tequilla, and puke. Several piles of all three are swimming around your feet. You think you might recognize some sort of organ in it. ~ 91 8 0 D1 ~ ~ 0 -1 24787 -1 D3 ~ secret~ 1 -1 24789 -1 S #24789 The smoke filled room~ Strange wisps of vapors slowly wind around your body, and seem to grip at your weapons and tug at your clothes.~ 91 9 0 D1 ~ door~ 1 -1 24788 -1 D2 ~ ~ 0 -1 24790 -1 S #24790 A romantic room~ You have a sudden romantic urge to neck with someone, anyone, now if you could just find someone... ~ 91 9 0 D0 ~ ~ 0 -1 24789 -1 S #24791 Below the backroom~ You have entered a dark room where a feeling of dread quickly overcomes you. You feel the hair on your neck rise, and start to think that maybe you should go back where you were. ~ 92 9 0 D3 ~ ~ 0 -1 24792 -1 D4 ~ door~ 1 -1 24770 -1 S #24792 Dark and scary hall~ This hallway runs east and west, with doorways to the north and south. Your light source illuminates nicks and scratches linig the walls, made from some unknown sharp object (maybe claws). ~ 92 9 0 D0 ~ ~ 0 -1 24797 -1 D1 ~ ~ 0 -1 24791 -1 D2 ~ ~ 0 -1 24798 -1 D3 ~ ~ 0 -1 24793 -1 S #24793 Dark and scary hall~ This hallway runs east and west, with doorways to the north and south. Your light source illuminates nicks and scratches linig the walls, made from some unknown sharp object (maybe claws). ~ 92 9 0 D0 ~ ~ 0 -1 24796 -1 D1 ~ ~ 0 -1 24792 -1 D2 ~ ~ 0 -1 24799 -1 D3 ~ ~ 0 -1 24794 -1 S #24794 The wight room~ Empty ~ 92 9 0 D1 ~ ~ 0 -1 24793 -1 D3 ~ ~ 0 -1 24795 -1 S #24795 The wight room with Black Curtiss~ You hear a faint playing of music eminating from the walls but it is hard to figure out where it is from. ~ 92 9 0 D1 ~ ~ 0 -1 24794 -1 S #24796 Corpse storage~ This room is a little colder than the other rooms which you have been travelling through, a perfect room for preserving corpses. It doesn't seem to have been too fruitful, although the corpses are. ~ 92 9 0 D2 ~ ~ 0 -1 24793 -1 S #24797 Corpse storage~ This room is a little colder than the other rooms which you have been travelling through, a perfect room for preserving corpses. It doesn't seem to have been too fruitful, although the corpses are. ~ 92 9 0 D2 ~ ~ 0 -1 24792 -1 S #24798 The salt stop~ Just being in this room makes you thirsty, salt on all the walls, on the floor, and now in your hair. ~ 92 9 0 D0 ~ ~ 0 -1 24792 -1 S #24799 The cannery~ This is a very strange, all of the walls are lined with pepper. It must be a natural resource in this area. ~ 92 9 0 D0 ~ ~ 0 -1 24793 -1 S #24800 Throne Room of Gruumsh~ You see before you a massive skull throne. As you look closer you notice that the skulls the throne is constructed from are not all the same. You easily recognize some, but others only make you shiver with fear as you try to picture what they came from. The air seem thick and stagnant. You can only hope that you will leave here in one piece..... ~ 93 8 0 D1 ~ door~ 0 0 3008 0 S #24801 Muddy Path~ Empty! ~ 93 4 2 D0 ~ door~ 0 0 24802 0 S #24802 Entrance to Goblin Marshlands~ Empty ~ 93 0 2 D0 ~ door~ 0 0 24803 0 D2 ~ door~ 0 0 24801 0 S #24803 24803~ Empty ~ 93 0 2 D1 ~ door~ 0 0 24804 0 D2 ~ door~ 0 0 24802 0 S #24804 24804~ Empty ~ 93 0 2 D1 ~ door~ 0 0 24805 0 D3 ~ door~ 0 0 24803 0 S #24805 Under Southern Guard Post~ Empty ~ 93 0 2 D1 ~ door~ 0 0 24807 0 D3 ~ door~ 0 0 24804 0 D4 ~ door~ 0 0 24806 0 S #24806 Southern Guard Post~ Empty ~ 93 8 0 D5 ~ door~ 0 0 24805 0 S #24807 Goblin Barracks~ Empty ~ 93 8 0 D0 ~ door~ 0 0 24809 0 D1 ~ door~ 0 0 24808 0 D3 ~ door~ 0 0 24805 0 S #24808 Goblin Barracks~ Empty ~ 93 8 0 D3 ~ door~ 0 0 24807 0 S #24809 Chief's Area~ Empty ~ 93 8 0 D1 ~ door~ 2 0 0 0 D2 ~ door~ 0 0 24807 0 S #24810 Storage Closet~ Empty ~ 93 1033 0 D3 ~ door~ 2 0 24809 0 S #25000 The Mountain Path~ You find yourself standing in a heavily wooded area, overgrown with brush, and gnarled trees. To the north, you see a neglected, twisted path, disappearing far into the mountains. ~ 94 68 5 D0 ~ ~ 0 -1 25001 -1 S #25001 Lost in the Mountains~ Numerous craggy mountains surround you. Twisted, deadened trees stare at you from all around. A neglected path, at your feet. You get an uneasy feeling of deja-vu. ~ 94 576 5 D0 ~ ~ 0 -1 25001 -1 D1 ~ ~ 0 -1 25001 -1 D2 ~ ~ 0 -1 25001 -1 D3 ~ ~ 0 -1 25074 -1 S #25002 A Steep Trail~ Here lies a steep, rocky trail, amidst the mountains, descending downward, into pitch black silence.~ 94 64 1 D0 ~ ~ 0 -1 25003 -1 D2 ~ ~ 0 -1 25001 -1 S #25003 The End of the Trail~ As you disappear into the mountains, you get a growing feeling of evil, among the faint darkness. You find yourself amidst an ancient warrior, towering far above you. His face, twisted into an evil grin. A jagged opening in the mountain lies behind your foe. ~ 94 576 5 D2 ~ ~ 0 -1 25002 -1 D5 ~ ~ 0 -1 25004 -1 S #25004 Gateway to the Abyss~ As you enter the jagged opening, you feel the coldness of the rock against your skin. As you look into the darkness ahead, you are striken by an overwhelming sense of evil. You dread the thought of what lies ahead ~ 94 65 3 D4 ~ ~ 0 -1 25003 -1 D5 ~ ~ 0 -1 25005 -1 S #25005 Into the Dark~ Here, the feeling of heat starts to engulf your soul. The intensity is almost unbearable. The walls around you have a glow of faint red. Thoughts of turning back start creeping into your mind. But, you feel a strange force pulling you... pulling you deeper and deeper into the pits of hell! ~ 94 65 3 D0 ~ ~ 0 -1 25006 -1 D4 ~ ~ 0 -1 25004 -1 S #25006 Cavern of Lost Souls~ You wander into a dimly lit, caverous room. You are overpowered by a strong sense of death, here. The darkness seems to come alive at your presence. Visions of gruesome death, dance before your eyes... so real... as if they were alive... The souls of evil, banished from their bodies.... trapped here, seeking revenge... You feel your body being ravaged by the souls of adventurers long past. ~ 94 65 3 D0 ~ ~ 0 -1 25007 -1 D2 ~ ~ 0 -1 25005 -1 S #25007 Into the Caverns~ From here, caverns branch off in all directions. You here waves coming from a cavern to the east, while to the west the cavern has beed enveloped in a glowing mist. ~ 94 65 3 D0 ~ ~ 0 -1 25007 -1 D1 ~ ~ 0 -1 25008 -1 D2 ~ ~ 0 -1 25006 -1 D3 ~ ~ 0 -1 25009 -1 S #25008 Damp Cavern~ Here you find yourself in a large, cavernous passageway. The walls and floor of the cave are rather damp, and a musty smell feels the air. A familiar crashing sound continues to come from beyond the east passageway. ~ 94 65 3 D1 ~ ~ 0 -1 25011 -1 S #25009 Misty Cavern~ As you enter the cavern you are surronded by a strange mist filling the cavern. You are overpowered by the feeling of death and despair. Through the mist you can just barely make out what looks like a door to the west. ~ 94 65 3 D1 ~ ~ 0 -1 25007 -1 D3 ~ ~ 0 -1 25010 -1 S #25010 Western End of the Misty Cavern~ The entire west wall is made up of two huge doors which seem to be glowing with a red aura. There is a small hole in one of the doors, perhaps a key hole. The mist in this room seems to be alive. You here a deep wailing from beyond the doors, you shudder at the thought of what lies behind them. ~ 94 65 3 D1 ~ ~ 0 -1 25009 -1 D3 ~ Door Huge~ 1 -1 25012 -1 S #25011 The Gate~ As you enter this room, your eyes become fixed upon a large black object, in the center of the room. After carefull obse- rvation, you find that it resembeles some sort of window. The sounds you have been hearing appear to be coming from inside you start to recall the crashing sounds of the waves...and suddenly you realize you have stumbled upon there source. ~ 94 65 3 D0 ~ ~ 0 -1 25013 -1 S #25012 Realm of the Dead~ This room appears to be a room of great riches. A large chest sits at the back of the room, you notice a pair of eyes staring at you from a dark corner of the room. You are suddenly overcome by an overwhelming feeling of un- easiness. ~ 94 65 3 D0 ~ ~ 0 -1 25011 -1 D1 ~ ~ 0 -1 25010 -1 S #25013 The Other Side~ As you step through the window, you are instantly transported to find yourself here. Just to the north is what appears to be the shore of a lareg ocean. ~ 94 64 3 D0 ~ ~ 0 -1 25014 -1 S #25014 Ocean Shore~ Here, though you are underground (or so you believe) there seems to be a sky of some sort, it is dark, and above you are black, constantly moveing clouds, as black as the waves of the ocean which flows before you. ~ 94 64 3 D0 ~ ~ 0 -1 25015 -1 S #25015 On the Ocean of Despair~ As you float on the jet-black waters of the ocean, occasionally something will stick its head above the surface. You try to focus your eyes upon the image, but unfortuantely it is too dark to make out exactly what the creature is. ~ 94 64 7 30 2 D0 ~ ~ 0 -1 25015 -1 D1 ~ ~ 0 -1 25015 -1 D2 ~ ~ 0 -1 25016 -1 D3 ~ ~ 0 -1 25015 -1 S #25016 On the Ocean of Despair~ As you go farther and farther out into the see you lose sight of all land. The thing that was back toword the shore appears to be following you. You begin to wonder what lies ahead. ~ 94 64 7 30 1 D0 ~ ~ 0 -1 25015 -1 D1 ~ ~ 0 -1 25017 -1 D2 ~ ~ 0 -1 25015 -1 D3 ~ ~ 0 -1 25016 -1 S #25017 On the Ocean of Despair~ After you have been on the ocean for what seems like days.... You notice what may be land to the north, at last land! ~ 94 64 7 30 1 D0 ~ ~ 0 -1 25018 -1 D1 ~ ~ 0 -1 25015 -1 D2 ~ ~ 0 -1 25015 -1 D3 ~ ~ 0 -1 25015 -1 S #25018 On the Shore~ The shore is covered with the dead remains of many strange creatures. Bones line the shore, hundreds of them, every wave seems to bring more of the eerie, decayed debris. ~ 94 64 4 D1 ~ ~ 0 -1 25019 -1 D2 ~ ~ 0 -1 25017 -1 S #25019 A Wooded Path~ As you enter these woods you feel an ever growing sense of evil. The trees are twisted and bent, and you notice many plants that have long since died, there is a small path branching off to east. ~ 94 64 4 D1 ~ ~ 0 -1 25020 -1 D3 ~ ~ 0 -1 25018 -1 S #25020 A Small Path in the Twisted Forest~ This faint path appears to have been neglected. You get the feeling that this path has not been treaded uopn for quite some time. As you continue down the path a large, twisted tree blocks the northern path. After taking a closer look you are able to make out what appears to be a flat clear land to the south. ~ 94 64 4 D1 ~ ~ 0 -1 25019 -1 D2 ~ ~ 0 -1 25021 -1 S #25021 The Abyssial Plains~ Here the land is free of all trees. You actually see some plant life here. The plains are vast, and endless as far as the eye can see. Besides the woods from which you have just come there is nothing but flat land as far as the eye can see. ~ 94 64 4 D0 ~ ~ 0 -1 25020 -1 D1 ~ ~ 0 -1 25022 -1 S #25022 On the Plains~ These vast plains seem to go on forever. A well worn path along the plains lies to the north, while you can make out a small hill to the east. ~ 94 64 4 D0 ~ ~ 0 -1 25023 -1 D1 ~ ~ 0 -1 25035 -1 D3 ~ ~ 0 -1 25021 -1 S #25023 Along a Well Worn Path~ As you come closer to the trail, you realize that it has not been worn at all, but has been burned into the very ground on which you stand. Whatever made this trail could not be far ahead, for the trail is still smoldering. ~ 94 64 1 D2 ~ ~ 0 -1 25022 -1 D3 ~ ~ 0 -1 25024 -1 S #25024 The Smouldering Trail~ As you continue down the trail, you notive parts of the trail are still burning. You appear to be catching up with whatever made this trail. ~ 94 64 1 D1 ~ ~ 0 -1 25023 -1 D3 ~ ~ 0 -1 25025 -1 S #25025 The Smouldering Trail~ Looking around you notice that you are no longer is sight of the forest from which you came. The trail continues to smolder at your feet. ~ 94 64 1 D1 ~ ~ 0 -1 25024 -1 D3 ~ ~ 0 -1 25026 -1 S #25026 The Smouldering Trail~ The sky seems to get darker and darker with every step. You start to wonder why you are hunting the creature which lies at the end of this flaming trail. ~ 94 64 1 D1 ~ ~ 0 -1 25025 -1 D3 ~ ~ 0 -1 25027 -1 S #25027 The Smouldering Trail~ It continues to grow darker, the only thing you can see are the flames lighting your way along the trail on which you now walk. ~ 94 64 1 D1 ~ ~ 0 -1 25026 -1 D3 ~ ~ 0 -1 25028 -1 S #25028 The Smouldering Trail~ You must be nearing the end of the trail, for here the heat gets more intense. Flames are all about the trail, you must be nearing your quarry also. ~ 94 64 1 D1 ~ ~ 0 -1 25027 -1 D3 ~ ~ 0 -1 25029 -1 S #25029 The Smouldering Trail~ Just ahead you see the end of the trail, the very end appears to be burning heavily. You can make out anything else ahead for the flames are too bright. ~ 94 64 1 D1 ~ ~ 0 -1 25028 -1 D3 ~ ~ 0 -1 25030 -1 S #25030 The Flaming Gates~ As you approach the flames you realize it was not the trail itself that was burning so brightly ahead. Suddenly you stand face to face with a huge, flaming efreet! You cringe in terror as you see two large gates that seem to glowing with a faint aura of red. ~ 94 64 1 D0 ~ gate flaming~ 1 5113 25031 -1 D1 ~ ~ 0 -1 25029 -1 S #25031 Inside the Flaming Gates~ As you open the huge gates and step inside, you notice a large courtyard just to the north of you. On the far side of the courtyard you can just barely make out what appears to be a large castle of some sort. ~ 94 64 1 D0 ~ ~ 0 -1 25032 -1 D2 ~ gate flaming~ 1 5113 25030 -1 S #25032 The Castle Courtyard~ Strange, the courtyard is very quiet, nothing appears to be around. Off to the west you notice a small structure. Closer to the castle, you can now make out some sort of statues on each side of the entrance. ~ 94 64 1 D0 ~ ~ 0 -1 25040 -1 D2 ~ ~ 0 -1 25031 -1 D3 ~ ~ 0 -1 25033 -1 S #25033 Western End of the Courtyard~ Upon nearing the building you notice that it looks rather ruined, you hear a strange sound come from within. You find here, what appears to be the remains of some sort of creature, bones are strewn all about the ground. ~ 94 64 1 D1 ~ ~ 0 -1 25032 -1 D3 ~ door ruined ~ 1 25050 25034 -1 S #25034 Inside a Small Stone Building~ As you enter the room you see several weapons hung upon the walls, just as you start to take some of the weaponry you notice that is has long since rusted and is of no use to you. At the far end of the room you notice a small table, a closer look reveals the remains of what may have been a knight. The corpse, resting in a chair just behind the table appears to be grasping something. Moving closer to the corpse you notice a sword held tightly in the clutch on the skeletal figure, looking at the sword you realize it is unlike the rest of the decayed weaponry.... The blade appears to be razor sharp, and the metal untarnished. ~ 94 328 1 4 D1 ~ door ruined ~ 1 25050 25033 -1 S #25035 A Small Hill~ As you climb the hill you notice something at the top, however it is too dark to make out exactly what the shape is. ~ 94 64 4 D3 ~ ~ 0 -1 25022 -1 D4 ~ ~ 0 -1 25036 -1 S #25036 Entrance to a Small Building~ As you come to the top of the hill, you can see that that the shape you seen from below was a small building. The building appears empty, for the door lies open, revealing a stair well within. ~ 94 328 1 2 D3 ~ ~ 0 -1 25037 -1 D5 ~ ~ 0 -1 25035 -1 S #25037 Top of the Stair Well~ You step inside the building to find that you were correct, you find nothing within the small room. There is a stair well descending downward into the darkness below. ~ 94 328 0 4 D1 ~ ~ 0 -1 25036 -1 D5 ~ ~ 0 -1 25038 -1 S #25038 The Stair Well~ You set foot down the descending passage. The stairs are made of stone and appear to be quite solid. There is a strong steanch coming from below, you begin to feel sick as you continue to descend the stairs. ~ 94 328 1 6 D4 ~ ~ 0 -1 25037 -1 D5 ~ ~ 0 -1 25039 -1 S #25039 A Large Room~ Upon entering, you discover that this may have been once been a small crypt of some sort. What looks to be the remains of several adventures... perhaps a large party... You wonder what could have done away with them. A strange feeling comes over you, you sench you are not alone. ~ 94 328 1 10 D4 ~ ~ 0 -1 25038 -1 D5 ~ ~ 1 -1 25500 -1 S #25040 The Central Courtyard~ As you come to the center of the courtyard, you notice a large fountain... it looks very old and weathered, but a constant stream of clear liquid continues to flow from a small statue in the ceter of the fountain. The castle drawbridge lies just to the north of you. ~ 94 64 2 D0 ~ ~ 0 -1 25041 -1 D2 ~ ~ 0 -1 25032 -1 S #25041 The Castle Drawbridge~ You are now standing on the drawbridge of an ancient castle. Two huge statues of some strange creature float in mid-air directly above the pit beneath the drawbridge on which you now stand. You can't see any farther than the inside of the entrance, for the castle appears to be totally without light. ~ 94 64 1 D0 ~ ~ 0 -1 25043 -1 D2 ~ ~ 0 -1 25040 -1 D5 ~ ~ 0 -1 25042 -1 S #25042 In The Bottomless Pit~ As you begin to climb down the side of the pit, you begin to lose your footing. Desperatly you try to regain any hold you can, but unfortunatly you can not find any and you begin to fall! After several minutes, you begin to wonder if there is any end to this seemingly bottomless pit into which you have fallen. Just as you decide that there must be no end and that you will fall eternally, you notice a bed of very large steel spikes fast approaching you, Alas there is no escape. You cry out in agony as the spikes pierce your flesh! ~ 94 2 1 D4 ~ ~ 0 -1 25041 -1 S #25043 Inside the Entrance to the Castle~ As you step inside the castle, you are overpowered by the darkness, the shadows seem to come alive at your presence. The whole castle is pitch black, as your light cuts through the darkness you notice a large banner hanging upon the wall. There are exits in nearly every direction, to the north a large staircase asecnds upwords into the darkness. ~ 94 328 1 20 D0 ~ ~ 0 -1 25044 -1 D1 ~ ~ 0 -1 25052 -1 D2 ~ ~ 0 -1 25041 -1 S #25044 At the Base of the Spiral Staircase~ As you come to the base of the staircase, you hear a faint roaring sound from somewhere above you. The staircase is old, but still looks quite sturdy. Strange symbols are engraved into the railings of the staircase. ~ 94 328 0 6 D2 ~ ~ 0 -1 25043 -1 D4 ~ ~ 0 -1 25045 -1 S #25045 On the Spiral Staircase~ As you begin to climb the staircase, you start to hear strange noises from further up. The stairs creak as you set foot upon them, you see the outline of something up ahead. Your light just barely penetrates the darkness, you can only see about three feet in any direction. ~ 94 328 0 6 D4 ~ ~ 0 -1 25046 -1 D5 ~ ~ 0 -1 25044 -1 S #25046 On the Spiral Staircase~ You approach the figure.... you hear a loud roar and the darkness is lit by a stream of fire coming from some kind of three-headed beast. The creature is winged, neither of the three heads appear to be of the same species. Worn around the central neck of the creature is an amulet of some kind. ~ 94 328 0 6 D4 ~ ~ 0 -1 25047 -1 D5 ~ ~ 0 -1 25045 -1 S #25047 The Top of the Spiral Staircase~ You find the top floor of the castle is much cleaner than the previous level. The floor is richly carpeted, several pictures line the walls. The figure in the paintings is a skeletal, and dressed in a richly tailored robe. ~ 94 328 0 6 D1 ~ ~ 0 -1 25048 -1 D5 ~ ~ 0 -1 25046 -1 S #25048 A Coridoor~ You step into a rather long hallway, there appears to be a door or two further down the hall. There seems to be a strange glow at the southern end of the hall. ~ 94 328 0 6 D2 ~ ~ 0 -1 25049 -1 D3 ~ ~ 0 -1 25047 -1 S #25049 Southern End of Coridoor~ At this end of the hall, you come to a huge door, made entirely of gold and silver. A small keyhole is set into the left side of the door. The air seems to crackle with magical energy, the door resists all of your attempts to enter without the proper key. As you reach out to touch the door, you feel a sharp pain run through your body, thoughts of death and great evil race through your mind. You hear an evil laugh from beyond the door. ~ 94 328 0 6 D0 ~ ~ 0 -1 25048 -1 D2 ~ ex door ~ 1 25051 25050 -1 S #25050 Castle Throne Room~ As you enter the room you notice several symbols and markings of unholy nature. The room is light enough to see, but rather dim. A huge pentacle is layed out upon the floor, the dwemor of some evil magic is in the air. At the far back of the room, you see a brilliant throne of crystal, strange runes of gold are set into the throne. Your heart stops for a moment as you notice the decayed, skeletal form of a lich seated in the throne, the red glow of its eyes fixed dead upon you. With a quick motion of its hand, the door from which you entered, magically forms into a stone wall. the only exit is an ornate door set into the wall behind the throne of the lich! An evil laugh echoes through the air. ~ 94 328 0 10 D2 ~ door ~ 1 25052 25051 -1 S #25051 The Vault~ You now stand within the lich's treasure vault, a huge treasure lies in the center of the room. The room is decorated with many marble columns, in the far corner you can make out a shiimering portal........ through which you can see a path along a vast mountain range. ~ 94 328 0 2 D0 ~ door ~ 1 25052 25050 -1 S #25052 The Grand Hallway~ You stand just to the east of the castle entrance. Many statues of gargoyles and other strange creatures line each side of the hall a little farther down the hall, you can make our a huge set of double doors, you hear a strange sound to the east. ~ 94 328 0 15 D1 ~ ~ 0 -1 25053 -1 D3 ~ ~ 0 -1 25043 -1 S #25053 The Grand Hallway~ This part of the hall is lined with the same sort of statues. The statues in the part of the hall to the east look a little more life like...... they almost look real. A large statue of a wizard of some sort stands at one side of the room, the statue is not like the others, it seems to be newly made. No dust or cracks are visible on the statue, it almost appears as if it were staring directly at you! ~ 94 328 0 15 D1 ~ ~ 0 -1 25054 -1 D3 ~ ~ 0 -1 25052 -1 S #25054 End of the Grand Hallway~ A huge set of doors are set into the wall to the east, the doors are bound of iron and are very sturdy. The statues in this end of the hall look as though they are watching you! As you reach for the doors the statues suddenly spring to life and attack! ~ 94 328 0 15 D1 ~ double doors ~ 1 25053 25055 -1 D3 ~ ~ 0 -1 25053 -1 S #25055 A Large Room~ This rooms appears to be the room where the owner of the castle comes to dine. A large feast is layed out upon a table in the center of the room, a voice echoes through the room 'I have been expecting you' the voice says. You look all about the room for the speaker, but fail to find one. ~ 94 328 0 20 D1 ~ ~ 0 -1 25056 -1 D3 ~ double door doors ~ 1 25053 25054 -1 S #25056 The Castle Pantry~ Shelves line the walls, many differnt goods lay in piles on top of them. The floors are covered with the remains of broken shelves and other various items which were once stored on them. There are exits to the west and south. ~ 94 328 0 5 D2 ~ ~ 0 -1 25057 -1 D3 ~ ~ 0 -1 25055 -1 S #25057 The Castle Store Room~ The room is dark and very damp, dust covers the goods stored here. There are many boxes and crates here, however most are empty, but you manage to find an old noz with a few remaining goods stored inside. ~ 94 328 0 6 D0 ~ ~ 0 -1 25056 -1 D2 ~ door ~ 1 -1 25058 -1 S #25058 Castle Barracks~ Upon entering this room, you see several figures laying all about the room. Suddenly you realize you have entered the guards barracks! Just as you are about to leave the figures begin to move, angry that you have awakened them, they charge you! ~ 94 328 0 8 D0 ~ door ~ 1 -1 25057 -1 D2 ~ door ~ 1 -1 25059 -1 S #25059 Guest Room~ This room is richly decorated, may fine tapestries line the walls. A large bed lies in the southwest corner of the room. There are also many chests in the room, but you look through them and find nothing of value. There is a large metal door to the east. ~ 94 328 0 3 D0 ~ ~ 0 -1 25058 -1 D1 ~ metal large door~ 1 25054 25060 -1 S #25060 Base of the Tower~ This room appears to be the base of a large watch tower, stairs ascend upword twords the top of the tower.. Several strange runes are etched into each stair, the feeling of evil is strong in the air. You hear footsteps behind you as the door suddenly slams shut! The only exit, now that the door has been sealed are a set of stairs going up to the top of the tower and a set of stairs going downward into the darkness. ~ 94 328 0 4 D4 ~ ~ 0 -1 25061 -1 D5 ~ ~ 0 -1 25075 -1 S #25061 The Tower Staircase~ As you climb the staircase, you feel the presence of something watching you. You feel a slight draft, there must be an opening somewhere up the tower. You hear the movement of something above you. ~ 94 328 0 4 D4 ~ ~ 0 -1 25062 -1 D5 ~ ~ 0 -1 25060 -1 S #25062 The Tower Staircase~ You have entered a small room near the top of the tower. Stairs continue upword to the top of the tower, the room is deathly quiet, you wander what could have made the strange sounds which you heard from below. ~ 94 328 0 5 D4 ~ ~ 0 -1 25063 -1 D5 ~ ~ 0 -1 25061 -1 S #25063 Top of the Tower~ The top of the tower is lit by a large window, probably meant as a lookout incase of an attack. From the looks of the castle it appears that this tower obviously didnt help much. ~ 94 328 0 5 D5 ~ ~ 0 -1 25062 -1 S #25074 Lost in the Mountains~ Numerous craggy mountains surround you. Twisted, deadened trees stare at you from all around. A neglected path, at your feet. You get an uneasy feeling of deja-vu. ~ 94 64 4 D0 ~ ~ 0 -1 25002 -1 D1 ~ ~ 0 -1 25001 -1 S #25075 The Central Chamber~ You are in a large chamber, from the looks of the room, it appears that this is the place where the prisoners are executed. A large pit lies in the center of the room, huge flames erupt upwords from its firey depths. ~ 94 328 0 10 D4 ~ ~ 0 -1 25060 -1 D5 ~ ~ 0 -1 25076 -1 S #25076 The Pit of Sacrifice~ As you begin to descend into the depths of the pit, you ready yourself for the agony of the blaze. As the flames come in contact with your skin you feel a slight disorientation, but you remain unharmed. ~ 94 328 0 2 D4 ~ ~ 0 -1 25075 -1 D5 ~ ~ 0 -1 25077 -1 S #25077 Beneath the Sacraficial Pit~ As you near the base of the illusionary blaze, you notice several figures emerge from the flames. A large door lies to the west, while the exit from the pit lies directly overhead. ~ 94 328 0 4 D3 ~ door large~ 1 -1 25078 -1 D4 ~ ~ 0 -1 25076 -1 S #25078 Entrance to the Sanctuary~ You stand in the doorway of some sort of sanctuary. A small altar lies in the center of the room, bloodstained from recent sacrafices that have been made upon it. The only exits from the room are east and west. ~ 94 328 0 4 D1 ~ door large~ 1 -1 25077 -1 D3 ~ ~ 0 -1 25079 -1 S #25079 The Sanctuary~ As you approach the altar, you notice the blood upon it is fresh. There are several exits to this room, the door to the north is slightly ajar, while the door to the west remains closed. The altar seems to glow with a sort of inner light.... ~ 94 328 0 2 D0 ~ door ajar ~ 1 -1 25082 -1 D1 ~ ~ 0 -1 25078 -1 D2 ~ ~ 0 -1 25086 -1 D3 ~ door ~ 1 -1 25080 -1 D5 ~ ~ 0 -1 25094 -1 S #25080 The Sanctuary~ As you enter this room, you get a feeling of safety. A large, ornate door lies directly to the west of you, a feeling of great evil radiates from it. As you begin to look around the room, a strange red mist begins to seep from a crack beneath the door.... ~ 94 328 0 2 D1 ~ door~ 1 -1 25079 -1 D3 ~ ornate door large~ 1 -1 25081 -1 S #25081 Crimson's Death Room~ This oddly shaped room gives off a feeling of great power. Dimly lit, and vast in size, you eyes focus on an eerie, demonic throne at the far end of the chamber. The throne is etched with many twisted, grotesque carvings that give off a faint aura of crimson. ~ 94 328 0 4 D1 ~ large ornate door~ 1 -1 25080 -1 S #25082 The Sanctuary~ You are in a small chamber, upon entering the room you notice a lone knight clad in armor run through the door to the west, perhaps the same one you seen earlier. Suddenly, without warning, you see two shadowy figures materialize before you! ~ 94 328 0 4 D2 ~ door ajar~ 1 -1 25079 -1 D3 ~ door~ 1 -1 25083 -1 S #25083 The Sanctuary~ You chase the knight into a small alcove. Upon seeing you, the knight quickly shifts the south wall, revealing a passage, and quickly runs through it. You hear an evil laugh. ~ 94 328 0 2 D1 ~ door~ 1 -1 25082 -1 D2 ~ ~ 0 -1 25084 -1 S #25084 Sanctuary Guard Post~ You have entered the guard post of the sanctuary, several guards snarl at you entry. The knight quickly orders them to dispose of the and takes off through the south door. ~ 94 328 0 4 D0 ~ ~ 0 -1 25083 -1 D2 ~ door~ 1 -1 25085 -1 S #25085 Chamber of Kalas~ You have entered the chambers of Kalas, the knight, and defender of this castle. Upon entering, Kalas begins to speak, 'You must leave, do not force me to destroy you.' The is a glint of evil in his eyes as he prepares for battle. ~ 94 328 0 2 D0 ~ door~ 1 -1 25084 -1 D4 ~ ~ 0 -1 25040 -1 S #25086 A Narrow Passage~ You stand within a narrow passage deep below the castle. You see no other exits other than the one you have just come from except for the passage to the west. ~ 94 328 0 2 D0 ~ ~ 0 -1 25079 -1 D3 ~ ~ 0 -1 25087 -1 S #25087 A Narrow Passage~ As you walk a little further down the passage, you see a door a little further to the west. A thick mist fills this portion of the passage, it appears to get even thicker to the west. ~ 94 328 0 1 D1 ~ ~ 0 -1 25086 -1 D3 ~ ~ 0 -1 25088 -1 S #25088 End of a Narrow Passage~ At this end of the passage, the mist gets very thick, and you can just barely make out the door to the west. You hear a faint, ghost like voice float through the air, but you cant make out the words that are spoken. ~ 94 328 0 2 D1 ~ ~ 0 -1 25087 -1 D3 ~ door~ 1 -1 25089 -1 S #25089 The Mist~ Upon entering this room, you are assaulted by a dense patch of mist. The mist seems to glow with an inner light, its almost as if it were alive. The ghostly voice grows louder, speaking in a language unknown to you. ~ 94 328 0 4 D1 ~ door~ 1 -1 25088 -1 S #25090 The Castle Dungeon~ You find yourself in a small room near the Dungeon entrance. The room is deathly quiet, a large doorway lies to the south. The words 'Beware of the Ancient One' are inscribed into the wall next to the doorway. ~ 94 328 0 4 D1 ~ ~ 0 -1 25066 -1 D2 ~ ~ 0 -1 25091 -1 S #25091 The Castle Dungeon~ You stand in a small torture chamber, like the rest of the dungeon, bones lie strewn about the room. The only exit from this room is to the south. The wall to the west has a small split down the middle... it appears as if it could be opened. ~ 94 328 0 3 D0 ~ ~ 0 -1 25090 -1 D3 ~ wall split~ 1 -1 25092 -1 S #25092 Secret Passage~ This room is clean, the walls here are of marble, and are a spectacular sight. Many fine tapestries line the walls. The room is quiet, almost too quiet... You see a solid iron door to the south. ~ 94 328 0 2 D1 ~ wall split~ 1 -1 25091 -1 D2 ~ iron solid door~ 1 -1 25093 -1 S #25093 Hall of Ancients~ This room is amazingly beautiful, there is the throne made entirely of silver set against the south wall. A gruesome thing lies in the center of the room, some disgusting green liquid oozes from many small bubbles on the creatures flesh. The sight of the horrible creature nearly makes you sick. The creature slowly begins to make its way toword you....... ~ 94 328 0 10 D0 ~ solid iron door~ 1 -1 25092 -1 S #25094 A Small Alcove~ Upon entering this small alcove, you get a safe feeling within its walls. The room is clean and several tapestries hang upon the wall. The wall to the east appears to be moveable, for there are marks on the floor where the wall may have scraped it. ~ 94 328 0 4 D1 ~ wall~ 1 -1 25095 -1 D4 ~ ~ 0 -1 25079 -1 S #25095 A Narrow Tunnel~ Shifting the wall has revealed a long, narrow tunnel in which you now find yourself. The tunnel is freshly dug and appears to extend quite a long way. No doors are visible save for the wall you just shifted. ~ 94 328 0 2 D1 ~ wall~ 1 -1 25094 -1 D3 ~ ~ 0 -1 25096 -1 S #25096 A Narrow Tunnel~ As you come around a small corner in the tunnel, you see a faint light to the south. The southern part of the tunnel is lit by a dim light of some kind at the far end of the tunnel. ~ 94 328 0 1 D1 ~ ~ 0 -1 25095 -1 D2 ~ ~ 0 -1 25097 -1 S #25097 A Narrow Tunnel~ At this point of the tunnel, the walls get closer together and the passage gets very narrow. As you near the southern end of the tunnel, the light grows brighter. The only apparent exits from the room are north and south. ~ 94 328 0 2 D0 ~ ~ 0 -1 25096 -1 D2 ~ ~ 0 -1 25098 -1 S #25098 A Small Portal~ As you come to the end of the tunnel, you notice the light is coming from a somewhat small portal. The light coming from the portal is so intense that it nearly blinds you. ~ 94 328 0 2 D0 ~ ~ 0 -1 25097 -1 S #25500 Charred Stairwell~ You are descending a steep stairwell. The steps and stone walls have been blackened from the constent scorching heat that erupts from below.... ~ 95 21 0 D4 ~ secret door trap trapdoor~ 1 -1 25039 -1 D5 ~ ~ 0 -1 25501 -1 S #25501 Charred Stairwell~ You notice a faint red glow further down the stairwell. As you clamber down the blackened steps a huge flame bursts around you for a brief moment, you think this is the end, but then the flame dissapears leaving your heart pounding. ~ 95 1 0 D4 ~ ~ 0 -1 25500 -1 D5 ~ ~ 0 -1 25502 -1 S #25502 Stairwell's End~ You have reached the bottom of the charred stairs. The heat here is almost unberable, the red glow seems to be emitted from a small passage to the west. To the east you see a large cavern of some sort. ~ 95 1 0 D1 ~ ~ 0 -1 25505 -1 D3 ~ ~ 0 -1 25503 -1 D4 ~ ~ 0 -1 25501 -1 S #25503 Lava Bank~ This room is extremely hot, flames leap up from a large lake of molten lava. Far below you a large stone bridge... stretches across the lake. ~ 95 0 0 D1 ~ ~ 0 -1 25502 -1 D5 ~ ~ 0 -1 25504 -1 S #25504 Stone Bridge~ As you reach for the rails of this bridge, you immediatly draw back, the rail being so hot it has seared the flesh from your scorching hand. The bridge is extremely hot and seems that it would burst into flames at any second. ~ 95 0 0 D3 ~ ~ 0 -1 25507 -1 D4 ~ ~ 0 -1 25503 -1 S #25505 Blackened Cavern~ As you walk into this large cavern, you begin to wonder if this entire place is either black or glowing red. The heat in this cavern is a bit cooler than elsewhere, but not much. ~ 95 1 0 D1 ~ ~ 0 -1 25506 -1 D3 ~ ~ 0 -1 25502 -1 S #25506 Lair of the Salamander~ As you walk in this cavern you notice the charred remains of adventurers long past. As you glance around, you are startled by the huge, flaming form of a salamander writhing up from a black pit... ~ 95 1 0 D3 ~ ~ 0 -1 25505 -1 S #25507 Steep Passage~ A steep passage winds its way through the debris. Off in the distance you see a series of small caverns that have been cut from a wall of marble embeded in the mountainside before you. ~ 95 1 0 D1 ~ ~ 0 -1 25504 -1 D3 ~ ~ 0 -1 25508 -1 S #25508 Flaming Pillars~ At this point a set of huge stone pillars protrude from the fierf depths below, the tops of them seem to form a natural bridge. The thought of crossing the pillars sends a shiver through your body, for falling would mean certain death! ~ 95 0 0 D1 ~ ~ 0 -1 25507 -1 D3 ~ ~ 0 -1 25509 -1 S #25509 Worn Trail~ As you cross the last of the pillars, you breath a sigh of relief as you step safely, onto the solid ground of a small hillside. A rather worn trail leads west towards the entrance of a small tunnel. ~ 95 0 0 D1 ~ ~ 0 -1 25508 -1 D3 ~ ~ 0 -1 25510 -1 S #25510 Before the Tunnel~ You are standing at the foot of a set of marble stairs, ascending far above a flaming lake of molten lava, to a large cavemouth on the mountainside before you. ~ 95 1 0 D1 ~ ~ 0 -1 25509 -1 D3 ~ ~ 0 -1 25511 -1 S #25511 The Marble Stairs~ You seem to be burning alive by the constent heat surging upward. You stagger breathlessly up toward the cave mouth as if it was an oasis from the heat. ~ 95 1 0 D1 ~ ~ 0 -1 25510 -1 D4 ~ ~ 0 -1 25512 -1 S #25512 Entrance to the Tunnel~ You finally reach the top of the stairs in anquish you hurry forward to escape the burning heat. ~ 95 1 0 D3 ~ ~ 0 -1 25513 -1 D5 ~ ~ 0 -1 25511 -1 S #25513 Dark Tunnel~ You are wondering aimlessly through a long narrow tunnel, the air is stale, and much cooler than that of the hell behind you. You see an intersection to the west. ~ 95 265 0 4 D1 ~ ~ 0 -1 25512 -1 D3 ~ ~ 0 -1 25514 -1 S #25514 Deep Inside the Tunnel~ As you enter this tunnel you feel a nausiating sense of dispair, as the tunnels branch off in many directions ahead of you. ~ 95 265 0 4 D0 ~ ~ 0 -1 25515 -1 D1 ~ ~ 0 -1 25513 -1 D2 ~ ~ 0 -1 25520 -1 D3 ~ ~ 0 -1 25518 -1 S #25515 Deep Inside the Tunnel~ You feel a brief sensation of fear as you see flames leaping up from an exit ahead of you. ~ 95 265 0 4 D0 ~ ~ 0 -1 25516 -1 D2 ~ ~ 0 -1 25514 -1 S #25516 Edge of a Cliff~ You are amazed by the majestic beauty of an ocean of molten lave below. The heat here is unbearable, and you look around franticly for a way to escape it. ~ 95 264 0 4 D0 ~ ~ 0 -1 25517 -1 S #25517 On the Ocean~ You have just made a very unwise choice . You realize this as you plummit downward towards a burning death! ~ 95 2 0 S #25518 Deep Inside the Tunnel~ You enter a large dark tunnel, a huge shadowy form moves its bulk across the floor, as it comes into view you see that it is a massive Blue Dragon! ~ 95 265 0 4 D1 ~ ~ 0 -1 25514 -1 D3 ~ ~ 0 -1 25519 -1 S #25519 Blue Dragon's Lair~ You enter the vacant lair of the Blue Dragon his treasures are scattared about covering the cavern floor. As you start to gather it a loud crash echos behind you, as you turn you see that a large stone has covered the only exit! ~ 95 265 0 5 S #25520 Deep Inside the Tunnel~ You clamber through the black tunnels, you wonder if it will ever end when you fell a blast of fresh air coming from an exit to the west. ~ 95 265 0 4 D0 ~ ~ 0 -1 25514 -1 D3 ~ ~ 0 -1 25521 -1 S #25521 Cave Mouth~ You stand on a high ledge overlooking a smoking path below. Directly behind you are the hideous tunnels. You hear shouting and other signs of inhabitants echoing around you. ~ 95 0 0 D1 ~ ~ 0 -1 25520 -1 D5 ~ ~ 0 -1 25522 -1 S #25522 Smoking Path~ You are wandering along a path that smokes tremendously, you try to pinpoint your location, the smoke dims all sense of direction ~ 95 0 0 D2 ~ ~ 0 -1 25523 -1 D4 ~ ~ 0 -1 25521 -1 S #25523 Guard Post~ You have come upon a small Fire Giant guard post, set in front of a pair of huge granite gates. This appears to be a watch out for a strange village to the south. ~ 95 64 0 D0 ~ ~ 0 -1 25522 -1 D2 ~ ~ 0 -1 25524 -1 S #25524 Granite Gateway~ Before you is a massive wall of granite, a huge gate which looks like a human skull carved out of granite rises before you. There are two sentries posted here eyeing you suspicously. ~ 95 64 0 D0 ~ ~ 0 -1 25523 -1 D2 ~ ~ 0 -1 25525 -1 S #25525 Cobblestone Path~ You are walking along a wide cobblestone path, to the south you notice a large building. You hear shouting coming from all directions and you realize that an alarm has been sounded at your entry, you quickly walk down the path. ~ 95 0 0 D0 ~ ~ 0 -1 25524 -1 D2 ~ ~ 0 -1 25526 -1 S #25526 Cobblestone Path~ You are walking along a wide cobblestone path, to the south you notice that the building is some sort of guard house, while to the east a large road leads to a dark keep. ~ 95 0 0 D0 ~ ~ 0 -1 25525 -1 D1 ~ ~ 0 -1 25533 -1 D2 ~ ~ 0 -1 25527 -1 S #25527 Guard Room~ You enter a large guard house, two sentrys are here guarding a large black iron door. Two benches have been placed on either side of the room for the residents of this village to wait when they have been ordered here to see the General. A large portrait of a great battle between the Fire Giants and Githyan- ki's rests against the east wall, and a large bar with a huge pile of papers stacked upon it spans across the center of the room. The iron door stands ajar to the south. ~ 95 64 0 D0 ~ ~ 0 -1 25526 -1 D2 ~ door black iron~ 1 -1 25528 -1 S #25528 Planning Chamber~ You enter a large chamber with a massive oak table resting in the middle of the floor, around the table are many chairs for the officers to come and sit. A large map of Shadowdale is unrolled stretching the length of the table, on the map there are many circles and X's marking Shadowdales weakest points for what seems to be a massive invasion. A large painting of an ancient warrior hangs from the ceiling. You see exits heading in all directions. ~ 95 8 0 D0 ~ door iron black~ 1 -1 25527 -1 D1 ~ ~ 0 -1 25529 -1 D2 ~ ~ 0 -1 25530 -1 D3 ~ ~ 0 -1 25531 -1 S #25529 Officer's Quarters~ You enter a fairly large room with many cots resting against either wall. The chamber is neat and orderly, small chests that hold each officer's personal belongings sit at the foot of each cot. The only exit lies to the west. ~ 95 72 0 D3 ~ ~ 0 -1 25528 -1 S #25530 General's Quarters~ You enter the chamber of the Fire Giant General. You see a large black upholstered chair resting behing a huge ivory desk. You notice a rack of weapons with a soft blue arua emitting from it. You also see to your horror a bookshelf with many books cov- ered in human skin. On the far wall hangs a grim painting of a decapatated woman, whose face lies upward, contorted in agony. ~ 95 72 0 D0 ~ ~ 0 -1 25528 -1 S #25531 Guard Quarters~ You enter a huge chamber where the army comes to rest. Many cots and tables are scattered about the room in no particular order. Lucky for you they must be out training. ~ 95 8 0 D1 ~ ~ 0 -1 25528 -1 S #25533 Checkpoint~ You come upon a giant booth standing beside the road. Further on you see an erie keep rising to the east, just as you are about to leave a giant creature steps from the booth bellows an alarm and charges at you in crazed hatred. ~ 95 64 0 D1 ~ ~ 0 -1 25534 -1 D3 ~ ~ 0 -1 25526 -1 S #25534 Keep Entrance~ You stand on a wide cobble stone path leading east into a large courtyard. You see human slaves pulling carts of var- ious items into the keep. To the west you see a large booth. ~ 95 0 0 D1 ~ ~ 0 -1 25535 -1 D3 ~ ~ 0 -1 25533 -1 S #25535 Large Courtyard~ The cobblestone path ends here and a huge courtyard spans out ahead of you. To the north and south towers rise up tow- ards the clouds, while to the east the courtyard continues. The northern tower appears as if it could topple over and kill you at any moment. ~ 95 0 0 D0 ~ ~ 0 -1 25537 -1 D1 ~ ~ 0 -1 25538 -1 D2 ~ ~ 0 -1 25536 -1 D3 ~ ~ 0 -1 25534 -1 S #25536 Base of the Tower~ You stand at the base of a strange tower, you stare strait up in amazement for the tower seems to rise forever. A large set of stairs lead upward into darkness. ~ 95 0 0 D0 ~ ~ 0 -1 25535 -1 D4 ~ ~ 0 -1 25539 -1 S #25537 Base of the Tower~ You stand at the base of a huge tower. As you begin your climb upward the tower begins to shudder releasing large blocks of granite hurdling toward you, as you try to escape you are bombarded by many of the huge stone blocks. ~ 95 2 0 S #25538 Courtyard~ You stand in the middle of a giant cobblestone courtyard. Everyone must have fled when they heard of your entrance... Two solid oak doors lead east into a large arched hall. ~ 95 0 0 D1 ~ door oak~ 1 -1 25542 -1 D3 ~ ~ 0 -1 25535 -1 S #25539 Granite Stairwell~ You clamber wearily up the large granite stairwell. The interior of the tower is much like the exterior, bleak and gray. The stairs continue upward into darkness. ~ 95 8 0 D4 ~ ~ 0 -1 25540 -1 D5 ~ ~ 0 -1 25536 -1 S #25540 Top of the Stairwell~ You reach the top of the granite stairwell, gasping wearily for air. The top is much diffrent from the rest of the tower, furniture and strange tapestries decorate the room, you see a door to the east. ~ 95 8 0 D1 ~ door~ 1 -1 25541 -1 D5 ~ ~ 0 -1 25539 -1 S #25541 High Priest's Chambers~ You enter a lavishly decorated room, a jewel encrusted gold desk sits in the center of the room, behind it rests a chair formed of human bones. To either wall strange statues of hid- eous gods, stare at you in utter hatred. On the south wall hangs a huge portrait of Sinistrad the Dark Lord..the portrait seems to be emitting a soft red aura...... ~ 95 72 0 D3 ~ door~ 1 -1 25540 -1 S #25542 Guard Post~ You enter a small room of the keep. A lone sentry stands here. The room is complety bare save for the guard. ~ 95 72 0 D1 ~ ~ 0 -1 25543 -1 D2 ~ ~ 0 -1 25544 -1 D3 ~ door oak~ 1 -1 25538 -1 S #25543 Arched Hallway~ Your walking along an arched halway designed for the guards to travel to and from each guard post. ~ 95 8 0 D1 ~ ~ 0 -1 25545 -1 D3 ~ ~ 0 -1 25542 -1 S #25544 Arched hallway~ Your walking along an arched hallway designed for the guards to travel to and from each guard post. ~ 95 8 0 D0 ~ ~ 0 -1 25542 -1 D2 ~ ~ 0 -1 25547 -1 S #25545 Guard Post~ You enter a small room of the keep. Four sentries are here standing guard, the room is completely bare save for the guards. ~ 95 72 0 D2 ~ ~ 0 -1 25546 -1 D3 ~ ~ 0 -1 25543 -1 S #25546 Arched Hallway~ You are walking along an arched hallway that has been designed for the guards to travel to and from each guard post, you see a large domed chamber to the east. ~ 95 8 0 D0 ~ ~ 0 -1 25545 -1 D1 ~ ~ 0 -1 25550 -1 D2 ~ ~ 0 -1 25549 -1 S #25547 Guard Post~ You enter a small room of the keep. Four sentries are here standing guard. The room is completely bare save for the guards. ~ 95 72 0 D0 ~ ~ 0 -1 25544 -1 D1 ~ ~ 0 -1 25548 -1 S #25548 Arched Hallway~ You are walking alond an arched hallway designed for the guards to travel to and from each guard post. ~ 95 8 0 D1 ~ ~ 0 -1 25549 -1 D3 ~ ~ 0 -1 25547 -1 S #25549 Guard Post~ You enter a small room of the keep, a lone sentry stands here. The room is completely bare save for the guard ~ 95 72 0 D0 ~ ~ 0 -1 25546 -1 D3 ~ ~ 0 -1 25548 -1 S #25550 Throne Room~ You enter a massive chamber a beautiful golden throne sparkles in the center of the room. Portraits of kings long dead decorate the walls, while the floor is covered by a giant fur rug of many creatures. Windows reminding you of this extremely hot hell, open on the west and south wall. As you start to leave, you feel a gust of wind explode from the center of this chamber. Two sentries are here, seemingly guarding something. ~ 95 72 0 D3 ~ ~ 0 -1 25546 -1 D5 ~ secret trap throne~ 1 -1 25551 -1 S #25551 King's Bedroom~ You enter a small bedroom hidden beneath the throne above. A large bed covered with unknown fabrics sits on the south side on the room. A small reading desk with a half burnt candle resting atop it sit next to the east wall. The grey walls are bare of portraits and tapistries. You see a large obese giant sitting in an oaken chair eyeing you in contempt. ~ 95 73 0 D4 ~ secret trap~ 1 -1 25550 -1 S #27000 Dark Path~ The trail winds east and west here through the gloomy forest. Large trees block your view of the sky, their twisted trunks almost crying out to you. The smell of death is thick in the air making your stomach churn. You are surrounded by the unceasing buzz of small insects. This is, without a doubt, the path to Darkenwood, so named since that day when Heceta, the demon, claimed it as her own. Since then few have dared to enter forest to face her or her coven. ~ 97 4 3 D1 To the east the path continues. ~ trail~ 0 0 27001 -1 D3 ~ To the west the road back to Shadowdale awaits. ~ 0 0 3064 -1 S #27001 Dark Path~ The path continues to the east and west. The twisted branches of old oaks loom over you. The branches are filled with small spider webs. The stink of death is as strong as ever. In the distance you hear an inhuman cry. There is a pool of blood here. Darkenwood awaits you. ~ 97 5 3 D1 To the east you see a shady clearing. ~ path~ 0 27002 27002 -1 D3 The path winds on to the west. ~ path~ 0 0 27000 -1 S #27002 Gloomy Clearing~ This is a small opening in the woods. The spongy ground smells of decay. Ferns grow thickly on the edge of the clearing. The trail splits and disappears into the woods to the south, south, and east. Dozens of bones lie scattered at your feet. Erie howls echo out of the forest. ~ 97 0 3 D0 The trail seems to grow muddy and dark further north. You can here a chorus of frogs rising from that direction/ ~ trail~ 0 0 27072 -1 D2 The trail vanishes into thick brush to the south. ~ trail~ 0 0 27003 -1 D3 The trail disappears into darkness to the west. ~ trail~ 0 0 27001 -1 S #27003 Fork in the Trail~ Here the dark trail forks. The main trail runs north-south and a small branch goes east. The underbrush here is made up of old, dead thorn bushes stopping any ideas of trailblazing. The sky is blocked out by the twisted branches above. You feel as though you are being watched. ~ 97 1 3 D0 To the north you think you see light. ~ trail~ 0 0 27002 -1 D1 ~ ~ 0 0 27024 -1 D2 There appears to be a an open glade to the south. ~ trail~ 0 0 27004 -1 S #27004 North End of Glade~ Here is an open field of dead grass. A single pole, over 15 feet high, has been placed here. Mounted on its top is a human skull. Thick brambles clog the edges of the glade and the dark trees tower over them. The trail continues north-south but a foot path wanders off to the west. ~ 97 0 2 D0 The trail appears to fork to the north. ~ trail~ 0 0 27003 -1 D2 The glade becomes over-grown to the south. ~ trail~ 0 0 27005 -1 D3 A dark trail winds west. ~ path foot-path~ 0 0 27012 -1 S #27005 The Glade~ This glade is wide open to the sky above. The waist high grass around you and the fallen logs have a dull gray tint to them. Even they sky above seems to be gray. Darkenwood looms around you at the edge of the field hiding unknown horrors. The forest to the north and east is choked with a thick fog. Further east a large stone mountain looms covered with dense forest. Southeast of here you see a thin column of smoke rising from the foothills. The path you are on continues north and south. ~ 97 0 2 D0 The path runs to the north edge of the glade and then dissapears into the dense forest. ~ path~ 0 0 27004 -1 D2 The trail stops at a small bald spot south of here. There seems to be a pile of bones there. ~ path~ 0 0 27006 -1 S #27006 South End of the Glade~ A thick briar patch grows here at the edge of the trees. Deeper in the forest screams can be heard. On the ground is a pile of cracked bones, drained of all their marrow. The trail runs north to west. Large set of footprints disappear into the brush to the east. ~ 97 0 2 D0 The glade opens up to the north. ~ trail~ 0 0 27005 -1 D1 ~ ~ 0 0 27007 -1 D3 The trail leads to a small intersection. ~ trail~ 0 0 27016 -1 S #27007 Inside Thorn Bush~ You are treading in a small tunnel under the briar. Large insects scurry about underfoot. Sap drips on you from above. The little used trail runs east and west. To the east a horrible stench rises. ~ 97 1 3 D1 It looks as if there might be a cave to the east. ~ trail~ 0 0 27008 -1 D3 The trail opens up into a glade to the west. ~ trail~ 0 0 27006 -1 S #27008 Cave Opening~ The opening of a hand-carved cave lies to your east. A wretched stench wafts out of the opening. The trail leaves to the west. Cries can be heard from inside the cave. The thick mat of brambles above block out all light. ~ 97 1 3 D1 You see a garbage pile inside the cave. ~ trail~ 0 0 27009 -1 D3 The trail continues under the brambles to the west. ~ trail~ 0 0 27007 -1 S #27009 Cave Mouth~ This chamber has a high, domed ceiling covered with soot. A large pile of refuse rests here. It is made up of dung, offal, and chewed up pieces of meat. An archway opens another room to the south a path leads into darkness to the west. ~ 97 9 0 D2 A filthy guard room lies to the south. ~ south~ 0 0 27010 -1 D3 A dark passage through some brambles can be seen to the waste. ~ path~ 0 0 27008 -1 S #27010 Guard Room~ This is a filthy, hand dug room. Garbage lies all about. A stone table rests against the east wall. Bones and skulls have been scattered about the room, most crushed from being carelessly stepped on. A thick door blocks the east exit and an archway leads north. ~ 97 9 0 D0 A pile of refuse lies to the north. ~ archway~ 0 0 27009 -1 D1 A thick, wooden door blocks your was east. There is a barred window near the top of the door and a food slot near the bottom. ~ door~ 7 27029 27011 -1 E table~ The table is no more than a thick slab of stone. Bones and rotten food clutter its top. ~ S #27011 Meat Locker~ This is a small room carved into a limestone wall. A overpowering stench hits you as you enter. The floor is littered with refuse and garbage. The flies here are so thick that you can hardly see into the depth of the room. Rats scurry in all directions. Many a bone lies on the floor. ~ 97 9 0 D3 A thick, wooden door lies to the west. It has a large lock and a barred window. Beyond the door you see large room full of refuse. ~ door~ 7 27029 27010 -1 S #27012 Winding Trail~ This trail is thick and overgrown. The underbrush around you is full of brambles and very large ferns. Twisted branches rise over you, blocking out your view of the sky. The trail disappears into darkness to the east and to the west. The insects seem fewer here. Maybe this is due to the smoke in the air. ~ 97 1 3 D1 You see an open glade to the east. ~ trail~ 0 1 27004 -1 D3 Only darkness lies to the west. ~ trail~ 0 0 27013 -1 S #27013 Pig Poles~ Here at an intersection someone has staked half a dozen pig poles, each over 12 feet tall, all topped with the heads of some hapless traveler. A spot of sky can be seen over head where these evil trees' branches thin. The trail itself runs to the east and south. It looks as if someone has recently broken through the brush to the west. ~ 97 0 3 D1 The trail winds on. ~ trail~ 0 0 27012 -1 D2 The trail continues far to the south. ~ trail~ 0 0 27015 -1 D3 You cannot see far into the brush. ~ brush~ 0 0 27014 -1 S #27014 Campsite~ The remains of a small campfire sit here, hidden in the brush. There appears to have been a large number men camped here recently. Although the campsite is now overrun it appears that they went to great lengths to hide it. ~ 97 0 3 D1 You see an intersection through the brush. ~ brush~ 0 0 27013 -1 E camp campsite fire~ The coals are cool. It has been a while since this site was used. ~ S #27015 Gloomy Trail~ This dark, forest trail is littered with tracks. The smell of smoke is close. In the distance you hear some wild calls and chants. The trail runs north south into the darkness. ~ 97 1 3 D0 You see an intersection to the north. ~ trail~ 0 0 27013 -1 D2 You see an intersection to the south. ~ trail~ 0 0 27016 -1 S #27016 Dark Intersection~ Here two paths meet. A large one going north and south a smaller trail vanishing to the east. The air here is thick with smoke. Howls and cries fill the air. Just to the south you hear a vast collection of shouts and cries. Through the darkness of the woods you see some light shining from the south... possibly a fire. ~ 97 1 3 D0 The path continues north as far as you can see. ~ path~ 0 0 27015 -1 D1 You see a small field through the trees. ~ trail~ 0 0 27006 -1 D2 The trail seems to go into a rocky canyon. ~ path~ 0 0 27017 -1 S #27017 Canyon Path~ The path here cuts through a stony canyon. Dung and bits of fur are scattered about, showing signs of much activity. To the north is only silence but the south is filled with hoots and animalistic cries. A fire burns brightly to the south. ~ 97 0 4 D0 The path vanishes to the south. ~ path~ 0 0 27016 -1 D2 You see a box canyon riddled with caves to the south. A bon-fire burns brightly at the end of the canyon. ~ path~ 0 0 27018 -1 S #27018 Canyon~ The walls rise steeply above you almost 100 feet. The stone all about is made of deep reds and orange. No plants grow here at all. Just to the south you see a huge fire raging. A small archway leads steeply down to the west from which a fierce smell rises. The path leads north, out of the canyon, and south, to the fire. ~ 97 0 4 D0 The path leads toward the dark forest. ~ path~ 0 0 27017 -1 D2 A huge fire blazes just to the south. Beyond that is a massive throne carved from the canyon wall. ~ path~ 0 0 27020 -1 D3 Down the steep hill appears to be a refuse heap. Stay away! ~ arch archway~ 0 0 27019 -1 S #27019 Gritha's Refuse Heap~ You emerge from the archway into a round room carved into the canyon by water ages ago. A smooth chimney rises above you to the open sky. Before you are hundreds of pounds of stinking, rotting, repulsive garbage. You'd hate to guess what might be in the heap! ~ 97 0 4 D1 ~ ~ 0 0 27018 -1 S #27020 Gritha's Ceremonial Fire~ A huge fire roars away here almost burning you. Wood and bones line the coals of this massive fire. The air is filled with insane cries and calls. A path leaves to the north. To the east is a tunnel carved into the rock and to the west a natural cave lies. Looming over the fire, just to the south is a huge throne carved into the living rock of the canyon face. ~ 97 0 4 D0 The path escapes to the forest to the north. ~ path~ 0 0 27018 -1 D1 ~ ~ 0 0 27023 -1 D2 A huge throne lies carved into the living rock just to the north. Carved above the throne is the image of Malar, god of bloodlust. ~ throne~ 0 0 27021 -1 D3 ~ ~ 0 0 27022 -1 S #27021 Throne of the Gritha Chief~ Here is the throne of the chief and quasi-god of the gritha. The throne is crudely carved out of the southern wall of the box canyon. Just above the throne is a massive carving of the claw of Malar, god of Bloodlust. The carving is far older that any of the other stone work you have seen here. To the north is the fire. ~ 97 64 4 D0 The fire lies to the north and beyond the path out of the canyon.~ fire~ 0 0 27020 -1 S #27022 Large Cave~ This high ceiling cave has smooth stone walls washed out by running water ages ago. Now it serves as the living quarters for the gritha tribe. Comparatively speaking this room is rather clean and barren. Fresh air is blowing in from the archway to the east. ~ 97 8 0 D1 A huge fire is ablaze outside. ~ arch archway~ 0 0 27020 -1 S #27023 Damp Cave~ This cave has been tediously carved out of the living stone of this mountain. All along the walls skulls are hung like ornaments. Bones litter the floor. The smell of blood is thick here and a stream of it runs out towards the fire to the west. ~ 97 8 0 D3 The huge fire blazes outside. ~ fire~ 0 0 27020 -1 S #27024 Old Path~ The path is very dark and a thick mist constricts your vision. A mat of moss below your feet seems to cover an old cobblestone path. Now, after years of misuse little remains but broken stones most buried just below the thick mat of moss and leaves at your feet. Many ferns grow here, some taller than a full grown man. The path runs east and west. ~ 97 4 3 D1 The trail winds through the mist. ~ trail~ 0 0 27025 -1 D3 The path opens into a clearing just to the west. ~ trail~ 0 0 27003 -1 E stones stone cobblestone~ It appears that a small, man-made path ran through here maybe ten years ago. ~ E ferns~ They seem quite healthy and strong. ~ S #27025 Misty Path~ The mist has grown very thick here. You can hardly see your own feet. Sweat trickles down the back of your neck as you can feel pairs of hungry eyes watching you from just beyond your vision. The cobblestone path runs east and west. You spy a new trail cutting north. ~ 97 0 3 D0 You cannot see anything through this mist! ~ trail~ 0 0 27040 -1 D1 You cannot see anything through this mist! ~ path~ 0 0 27026 -1 D3 You cannot see anything through this mist! ~ path~ 0 0 27024 -1 S #27026 Misty Yard~ You stand in an open field filled with thick clumps of dead grass. Just to the east is an aged, white picket fence. The paint is peeling and many of the wooden planks have been broken. The cobblestone path runs into the fence and beyond as well is disappearing to the west. A smaller, muddy path runs north and south. The sky above you is blocked out by the thick mist that fills the air. ~ 97 0 2 D0 North of here you see the gate to a small grave yard. ~ path muddy~ 0 0 27043 -1 D1 The image of an old cottage can barely be seen through the mist. ~ path stone cobblestone~ 0 0 27027 -1 D2 The southern path looks very muddy and wet but rather unused. ~ path~ 0 0 27030 -1 D3 The cobblestone path disappears into the mist to the west. ~ path stone cobblestone~ 0 0 27025 -1 E fence white picket~ The fence must have been bright and beautiful at some time but now has fallen into deep decay. It leans dangerously and is choked with weeds. ~ S #27027 Cottage in the Mist~ You stand in front of an old cottage that has fallen into decay. The walls sag and many of the planks have broken free and dangle from the outside of the building. The ancient thatched roof is filled with holes and above that, almost lost in the mist is the rusted shape of a widows walk. The path leaves the yard to the west. To the east the peeling door hangs by one hinge. ~ 97 0 2 D1 The inside of the cottage seems to be quite a mess! ~ door~ 0 0 27028 -1 D3 A small field in front of the house opens up beyond the peeling fence. ~ path~ 0 0 27026 -1 E cottage~ Once a place of joy, this cottage has fallen into despair and misery. No longer a place for the living but a place for the dead. ~ S #27028 Inside the Old Cottage~ The cottage has been devastated. The tables are broken. The bed has rotted into an unrecognizable heap. The cabinets are open and their contents spilled all over the floor. The floorboards creak under your every step. Mice scurry for cover. A small ladder on the east wall leads to the roof and a broken door leads outside. ~ 97 13 0 D3 The front yard lays beyond.~ door~ 0 0 27027 -1 D4 The mist swirls above you as you peer up to see the widows walk. You aren't sure but you think you heard footsteps. ~ hatch~ 3 0 27029 -1 E hatch~ Warn with age, it might have posed a problem to open at some point but is now barely holding its own weight. ~ E ladder~ It is an old, iron ladder leading up to a hatch. ~ S #27029 Widows Walk~ This is a square platform made of rusty, iron bars at the top of the cottage. A rail made of vertical spikes lines all sided. From here you can see the gloomy form of the dark forest all about the cottage. The mist however is far too thick to let you see far. A small hatch leads down into the cottage. ~ 97 0 0 D5 The cottage lies below. ~ hatch~ 3 0 27028 -1 S #27030 Bend in the Trail~ The mud in the trail is several inches deep, slowing you progress greatly. There is the constant patter of water falling from the unseen branches far overhead. To the north the path seems to open into a field. The path continues to the east. ~ 97 5 3 D0 The path opens into a large clearing. You see the remains of a white, picket fence through the mist. ~ trail~ 0 0 27026 -1 D1 The path, although it seems to be unused, gets greener to the east. ~ trail~ 0 0 27031 -1 S #27031 Misty Forest Trail~ The trail here is choked with mist. All of the green plants' leaves drop volleys of large water droplets on you as you brush past them. The foliage here grows thick and full. The trail runs a rather straight east to west. ~ 97 4 3 D1 The path curves south just to the east. ~ trail~ 0 0 27032 -1 D3 The path curves to the north just west of here. ~ trail~ 0 0 27030 -1 S #27032 Wet Forest Trail~ This open trail is crowned my lush, green vegetation. Small pines grow all around you and the hard, red branches of mansineata trees dangle over you like loving arms. The air is clear and fresh but an evil mist can be seen down the western trail. The forest opens into a lush green field just to the south. ~ 97 0 3 D2 A steep, green field rolls down to the south into a small valley. At the edge of your vision you think you see a cottage nestled in the trees. ~ clearing~ 0 0 27033 -1 D3 The trail vanishes into an evil mist. ~ trail~ 0 0 27031 -1 S #27033 Edge of the Forest~ You stand at the top of a lush hill with forest on three sides. A trail disappears into the dark forest to the north and to the south the field opens into a beautiful meadow. The great, open sky shines above you filling you with relief. South of here you see a well and a cottage. ~ 97 4 2 D0 The dark forest lies just beyond. ~ forest~ 0 0 27032 -1 D2 At the bottom of the hill a well can be seen. Beyond that is a cottage. ~ meadow~ 0 0 27034 -1 E cottage~ It is made of plastered walls and a thatch roof. From here this is all you can see. ~ E well~ It is rather far away! ~ S #27034 North Meadow~ You are at the north end of a lush green meadow. The forest rises above you on all sides. A steep hill rises to the north and a small foot path is just south of here. Further south of you a simple little cottage stands with smoke curling out of it's chimney. A vegetable garden grows by a small well just north of the cottage. ~ 97 0 2 D0 The top of the hill is lush and green. A small path enters the forest from there. ~ hill~ 0 0 27033 -1 D2 The garden lies just to the south. ~ path garden~ 0 0 27035 -1 E garden~ It looks recently tilled.~ E cottage~ It is quaint and looks well cared for. ~ E well~ It lies just to the south, next to a vegetable garden. ~ S #27035 Path Through a Garden~ You stand on a path in the center of a vegetable garden. It looks recently planted as nothing is yet growing. Just east of here is a well and to the south sits a small cottage with a wisp of smoke rising from the chimney. North of here rises a green hill toward the dark forest. ~ 97 0 2 D0 The base of the hill is not to far away. ~ hill~ 0 0 27034 -1 D1 The well stands quietly just to the west. ~ well~ 0 0 27036 -1 D2 The cottage sits quietly by some old oaks. The sound of metal being struck rises from within. ~ cottage~ 0 0 27037 -1 E well~ It is made of granite blocks and has a small thatched roof over it. A winch dangles a rope into the well. ~ E garden~ It looks well cared for. The soil has recently been tilled. ~ E cottage~ It has a thick, thatched roof and white plastered walls. Smoke rises from a red brick chimney. The sound of metal being pounded rises from within. ~ S #27036 The Well~ You stand in a lush field. A hill rises to the north and a garden is just to your west. Through some trees to the south you can make out the cottage. A shiver passes through your spine as you see the dark forest to the north. ~ 97 0 2 D0 The hill lies to the north.~ hill~ 0 0 27034 -1 D3 The garden is just to the west. ~ garden~ 0 0 27035 -1 S #27037 A Porch~ You stand on a porch in front of the cottage. The walls are a plastered white. The roof is made of thick thatch. The unceasing sound of someone hammering metal rises from within the cottage. The doorway opens just to the east. North of here is a small vegetable garden. To the south is a clearing. ~ 97 0 0 D0 The garden sits to the north.~ garden~ 0 0 27035 -1 D1 The door is made of oak and has strong, iron hinges.~ door~ 3 0 27039 -1 D2 A small clearing lies to the south. ~ clearing~ 0 0 27038 -1 E cottage~ It was hand crafted many years ago. Its design is simple and effective. Through the window you can see a fire. ~ S #27038 South Meadow~ You are in the south end of a meadow. Far to the north you can see the dark forest. A pleasant cottage rests just to the north. High, forest covered mountains surround you on all sides. Beautiful flowers grow all around you. ~ 97 0 2 D0 The cottage is just to the north. ~ cottage garden~ 0 0 27037 -1 S #27039 Inside Able's Cottage~ This is the cottage of Able the Smith. Here he works day in and day out forging the finest of goods. A large furnace burns sending wisps of smoke rising up the chimney. A simple cot is in the corner. The stone floor is littered with scraps of metal and pieces of coal. The only exit is a door on the west wall. ~ 97 0 2 D3 The door is made of strong oak. ~ door~ 3 0 27037 -1 E cot~ A simple cot for a simple man. ~ E furnace~ It burns hot to temper Able's iron. ~ S #27040 Misty Forest Path~ Dark trees crowd around you and the evil mist chokes this unholy area so completely that you cannot see more than a few feet. Eyes peer out at you from all directions. What little of the trail you can make out seems to continue north and south. The smell of death is thick here. ~ 97 0 3 D0 All you can see is mist. ~ path trail~ 0 0 27041 -1 D2 The mist is too tick here. ~ ~ 0 0 27025 -1 E eyes~ They scurry away as you peer at them. ~ S #27041 Plagued Trail~ The mist is not so thick here. Small forest animals lay scattered about you. All dead from some vile disease. The flies here are thick as they feast on the dead and dying. The tree trunks around you all drip with a thick slime. A path leaves south and another trail escapes this place of death to the east. ~ 97 0 3 D1 You can barely make out an intersection through the mist. ~ path~ 0 0 27042 -1 D2 The mist gets very thick to the south. ~ path~ 0 0 27040 -1 E slime~ It seem to me a living parasite of some sort, eating the trees. ~ E tree trees~ Their twisted trunks drip with a yellow slime. I would not suggest touching it! ~ E animals~ Squirrels, birds, opossums, and even a wolf all lay dead here. Flies swarm about their bodies. ~ S #27042 Misty Intersection~ Several paths meet here. One wanders into the trees to the south while the other two vanish to the east and west. Large rocks jut out of the ground here making walking difficult. The trees in this part of the forest seem to be much older than the rest. Long stands of lichen hang from the moss covered trunks. ~ 97 0 3 D1 You see a large tree growing not far from here. ~ path~ 0 0 27046 -1 D2 You can make out a old, rickety cottage south of here. ~ path~ 0 0 27043 -1 D3 You can see a bend in the path west of here. There seem to be a lot of flies! ~ ~ 0 0 27041 -1 S #27043 North of the Cottage~ You stand just north of an old cottage cloaked in the mist. It is falling apart and is in bad repair. The walls buckle under the weight and many of the windows are broken. A path wanders north of here into the mist. Just to the east you see a private cemetery. ~ 97 0 3 D0 The path forks not too far away. ~ path~ 0 0 27042 -1 D1 A cluster of old grave stones sit just north of the cottage. ~ cemetery~ 0 0 27044 -1 D2 The yard in front of the cottage is choked with dead grass. ~ cottage~ 0 0 27026 -1 S #27044 West End of Cemetery~ A few dozen grave stones lay scattered about. The grass here is very tall but has been trampled on a lot recently. The mist seems to rise from the ground here. The feeling of evil is so overpowering that you are having to fight hard to keep from vomiting. The one tree that grew here is sickly twisted and very, very dead. More stones lie to the east and the gate out is just to the west. ~ 97 0 2 D1 It looks as if someone has been digging up the graves. ~ stones~ 0 0 27045 -1 D3 The field is choked with fog. ~ gate~ 0 0 27043 -1 E graves grave stone~ They seem quite old. It appears that every McGreer who died in the past hundred years is buried here. ~ S #27045 East End of the Cemetery~ The mist is unusually thick here. You can hardly see. An old picket fence blocks off this part of the graveyard but it has long since fallen to pieces. A few dozen graves sit all about. Many small holes have been dug in the ground here. To the east is the gate out. After a moment it occurs to you that the mist is indeed rising from the ground. ~ 97 0 4 D3 The swings on one hinge and a field is beyond. ~ gate~ 0 0 27044 -1 E graves stone stones grave~ The newer ones seem to be here. All of them are from the McGreer family. ~ E mist~ The evil mist swirls and rises as it gleefully escapes the soil. ~ S #27046 Misty Path~ The mist is rather thin here. It hugs the branches of the limbs high above you. The east west path is rather wet here. To the east you hear the sounds of battle.. sword against sword. Just to the north is the form a huge tree just barely viable through the mist. ~ 97 0 3 D0 A huge tree grows just to the north beyond some brush. ~ brush~ 1 0 27047 -1 D1 The distant sounds of battle rise up from the east. The trail's end is not viable. ~ path~ 0 0 27049 -1 D3 A rocky intersection is just to the west. ~ path~ 0 0 27042 -1 E tree~ You would have to push your way through the brush to get a better look. ~ S #27047 Base of a Huge Tree~ A feeling of peace fill you as you see this beautiful tree. It stands a hundred feet tall. Its huge trunk is covered by a thick mat of bright green moss. Its highest branches disappear into a bright fog. Tall ferns and thick brush surround you on all sides. You hear a bird song above you. ~ 97 0 3 D2 A path can bee seen through the brush just south of you. ~ brush~ 1 0 27046 -1 D4 The branches don't look like easy climbing. ~ tree~ 64 0 27048 -1 E tree~ It must be one of the oldest trees in the forest. It is beautiful! ~ S #27048 In the Branches of a Huge Tree~ You are aloft almost 60 feet in the trees branches. The view of the trees all around you and the thick fog is breathtaking. Some birds, the first birds you have seen in this accursed, perch in these branches singing joyously. ~ 97 0 3 D5 Below is some thick brush. ~ trees view~ 64 0 27047 -1 S #27049 Dark Forest Path~ The path is rather wide here, enough for two people to walk abreast. The dark trees loom above you blotting out the sky. Large fungi grow on the trees all about. Thick mosses and lichens hang from the branches. The sounds of battle echo through the forest from the north east. ~ 97 0 3 D1 There is a fork in the path just ahead. ~ path~ 0 0 27050 -1 D3 The path continues far to the west... a thick mist hangs in the air. ~ path~ 0 0 27046 -1 S #27050 Fork in the Path~ The path coming in from the west forks here. One trail runs north and the other south. Planted in the center of the intersection is a stake topped with a helmeted human skull. No words accompany the marker but its meaning is painfully obvious. The sounds of battle rise from the north. ~ 97 0 3 D0 The path winds farther to the north. ~ path~ 0 0 27051 -1 D2 There is a small clearing to the south littered with bones. ~ path~ 0 0 27093 -1 D3 The path disappears out of sight to the west. ~ path~ 0 0 27049 -1 E stake skull~ It is the skull of a human warrior and appears to be several months old. Someone just pierced the skull with a sharp stick and left it here. ~ S #27051 Bloody Path~ The ground of this dark, forest path is pooled with blood. Some new and some old. Clouds of insects have come to feast here. Some large mushrooms grow at your feet. There is an over grown trail that looks little used to the east but the large path runs from south to north into small field from which the sounds of a fray can be heard. ~ 97 0 3 D0 A battlefield lies to the north. ~ field path~ 0 0 27052 -1 D1 The trail gets rather overgrown further east. ~ trail~ 0 0 27055 -1 D2 To the south you see a trail marker of some sort. ~ path~ 0 0 27050 -1 S #27052 Battlefield~ Corpses litter the ground. It seems that a band of knights made their last stand here. The grass is sticky with blood and a multitude of vultures soar above waiting to land and pick the corpses clean. The dark, twisted trees loom over the bloody scene like quiet spectators. A path wanders deep into the forest to the south and another small trail goes north into a pine grove. ~ 97 0 3 D0 A comparatively pleasant pine grove grows to the north. ~ trail pine~ 0 0 27056 -1 D2 The path forks to the south. ~ path~ 0 0 27051 -1 S #27053 Sloping Trail~ The path slopes rather steep here going down into a pine grove to the south. The trees that grow around you seem to be a bit greener and healthier. The pine grove lies just to the south and to the north is a bloody battlefield. A trail of blood leads south. ~ 97 0 3 D0 A small pine grove grows at the base of the hill just to the north. ~ pine grove~ 0 0 27054 -1 D2 A thick pine grove grows north of here. ~ grove path~ 0 0 27056 -1 S #27054 Pine Grove~ You stand in the midst of a clear pine grove. Most of the trees that grow around you are rather young. A thick mat of grass grows at your feet and several huge rocks litter the ground here covered with a thick coat of emerald green moss. A patch of grass has been stained red with blood. A small trail leaves north. ~ 97 0 3 D2 A small trail snakes its way up a steep hill to the north. ~ trail small~ 0 0 27053 -1 S #27055 Overgrown Trail~ This trail looks as if it was once well used. Now it is overgrown and choked with weeds. The branches overhead are choked with spider webs. You have to hack and push your way to get through the thick brush. For a moment you think you have lost the trail altogether and are trailblazing only to find some hint of cobbles on the ground. North of here you see a small clearing, and to the west is a far clearer path. ~ 97 4 3 D0 The clearing to the north is shadowy and domed with dark twisted trees. ~ clearing~ 0 0 27057 -1 D3 The path runs north south. ~ path~ 0 0 27051 -1 S #27056 Trail in Pine Grove~ Strong pine trees stand all around you. They seem healthy and strong. Much of the brush has been torn up and a small tree broken in twain. It looks as if a fight took place here and someone or something fled through the trees to the south leaving a trail of blood. To the north you see a battlefield. ~ 97 0 3 D0 The trail slopes steeply downard and into a dense grove. ~ trees~ 0 0 27053 -1 D2 ~ ~ 0 0 27052 -1 S #27057 Dark Clearing~ You stand in a dark circular clearing. The sky is blocked out by a dome of dark branches above you. The clearing is marked out by a ring of large stone blocks. It looks as if this place might have been used for some sort of ceremony in the recent past. The dirt is covered with small hoof prints and some blood has been spilt in the center of the circle. An almost impassable, overgrown trail leaves south. Down a dark trail to the west you can see some torches flickering. ~ 97 1 3 D1 You see a large iron gate with several torches burning in the darkness. ~ path torches~ 0 0 27058 -1 D2 The brush chocked path looks as is someone has just recently tromped through it. ~ path overgrown~ 0 0 27055 -1 S #27058 Spider Gate~ A thick stone wall rises to the north of you. Looming at its center stands a huge iron gate. The gate looks tortured and rusted with age. Atop it are large barbed spikes. The center of the gate is adorned with a thick, heavy lock in the shape of a black widow. Thick mats of webbing cover the gate and obscures your view into what lays beyond. Just to the west is a small clearing. ~ 97 4 3 D0 You hack away the thick webbing and see an overgrown oak grove filled with spider webs. ~ gate~ 7 27045 27059 -1 D3 The clearing is obscured by a thick dome of dead branches that encircle the ring of stones. ~ clearing small~ 0 0 27057 -1 S #27059 South End of the Oak Grove~ You stand in a dark, overgrown grove. Spiders seem to be everywhere! Their webs fill the branches of the trees. Small bones and pieces of chitin lay scattered in the grass. A large, rusted gate stands just to the south of you. Oak trees and thick brush grow wild all around. An old stone path leads you north to a circle of standing stones. ~ 97 0 2 D0 A circle of huge stones rest just to the north. Each stone is rough and rectangular standing about 18 feet tall. ~ path old stone circle~ 0 0 27064 -1 D1 Some oaks grow to the west. ~ oaks~ 0 0 27061 -1 D2 Outside the gate some torches flicker in the wind. ~ gate~ 1 27045 27058 -1 D3 To the east is some brush and old trellising. ~ brush~ 0 0 27060 -1 S #27060 Old Vineyard~ Long since overgrown with brush, the wild vines and the broken remains of the trellising indicate that this once was a small vineyard. The stone wall runs to the south of you and makes a sharp turn northward just to the west. To the east you can see the outlines of a gate on the southern wall and to the north east some standing stones are visible. To the north is a large path of brambles. ~ 97 0 3 D0 If you follow the wall further north you will come to a thick hedge of wild blackberries.~ patch brambles~ 0 0 27062 -1 D1 The spider gate is just to the east. A small north south path runs through it. ~ gate~ 0 0 27059 -1 E wall~ The wall is made from large granite blocks. It stands about 17 feet tall. At even spacings accost the top of the wall are rusty iron spikes to dissuade thieves from climbing it. ~ S #27061 Cluster of Oaks~ You stand in a cluster of tall oaks. These proud trees have been encased in the misty webbing of these spiders. The trunks are sticky with web resin and small baby spiders falling out of the branches keep landing on you. A high stone wall runs to the south and east of you as it seems you are in the corner of an old... garden? To the west is the gate. To the north west you can make out a circle of stones and a small field is to the west. ~ 97 0 3 D0 A single dead tree grows to the north in the center of a field. ~ field~ 0 0 27063 -1 D3 The gate lies just to your west. ~ gate~ 0 0 27059 -1 S #27062 Thorn Bush~ A huge blackberry bush grows to the north of you. It stands about 15 feet tall. It's numerous thorns convince you that trying to go further north would be quite painful! The brush is full of spider webs and multitudes of small spiders are scurrying out from under the bush. To the south a large patch of brush grows. And to the west you can see a mystic-looking circle of monoliths standing tall in this cursed grove. ~ 97 0 3 D0 It appears that there is a opening inside the thorn bush. Maybe you could crawl in! ~ bush thorn blackberries~ 35 -1 27069 -1 D1 The stones look old and sad. They almost seem to be waiting for something. ~ stone stones~ 0 0 27064 -1 D2 The brush is rather thick and you see the fragments some old wood scattered about. ~ brush~ 0 0 27060 -1 S #27063 Small Field~ A small field of withered grass grows in this corner of the walled garden. The black, twisted remains of an oak are still rooted here. Many small spiders have spun webs in the branches. A thick thorn bush grows just to the north of you. It seem to fill the northern part of the garden. A thick cluster of oaks grow just to the south and a circle of monoliths stand just to the west. ~ 97 0 2 D2 The oaks are large and filled with spider webs.~ trees oaks cluster~ 0 0 27061 -1 D3 The stones are old and weathered. Although the stand tall and proud is seems as if they are filled with an unexplainable sadness. ~ stone stones circle~ 0 0 27064 -1 E tree~ The tree's blackened form, although quite dead seems to be almost screaming out in agony. ~ S #27064 The Circle of Standing Stones~ You are standing in the circle of stones. Each one is roughly rectangular and standing about 20 feet tall. At the edge of your hearing you can make out an almost inaudible humming. A deep sadness seem to emanate from all around. A small unadorned stone alter rests in the center of the circle. To the north a huge wall of thorns stands running east and west. A small foot path wanders into just to the north and another runs south toward a distant gate. ~ 97 0 -1 0 27065 3 3 3 D0 The path seems to lead to a clearing on the far side of the brush. ~ path foot~ 0 0 27066 -1 D1 A small clearing lies just to the east. ~ ~ 0 0 27063 -1 D2 The gate looks rather ominous and foreboding. ~ gate foot path~ 0 0 27059 -1 D3 The thorn bush is especially thick to the east. ~ thorn bush wall thorns~ 0 0 27062 -1 S #27065 Darkness~ A voice calls out... 'The balance is broken... Heceta must be stopped! before...' Nothingness... ~ 97 0 -1 20 27058 1 1 S #27066 Bramble Path~ You are on a small foot path wandering north and south. Tall brambles grow on both sides of you. Something seems to be drawing you north. It is some sort of drive that you cant put a finger on... something... something evil is drawing you north. ~ 97 0 3 D0 Just to the north you see a huge oak tree growing at the end of the stone path. It is silent and still... waiting. ~ path~ 0 0 27068 -1 S #27067 Bramble Path~ You stand on a small stone path leading from the great tree to the north to the circle of standing stones to the south. A shiver passes through your body as you look back north. Small birds take to the sky as you path them. ~ 97 0 3 D0 The path ends at the base of a great oak tree. ~ tree path stone~ 0 0 27068 -1 D2 The circle of standing stones is just to the south. ~ stones circle path~ 0 0 27064 -1 S #27068 The Ancient Oak~ The small foot path leads up to and encircles the trunk of a huge oak tree. It branches are huge and block out the sky. Spiders scurry all across its gigantic trunk. There is a deep rumble from below. Almost as if something ancient is about to awake. ~ 97 64 3 D2 The path disappears into the thorn bush. ~ path~ 0 0 27067 -1 S #27069 Inside the Thorn Bush~ You have to duck low to avoid being caught in the masses of thorns and webbing all around you. Small spiders swarm out of a large hole in the ground. They are everywhere! Crawling on you and getting inside your armor! There small bites are harmless but painful. ~ 97 1 3 D2 The exit to this hellish place lies just to the south. ~ bush~ 0 0 27062 -1 D5 Only darkness can bee seen down the dark hole but you are sure there are a multitude of spiders waiting for you down there. ~ hole~ 0 0 27070 -1 S #27070 Crawlway~ You are down on all fours pulling your way through this crawlway. Spider cover the stone all around you. There seems to be no end to them! The steep tunnel flattens out and appears to open into larger chamber further west. From the tunnel the strong smell of death rises. Some light leaks out from a hole directly above you. ~ 97 9 0 D3 You cannot see much further into the darkness but the number of spiders and the ever-present smell of death tells you that the lair is close. ~ ~ 0 0 27071 -1 D4 It looks as if there is quite a bit of thorny scrub above you. ~ hole~ 0 0 27069 -1 S #27071 The Queen's Domain~ You stand in a large chamber covered in spider webs. Spiders swarm on every surface. The floor is littered with pieces of bone and eaten animals. Hanging in the webs around you are the cocooned forms of many human and animal victims alike. Many egg sacks litter the room. The only exit is a tunnel to the east. ~ 97 9 0 D1 The tunnel seem to curve up. ~ tunnel~ 0 0 27070 -1 S #27072 Muddy Path~ You are slogging through almost a foot of mud making progress very very slow. You stand in a cluster of dead trees with their twisted branches breaking as you push your way through the dark trail. A trail runs south and north in the gloom. Further north a thundering chorus of frogs fills the air. Nearby, you think you hear laughing... ~ 97 1 3 D0 You can see the edge of a misty lake just to the north. ~ trail~ 0 0 27074 -1 D1 It looks like might be a small clearing just through the brush. ~ brush~ 1 -1 27073 -1 D2 A clearing opens up to the south. ~ trail~ 0 0 27002 -1 S #27073 Dark Pool~ You stand in a circle of dead trees, all ringing a small pool of water. The pool seems rather unspectacular and could be no more than a foot deep put there seems to be a strange aura that surrounds it. There is only silence here withe the exception of the large insects buzzing about. ~ 97 0 3 D3 You see a overgrown path just to the east. ~ path~ 1 -1 27072 -1 S #27074 Dark Shore~ You are on the south edge of a small lake. The waters are as black as night and a thick mist hangs over the water. From all around you, you can hear the croaking of frogs lifting into the sky like an inhuman chorus. For a moment the fog clears and you can make out a small island out in the mist. Then as quickly as it happened the fog swallows up the island again. ~ 97 4 3 D0 The dark waters await you. ~ lake~ 0 0 27075 -1 D2 A twisted path runs south. ~ path~ 0 0 27072 -1 S #27075 On the Dark Lake~ All you can see is a thick mist that fills the air. The sky is dark and seems to offer no light to guide you. The water calmly laps around you. You fear that with no markers to guide you and this hellish mist you may soon become lost. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27077 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27075 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27074 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27076 -1 S #27076 On the Dark Lake~ You are startled my the cries of marsh birds as they take from the branches of a half submerged tree growing out of the lake. The black waters lap below you, hiding many unseen horrors. The mist will not relent and you are still without a view of the sky. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27080 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27078 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27075 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27077 -1 S #27077 On the Dark Lake~ The water spans in all directions vanishing into the mist. Large dragonflies dance through the air. In the distance you can see boglights and hear the hypnotic song of a multitude of frogs. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27080 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27076 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27075 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27077 -1 S #27078 On the Dark Lake~ A thin yellow film is on the black waters below you. You see the shimmer of movement below you and then... nothing. The mist grows thick here, almost taking on a life of its own. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27078 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27080 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27083 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27079 -1 S #27079 Lost on the Dark Lake~ Dark images leap at you. Shadows are all around. The dark forces of this evil place are playing with your mind and making you lose all sense of direction. In the distance you hear a wolf howl. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27078 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27080 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27079 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27081 -1 S #27080 Lost on the Dark Lake~ Dark images leap at you. Shadows are all around. The dark forces of this evil place are playing with your mind and making you lose all sense of direction. In the distance you hear a wolf howl. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27079 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27079 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27080 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27080 -1 S #27081 Near A Hovel~ Jutting out of the water on stilts is a small building that is nearly over. There is a large hole in the roof and light streams out of the window. A small, rotting dingy floats out front. Clashing with the eerie howls in the dark a jovial chorus of banjo playing rises from within. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27081 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27082 -1 D2 You can only hear the jovial music inside the cottage. ~ hovel~ 0 0 27079 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27077 -1 S #27082 Inside the Hovel~ You have to watch your step as you walk into this small cabin as the floorboards are rotting and already sport many holes to the dark waters below you. A small wooden table rests here with a dented plate and other filthy eating utensils. A large piece of drift wood hanging on the wall reads 'Home Sweet Home.' A lantern hanging from the ceiling illuminates the building. ~ 97 4 1 D3 Outside is the dark lake. ~ door~ 0 0 27081 -1 S #27083 On the Dark Lake~ The waters are strangely calm here. Mist hangs close to you. The darkness around you is filled with the chirping of crickets and chorus of frogs. In the distance you hear a bell ringing. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27077 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27081 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27080 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27084 -1 S #27084 On the Dark Lake~ Several trees grow out of the water with their vines hanging down all around you. You have to push your way through as you push further on through the fog. Very close by you hear a howl. ~ 97 1 7 7 7 D0 The mist obscures all sight. ~ lake~ 0 0 27076 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27085 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27079 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27078 -1 S #27085 By the Dark Island~ Just to your north you see a small island juts out of the water. It is rocky and without vegetation. Farther north a crumbing black tower stands. It may have once been an impressive sight but now is desolate and ruined. From the top of the tower a bell begins to toll. ~ 97 1 7 7 7 D0 The form of ar crooked tower looms in the mist. ~ shore~ 0 0 27086 -1 D1 The mist obscures all sight. ~ lake~ 0 0 27079 -1 D2 The mist obscures all sight. ~ lake~ 0 0 27076 -1 D3 The mist obscures all sight. ~ lake~ 0 0 27081 -1 S #27086 Path to Tower~ A small footpath runs north and south. The lake lies south of you and the tower just north of here. The thick mist hugs this small island, the waters endlessly lapping on the shore. ~ 97 5 4 D0 Ahead lies the tower gate. ~ footpath~ 0 0 27087 -1 D2 Ahead lies the dark lake. ~ footpath~ 0 0 27085 -1 S #27087 Tower Gates~ You stand at the rotting gate of the once-proud tower of Azaran. The gate is a huge rotting wooden gate with rusted iron reinforcements. A small set of four crumbling steps lead up to the archway. ~ 97 1 4 D0 The crumbling first level of the tower lies before you. ~ gate~ 3 -1 27088 -1 D2 The shore lies south. ~ path~ 0 0 27086 -1 S #27088 Base of the Tower~ You are at the bottom of the crumbling tower of Azaran. From the rotting tapestries and furniture crushed by fallen rocks from the upper tower, this must have once been a comfortable living area. Large holes in the stone walls have not kept the elements out and furniture has rotted heavily. A stone staircase leads to the second level of the tower. ~ 97 1 0 D2 Through the gates you can see the lake. ~ gate~ 3 -1 27087 -1 D4 You can't make out much of the next level of the tower. ~ stairs~ 0 0 27089 -1 S #27089 Debris in the Tower~ It appears that the floor above you has almost completely collapsed leaving this floor nothing more that a huge pile of rubble. The crumbling stairs exit down as well as continue further up. Above you a large bell begins to toll. ~ 97 1 0 D4 There is not much left of the floor above you. ~ stairs~ 0 0 27090 -1 D5 The entry floor is just below you. ~ stairs~ 0 0 27088 -1 S #27090 Broken Stairs~ This level of the tower seems to have completely fallen away. In fact, it stands on no more than a few pieces of stone jutting out of the wall. To make it further up you will have to jump to the remaining steps and hope they hold. You had better move fast. Figuring that the rest of the floor has fallen away there is little doubt that the rest could go at any second. ~ 97 1 0 D4 The next level seems much more intact. ~ stairs~ 0 0 27091 -1 D5 Below you is a huge amount of rubble. ~ stairs~ 0 0 27089 -1 S #27091 Summoning Chamber~ This room is almost completely intact. Old, warped book cases lean against the walls. Scattered on the floor are numerous books with their pages spilling out. A pentagram has been drawn on the floor with an extinguished candle at each point. A small stairway leads up and another crumbing one leads down. ~ 97 1 0 D4 Above you is the open platform on the top of this crumbling tower, from it you hear a bell ringing loudly. ~ stairs~ 0 0 27092 -1 D5 The floor below you is falling to pieces. ~ stairs~ 0 0 27090 -1 S #27092 Top of Tower Azaran~ The wind howls around you as you are pelted by small drops of rain. The thick mist whips and swirls about. A large bell hangs above you ringing in the wind. The roof above has almost collapsed and the walls around you no longer stand higher than piles of rubble. Far below you can see the dark lake. ~ 97 0 1 D5 Below you is a wizardly looking chamber. ~ stairs~ 0 0 27091 -1 S #27093 Garbage Dump~ Someone, or something, has been using this clearing as a refuse heap. Bones litter the ground and the a cloud of flies dance around the rotting meat left on them. Most of the bones appear to have been smashed for their marrow. Most appear to be from large animals like cows or horses but there are many human and elf bones here as well. A small trail leads further north into the woods and a huge cave looms to the east. There also appears to be a small path that goes south. ~ 97 0 2 D0 You see a fork in the trail further north. ~ trail~ 0 0 27050 -1 D1 The cave dealing seems to be about 20 feet tall! ~ cave~ 0 0 27097 -1 D2 The trail vanishes into a dense grove of trees. ~ ~ 2 0 27094 -1 S #27094 Tight Squeeze~ You squeeze your way between two large redwoods. The trail is almost nonexistent here. Just a bit further north you can see a clearing and to the south the trail gets even more overgrown. The plant life here seems unusually lush and green. Large ferns grow around you and you can hear birds singing in the trees. ~ 97 8 3 D0 The clear looks like it is used as someone's rubbish heap. ~ trail~ 0 0 27093 -1 D2 The path looks even more overgrown. ~ trail~ 0 0 27095 -1 S #27095 Under a Log~ You had to crawl under a fallen log to squeeze this far into the dense forest. The warm smell of earth is all around. To the north is a dense forest path and to the south you can see a lush opening in the woods. ~ 97 0 3 D0 The path gets very overgrown. ~ path~ 0 0 27094 -1 D2 The clearing is strikingly beautiful. Fireflies dance about. ~ clearing~ 0 0 27096 -1 S #27096 Mystical Clearing~ Fireflies dance all about you. Tall trees crowd around this small clearing blocking out the sky. The thick grass invites you to stretch out on it and take a long nap. The magic here is so thick that it makes your skin tingle. You feel waves of peace washing over you. ~ 97 16 3 D0 The forest looks to overgrown to travel far. ~ trail~ 0 0 27095 -1 S #27097 Huge Hallway~ This hall was carved right out of the living rock. The ceiling is about 20 feet above you. All along the walls huge torches burn brightly. Strange noises echo from deeper within the cave. Daylight can be seen just to the west and there in only darkness to the east. The stone walls seem very freshly carved. This tunnel could not be more than a few years old. ~ 97 9 0 D1 You can make out a large room further on. ~ passage~ 0 0 27098 -1 D3 The passage opens into the forest outside just a bit to the east. ~ passage~ 0 0 27093 -1 S #27098 High Domed Room~ The ceiling here is almost 40 feet above you. Flickering torchlight dances on the stone walls. Carved in relief on the stone wall is the icon of a huge man wrestling with a mighty dragon. The carving is old and worn with age. An high archway exits to the east and a rough stone tunnel leads east. To the south is a large stone door. The stone here is old and worn. These halls must be hundreds of years old. ~ 97 9 0 D1 You can see a large room littered with bones and animal parts. ~ archway~ 0 0 27099 -1 D2 Through the door is a long hallway. ~ stone door~ 0 0 27102 -1 D3 The passage seems to head to the surface. ~ passage~ 0 0 27097 -1 E dragon~ The beast looks as if it is loosing badly. One of it's teeth have been broken off. ~ E man giant~ In one of his hands is a hammer being struck from lightning from above. ~ E relief~ The carving shows a huge man, most likely a giant, wrestling a dragon to the ground with it's head in a lock. ~ S #27099 Slop Hall~ This large stone room is adorned with hanging tapestries and large, stone tables. Bones and rotting meat litter the floor. A hot wind blows through the door to the north. ~ 97 9 0 D0 You see a huge furnace burning in the kitchen. ~ door~ 0 0 27100 -1 D3 The hall has a high ceiling and some carvings on the north wall. ~ ~ 0 -37757883 -37757883 -1 S #27100 Kitchen~ The air here is sweltering hot as the furnace burns with a fury. The cries of animals can be heard nearby. A huge cauldron bubbles as a skull bobs to the top for a moment. South of here is a large mess hall, and on the east wall is an iron door. ~ 97 9 0 D1 Inside you can see a multitude of animals crying for help. ~ iron door~ 7 27050 27101 -1 D2 You can make out the slop hall. ~ archway~ 0 0 27099 -1 S #27101 Pantry~ Here the giants keep their food fresh and alive while it awaits its turn to be cooked. The room has a low ceiling and an iron door to the west. The shackles on the wall give you the idea that is may be a prison too. Hot air blows through the grate on the door. ~ 97 9 0 D3 You see the huge, flaming furnace. ~ iron door~ 7 27050 27100 -1 S #27102 North End of the Great Hall~ The size of this hall makes you gasp. Your light cannot even reach the ceiling and the echo of your speech and breathing only increases the mystery. Large stone columns support the arched walls and carvings of great giant gods and goddesses are scattered about. A tunnel leads east and west and far to the south you can make out a huge archway. A large stone door rests to the north. ~ 97 9 0 D0 A large domed chamber lies through the doorway. ~ stone door~ 1 -1 27098 -1 D1 The passage leads into darkness. ~ passage~ 0 0 27103 -1 D2 You see the south end of the hall. ~ hall~ 0 0 27107 -1 D3 You see a long passage with the end obscured in darkness. ~ passage~ 0 0 27105 -1 S #27103 Stone Hall~ This hall runs east-west. The ceiling is about 20 feet tall and carved smooth. To the east is an archway and to the west is a huge cavern. ~ 97 9 0 D1 You see a large sleeping chamber. ~ archway~ 0 0 27104 -1 D3 You can see the north end of the great hall. ~ hall~ 0 0 27102 -1 S #27104 Sleeping Chamber~ This large room has a twenty foot ceiling and is about fifty feet in length. The floor is littered with cots and piles of animal skins. Torches burn on the walls lighting the room. ~ 97 8 0 D3 You see a hallway. ~ archway~ 0 0 27103 -1 S #27105 Hallway~ This stone hallway runs east-west. The floor here is unusually clean. The great hall is to the east and some torches burn to the west. ~ 97 9 0 D1 You see the great hall. ~ hall~ 0 0 27102 -1 D3 You see a large bedroom. ~ archway~ 0 0 27106 -1 S #27106 Bedroom~ This huge room boasts the triumphs of a great warrior. Animal pelts hang from every wall. The bed itself is a collection of pelts heaped into one corner. Large torches burn to illuminate the room. Spears and swords line the walls, as do the heads of many victims. ~ 97 8 0 D1 ~ ~ 0 0 27105 -1 S #27107 South End of the Great Hall~ You stand aghast at the size of this hall. The walls are expertly carved into the images of giant gods and goddesses. Large pillars line the east and west walls. Two huge bronze doors stand to the south. A large hall exits to the east and west. ~ 97 9 0 D0 You see the north end of the hall. ~ hall~ 0 0 27102 -1 D1 You see a hallway. ~ hall~ 0 0 27108 -1 D2 Through the doors lies a guard post. ~ bronze doors~ 0 0 27112 -1 D3 You see a hallway. ~ hallway~ 0 0 27110 -1 S #27108 Hallway~ This is an east-west hallway. You can hear a ring of a hammer on metal just to the east. A huge hall lies just to the west. ~ 97 9 0 D1 You see a smithy. ~ archway~ 0 0 27109 -1 D3 You see the great hall. ~ hall~ 0 0 27107 -1 S #27109 Smithy of the Giants~ You stand in the mist of a huge smithy. A large furnace burns on the east wall. In the center of the room is a large anvil. Hanging on the walls are crude, poorly-made arms and armor. The only exit is to the west. ~ 97 8 0 D3 The hallway leads to a huge room. ~ archway~ 0 0 27108 -1 S #27110 Hallway~ This is an east-west hallway. To the east you see the great hall. To the west you can hear some chanting. ~ 97 9 0 D1 You see the south end of the great hall. ~ hall~ 0 0 27107 -1 D3 You see a shrine of sorts with a huge beat-like statue. ~ archway~ 0 0 27111 -1 S #27111 Shrine to Malar~ You stand in a large room. Stone pillars surround you on all sides. At the far west end is a huge statue of a bear-like beast standing over the corpse of a devastated elf. The alter is a huge stone claw reaching out of the ground. On it are the remains of a human soldier. Candles line the walls filling the room with an eerie light. A fire burns in a pit before the alter. ~ 97 8 0 D1 You see a hallway. ~ archway~ 0 0 27110 -1 S #27112 Guard Room~ This is a circular, stone room. The floor is a shiny black tile but is old and has many cracks running through it. A pair of large bronze doors loom to the north. An archway leads to a large room to the south of here. The doorway to the west seems empty and a foreboding feeling arises from it. To the east is an ornately carved wooden door. ~ 97 9 0 D0 You can see the great hall. ~ hall~ 1 27050 27107 -1 D1 You see a short hall ending in a dark room... in the darkness you see a glinting light dancing about. ~ door wooden~ 1 -1 27119 -1 D2 You see a room littered with rubble. It is crowded with guards and a make- shift throne stands on the southern edge. ~ archway~ 0 0 27116 -1 D3 A vast darkness swells from inside the room. ~ arch~ 0 0 27113 -1 S #27113 Scorched Shrine~ This was once a shrine to Yakith giant god of valor and strength. Now the walls are scorched with fire and the altar lays in two pieces, split by a bolt of lightning. This chamber vibrates with a sense of foreboding. ~ 97 13 -1 100 27114 1 0 D1 You see the guard room. ~ arch~ 0 0 27112 -1 S #27114 You Feel Seeeeeeeeeeepy.........~ You feel sleeeeeeeeeeepy......... Sleeeeeepy.... tired...bye bye... ~ 97 8 -1 60 27115 1 0 S #27115 You are begin moved...~ You are being moved... ~ 97 8 -1 20 27101 1 0 S #27116 Devastated Throne Room~ This once might have been a throne room. But now it is in ruin. The walls have tumbled down and now it is clogged with rubble. A makeshift throne has been made from stones, skulls and pelts, but it looks more like a pile of stones, skulls and pelts than a throne. An archway leads north and some rubble has been cleared opening a passage to the west. ~ 97 9 0 D0 You see the guard room. ~ archway~ 0 0 27112 -1 D3 The smell of death rises from the passage. ~ passage~ 0 0 27117 -1 S #27117 Long Hall~ The smell of death is strong here, rising up from the west. This long stone hallway recently underwent a collapse. Much of the rubble has been cleared out, but it is still difficult climbing over some of the remaining trash. What is left of the passage runs weast and west. ~ 97 9 5 D1 You can make out the devastated throne room. ~ passage~ 0 0 27116 -1 D3 You can't see it but your nose tells you that you're near many dead bodies. ~ passage~ 0 0 27118 -1 S #27118 The Crypt~ You are in a large, stone crypt. On stone slabs and in niches in the walls are the bones of generations of dead giants. Many of the bodies seem to be fresh. Three slabs set aside for kings appear to have bodies on them that seem to have been here for the same period of time. Some sort of disaster hit this once-great tribe not long ago. ~ 97 13 0 D1 You see a long hall filled with rubble. ~ ~ 0 0 27117 -1 S #27119 Short Hall~ This is a short hall that runs east west. A large ornate door lies to the east. ~ 97 9 0 D1 Beyond the archway you see the sleeping chambers of the chief... something is glowing in there... ~ archway~ 1 27051 27120 -1 D3 You see the guard room. ~ door wooden~ 1 -1 27112 -1 S #27120 Sleeping Chambers of the Giant Chief~ You are in a large room carved out of stone. A huge pile of sheep skins lie here making a good bed. A lion's skin hangs on the north wall. The west wall is the hallway out. Several human and animal heads have been mounted on the south wall. The east wall is barren. On a table is a small cage with the door swinging open. ~ 97 4 0 D1 A gust of air blows at you. ~ wall~ 7 27051 27121 -1 D3 A small hall leads out. ~ archway~ 0 0 27119 -1 S #27121 Dark Cavern~ You walk into a large, seemingly natural cavern. The floor is sandy and the walls are rough stone. To the east you can see a huge cavern and hear the howling of the wind. The western wall is off-colored and made of smooth stone. ~ 97 9 0 D1 You can see a huge cavern with a chasm running the middle of it. ~ tunnel~ 0 0 27122 -1 D3 The beyond the stone you can hear grunts and snorts. ~ stone~ 7 27051 27120 -1 S #27122 West Side Of a Great Chasm~ You are in a huge cavern with no sign of a ceiling. Before you is a huge chasm spanning the length of this cave. A powerful wind blows from its depths whistling by you. A small, rickety, rope bridge spans the chasm, swinging back and forth in the strong wind. ~ 97 9 0 D1 Hovering above the rope bridge you can see a dark figure waiting for you. ~ bridge~ 0 0 27123 -1 D3 A small tunnel winds off to the east. ~ tunnel~ 0 0 27121 -1 S #27123 On the Rope Bridge~ You clutch the bridge tightly to keep from being flung into the chasm below. The fall would be at least a thousand feet and no bottom can be seen. Hurry, it is very dangerous to stay on this bridge. ~ 97 329 0 2 D1 You see safety on the east side of the bridge! ~ bridge~ 0 0 27124 -1 D3 You see safety on the west side of the bridge! ~ bridge~ 0 0 27122 -1 S #27124 East Side of the Chasm~ You stand on the east side of the huge chasm. The wind howls from deep within it. Spanning it is a small, dangerous looking rope brigde. The bottom of the chasm can't be seen and your stomach churns as you look down into it. A tunnel vanishes into darkness to the east. ~ 97 9 0 D1 You see a very long tunnel winding into darkness. ~ tunnel~ 0 0 27125 -1 D3 The bridge swings dangerously in the wind. ~ bridge~ 0 0 27123 -1 S #27125 Long, Dark Passage~ This passage is very long. It seems to stretch on forever. Water drips from the ceiling above. Sand crunches under your feet. Dark shadows on the walls play tricks with your mind. ~ 97 9 0 D1 The tunnel goes on forever! ~ tunnel~ 0 0 27126 -1 D3 It is a long hike back... ~ tunnel~ 0 0 27128 -1 S #27126 Long, Dark Passage~ This passage is very long. It seems to stretch on forever. Water drips from the ceiling above. Sand crunches under your feet. Dark shadows on the walls play tricks with your mind. ~ 97 9 0 D1 The tunnel goes on forever! ~ tunnel~ 0 0 27127 -1 D3 It is a long hike back... ~ tunnel~ 0 0 27124 -1 S #27127 Long, Dark Passage~ This passage is very long. It seems to stretch on forever. Water drips from the ceiling above. Sand crunches under your feet. Dark shadows on the walls play tricks with your mind. ~ 97 9 0 D1 The tunnel goes on forever! ~ tunnel~ 0 0 27125 -1 D3 It is a long hike back... ~ tunnel~ 0 0 27124 -1 S #27128 Long, Dark Passage~ This passage is very long. It seems to stretch on forever. Water drips from the ceiling above. Sand crunches under your feet. Dark shadows on the walls play tricks with your mind. ~ 97 9 0 D1 The tunnel goes on forever! ~ tunnel~ 0 0 27126 -1 D2 Darkness... ~ stone~ 3 -1 27129 -1 D3 It is a long hike back... ~ tunnel~ 0 0 27124 -1 S #27129 Stone Chamber~ This room has rough broken walls and thick sand on the floor. Rust colored stains cover the walls. A light breeze can be felt from the hallway leading north. Another hall leads west. ~ 97 9 0 D0 You can see a steep passage with sunlight at the end. ~ hallway~ 0 0 27130 -1 D3 A long dark tunnel can be seen. ~ hall~ 0 0 27127 -1 S #27130 Long Hall~ You stride down the long hall. It is steeply inclined to the north. At the end you can see a cave mouth and... daylight! The fresh air flows over you as you stride on. ~ 97 9 0 D0 The hall continues on... ~ hall~ 0 0 27131 -1 D2 A dark chamber looms to the south. ~ chamber~ 0 0 27129 -1 S #27131 Long Hall~ You are almost there. This long hike has brought you up a few hundred feet in elevation. The cave opening is just a bit further. ~ 97 9 0 D0 You can see a cave opening. ~ passage~ 0 0 27132 -1 D2 The hall runs far far to the south. ~ hall~ 0 0 27130 -1 S #27132 Cave Entrance~ You stand in a small cave. The outside is just a few feet north. Beyond, you can see a misty, overgrown grove of trees. A dark chant can be heard from deep within. A long passage descends into the darkness to the south. ~ 97 8 0 D0 You can see the tick, dark forest. ~ path~ 0 0 27133 -1 D2 The passage is very long and gently slopes downward. ~ passage~ 0 0 27130 -1 S #27133 Edge of A Dark Path~ You stand in a thick forest. Large leafy plants grow all around you. A thick mist rolls past whispering warnings to you. A small footpath runs north. A small cave huddles in the rocks to the south. ~ 97 0 3 D0 The trail winds on. ~ footpath~ 0 0 27134 -1 D2 The cave is dark and wet. ~ cave~ 0 0 27132 -1 S #27134 On the Dark Path~ You move onwards. Torches burn on the sides of the path. Skulls line your way. You break through a thin wall of webbing and move onward. Your stomach is knotting up. Sweat drips off your brow. Just to the north you can make out a small misty clearing filled with figures. The hags are so close A dark chanting grows louder and louder. This place REEKS with evil. Shadows laugh and dance about you, taunting you to go further north. ~ 97 0 3 D0 The HAGS! ~ clearing~ 0 0 27135 -1 D2 You see a small cave. ~ footpath~ 0 0 27135 -1 S #27135 The Clearing of The Hags~ Dark magics swirl around you. A thick mist bubbles out of the soil. The trees around you are dead, frozen in a silent scream. The forces at work here a poisoned the land. A black crow with red glowing eyes watches you from it's perch in the tree. This place has been totally consumed by evil. You can see shadows of otherworldly creatures dancing about at the edge of you vision. ~ 97 64 3 D2 A path to a better place. ~ path~ 0 0 27133 -1 S #27136 Gritha Factory~ Here a large steam engine pumps away. A massive iron mold in the shape of a gritha stamps down every few seconds producing a fresh new gritha. The creature grabs a number and asks another next to him,"Who's gonna kill you today?" Others line up to be express delivered to the battleground to be hacked up yet again. ~ 97 516 0 D0 ~ ~ 0 0 27002 -1 D1 ~ ~ 0 0 27006 -1 D2 ~ ~ 0 0 27021 -1 D3 ~ ~ 0 0 27052 -1 D4 ~ ~ 0 0 27013 -1 S #27137 Death's Workbench~ Death sits here at his bench busily working. On occasion he will reach into a spar parts barrel grabbing a bone or a rotting member and try to attach it to his pile of bones muttering ".. damn unions.." After a few minuets a new member of the living dead sits up and grins. Death gives him a hardy slap on that back and says,"Off you go, little one," and sends the creation slipping down the express chute to Darkenwood. ~ 97 516 0 D0 ~ ~ 0 0 27026 -1 D1 ~ ~ 0 0 27045 -1 D2 ~ ~ 0 0 27025 -1 D3 ~ ~ 0 0 27027 -1 S #27198 Dal's Deleted Room~ Oops.. sorry ~ 97 0 0 S #27199 Tyr's Shrine~ Marble...soft glow... Nuff said. ~ 97 8 0 D5 ~ door~ 0 0 3005 -1 S #27400 Father's Private Sanctum~ Here is where the Immortal Father decides what rewards and punishments are deserved. He also performs his other "Godly" duties here with an alter on one wall and a bed in a corner [for his (pro)creation work :)] ~ 98 24 0 S #27401 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through, the way West is blocked by an immense tree, and a passage to the East semms to go to a chamber BELOW the River! ~ 98 0 3 D1 ~ ~ 0 -1 27436 -1 D2 ~ ~ 0 -1 27402 -1 S #27402 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. The way West is blocked by an immense tree. ~ 98 0 3 D0 ~ ~ 0 -1 27401 -1 D1 ~ ~ 0 -1 27494 -1 D2 ~ ~ 0 -1 27403 -1 S #27403 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East, the River gets a bit shallower to allow a River Crossing. As you listen, to the East you hear... "thrashing?"... maybe it's just someone swimming.... ~ 98 0 3 D0 ~ ~ 0 -1 27402 -1 D1 You look towards the East and see a few logs floating.... Wait! Those are Crocodiles! ~ ~ 0 -1 27493 -1 D2 ~ ~ 0 -1 27404 -1 D3 ~ ~ 0 -1 27407 -1 S #27404 Under a Huge Ecalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The thing that REALLY catches your eye though is the rather large tree that looks big enough to support an entire community in its limbs. ~ 98 0 3 D0 ~ ~ 0 -1 27403 -1 D1 ~ ~ 0 -1 27492 -1 D2 ~ ~ 0 -1 27405 -1 D3 ~ ~ 0 -1 27408 -1 D4 ~ ~ 0 -1 27496 -1 S #27405 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. ~ 98 0 3 D0 ~ ~ 0 -1 27404 -1 D1 ~ ~ 0 -1 27491 -1 D2 ~ ~ 0 -1 27406 -1 D3 ~ ~ 0 -1 27409 -1 S #27406 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East is a path that leads off towards a lake. To the South is a wall of the Aborigine Stronghold. ~ 98 0 3 D0 ~ ~ 0 -1 27405 -1 D1 ~ ~ 0 -1 27488 -1 D3 ~ ~ 0 -1 27410 -1 S #27407 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through. ~ 98 0 3 D1 ~ ~ 0 -1 27403 -1 D2 ~ ~ 0 -1 27408 -1 D3 ~ ~ 0 -1 27411 -1 S #27408 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. A ways to the South you see a stronghold of some sort. ~ 98 0 3 D0 ~ ~ 0 -1 27407 -1 D1 ~ ~ 0 -1 27404 -1 D2 ~ ~ 0 -1 27409 -1 D3 ~ ~ 0 -1 27412 -1 S #27409 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. You see a stronghold a little to the South of here. ~ 98 0 3 D0 ~ ~ 0 -1 27408 -1 D1 ~ ~ 0 -1 27405 -1 D2 ~ ~ 0 -1 27410 -1 D3 ~ ~ 0 -1 27413 -1 S #27410 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the South is the wall of a stronghold. ~ 98 0 3 D0 ~ ~ 0 -1 27409 -1 D1 ~ ~ 0 -1 27406 -1 D3 ~ ~ 0 -1 27414 -1 S #27411 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North and West to allow you through. ~ 98 0 3 D1 ~ ~ 0 -1 27407 -1 D2 ~ ~ 0 -1 27412 -1 S #27412 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. You see a field to the West and a stronghold a ways to the South. ~ 98 0 3 D0 ~ ~ 0 -1 27411 -1 D1 ~ ~ 0 -1 27408 -1 D2 ~ ~ 0 -1 27413 -1 D3 ~ ~ 0 -1 27437 -1 S #27413 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. You see a field to the West and a stronghold a little to the South. ~ 98 0 3 D0 ~ ~ 0 -1 27412 -1 D1 ~ ~ 0 -1 27409 -1 D2 ~ ~ 0 -1 27414 -1 D3 ~ ~ 0 -1 27438 -1 S #27414 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the West is a field and just South of here is the Entrance to the Aborigine Stronghold. ~ 98 0 3 D0 ~ ~ 0 -1 27413 -1 D1 ~ ~ 0 -1 27410 -1 D2 ~ ~ 0 -1 27445 -1 D3 ~ ~ 0 -1 27439 -1 S #27415 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through, to the South-East is a steep hill, and to the West is a passage that seems to lead into a chamber BELOW the River! ~ 98 0 3 D1 ~ ~ 0 -1 27419 -1 D2 ~ ~ 0 -1 27416 -1 D3 ~ ~ 0 -1 27436 -1 S #27416 Between the River and a Steep Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East is the steep face of a hill while the River is to the West. ~ 98 0 3 D0 ~ ~ 0 -1 27415 -1 D2 ~ ~ 0 -1 27417 -1 D3 ~ ~ 0 -1 27494 -1 S #27417 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East is the sloping side of a Hill while to the East is the River. As you listen, to the West you hear... "thrashing?"... maybe it's just someone swimming.... ~ 98 0 3 D0 ~ ~ 0 -1 27416 -1 D1 ~ ~ 0 -1 27431 -1 D2 ~ ~ 0 -1 27418 -1 D3 You look to the West and see a few logs folating.... Wait! Those are Crocodiles! ~ ~ 0 -1 27493 -1 S #27418 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. The River bends here and lies to the West and South. ~ 98 0 3 D0 ~ ~ 0 -1 27417 -1 D1 ~ ~ 0 -1 27422 -1 D2 ~ ~ 0 -1 27490 -1 D3 ~ ~ 0 -1 27492 -1 S #27419 Base of a Steep Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through and the steep face of a hill is to the South. ~ 98 0 3 D1 ~ ~ 0 -1 27420 -1 D3 ~ ~ 0 -1 27415 -1 S #27420 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North and East to allow you through. You see a large hill to the South-West. ~ 98 0 3 D2 ~ ~ 0 -1 27433 -1 D3 ~ ~ 0 -1 27419 -1 S #27421 Under a Huge Eucalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The thing that REALLY catches your eye though is the rather large tree that looks big enough to support an entire community in its limbs. ~ 98 0 3 D0 ~ ~ 0 -1 27433 -1 D1 ~ ~ 0 -1 27429 -1 D2 ~ ~ 0 -1 27425 -1 D3 ~ ~ 0 -1 27432 -1 D4 ~ ~ 0 -1 27497 -1 S #27422 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. A fortress is to the East and South. ~ 98 0 3 D0 ~ ~ 0 -1 27432 -1 D1 ~ ~ 0 -1 27425 -1 D2 ~ ~ 0 -1 27423 -1 D3 ~ ~ 0 -1 27418 -1 S #27423 Under a Huge Eucalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The thing that REALLY catches your eye though is the rather large tree that looks big enough to support an entire community in its limbs. ~ 98 0 3 D0 ~ ~ 0 -1 27422 -1 D1 ~ ~ 0 -1 27426 -1 D2 ~ ~ 0 -1 27424 -1 D3 ~ ~ 0 -1 27490 -1 D4 ~ ~ 0 -1 27498 -1 S #27424 Along the Eucalyptus River Outside of a Fortress~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the South is the wall to a fortress and to the West is the Eucalyptus River. ~ 98 0 3 D0 ~ ~ 0 -1 27423 -1 D1 ~ ~ 0 -1 27427 -1 D3 ~ ~ 0 -1 27489 -1 S #27425 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Entrance to the Roo Fortress is to the East. ~ 98 0 3 D0 ~ ~ 0 -1 27421 -1 D1 ~ ~ 0 -1 27469 -1 D2 ~ ~ 0 -1 27426 -1 D3 ~ ~ 0 -1 27422 -1 S #27426 Outside the Fortress Wall~ You see many Eucalyptus trees around you which fill the air with a strange smell. The wall of a Fortress blocks the way East though it looks like there is an entrance on the North side of the wall. ~ 98 0 3 D0 ~ ~ 0 -1 27425 -1 D2 ~ ~ 0 -1 27427 -1 D3 ~ ~ 0 -1 27423 -1 S #27427 Outside the Fortress Wall~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Fortress wall comes to a corner here -- blocking the way to the South and East. The Entrance appears to be to the North. ~ 98 0 3 D0 ~ ~ 0 -1 27426 -1 D3 ~ ~ 0 -1 27424 -1 S #27428 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North and East to allow you through. You see a Fortress a ways to the South. ~ 98 0 3 D2 ~ ~ 0 -1 27429 -1 D3 ~ ~ 0 -1 27433 -1 S #27429 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the East to allow you through. The Entrance to the Roo Fortress is just South of here. ~ 98 0 3 D0 ~ ~ 0 -1 27428 -1 D2 ~ ~ 0 -1 27469 -1 D3 ~ ~ 0 -1 27421 -1 S #27430 Under a Huge Ecalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense to the North and East to allow you through and the Fortress blocks the way South. The most striking feature of this patch of forest is the HUGE tree with the extensive branch network above you that could probably support you and quite a few friends. ~ 98 0 3 D3 ~ ~ 0 -1 27469 -1 D4 ~ ~ 0 -1 27499 -1 S #27431 Top of a Large Hill~ From this height, you can see the Eucalyptus Forest around you as well as the Aborigine Stronghold to the distant South-West, the Roo Fortress to the South, and the Eucalyptus River flowing between them towards a Lake. It looks like you can make it down the steep Western and Northern side from the top but not back up from the bottom. ~ 98 0 4 D0 ~ ~ 0 -1 27419 -1 D1 ~ ~ 0 -1 27433 -1 D2 ~ ~ 0 -1 27432 -1 D3 ~ ~ 0 -1 27416 -1 S #27432 Base of Sloping Side of Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Hill to the North seems climbable form this side. You see a Fortress of some kind to the South-East. ~ 98 0 3 D0 ~ ~ 0 -1 27431 -1 D1 ~ ~ 0 -1 27421 -1 D2 ~ ~ 0 -1 27422 -1 D3 ~ ~ 0 -1 27417 -1 S #27433 Base of Sloping Side of Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Hill to the West seems climbable from this side. You see a Fotress a ways to the South. ~ 98 0 3 D0 ~ ~ 0 -1 27420 -1 D1 ~ ~ 0 -1 27421 -1 D2 ~ ~ 0 -1 27422 -1 D3 ~ ~ 0 -1 27431 -1 S #27434 Small Wet Passage Below River~ For some unknown reason, this passage goes UNDER the River without collapsing. There is a small Hole above you that leads back to the Deep, Dark Forest Riverbank and the passage continues to the South. ~ 98 9 0 D2 ~ ~ 0 -1 27435 -1 D4 ~ ~ 0 -1 6121 -1 S #27435 Small Wet Passage Below River~ You feel a bit strange when you think of the River flowing ABOVE you and what would happen if the enchantment on the roof suddenly expired.... But why worry about things you have no control over? The passage goes to the North and South. ~ 98 9 0 D0 ~ ~ 0 -1 27434 -1 D2 ~ ~ 0 -1 27436 -1 S #27436 Entrance to the Land Down Under~ The passage ends here with exits leading above ground to the West and East. As you stand here, you notice the peculiar smell of Eucalyptus leaves. A large Sign is stuck in the ground here. ~ 98 12 0 D0 ~ ~ 0 -1 27435 -1 D1 ~ ~ 0 -1 27415 -1 D3 ~ ~ 0 -1 27401 -1 E sign~ WELCOME!! The Land Down Under is mainly controlled by two groups: the Aborigines and the Roos. Some of them don't care about outsiders, others..... well they sometimes seem to come out of nowhere and attack without warning!! These two groups are at war with each other and will attack each other if they see someone of the other side. Try not to get in their way.... There are several dangerous creatures here, but with a bit of common sense, you should be able to avoid most of them. Good Luck and Enjoy your visit! (remember: you don't live here, they do...) ~ E large sign~ Welcome to the Land Down Under!! This area is mainly controlled by two groups: the Aborigines and the Roos. They are constantly at War with each other and are known to hunt each other down and attack. It is best if you don't get in their way, but even then, they have been known to come out of no where and attack outsiders. Watch your step around here!! Good Luck and Enjoy Your Visit!! (remember: you don't live here, they do) ~ S #27437 Northern End of a Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East and the Forest gets too dense to the North to allow further progress. ~ 98 0 2 D1 ~ ~ 0 -1 27412 -1 D2 ~ ~ 0 -1 27438 -1 D3 ~ ~ 0 -1 27441 -1 S #27438 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East. ~ 98 0 2 D0 ~ ~ 0 -1 27437 -1 D1 ~ ~ 0 -1 27413 -1 D2 ~ ~ 0 -1 27439 -1 D3 ~ ~ 0 -1 27442 -1 S #27439 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East. You see a Bag of seed on the ground. ~ 98 0 2 D0 ~ ~ 0 -1 27438 -1 D1 ~ ~ 0 -1 27414 -1 D2 ~ ~ 0 -1 27440 -1 D3 ~ ~ 0 -1 27443 -1 E bag~ The Bag of seed is partially opened.... obviously waiting for the Aborigine to come back and plant it. ~ S #27440 Southern End of A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold Entrance to the East while to the South is part of a wall. You see Small Signs sticking out of the ground. ~ 98 0 2 D0 ~ ~ 0 -1 27439 -1 D1 ~ ~ 0 -1 27445 -1 D3 ~ ~ 0 -1 27444 -1 E small signs sign~ The signs just label what the various rows of crops are supposed to be. ~ S #27441 Northern End of a Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East and the Forest gets too dense to the North and West to allow further progress. ~ 98 0 2 D1 ~ ~ 0 -1 27437 -1 D2 ~ ~ 0 -1 27442 -1 S #27442 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East while the Forest to the West gets too dense to allow further progress. Neat Rows of Wheat grow here. ~ 98 0 2 D0 ~ ~ 0 -1 27441 -1 D1 ~ ~ 0 -1 27438 -1 D2 ~ ~ 0 -1 27443 -1 E rows wheat row~ The fabled Amber Waves of Grain look like they are almost ready to be harvested. ~ S #27443 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East while to the West the Forest becomes too dense to allow further progress. You see Vegetables growing here in neat Rows. ~ 98 0 2 D0 ~ ~ 0 -1 27442 -1 D1 ~ ~ 0 -1 27439 -1 D2 ~ ~ 0 -1 27444 -1 E vege vegetable rows row vegetables~ A sudden feeling of dread falls over you as you have flashbacks to dinner times during childhood. You quiver uncontrollably and look away before the feeling of Nausea overcomes you. ~ S #27444 Southern End of A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the East, a Wall to the South, and the Forest becomes too dense to allow further progress to the West. ~ 98 0 2 D0 ~ ~ 0 -1 27443 -1 D1 ~ ~ 0 -1 27440 -1 S #27445 Entrance to the Aborigine Stronghold~ As you arrive, you notice the the Stronghold isn't really a stronghold. Actually it looks more like a walled Village. Aborigines come and go either to take care of their duties or to go out and stalk Roos. ~ 98 0 1 D0 ~ ~ 0 -1 27414 -1 D1 ~ ~ 0 -1 27446 -1 D2 ~ ~ 0 -1 27448 -1 D3 ~ ~ 0 -1 27440 -1 S #27446 Common Dwelling~ There is a largish area in which several Aborigine families live. There are bed rolls scattered about the room and a fire in the center to provide light and warmth for cooking and seeing. In all though, there doesn't seem to be much of interest to you since you don't live here. ~ 98 8 0 D3 ~ ~ 0 -1 27445 -1 S #27447 Common Dwelling~ This is a largish area in which several Aborigine families live. There are bed rolls scattered about the room and a Fire in the center to provide light and warmth for cooking and seeing. In all though, there doesn't seem to be much of interest to you since you don't live here. ~ 98 8 0 D1 ~ ~ 0 -1 27448 -1 S #27448 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. Common Dwellings lie to the East and West while the way South goes further into the Village. ~ 98 0 1 D0 ~ ~ 0 -1 27445 -1 D1 ~ ~ 0 -1 27449 -1 D2 ~ ~ 0 -1 27452 -1 D3 ~ ~ 0 -1 27447 -1 S #27449 Common Dwelling~ This is a largish area in which several Aborigine families live. There are bed rolls scattered about the room and a fire in the center to provide light and warmth for cooking and seeing. In all though, there doesn't seem to be much of interest to you since you don't live here. ~ 98 8 0 D3 ~ ~ 0 -1 27448 -1 S #27450 POW Cage~ Here is where the Aborigines hold the few Roos that they capture in combat or raids on the Roo Fortress. You see a few bones and scraps scattered around the cage. ~ 98 8 0 D1 ~ cage door east e~ 1 27415 27451 -1 S #27451 Outside the POW Cage~ The Cage where the Aborigines hold their prisoners is to the West while the rest of the Village is back to the East. ~ 98 0 1 D1 ~ ~ 0 -1 27452 -1 D3 You see what looks like a beaten up and Very subdued Roo. ~ cage door west w~ 1 27415 27450 -1 S #27452 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. You see a Cage towards the West, a Kennel towards the East, the Village Entrance towards the North, and the Rest of the Village towards the South. ~ 98 0 1 D0 ~ ~ 0 -1 27448 -1 D1 ~ ~ 0 -1 27453 -1 D2 ~ ~ 0 -1 27456 -1 D3 ~ ~ 0 -1 27451 -1 S #27453 Outside of the Dingo Kennel~ The Dingo kennel is just East of here and the rest of the Village is back towards the West. You smell an unpleasant odor and hear them yipping at you from the other side of the Door. ~ 98 0 1 D1 ~ kennel door east e~ 1 27416 27454 -1 D3 ~ ~ 0 -1 27452 -1 S #27454 The Dingo Kennel~ The Dingos obviously live here as you see droppings and bones lying scattered about the room. As a result, a MOST unpleasant stench fills the air of this small and dirty Kennel. ~ 98 8 0 D3 ~ kennel door west w~ 1 27416 27453 -1 S #27455 Tanner's Workshop~ This room is filled with various tools and implements to aid in the Skinning and Tanning.... ehh... Preperation of hides. (After all, where do you think Roo-Hide armor comes from?) ~ 98 8 0 D1 ~ ~ 0 -1 27456 -1 S #27456 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. The Tanner's Shop is to the West, an Elder's Dwelling is to the East, and the rest of the Village is North and South. ~ 98 0 1 D0 ~ ~ 0 -1 27452 -1 D1 ~ ~ 0 -1 27457 -1 D2 ~ ~ 0 -1 27462 -1 D3 ~ ~ 0 -1 27455 -1 S #27457 Elder's Dwelling~ This decent-sized room has several Worktables covered with strange devices and bottles. It also seems to be the residence of a somewhat elderly Aborigine who would not take it kindly if you were to disturb his studies.... ~ 98 8 0 D3 ~ ~ 0 -1 27456 -1 E worktable worktables table tables~ It is virtually impossible to describe the unique things on these tables but being a seasoned adventurer, you recognize a few items to be involved in the research of magical spells and items. (Maybe you saw them at Zifnab's or in your Guildmaster's training area...) ~ S #27458 Advanced Youth Training Grounds~ Here is where the older, more advanced students practice with the slightly more dangerous weapons. They realize that they will soon be able to go out on a REAL patrol to stalk Roos and kill them. As a result, they are very serious while they attack each other and listen to the Armsmaster's instructions. ~ 98 0 1 D2 ~ ~ 0 -1 27464 -1 S #27459 Aborigine Alter~ While you aren't familiar with the god being worshipped here (looks sort of like he is some kind of Father figure perhaps), you can obviously tell that this is the Village Alter against the West wall. The main Congregation area is back to the East but there seems to be no other exits from the Alter. A strange mixture of incense permeates the air. ~ 98 8 0 D1 ~ ~ 0 -1 27460 -1 E alter~ The Alter is covered with candles, religious symbols, and other things that you can't recognize. The incense holders also contain several types of incense that fill the air and start to make you feel light-headed. ~ S #27460 Congregation Hall~ This long room is filled with several Pews which face towards the West. As you look in that direction, you see the Alter and to the South you see the entrance to the Priest chambers. ~ 98 8 0 D1 ~ ~ 0 -1 27461 -1 D2 ~ door south s~ 1 0 27465 -1 D3 ~ ~ 0 -1 27459 -1 S #27461 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. You see what appears to be the Village Holy Area to the West and buildings block your way to the North and South. ~ 98 0 1 D1 ~ ~ 0 -1 27462 -1 D3 ~ ~ 0 -1 27460 -1 S #27462 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. The Holy Area seems to be towards the West, the Entrance is back to the North, and a few buildings are to the East. ~ 98 0 1 D0 ~ ~ 0 -1 27456 -1 D1 ~ ~ 0 -1 27463 -1 D3 ~ ~ 0 -1 27461 -1 S #27463 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. To the South seems to be a pretty important building because it seems a bit taller and more solidly built than the rest of the buildings and to the East you half-hearted War Cries and the sounds of Battle. ~ 98 0 0 D1 ~ ~ 0 -1 27464 -1 D2 ~ ~ 0 -1 27468 -1 D3 ~ ~ 0 -1 27462 -1 S #27464 Youth Training Grounds~ Most of the Youths training here are still young and inexperienced. They tend to view the training as work without really realizing how much thier lives will depend on their skills in the future.... ~ 98 0 1 D0 ~ ~ 0 -1 27458 -1 D3 ~ ~ 0 -1 27463 -1 S #27465 Acolyte's Chamber~ Here is where the lesser Aborigine Priests reside and study their prayers that will aid them and their friends in battle versus the evil Roos! Prayer books and holy items are in neat groupings for each Priest. ~ 98 8 0 D0 ~ door north n~ 1 0 27460 -1 D1 ~ ~ 0 -1 27466 -1 S #27466 Shaman's Private Sanctum~ This is the private quarters of the Aborigine Shaman who absolutely hates being bothered by even his Priests while he is in private meditation! (Just think, he doesn't even know you....) ~ 98 8 0 D3 ~ ~ 0 -1 27465 -1 S #27467 Chief's Quarters~ The Village Chief lives in this spacious, sturdy building. You see his bed and personal items in the corner of the room while Trophies from combat. ~ 98 8 0 D1 ~ ~ 0 -1 27468 -1 E trophies trophy~ Various weapons, hides, and a few stuffed heads (is that a Roo?) hang on the walls in decorative arrangements. ~ S #27468 War Council Chamber~ The War Chamber! A table in the center of the room is completely covered by Papers, Charts, and War Plans for attacks on the Roo Fortress. ~ 98 8 0 D0 ~ ~ 0 -1 27463 -1 D3 ~ ~ 0 -1 27467 -1 E plans charts papers table~ They seem to be highly detailed plans with all sorts of colors and lines. Unfortunately, they seem to be in some sort of code or something because they certainly don't make any sense to anyone but the Aborigines. ~ S #27469 Outside the Roo Fortress~ The Fortress doesn't seem to be very big, but it does seem to be defensible. The only apparent way in is to the South. ~ 98 0 2 D0 ~ ~ 0 -1 27429 -1 D1 ~ ~ 0 -1 27430 -1 D2 ~ ~ 0 -1 27470 -1 D3 ~ ~ 0 -1 27425 -1 S #27470 Inside the Fortress~ The Hallway into most of the Fortress is to the South, but you can't help but notice the Cage to the East from which strange Growls emerge. You see a Small Sign on the side of the cage. ~ 98 8 0 D0 ~ ~ 0 -1 27469 -1 D1 Looking into the Cage, you observe a small, but VERY Viscious and Dangerous looking Beast. Feeling your eyes watching it, the Beast suddenly truns and Leaps at you!! Fortunately, the Cage stopped it... but you feel a bit unsure as to whether the Cage can contain the Beast. Examining the Cage a bit closer, you notice a small Sign on the side. ~ cage door east e~ 33 27414 27471 -1 D2 ~ ~ 0 -1 27472 -1 E sign small~ The small Sign has: TASMANIAN DEVIL (some words you don't understand) This vicious beast was captured at the loss of several warriors. It is unpredictable and attacks anything is senses. It seems to have unusual perception though and can tell when creatures are near (invisible or not). ~ S #27471 The Beast's Cage~ The Cage apears to be very strong but een that can't hold up to the Tasmanian Devil's rage and strength forever. As it is, the Cage has scratches and gouges all around. A bit of Trash is scattered everywhere around the room from the Beast's rampages. The only way out is to the West. ~ 98 8 0 D3 ~ cage door west w~ 1 27414 27470 -1 E trash~ The Trash is made of bits of cloth, metal, bone, and excrement... just about anything that the Devil wouldn't eat. ~ S #27472 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see the Entrance to the North while the South goes deeper into the Roo Fortress. ~ 98 8 0 D0 ~ ~ 0 -1 27470 -1 D2 ~ ~ 0 -1 27474 -1 S #27473 Barracks~ Apparently, almost all of the Roo population sleeps and relaxes in here during their off hours. Bunks are spread about the room on which they and even their younger people can sleep. ~ 98 8 0 D2 ~ ~ 0 -1 27477 -1 S #27474 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see the entrance to the North while the way south leads deeper into the Fortress. ~ 98 8 0 D0 ~ ~ 0 -1 27472 -1 D2 ~ ~ 0 -1 27478 -1 S #27475 Meeting Hall~ This is apparently where the Roos plan their raids on the Aborigines. There are Plans, Charts, and Graphs lying on a table here. ~ 98 8 0 D2 ~ ~ 0 -1 27479 -1 E plans charts graphs table~ The plans look very complex with colors, lines, shading, and words. Unfortunately, they seem to be in some sort of code because they make no sense to you at all. ~ S #27476 Fortress Dungeon~ Here is where the Roos keep prisoners for the short time they are around. Funny thing though... where do the prisoners go? The Roos certainly don't let any of them go.... ~ 98 8 0 D1 ~ east e door~ 1 27417 27477 -1 D2 ~ kitchen south s~ 1 27417 27481 -1 S #27477 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see the Barracks to the North, a Door to the West, and to the South you see what looks like a Mess Hall ~ 98 8 0 D0 ~ ~ 0 -1 27473 -1 D1 ~ ~ 0 -1 27478 -1 D2 ~ ~ 0 -1 27482 -1 D3 ~ door west w~ 1 27417 27476 -1 S #27478 Hallway Intersection~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see a few doorways further down the Hallway to the East and West but you can't go any further South as there is a wall there. ~ 98 8 0 D0 ~ ~ 0 -1 27474 -1 D1 ~ ~ 0 -1 27479 -1 D3 ~ ~ 0 -1 27477 -1 S #27479 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see a Meeting Hall to the North, the Captain's Office to the East, and the Royal Chambers to the South. ~ 98 8 0 D0 ~ ~ 0 -1 27475 -1 D1 ~ ~ 0 -1 27480 -1 D2 ~ ~ 0 -1 27484 -1 D3 ~ ~ 0 -1 27478 -1 S #27480 Captain's Office~ The Captain's Office serves as both a place where he can interview the guards and warriors as well as the place where he sleeps at night. He has several Trophies hanging on the wall. ~ 98 8 0 D3 ~ ~ 0 -1 27479 -1 E trophies trophy~ The Trophies are mainly weapons and pieces of armor captured from defeated enimies. ~ E trophies~ The Trophies are mainly weapons and pieces of armor captured from defeated enemies of the Roos. They are firmly anchored to the wall and trying to get them off would probably ruin them. ~ S #27481 Kitchen~ The air is a bit hot in here because of the cooking fires and strange smells fill the air with whatever the "food" they are cooking. Whatever it is, it certainly doesn't smell very appealing to your senses. ~ 98 8 0 D0 ~ kitchen north n~ 1 27417 27476 -1 D1 ~ ~ 0 -1 27482 -1 S #27482 Mess Hall~ The room is filled with a few tables where the Roo soldiers can eat whatever it is that Roos eat. Not being too neat, however, a few bits of "food?" are on the floor and fill the air with an unpleasant odor. ~ 98 8 0 D0 ~ ~ 0 -1 27477 -1 D3 ~ ~ 0 -1 27481 -1 S #27483 Library~ This small Library is filled with ancient Books, Tomes, and Manuals. There is a small reading desk and chair in one corner of the room. The desk has several candle stubs along one of its edges. ~ 98 8 0 D1 ~ ~ 0 -1 27484 -1 E books tomes manuals~ The literature mainly discusses Roo history (pretty boring and a few cover Roo magic (of which you can't understand the writing). In all, not much seems to be interesting to you. ~ S #27484 Entrance to the Royal Chambers~ The Royal Chambers lead to here with the Library to the West, the Prince's Bedroom to the East, and the Queen's Chambers to the South. ~ 98 8 0 D0 ~ ~ 0 -1 27479 -1 D1 ~ ~ 0 -1 27485 -1 D2 ~ ~ 0 -1 27486 -1 D3 ~ ~ 0 -1 27483 -1 S #27485 Prince's Bedroom~ As it should for a Prince, this Bedroom is lavishly furnished with highly decorative items and things to increase the comfort of its inhabitants. There is also a plush, soft looking Bed against the far wall. ~ 98 8 0 D3 ~ ~ 0 -1 27484 -1 E bed~ Rather large and comfortable, the Bed has red sheets that are neatly folded in all of the right places (after all, what else are servants good for?) ~ S #27486 Queen's Chamber~ The Roo Queen spends most of her time in here or in the Library. Here is where she sleeps, relaxes, and "entertains" herself. You notice a Small Door on the East wall. ~ 98 8 0 D0 ~ ~ 0 -1 27484 -1 D1 ~ door padded east e~ 1 27414 27487 -1 S #27487 Padded Room~ This room resembles something that you would find in a Mental Hospital. The walls, floor, and ceiling are Padded to prevent the Occupant from hurting himself on hard surfaces. ~ 98 8 0 D3 ~ door padded west w~ 1 27414 27486 -1 S #27488 Path Along the River~ The Path starts here at a bend in the River and looks like it heads South towards a Lake. The Forest is back to the West while the River goes around to the North and East. ~ 98 0 3 D0 ~ ~ 0 -1 27491 -1 D1 ~ ~ 0 -1 27489 -1 D3 ~ ~ 0 -1 27406 -1 S #27489 On the Eucalyptus River~ The River here flows between the Trees of the Eucalyptus Forest with the Roo area to the East and the Aborigine area to the West. The River goes back to the North and to the South towards a large body of water. ~ 98 0 7 30 2 D0 ~ ~ 0 -1 27490 -1 D1 ~ ~ 0 -1 27424 -1 D2 ~ ~ 0 0 27489 -1 D3 ~ ~ 0 -1 27488 -1 S #27490 A Bend on the Eucalyptus River~ The Ecalyptus River bends to the South and West here and the Roo area is off towards the East side of the River with the Aborigines towards the West. ~ 98 0 7 30 2 D0 ~ ~ 0 -1 27418 -1 D1 ~ ~ 0 -1 27423 -1 D2 ~ ~ 0 -1 27489 -1 D3 ~ ~ 0 -1 27491 -1 S #27491 A Bend on the Eucalyptus River~ The Eucalyptus River Bends to the North and East here and the Roo area is off towards the East side of the River with the Aborigines towards the West. ~ 98 0 7 30 1 D0 ~ ~ 0 -1 27492 -1 D1 ~ ~ 0 -1 27490 -1 D2 ~ ~ 0 -1 27488 -1 D3 ~ ~ 0 -1 27405 -1 S #27492 On the Eucalyptus River~ The River here flows between the Trees of the Eucalyptus Forest with the Roo area to the East and the Aborigines are to the West. The River continues to the South while to the North the water gets a bit shallower to a River Crossing. As you listen, to the North you can faintly hear... "thrashing?".... maybe it's just someone swimming.... ~ 98 0 7 30 2 D0 You look to the North and you see a few logs floating.... Wait! those are Crocodiles! and they sure look Hungry! ~ ~ 0 -1 27493 -1 D1 ~ ~ 0 -1 27418 -1 D2 ~ ~ 0 -1 27491 -1 D3 ~ ~ 0 -1 27404 -1 S #27493 River Crossing~ The River gets shallow here so that you can cross in all of your equipment and not drown. Thinking yourself lucky, you start across and suddenly notice that those innocent-looking logs aren't logs! They are Crocodiles!! ~ 98 4 6 D0 ~ ~ 0 -1 27494 -1 D1 ~ ~ 0 -1 27417 -1 D2 ~ ~ 0 -1 27492 -1 D3 ~ ~ 0 -1 27403 -1 S #27494 On the Eucalyptus River~ The River here flows between the Trees of the Eucalyptus Forest with the Roo area to the East and the Aborigines to the West. The River continues to the North while to the South the water gets a bit shallower to a River Crossing. As you listen, to the South you can faintly hear... "thrashing?"... maybe it's just someone swimming.... ~ 98 0 7 60 2 D0 ~ ~ 0 -1 27495 -1 D1 ~ ~ 0 -1 27416 -1 D2 You look to the South and see a few logs floating.... Wait! Those are Crocodiles! and they sure look hungry! ~ ~ 0 -1 27493 -1 D3 ~ ~ 0 -1 27402 -1 S #27495 On the Eucalyptus River~ The Eucalyptus River branches off of the Dark River here and goes to the South. The trees are much too dense here to let you get off of the River. ~ 98 0 7 60 2 D0 ~ ~ 0 -1 13673 -1 D2 ~ ~ 0 -1 27494 -1 S #27496 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they prevent you from seeing too far. ~ 98 4 3 D5 ~ ~ 0 -1 27404 -1 S #27497 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they prevent you from seeing too far. ~ 98 4 3 D5 ~ ~ 0 -1 27421 -1 S #27498 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they prevent you from seeing too far. ~ 98 4 3 D5 ~ ~ 0 -1 27423 -1 S #27499 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they don't allow you to see too far. ~ 98 4 3 D5 ~ ~ 0 -1 27430 -1 S #28000 Immort's Fortress of Light~ You stand in the throne room of Immort's fortress. Fabulous colors greet your eyes. The walls of the fortress are shining barriers of impenetrable solid white light. While the tapestries and furniture are muted mixtures of solidified light in a stunning variety of hues. Before you sits the massive golden throne of the Lord Immort himself. It glows brightly and you have trouble taking your eyes from it so powerful is its appeal. Despite the beauty, you cannot forget this is a place of war. All about you, massive warriors stand at rigid attention, gleaming in their silvery armor. For this is the bastion of all who serve the light, the heart of all that is good in the universe. So long as this fortress stands, good shall ever remain dominant. ~ 99 0 0 D0 ~ door~ 0 0 1000 -1 D3 ~ door~ 0 0 28010 -1 D4 ~ door~ 0 0 6494 -1 D5 ~ door~ 0 0 3008 -1 S #28001 The Peapod~ This room is actually a gigantic pea pod. Soft green light trickles in through the walls, giving the room a comfortable feel. A large round bed sits in the middle, shaped that so looking down on it, it looks like a pea. On opposite walls, facing each other are two pictures, one of a large pea, and the other, a small one. Strangely enough they appear to be looking at each other, though they are not black eyed peas so you wonder how that can be. To one side of the bed sits a nightstand with a vase of everblooming roses on it, a card sits at its base. Above the bed is a picture of the almighty platypus in the sky who guards this room proudly. In one corner, a conversation pit as been set up, with two beanbag chairs shaped like giant peas. This is a very comfortable place and you envy the two Peas their happiness together. ~ 99 596 0 E card~ The card reads: To my little pea, These roses shall bloom evermore so long as our love shall last. Every time you look at them, remember that always do i think of thee, and always that thought brings me a special joy and warmth. Remember to that always shall I be your pea. I love you forever, Big Pea ~ S #28003 28003~ Empty ~ 99 0 0 D1 ~ ~ 0 0 2 -1 S #28004 28004~ Empty ~ 99 0 0 S #28010 Path to Neutralis~ This lonely path leads to the west to a small walled city. You get the feeling it is not a very scenice spot as the trail is heavily overgrown with weeds, and shows little if any signs of recent use. ~ 99 0 0 D3 ~ door~ 0 0 28011 -1 S #28011 Path to Neutralis~ You stand outside the sad city of Neutralis. Armed guards pace the high walls at all times, stern and unforgiving, they appear humorless and grim. Wedged between the warring citadels to the north and south, and the horrendous chaos zone to the west, this is a city in a constant state of war. You marvel at the courage (or foolhardiness) of the individuals who would live under such conditions. ~ 99 0 0 D1 ~ door~ 0 0 28010 -1 D3 ~ door~ 0 0 28012 -1 S #28012 Drawbridge~ You stand on a thick wooden drawbridge suspended high over a dry moat. Menancing guards peer down at you suspiciously, you hear the ominous click of crossbows being cocked all around you. ~ 99 0 0 D1 ~ door~ 0 0 28011 -1 D3 ~ door~ 0 0 28013 -1 S #28013 Inside the Gate~ You stand in the heart of a massive gateway. The walls to either side are riddled with arrow loops, while above you murder holes glare down promising death to any who would threaten the safety of the city. It is almost as if the word target is writtin all over your body. ~ 99 0 0 D1 ~ door~ 0 0 28012 -1 D3 ~ door~ 0 0 28014 -1 S #28014 Courtyard~ FInally free of the massive gateway! A great weight has been lifted from your shoulders, only to be replaced by another as you stare at the squalor about you. The sick, lame, poor, the refuse of society all have been crammed into this courtyard. The guards ignore them and they return the favor. A lingering odor of human feces clings to everything here. To the south you see a small shack with smoke rising from it, while to the north west, sits a long low ramshackle building. ~ 99 0 0 D0 ~ door~ 0 0 28019 -1 D1 ~ door~ 0 0 28013 -1 D2 ~ door~ 0 0 28015 -1 D3 ~ door~ 0 0 28017 -1 S #28015 Courtyard~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28014 -1 D3 ~ door~ 0 0 28016 -1 S #28016 Courtyard~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28017 -1 D1 ~ door~ 0 0 28015 -1 S #28017 Courtyard~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28018 -1 D1 ~ door~ 0 0 28014 -1 D2 ~ door~ 0 0 28016 -1 D3 ~ door~ 0 0 28020 -1 S #28018 Poorhouse~ Empty~ 99 0 0 D1 ~ door~ 0 0 28019 -1 D2 ~ door~ 0 0 28017 -1 S #28019 Courtyard~ The courtyard continues here, people lie about in various stages of misery and despair. Dry weeds grow in clumps all around, dust rises in small clouds with each step you take and the smell grows overpowering. ~ 99 0 0 D2 ~ door~ 0 0 28014 -1 D3 ~ door~ 0 0 28018 -1 S #28020 Neutralis Way~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28017 -1 D2 ~ door~ 0 0 28078 -1 D3 ~ door~ 0 0 28021 -1 S #28021 Neutralis Way~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28076 -1 D1 ~ door~ 0 0 28020 -1 D2 ~ door~ 0 0 28079 -1 D3 ~ door~ 0 0 28022 -1 S #28022 Fountain Square~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28027 -1 D1 ~ door~ 0 0 28021 -1 D2 ~ door~ 0 0 28037 -1 D3 ~ door~ 0 0 28023 -1 D4 ~ door~ 0 0 28095 -1 S #28023 The Chaos Run~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28022 -1 D3 ~ door~ 0 0 28024 -1 S #28024 The Chaos Run~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28023 -1 D3 ~ door~ 0 0 28025 -1 S #28025 The Chaos Run~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28058 -1 D1 ~ door~ 0 0 28024 -1 D2 ~ door~ 0 0 28057 -1 D3 ~ door~ 0 0 28026 -1 S #28026 Chaos Gate~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28025 -1 S #28027 Watchlight Street~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28028 -1 D2 ~ door~ 0 0 28022 -1 D3 ~ door~ 0 0 28086 -1 S #28028 Watchlight Street~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28029 -1 D2 ~ door~ 0 0 28027 -1 S #28029 Watchlight Street~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28030 -1 D1 ~ door~ 0 0 28092 -1 D2 ~ door~ 0 0 28028 -1 D3 ~ door~ 0 0 28091 -1 S #28030 Watchlight Shute Gate~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28035 -1 D1 ~ door~ 0 0 28033 -1 D2 ~ door~ 0 0 28029 -1 D3 ~ door~ 0 0 28031 -1 S #28031 The Shute~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28030 -1 D3 ~ door~ 0 0 28032 -1 S #28032 The Shute~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28062 -1 D1 ~ door~ 0 0 28031 -1 D3 ~ door~ 0 0 28061 -1 S #28033 The Shute~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28034 -1 D3 ~ door~ 0 0 28030 -1 S #28034 The Shute~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28068 -1 D1 ~ door~ 0 0 28069 -1 D3 ~ door~ 0 0 28033 -1 S #28035 Watchlight Street~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28036 -1 D1 ~ door~ 0 0 28067 -1 D2 ~ door~ 0 0 28030 -1 D3 ~ door~ 0 0 28063 -1 S #28036 Watchlight Street~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28065 -1 D1 ~ door~ 0 0 28066 -1 D2 ~ door~ 0 0 28035 -1 D3 ~ door~ 0 0 28064 -1 S #28037 Blackguard Avenue~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28022 -1 D2 ~ door~ 0 0 28038 -1 D3 ~ door~ 0 0 28084 -1 S #28038 Blackguard Avenue~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28037 -1 D1 ~ door~ 0 0 28081 -1 D2 ~ gate ~ 1 0 28039 -1 S #28039 Blackguard Shute Gate~ Empty ~ 99 0 0 D0 ~ gate ~ 1 0 28038 -1 D1 ~ gate ~ 0 0 28041 -1 D2 ~ door~ 0 0 28044 -1 D3 ~ door~ 0 0 28040 -1 S #28040 The Shute~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28039 -1 D3 ~ door~ 0 0 28054 -1 S #28041 The Shute~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28042 -1 D3 ~ door~ 0 0 28039 -1 S #28042 The Shute~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28080 -1 D1 ~ door~ 0 0 28043 -1 D3 ~ door~ 0 0 28041 -1 S #28043 The Shute~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28047 -1 D1 ~ door~ 0 0 28048 -1 D2 ~ door~ 0 0 28049 -1 D3 ~ door~ 0 0 28042 -1 S #28044 Blackguard Avenue~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28039 -1 D1 ~ door~ 0 0 28050 -1 D2 ~ door~ 0 0 28045 -1 D3 ~ door~ 0 0 28053 -1 S #28045 Blackguard Avenue~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28044 -1 D1 ~ door~ 0 0 28051 -1 D2 ~ door~ 0 0 28046 -1 D3 ~ door~ 0 0 28052 -1 S #28046 Blackguard Gate~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28045 -1 S #28047 The Monster Pen~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28043 -1 S #28048 The Monster Pen~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28043 -1 S #28049 The Monster Pen~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28043 -1 S #28050 Wounded Soldiers~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28044 -1 S #28051 Barracks~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28045 -1 S #28052 Barracks~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28045 -1 S #28053 Wounded Soldiers~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28044 -1 S #28054 The Monster Pen~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28040 -1 S #28055 Kennels~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28056 -1 S #28056 Elite Barracks~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28057 -1 D2 ~ door~ 0 0 28055 -1 S #28057 Elite Barracks~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28025 -1 D2 ~ door~ 0 0 28056 -1 S #28058 Elite Barracks~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28059 -1 D2 ~ door~ 0 0 28025 -1 S #28059 Elite Barracks~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28060 -1 D2 ~ door~ 0 0 28058 -1 S #28060 Kennels~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28059 -1 S #28061 The Monster Pen~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28032 -1 S #28062 The Monster Pen~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28032 -1 S #28063 Wounded Soldiers~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28035 -1 S #28064 Barracks~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28036 -1 S #28065 Watchlight Gate~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28036 -1 S #28066 Barracks~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28036 -1 S #28067 Wounded Soldiers~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28035 -1 S #28068 The Monster Pen~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28034 -1 S #28069 The Monster Pen~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28034 -1 S #28070 Shift's Sanctuary~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28071 -1 S #28071 Hideout of the Shadow Brigade~ Empty ~ 99 0 0 D2 ~ door~ 9 0 28072 -1 D3 ~ door~ 0 0 28070 -1 S #28072 Alley~ Empty ~ 99 0 0 D0 ~ door~ 9 0 28071 -1 D3 ~ door~ 0 0 28073 -1 S #28073 Alley~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28072 -1 D3 ~ door~ 1 0 28074 -1 S #28074 Honest Ben's Card Show~ Empty ~ 99 0 0 D1 ~ door~ 1 0 28073 -1 D2 ~ door~ 0 0 28075 -1 D3 ~ door~ 0 0 28077 -1 S #28075 Corner Table~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28074 -1 D3 ~ door~ 0 0 28076 -1 S #28076 Tavern Entry~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28077 -1 D1 ~ door~ 0 0 28075 -1 D2 ~ door~ 0 0 28021 -1 S #28077 The Bar~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28074 -1 D2 ~ door~ 0 0 28076 -1 S #28078 Victuals 'R Us~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28020 -1 S #28079 Stabbin Slashin and Bashin, we sell em all~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28021 -1 S #28080 The Controller~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28042 -1 S #28081 Shinguard's Armour Emporium~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28038 -1 S #28082 Arena~ Empty ~ 99 0 0 D0 ~ ~ 0 0 28085 -1 D3 ~ ~ 0 0 28083 -1 S #28083 Arena~ Empty ~ 99 0 0 D0 ~ ~ 0 0 28084 -1 D1 ~ ~ 0 0 28082 -1 S #28084 Arena~ Empty ~ 99 0 0 D1 ~ ~ 0 0 28085 -1 D2 ~ ~ 0 0 28083 -1 S #28085 Arena~ Empty~ 99 0 0 D1 ~ door~ 0 0 28037 -1 D2 ~ door~ 0 0 28082 -1 D3 ~ door~ 0 0 28084 -1 S #28086 Office of the Town Guard~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28089 -1 D1 ~ door~ 0 0 28027 -1 D3 ~ door~ 0 0 28087 -1 S #28087 Jail Cell~ Empty ~ 99 0 0 D0 ~ door~ 0 0 28088 -1 D1 ~ door~ 33 0 28086 -1 S #28088 Jail Cell~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28087 -1 S #28089 The Captain of the Guard's Office~ Empty ~ 99 0 0 D2 ~ door~ 0 0 28086 -1 S #28090 Bezedar's Sanctum~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28091 -1 S #28091 Mage's Guild~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28029 -1 D3 ~ door~ 0 0 28090 -1 S #28092 Entrance to the Temple~ Empty ~ 99 0 0 D1 ~ door~ 0 0 28093 -1 D3 ~ door~ 0 0 28029 -1 S #28093 The Altar of Balance~ Empty ~ 99 0 0 D3 ~ door~ 0 0 28092 -1 D4 ~ door~ 0 0 28094 -1 S #28094 Celia's Chamber~ Empty ~ 99 0 0 D5 ~ door~ 0 0 28093 -1 S #28095 Lord's Chambers~ Empty ~ 99 0 0 D5 ~ door~ 0 0 28022 -1 S #30000 Castle Entrance~ The deathly chilling fog slowly parts to show you tower spires and a crumbling castle. The iron gates before you are slick with slime and rust. The gates creaks in the wind ... ~ 100 72 0 D0 ~ gate iron~ 1 -1 30007 -1 D1 ~ ~ 0 -1 30903 -1 D2 ~ ~ 0 -1 30900 -1 D3 ~ ~ 0 -1 30907 -1 E sign~ *=================================================* | | | Castle Ravenloft was created by Celestian | | Correlus using the AD&D(tm) Module I6 of | | Ravenloft as a basis. I hope you enjoy it | | as much as I enjoyed the module! | | | *=================================================* ~ E gate~ The iron gate is old and rusty. It is a wonder that the gate still fuctions at all. ~ S #30007 Entry Way~ The ornate massive doors hang open. Fluttering torches cast dim yellow lickers of light from the entry way. Twenty feet into the castle, a second set of doors suddenly swings open effortlessly and the sounds of organ music flow out. Overhead, in the entryway, four statues of dragons glare down, their eyes flickering in the torchlight. ~ 100 72 0 D0 ~ door gold~ 33 30068 30008 -1 D2 ~ gate iron~ 1 -1 30000 -1 E sign~ *=================================================* | | | WARNING: Level limits are 50+ You have been | | warned 2 times! | | | *=================================================* ~ S #30008 Central Entrance~ Cobwebs hang from dust-covered columns of this great hall, illuminated by torches fluttering in iron sconces. The dust and webs cast strange, moving shadows across the faces of stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by cen- turies of decay. Two doors of bronze stand closed to the north. To the west, a wide staircase climbs into darkness. All the while, sad and majestic organ tones float about you from a lit hallway to the east. ~ 100 72 0 D0 ~ door bronze~ 33 -1 30014 -1 D1 ~ ~ 0 -1 30009 -1 D2 ~ door gold~ 33 30068 30007 -1 D3 You see a large staircase leading up. ~ ~ 0 -1 30019 -1 S #30009 Guests' Hall~ Torchlight flutters against the walls of this vaulted hall. To the north, a dark and forbidding hallway runs into darkness. Beside that opening, a suit of armor, oiled and glistening, stands at attention in a shallow alcove. To the south, large double doors hang slightly open, a steady bright light escaping through the opening. Swells of organ music come from behind the doors, spilling their melody of power and defeat into the hall. ~ 100 72 0 D0 ~ door wood~ 2 -1 30021 30021 D2 ~ door wood~ 33 -1 30010 -1 D3 ~ ~ 0 -1 30008 -1 S #30010 Dinning Hall~ This is a magnificent 40-foot-square room, brilliantly lit by three massive crystal chandeliers. Pillars of stone stand against dull white marble walls, supporting the ceiling. In the center of the room, a long, heavy table stands covered with a fine white satin cloth. The table is laden with delectable foods of every type:roasted beast basted in a savory sauce, roots and herbs of every taste, and sweet fruits and vegetables. Places are set for each of you with fine delicate china and silver. At each place there is a crystal goblet filled with an amber liquid whose delicate fragrance tantalizes your senses. At the center of the far west wall, between floor-to-ceiling length mirrors, stands a massive organ. Its pipes blare out a thunderous melody that offers in its tone greatness and despair. Seated before the keys, its back toward you, a single caped ligure pounds the keys in raptured ecstasy. The figure suddenly stops and a deep silence fails over the dining hall. The figure slowly turns toward you. ~ 100 72 0 D0 ~ door gold~ 33 -1 30009 -1 D2 ~ organ~ 41 30069 30011 -1 S #30011 South Ground Arches' Post~ A single arched corridor leads to the south. There are several mirrors in this room. A tall, dark figure in a flowing cape floats in the middle of the room. Old archers' slits in the south and west walls are bricked up. ~ 100 8 0 D0 ~ organ~ 41 30069 30010 -1 D1 ~ ~ 0 -1 30012 -1 S #30012 Turret Post Access Hall~ This long, narrow corridor runs north and south. Cobwebs fill the hall and obstruct sight beyond a few feet. ~ 100 72 0 D0 ~ door gold~ 33 -1 30013 -1 D2 ~ ~ 0 -1 30512 -1 D3 ~ ~ 0 -1 30011 -1 S #30013 Turret Post Access Hall~ This long, narrow corridor runs north and south. Cobwebs fill the hall and obstruct sight beyond a few feet. ~ 100 8 0 D0 ~ door gold~ 33 -1 30112 -1 D2 ~ ~ 0 -1 30012 -1 S #30014 Hall of Faith~ This long, dusty hall leads northward into the dark heart of Ravenloft. Statues line the hallway on both sides, their eyes seeming to watch you as you pass. ~ 100 72 0 D0 ~ door gold~ 33 -1 30114 -1 D2 ~ door iron~ 33 -1 30008 -1 S #30015 Chapel~ Dim, colored light filters through broken and boarded up stain glass windows, illuminating the ancient chapel of Ravenloft. Pews and benches lie about the floor in jumbled disarray, coated with centuries of dust. To the north you see a dark alcove. ~ 100 72 0 D0 You see a very dark alcove. ~ ~ 0 -1 30414 -1 D1 ~ ~ 0 -1 30214 -1 D2 ~ door glass~ 33 -1 30114 -1 D3 ~ ~ 0 -1 30314 -1 S #30016 Small Alcove~ This arched room opens into a vast chamber to the north, and a rising staircase to the south. Alcoves in the east and west walls open into this room. Within the dark confines of the alcoves lurk 8-foot-tall shadowy figures. Their stone forms show mighty muscled arms and legs. A black shadow falls across the features of their faces. ~ 100 72 0 D0 ~ ~ 0 -1 30314 -1 D2 ~ ~ 0 -1 30129 -1 S #30017 Small Alcove~ This arched room opens into a vast chamber to the north, and a rising staircase to the south. Alcoves in the east and west walls open into this room. Within the dark confines of the alcoves lurk 8-foot-tall shadowy figures. Their stone forms show mighty muscled arms and legs. A black shadow falls across the features of their faces. ~ 100 72 0 D0 ~ ~ 0 -1 30214 -1 D2 ~ ~ 0 -1 30018 -1 S #30018 High Tower Staircase~ The large gray flagstones of this spiraling staircase lead up and down around a 20-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the ceiling. Heavy beams sag overhead from centuries of weight. ~ 100 72 0 D0 ~ ~ 0 -1 30017 -1 D4 ~ ~ 0 -1 30118 -1 D5 ~ ~ 0 -1 30618 -1 S #30019 Staircase~ Massive stairs rise to a landing 20 feet wide by 40 feet long. Stone arches support a ceiling covered with frescos, 20 feet overhead. The frescos faded lines depict the stone mountain atop which Ravenloft stands, being taken by armored forces on horseback. The faces of the characters in the fresco are scratched beyond recognition. Dust floats in the air here, making it difficult to see details. There is a staircase on the 20-foot-wide east wall. There are two alcoves between the staircase. Light filtering through the dust shows two suits of armor covered with dark stains, one standing in each alcove. Each suit of armor holds a mace designed like a curved dragon head. Engraved words on the arches above the alcoves are scratched out. ~ 100 72 0 D1 ~ ~ 0 -1 30008 -1 D4 ~ ~ 0 -1 30119 -1 S #30020 Tower Hall of Honor~ A mosaic floor stretches about into the darkness. A vast, empty tower rises above you. You cannot see more than a few yards, yet you feel the tower's cold expanse pressing down on you. To the west a spiral staircase rises slowly into the darkness circling the open shaft. In the center of the room, another set of stairs leads down. ~ 100 72 0 D3 ~ ~ 0 -1 30220 -1 D5 ~ ~ 0 -1 30071 -1 S #30021 Tower Stair~ This stairway is lit by fluttering torches in iron sconces. A chilly wind rushes down the circling stairway, seeming to kill the very heat of the torches. ~ 100 72 0 D2 ~ door wood~ 33 -1 30009 -1 D4 ~ ~ 0 -1 30521 -1 D5 ~ ~ 0 -1 30321 -1 S #30022 Archers' Post~ This is where archers used to defend the keep. The castle courtyard is visible through narrow archers' slits that line the walls. ~ 100 72 0 D3 ~ ~ 0 -1 30412 -1 S #30023 Servants' Entrance~ Dim light filters in through dust-caked windows in the east wall. A large, heavy table sits in the center of the room coated with dust. A thick book lies open on the desk top with an inkwell and quill next to it. There is a broken door in the west wall. A staircase drops into total darkness. On each side of the staircase, a skeleton in bright armor stands sagging at attention holding a rusty halberd. There is a door in the north wall next to the windows. ~ 100 72 0 D0 ~ door wood~ 33 -1 30908 -1 D3 ~ door wood~ 33 -1 30024 -1 E book~ The ancient book is weathered and brittle, but the ink in the well is fresh. At the top of each page is scribed, "Please register for your own convenience and that of your next of kin." The book is over half-filled with names. All of the names are illegible. ~ S #30024 Servants' Quarters~ Broken furniture and torn cloth are strewn about this 20-by-40 foot room. Dim illumination comes from the dirt-caked windows in the north and west walls. A rickety staircase climbs up to a second level. ~ 100 72 0 D1 ~ door wood~ 33 -1 30023 -1 D4 ~ ~ 0 -1 30034 -1 S #30025 Audience Hall~ Dim light from the courtyard falls into this room in jagged shafts through the broken glass and iron frames of a large window in the south wall. This immense room stands in chilly, brooding darkness. Hundreds of dust-thick cobwebs drape the room, hiding the ceiling from view. Directly across from the window are double doors in the north wall. Ornate door carvings are obscured by a thick layer of dust. Further east, a single door also leads from the north wall. At the far eastern end of the hall, a huge throne stands atop a raised platform. The back of the throne is turned to the room. The staircase at the west wall, leads down. ~ 100 72 0 D0 ~ door double~ 33 -1 30026 -1 D5 ~ ~ 0 -1 30219 -1 S #30026 Guard's Post~ Massive double doors open into this quiet 10-foot-wide section of dark corridor from the north and south. From both sides of the corridor, deep alcoves of darkness face each other with deathlike silence. Almost beyond sight, seeming to float within the alcoves' blackness, human figures can be made out. ~ 100 76 0 D0 ~ door double~ 33 -1 30027 -1 D1 ~ door wood~ 33 -1 30030 -1 D2 ~ door double~ 33 -1 30025 -1 D3 ~ hidden~ 41 -1 30132 -1 S #30027 Hall of Grace~ This 20-foot-wide hall has a dark vaulted ceiling. Shadows seem to dance across the distant ceiling. A low moan rises and falls the length of the corridor, intoning sadness and despair. ~ 100 72 0 D0 ~ door double~ 33 -1 30028 -1 D1 ~ stone~ 33 -1 30031 -1 D2 ~ door double~ 33 -1 30026 -1 S #30028 King's Worship Place~ This long balcony overlooks a vast rubble-strewn room. Two large, ornate thrones stand in the middle of the balcony that is covered with dust. The thrones face away from the brassbanded double doors that lead to the balcony. The thrones could easily shield someone sitting in them from anyone behind them. ~ 100 72 0 D1 ~ ~ 0 -1 30228 -1 D2 ~ door double~ 33 -1 30027 -1 D3 ~ ~ 0 -1 30128 -1 S #30029 Creaking Landing~ A staircase of old wood climbs shakily up a stonework shaft. With each step upon it, the wood strains underfoot, creaking and groaning. ~ 100 72 0 D0 ~ ~ 0 -1 30128 -1 D5 ~ ~ 0 -1 30129 -1 S #30030 Office of the King's Account~ Dusty scrolls and tomes line the walls of this room and are scattered across the floor. In the center of all this clutter stands a huge accountant's desk. A figure crouches atop a tall stool, scratching a seemingly endless scroll of paper with a dry quill pen. A rope hangs next to the creature from a hole in the ceiling. ~ 100 72 0 D0 ~ door small~ 33 -1 30521 -1 D3 ~ door wood~ 33 -1 30026 -1 S #30031 Trapworks~ The aroma of grease and well-oiled wood fills your nostrils as you enter the room. The entire room is filled with intricate machinery. There are small passages belween the gears and pulleys. Behind all the machinery, a cold shaft rises up from the darkness and continues past the room. ~ 100 72 0 D3 ~ stone~ 33 -1 30027 -1 D5 You see a long dark cold shaft leading down, you cannot see the bottom. ~ ~ 0 -1 30131 -1 S #30032 Maid's Hall~ Stained, yellowed lace hangs neally from eight canopied beds. The single lithe figure of a woman moves about the room, dusting the furniture. ~ 100 76 0 D0 ~ door small~ 33 -1 30132 -1 S #30033 King's Apartment Stair~ A grand stairway leads upwards. ~ 100 72 0 D1 ~ hidden~ 41 -1 30132 -1 D4 ~ ~ 0 -1 30045 -1 S #30034 Upper Floor Servants' Quarters~ The floor sags in the middle of this room. Dirt-caked windows allow little light through from outside. Broken bedframes litter the floor. ~ 100 72 0 D5 ~ ~ 0 -1 30024 -1 S #30035 Facing Guardians~ A door of delicately engraved steel stands at the west end of this dark hallway. Intricate details still stand out clearly on lhe door's surface. The door seems to almost shine wilh a light of its own, unlouched by time. Yet, on each side of this door there is an alcove filled wilh a darkness that shames the night. A figure stands like a shadow within each alcove, still as the cliffs of Batinok. ~ 100 72 0 D0 ~ door wood~ 33 -1 30121 -1 D2 ~ door steel~ 33 -1 30036 -1 S #30036 Dining Hall of the Count~ Dust fills your lungs. The musty smell of death and decay swirls around you. Before you, a long table of polished oak lies beneath a blanket of dust. The rolling table cloth lies tattered beneath dusty china plates and stained silverware. In the center of the table, a large, tiered cake leans heavily to one side. The once white frosting has lurned green with age. Cobwebs drape like dusty lace down every side. A single doll figure of a welldressed woman adorns the crest of the cake under thick layers of dust. A window in the soulh wall is draped wilh heavy curtains. ~ 100 72 0 D0 ~ door steel~ 33 -1 30035 -1 D1 ~ door wood~ 33 -1 30846 -1 D2 ~ door wood~ 33 -1 30043 -1 D3 ~ door wood~ 33 -1 30037 -1 S #30037 Study~ A flaing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through careful use. All is in order here. The stone floor is hidden beneath a luxurious rug of a deep-pallerned weave. A large, low table sits in lhe center of the room, waxed and polished to a mirrored finish. Even the poker next to the blazing fireplace is polished. Large, overstuffed divans and couches stand in order about the room. Two luxurious chairs face the hearth. A huge painting hangs over the mantlepiece in a heavy, gilded frame. The rolling light of the fire illuminates the carefully rendered painling. It is an exact likeness of the Burgomaster's daughter, Ireena Kotyana. Though the painting is obviously centuries old, the likeness is unmistakable. ~ 100 72 0 D0 ~ fireplace~ 41 -1 30137 -1 D1 ~ door wood~ 33 -1 30036 -1 D2 ~ door wood~ 33 -1 30042 -1 D3 ~ door wood~ 33 -1 30237 -1 D5 ~ door trapdoor~ 9 -1 30283 -1 S #30038 TREASURY!~ This smoky room lies behind the fireplace. Glinting through the smoke, gold, silver, and copper coins lie scattered around a closed chest. The fittings on the chest tell of great workmanship. Attached to the south wall are two torch sconces. The southernmost sconce holds a torch with an intricate metal base. The other is empty. A skeleton of a man lies against the wall in broken plate armor. His right hand is on his throat while his left hand holds the matching torch from the empty sconce. ~ 100 76 0 D0 ~ tile~ 41 -1 30039 -1 D2 ~ panel secret~ 41 -1 30137 -1 S #30039 Hall of Riches~ This ancient hall is choked with spider webs. Their dusty forms hide the very walls and ceiling. The webs are broken by a single cleared path down the center of the room. This hall ends at a pair of bronze doors of highly ornate design. ~ 100 72 0 D0 ~ door bronze~ 33 -1 30040 -1 D1 ~ panel~ 41 -1 30231 -1 D2 ~ tile~ 41 -1 30038 -1 S #30040 Belfry~ Dusty cobwebs fill the area, their musty smell assaulting your senses and obscuring sight. Deep pools of darkness lie all about you as you attempt in vain to penetrate the spidery veils. A single path leads to the center of the room where a rope dangles from high above. ~ 100 72 0 D2 ~ door bronze~ 33 -1 30039 -1 D3 ~ cobwebs~ 41 -1 30041 -1 S #30041 Treasure, Glory and Wealth!~ The plundered riches of Strahd's secret hoard lie before you. ~ 100 76 0 D1 ~ cobwebs~ 41 -1 30040 -1 S #30042 Bedchamber~ Sweet smells waft from this delicately lit room. Windows on the south wall are covered by heavey red draperies, hanging stiffly from the high ceiling 20 feet overhead. Their tassels of golden fiber glint in the light of three candelabras sitting atop small tables about the room. Tall white candles brun with bright, steady light. A large bed, canopied by silken curtains, sits with its headboard against the west wall. Luing amid the velvet and satin sheets and bedclothes is a woman in a nightcoat. One of her dainty slipper has fallen to the floor at the foot of the bed. Carved into the headboard with freat skill and care is a large "Z". ~ 100 72 0 D0 ~ door wood~ 33 -1 30037 -1 D1 ~ door double~ 33 -1 30043 -1 D2 ~ door double~ 33 -1 30546 -1 D3 ~ headboard~ 41 -1 30145 -1 S #30043 Bath Chamber~ In the center of this room stands a large, ornate iron tub. ~ 100 72 0 D0 ~ door wood~ 1 -1 30036 -1 D1 ~ curtain~ 1 -1 30044 -1 D3 ~ double door~ 33 -1 30042 -1 S #30044 Closet~ Within this room hang several capes and an assortment of black formal wear. Two windows in the east wall are covered with heavy curtains. ~ 100 72 0 D3 ~ curtain~ 1 -1 30043 -1 S #30045 Hall Of Heros~ Long, low moans drift down from alcoves that line both walls of this long hall. The ceiling has fallen here, leaving rubble strewn across the floor. Overhead, the beams of Ravenloft's roof are exposed. Sporadic lightning from the clouds above flashes into this hall. A graven statue stands within each of the 10 alcoves. Shafts of light cross the statues' faces at obscure angles. Another sudden flash and crack of lightning reveals their faces formed in the shapes of terrified men and women. ~ 100 72 0 D0 ~ ~ 0 -1 30237 -1 D1 ~ panel~ 41 -1 30145 -1 D5 ~ ~ 0 -1 30033 -1 S #30046 Courtyard Overlook~ This a wide walkway around most of the keep. Far below these parapets are the shining wet cobble stones of the courtyard. ~ 100 72 0 D2 ~ ~ 0 -1 30146 -1 S #30047 The Landing~ A landing of flagstone 10 feet wide by 20 feet long wobbles slightly underfoot. The chill draft of wind whistles mournfully through the room, rushing down from the circular stairs to the north. Pausing only for a single round through the landing, the wind continues down the stairs on to the west. ~ 100 72 0 D0 ~ door wood~ 33 -1 30221 -1 D3 ~ ~ 0 -1 30147 -1 S #30048 Offstair~ This dusty spiraling staircase climbs up into the tower. ~ 100 76 0 D4 ~ ~ 0 -1 30148 -1 D5 ~ trapdoor~ 9 -1 30147 -1 S #30049 Lounge~ A low ceiling, supported by heavy beams, seems to press down on this room. The west wall curves with the tower and is fitted with three windows of leaded glass in steel latticework. Plush overstuffed chairs and couches are placed about the room. Their fabric has faded with age until the prints are nearly gone. A bookcase lines the north wall between two doors. ~ 100 72 0 D0 ~ door wood~ 33 -1 30147 -1 D1 ~ door wood~ 33 -1 30050 -1 S #30050 Guestroom~ A huge bed sits in the center of this room, its four corner posts rising to a black canopy trimmed with gold tassels. Several comfortable divans are placed about the room. There is a banded door in thesouth wall and a smaller unbanded door in the north wall. ~ 100 72 0 D1 ~ door banded~ 33 -1 30051 -1 D3 ~ door wood~ 33 -1 30049 -1 S #30051 Closet~ This small, empty 10-foot-square room is lined with pegs to hang of cloaks and clothes on. ~ 100 76 0 D3 ~ door banded~ 33 -1 30050 -1 D4 ~ hidden trapdoor~ 41 -1 30055 -1 S #30054 Familiar Room~ As you enter this room, an evil essence embraces you. Torn and broken couches lie in heaps, haphazardly strewn about the 20-foot-square room. The low ceiling seems to press down upon you. Deep claw marks cover the hardwood furniture. Claw marks have also sliced the once lush upholstery to shreds. From the dark shadows amid the rubble, three pairs of green eyes stare back at you. ~ 100 72 0 D0 ~ door small~ 33 -1 30148 -1 D1 ~ door wood~ 33 -1 30055 -1 S #30055 Element Room~ This is a large oppressive room with a low ceiling of heavy beams. This room is lit only by the dim light of two leaded glass windows in the east wall. Steel lattice work covers both windows.Several tables stand throughout the room, their legs seems to barley support the glass jars and bottles that sit atop them. ~ 100 76 0 D0 ~ door metal~ 33 -1 30056 -1 D3 ~ door wood~ 33 -1 30054 -1 D5 ~ hidden trapdoor~ 41 -1 30051 -1 S #30056 Caldron~ Through the darkness of this room you can just barely see green-glowing wisps bubbling up from a huge black kettle. Electric sounds of cackling suddenly strike, sending a shudder through you. ~ 100 72 0 D2 ~ door metal~ 33 -1 30055 -1 S #30057 Parapet Pentagram~ This is the top of the tower. A turmoil of black, boiling clouds rolls unceasingly over the dark towers of Ravenloft. The 60foot-diameter tower roof is rimmed with broken parapets that drop into the swirling mists of fog below. A slender stone bridge spans the gap between this tower and the tower to the north, some 20 feetaway. To the north, the high tower of Ravenloft thrusts skyward with no apparent opening at this point. ~ 100 72 0 D3 ~ door wood~ 33 -1 30058 -1 D5 ~ ~ 0 -1 30148 -1 S #30058 Bridge~ This slender stone and masonry bridge hangs in the swirling fog. The stones are wet and slippery. The old iron handrailings rusted away years ago, leaving the bridge without hand holds. ~ 100 72 0 D1 ~ door wood~ 33 -1 30057 -1 D3 ~ ~ 0 -1 30620 -1 S #30059 Hightower Peak~ The spiraling staircase finally ends at a 5-foot-wide walkway that circles the shaft. In the center of the tower' s highest floor, a 15-foot-diameter hole drops into the cold heart of Ravenloft itself. Cold air rushes up from the shaft sending a chill through your every bone. Archers' slits line the walls. Aging beams support a steep roof. One beam and part of the roof have fallen away,leaving a gaping hole to the sky. ~ 100 72 0 D5 ~ ~ 0 -1 30418 -1 S #30060 Westtower Peak~ The stairs emerge into a brightly lit room with manacles attached to the walls and a wooden frame bed. ~ 100 72 0 D5 ~ ~ 0 -1 30620 -1 S #30061 Tower Stairs~ A web-filled stairway spirals down into the east end of this 10-foot-wide arched hallway. The stairs continue to wind down further into the unholy depths of Ravenloft. A door leads out from the west end of this hallway. ~ 100 72 0 D3 ~ door wood~ 33 -1 30062 -1 D4 ~ ~ 0 -1 30321 -1 D5 ~ ~ 0 -1 30421 -1 S #30062 Servant's Hall~ This hall stands in deadly silence. The low ceiling sags from heavy beams. A log clings to the floor in thick patches, obscuring everything less than 3 feet above the floor. A giant shadow is cast across the ceiling as a dark figure shuffles purposefully down the corridor toward you. ~ 100 72 0 D0 ~ door wood~ 33 -1 30162 -1 D1 ~ door wood~ 33 -1 30061 -1 D2 ~ door wood~ 33 -1 30067 -1 D3 ~ door wood~ 33 -1 30066 -1 S #30063 Wine Cellar~ Arched frames of stone form a low wet ceiling over this wine cellar. Great casks of wine line the walls, their bands rusting and their contents long since spilled onto the ground. ~ 100 72 0 D2 ~ door wood~ 33 -1 30162 -1 S #30064 Guards' Stair~ This is a spiral staircase of gray, dusty stones. ~ 100 72 0 D2 ~ door wood~ 33 -1 30068 -1 D4 ~ ~ 0 -1 30164 -1 D5 ~ ~ 0 -1 30364 -1 S #30065 Kitchen~ A horrible odor of decay assaults your senses as you enter this steaming room. A huge pot bubbles over a blazing fire in the center of the floor, its green, muddy contents rolling over and over. ~ 100 72 0 D1 ~ door wood~ 33 -1 30162 -1 S #30066 Butler's Quarters~ This 20-foot-square room is cramped by numerous items filling it from wall to wall. A small sagging bed sits to one side under a huge faded tapestry of Ravenloft castle. Dusy lanterns sit in various places. Huge, rich curtains are draped haphazardly about the room. Thousands of pieces of junk cover the floor. Broken swords, crumpled shields and helmets lie in piles all about. ~ 100 72 0 D1 ~ door wood~ 33 -1 30062 -1 S #30067 Guards' Hall~ Darkness, cold as a winter sweat, wraps around you. Large oak tables, scarred and beaten, lay scattered like toys about this room, their wood crushed and splintered. Dark stains cover the floor and the wall. ~ 100 72 0 D0 ~ door wood~ 33 -1 30062 -1 D1 ~ door wood~ 33 -1 30068 -1 D3 ~ door wood~ 33 30070 30070 -1 S #30068 Guards' Room~ This 10-foot-wide arched corridor starts at a heavy wooden door on the west. Cool, moist air blows out from an archway in the south wall. ~ 100 72 0 D0 ~ door wood~ 33 -1 30064 -1 D2 ~ ~ 0 -1 30069 -1 D3 ~ door wood~ 33 -1 30067 -1 S #30069 Guards' Quarters~ Sickly yellow lichen covers the ceiling of this 10-foot-wide passage running south and north. Opening off to both sides of this passage are 10-foot-square alcoves. Rotting cots and rags are in the shadows of the alcoves. A deathly silence fills the hall. ~ 100 72 0 D0 ~ ~ 0 -1 30068 -1 S #30070 Kingsman Hall~ This 30-foot-square room lies in chaos. Shattered furniture lies in heaps near the walls. Broken bones lie scattered amid crumpled and crushed plate armor. Shields and swords jut from the walls as if driven there by some tremendous force. There is a door in the center of the west wall, and a door in the center of the east wall. A dark archway leads out through the north wall. ~ 100 72 0 D0 ~ door wood~ 33 -1 30071 -1 D1 ~ door wood~ 33 30070 30067 -1 D3 ~ door wood~ 33 -1 30072 -1 S #30071 Kingsman Quarters~ A dark, low passage leads to an ascending staircase. Sickly yellow lichen covers the ceiling. There is a small room on each side of the passage. ~ 100 72 0 D2 ~ door wood~ 33 -1 30070 -1 D4 ~ ~ 0 -1 30020 -1 S #30072 Office of Vengeance~ This shadowy room is in perfect order. An old cot stands to one side, its heavy blanket made taut and straight. A great table stands with its chair, inkwell, and quill Iying carefully in place. Lances and swords are carefully hung on the walls. ~ 100 76 0 D1 ~ door wood~ 33 -1 30070 -1 D2 ~ hidden panel~ 41 30072 30179 -1 S #30073 Dungeon Hall~ The stairs descend into black, still water that fills an arched hallway before you. The water's surface is like dark mirrored glass, disturbed only occasionally by the "thwick" of a drop falling from the ceiling. Twenty feet down the hallway, arched doorways lead downward 2 feet from each side of the hallway. In each arched doorway, an iron door stands closed and partially submerged. All is still except for a weak cry for help coming through the east door. ~ 100 72 0 D0 ~ ~ 0 -1 30421 -1 D1 ~ door iron~ 33 -1 30075 -1 D2 ~ wood door~ 33 -1 30076 -1 D3 ~ door iron~ 33 -1 30074 -1 S #30074 Western Dungeon~ The fungus-laden ceiling hangs 3 feet above still, black water that fills this dungeon corridor. The water is 5 feet deep. Small cells, their entrances blocked by iron bars, are on both sides of this arched central hall. Liquid drips from the hanging growth on the ceiling. ~ 100 72 0 D1 ~ door iron~ 33 -1 30073 -1 S #30075 Eastern Dungeon~ The fungus-laden ceiling hangs 3 feet above still, black water that fills this dungeon corridor. The water is 5 feet deep. Small cells, their entrances blocked by iron bars, are on both sides of this arched central hall. Liquid drips from the hanging growth on the ceiling. ~ 100 72 0 D3 ~ door iron~ 33 -1 30073 -1 S #30076 Torture Room~ Dark, low shapes thrust up out of the still, brackish water that fills this room. The ceiling is 17 feet above the water, which is 3 feet deep. There is an arched exit in the center of the north wall. To the west, a large balcony stands 7 feet above the level of the water in the room. Close examination reveals that the dark shapes in the room are racks, iron maidens, stocks, and other torture apparatus. The skeletons of their last victims seem frozen in silent screams. The lower portions of them are underwater. ~ 100 72 0 D0 ~ wood door~ 33 -1 30073 -1 E balcony~ The balcony is set perfect for viewing victims beging tortured. ~ S #30077 Obervation Balcony~ There are two large thrones on this balcony. Behind the throne is a large red velvet curtain running 30 feet from the north wall to the south wall. The ceiling here is 10 feet high. ~ 100 72 0 D3 ~ curtain~ 1 -1 30177 -1 D5 You see a torture chamber set out before you as if someone would view it for fun. It seems as though you could manage a climb down the balcony without hurting yourself to bad... ~ ~ 0 -1 30076 -1 S #30078 Braizer Room~ This room is 30 feet square, rising to a 20-foot-tall flat ceiling. Gargoyle carvings smile, revealing their teeth, from high upon the walls, well lit by a brazier that burns fiercely in the center of the room. From their alcoves in the center of the north and south walls, two iron statues stand saluting with their weapons bared. Each statue has four arms, one with a shield, one with a sword, and the remaining two with their palms toward the ceiling over their heads. Their eyes seem to watch you as you walk about the room. High overhead, an hourglass with writing on its base hangs suspended above the brazier. All of its sand is in the upper portion, somehow refusing to run down into the bottom. In the center of the room next to the brazier is a golden chest. ~ 100 72 0 D0 ~ door wood~ 33 -1 30083 -1 D1 ~ door wood~ 33 -1 30177 -1 D2 ~ door wood~ 33 -1 30079 -1 D3 ~ wood door~ 33 -1 30080 -1 S #30079 Souther Stair~ This staircase of ancient stone is worn smooth through use in ages long forgotten. Dust lies upon the floor and dry cobwebs choke its passage. ~ 100 72 0 D0 ~ door wood~ 33 -1 30078 -1 D4 ~ ~ 0 -1 30179 -1 S #30080 Center Stair~ The door creaks open to reveal a stone staircase between rough masonry walls. The hall is relatively free of obstruction and there is little dust on the steps. A cool dampness seems to flow from within as a thick fog slowly forms in the room. The staircase is obscured in the swirling mists. The wind within howls mournfully. ~ 100 72 0 D0 ~ ~ 0 -1 30081 -1 D1 ~ door wood~ 33 -1 30078 -1 S #30081 Tunnel~ This is a long, low tunnel. Its rough damp walls are barely discernible through thick fog. This tunnel passes through the rock-pillar of Ravenloft itself. ~ 100 72 0 D0 ~ door stone~ 33 30081 31000 -1 D2 ~ ~ 0 -1 30080 -1 S #30083 Southern Stair~ This is a dark spiral staircase of rough-hewn stone. ~ 100 72 0 D2 ~ door wood~ 33 -1 30078 -1 D4 ~ ~ 0 -1 30183 -1 S #30085 Tomb of Von Zarovich~ A peaceful stillness, a calm amid the storm, is felt here. In the center of the tomb, a white marble slab holds the coffin of Sergei Von Zarovish. This quiet room is 50 feet long east and west and 30 feet across. To the west, behid the intricately inlaid coffin, there are three alcoves. beautifully carved statues stand in each alcove, jast as the day they were placed here. ~ 100 72 0 D4 ~ cryptdoor stone~ 41 30085 31002 -1 S #30086 Tomb~ A darkness clouds this room and the essece of evil permeates the very air, The smell of freshly turned earth is here. This rooms apears to be 50 feet long and 30 feet across. There are three empty alcoves in the east wall. Settled into the dirt on the floor lies a shining black coffin of finely waxed wood, The coffin's fittings are brilliant brass. ~ 100 72 0 D4 ~ cryptdoor stone~ 41 30086 31051 -1 S #30087 Guardians~ Wide stteps decend to a landingg flanked by two alcoves/ Within each alcove standing a full 30 feet high is a bronze statue holding a spear. A soft blue curtain of light flows between the two alcoves. Dimly visible on the other side of the light curtain are more decending stairs. ~ 100 72 0 D4 ~ cryptdoor stone~ 41 30087 31026 -1 D5 ~ ~ 0 -1 30088 -1 S #30088 Tomb of Barov and Ravenovia~ This tomb rests in hushed silence. Great stained glass windows filling the northern walls filter dim lights into this room. A coffin stands on each side of this roughly 40 foot square room. ~ 100 72 0 D4 ~ ~ 0 -1 30087 -1 S #30112 Turret Post Access Hall~ This long, narrow corridor runs north and south. Cobwebs fill the hall and obstruct sight beyond a few feet. ~ 100 72 0 D0 ~ door gold~ 33 -1 30364 -1 D2 ~ ~ 0 -1 30013 -1 S #30114 Hall of Faith~ This long, dusty hall leads northward into the dark heart of Ravenloft. Statues line the hallway on both sides, their eyes seeming to watch you as you pass. ~ 100 72 0 D0 ~ door glass~ 33 -1 30015 -1 D2 ~ door iron~ 33 -1 30014 -1 S #30118 High Tower Shaft~ The large gray flagstones of this spiraling staircase lead up and down around a 20-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the ceiling. Heavy beams sag overhead from centuries of weight. ~ 100 72 0 D4 ~ ~ 0 -1 30218 -1 D5 ~ ~ 0 -1 30018 -1 S #30119 Turn in the Stairs~ You have reached a sharp turn in the stairway. ~ 100 72 0 D1 ~ ~ 0 -1 30219 -1 D5 ~ ~ 0 -1 30019 -1 S #30120 Tower Hall Stair~ Creeking steps greet your arrival. ~ 100 72 0 D4 ~ ~ 0 -1 30520 -1 D5 ~ ~ 0 -1 30320 -1 S #30121 Tower Stair~ A long spiral stair leads up and down. ~ 100 72 0 D2 ~ door wood~ 33 -1 30035 -1 D4 ~ ~ 0 -1 30221 -1 D5 ~ ~ 0 -1 30521 -1 S #30128 West Balcony~ This long balcony overlooks a vast rubble-strewn room. To the south you can see stairs leading down. ~ 100 72 0 D1 ~ ~ 0 -1 30028 -1 D2 ~ ~ 0 -1 30029 -1 S #30129 Creaking Landing~ A staircase of old wood climbs shakily up a stonework shaft. With each step upon it, the wood strains underfoot, creaking and groaning. ~ 100 72 0 D0 ~ ~ 0 -1 30016 -1 D4 ~ ~ 0 -1 30029 -1 S #30131 Bottom of the Shaft~ AAAAAAAAAAAAAAHHHHHHHHHHHHHHHH ........ You fall...... and fall... and fall... and fall... SSSSSSSPPPPPPPPLLLLLLLLLLLLAAAAATTTTTTTT!!!!!!!!!!!!!!! You realize that jumping down the shaft was a silly thing to do just as you see what you had for lunch come out your nose. ~ 100 14 0 S #30132 Hallway~ Darkness seems to emate from this hallway. ~ 100 76 0 D1 ~ hidden~ 41 -1 30026 -1 D2 ~ door small~ 33 -1 30032 -1 D3 ~ ~ 0 -1 30033 -1 S #30137 Behind Fireplace~ You cough a bit as you stir up ashes. Been a long time since anyone has been this way. ~ 100 76 0 D0 ~ panel secret~ 41 -1 30038 -1 D2 ~ fireplace~ 41 -1 30037 -1 S #30145 Hidden Small Room~ You stumbled on a forgotten room! ~ 100 76 0 D1 ~ headboard~ 41 -1 30042 -1 D3 ~ panel~ 41 -1 30045 -1 S #30146 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ ~ 0 -1 30046 -1 D2 ~ ~ 0 -1 30246 -1 S #30147 The Landing~ To the east you see some stairs leading down, and another set of spiral stairs leading up from here. A single doorway with a heavy plank and metal-banded door opens to the south. Beside this door, an ancient portrait stands watch over the area, its still eyes staring defiantly back at your own. ~ 100 72 0 D1 ~ ~ 0 -1 30047 -1 D2 ~ door wood~ 33 -1 30049 -1 D4 ~ ~ 0 -1 30048 -1 S #30148 Offstair~ These stairs lead up and down. Sounds come from both directions, some sound like wind, others your not sure. ~ 100 76 0 D2 ~ door small~ 33 -1 30054 -1 D4 ~ door wood~ 0 -1 30057 -1 D5 ~ trapdoor~ 9 -1 30048 -1 S #30162 Servants' Hallway~ This is a plain, somewhat dusty hallway that has seen little to no use in centuries. ~ 100 72 0 D0 ~ door wood~ 33 -1 30063 -1 D2 ~ door wood~ 33 -1 30062 -1 D3 ~ door wood~ 33 -1 30065 -1 S #30164 Guards' Stair~ This is a spiral staircase of gray, dusty stones. ~ 100 72 0 D4 ~ ~ 0 -1 30264 -1 D5 ~ ~ 0 -1 30064 -1 S #30177 Small Chamber~ This is a small empty chamber. ~ 100 72 0 D1 ~ curtain~ 1 -1 30077 -1 D3 ~ wood door~ 33 -1 30078 -1 S #30179 Southern Stair~ You can barly make out the dusty steps through the thick cobwebs. ~ 100 76 0 D0 ~ hidden panel~ 41 30072 30072 -1 D5 ~ ~ 0 -1 30079 -1 S #30183 Southern Stair~ Darkness surrounds you as you make your way on the stone hewn steps. Noises echo along the steps beside giving you the felling someone is following you. ~ 100 72 0 D4 ~ ~ 0 -1 30283 -1 D5 ~ ~ 0 -1 30083 -1 S #30212 Turret Post~ A high domed ceiling caps the 30-foot-diameter room before you. Frescos, faded with age adorn the ceiling, but are impossible to make out. Tall, thin arrow slits look out over the courtyard. The arrow slits are 2 feet tall and 4 inches wide. ~ 100 72 0 D0 ~ door gold~ 33 -1 30413 -1 S #30214 East Alcove~ The dust has gathered here in great amounts. This room seems to have been vacated for thousands of years yet you get the feeling that someone is watching you. You can see another alcove south and a large room west. ~ 100 72 0 D2 ~ ~ 0 -1 30017 -1 D3 ~ ~ 0 -1 30015 -1 S #30218 High Tower Shaft~ The large gray flagstones of this spiraling staircase lead up and down around a 20-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the ceiling. Heavy beams sag overhead from centuries of weight. ~ 100 72 0 D4 ~ ~ 0 -1 30318 -1 D5 ~ ~ 0 -1 30118 -1 S #30219 Stairway~ A creeky stairway. ~ 100 72 0 D3 ~ ~ 0 -1 30119 -1 D4 A dark passage leads upwards. ~ ~ 0 -1 30025 -1 S #30220 Tower Hall of Honor~ You have finally made it to the bottom of the stairs. Darkness comes from all exits. ~ 100 72 0 D1 ~ ~ 0 -1 30020 -1 D2 ~ ~ 0 -1 30313 -1 D4 ~ ~ 0 -1 30320 -1 S #30221 Tower Stair~ A long spiral stair leads down into the darkness of the castle. A wood door is along the south wall. ~ 100 72 0 D2 ~ door wood~ 33 -1 30047 -1 D5 ~ ~ 0 -1 30121 -1 S #30228 East Balcony~ This long balcony overlooks a vast rubble-strewn room. ~ 100 72 0 D3 ~ ~ 0 -1 30028 -1 S #30231 Small Room~ A dark dusty room, it appears to be empty. A dark shaft produces cold gusts of air sending a shiver down your back. IT looks like a VERY VERY long way down. ~ 100 76 0 D3 ~ panel~ 41 -1 30039 -1 D5 You see a long dark and cold looking shaft leading strait DOWN. ~ ~ 0 -1 30131 -1 S #30237 Short Hall~ The silence is heavy is this short dark hallway. ~ 100 72 0 D0 ~ ~ 0 -1 -1 -1 D1 ~ door wood~ 33 -1 30037 -1 D2 ~ ~ 0 -1 30045 -1 S #30246 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ ~ 0 -1 30146 -1 D2 ~ ~ 0 -1 30346 -1 S #30264 Guards' Stair~ This is a spiral staircase of gray, dusty stones. The passage to the south is ended by a collapsed wall, the only other way out is down. ~ 100 72 0 D5 ~ ~ 0 -1 30164 -1 S #30283 Southern Stair~ Darkness surrounds you as you make your way on the stone hewn steps. Noises echo along the steps beside giving you the felling someone is following you. ~ 100 76 0 D4 ~ door trapdoor~ 9 -1 30037 -1 D5 ~ ~ 0 -1 30183 -1 S #30313 Turret Access Hall~ This long, narrow corridor runs north and south. Cobwebs fill the hall and obstruct sight beyond a few feet. ~ 100 72 0 D0 ~ ~ 0 -1 30220 -1 D2 ~ ~ 0 -1 30413 -1 S #30314 West Alcove~ The dust has gathered here in great amounts. This room seems to have been vacated for thousands of years yet you get the feeling that someone is watching you. You can see another alcove south and a large room east. ~ 100 72 0 D1 ~ ~ 0 -1 30015 -1 D2 ~ ~ 0 -1 30016 -1 S #30318 High Tower Shaft~ The large gray flagstones of this spiraling staircase lead up and down around a 20-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the ceiling. Heavy beams sag overhead from centuries of weight. ~ 100 72 0 D4 ~ ~ 0 -1 30418 -1 D5 ~ ~ 0 -1 30218 -1 S #30320 Stairs~ Yet more steps on this long trek. ~ 100 72 0 D4 ~ ~ 0 -1 30120 -1 D5 ~ ~ 0 -1 30220 -1 S #30321 Tower Stair~ The stairs creek loudly as you move along them. ~ 100 72 0 D4 ~ ~ 0 -1 30021 -1 D5 ~ ~ 0 -1 30061 -1 S #30346 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ ~ 0 -1 30246 -1 D1 ~ ~ 0 -1 30446 -1 S #30364 Guards' Stair~ This is a spiral staircase of gray, dusty stones. ~ 100 72 0 D2 ~ door wood~ 33 -1 30112 -1 D4 ~ ~ 0 -1 30064 -1 S #30412 Turret Access Hall~ This long, narrow corridor runs north and south. Cobwebs fill the hall and obstruct sight beyond a few feet. ~ 100 72 0 D1 ~ ~ 0 -1 30022 -1 D3 ~ ~ 0 -1 30413 -1 S #30413 Turret Access Hall~ This long, narrow corridor runs north and south. Cobwebs fill the hall and obstruct sight beyond a few feet. ~ 100 72 0 D0 ~ ~ 0 -1 30313 -1 D1 ~ ~ 0 -1 30412 -1 D2 ~ ~ 0 -1 30212 -1 S #30414 Dark Alcove~ Lit by a single, piercing shaft of light, an altar stands upon a platform. The light falls directly on a small statue. A figure is draped over the altar. This room seems as though nothing has disturbed it in centuries, and that nothing ever could. ~ 100 72 0 D2 ~ ~ 0 -1 30015 -1 S #30418 High Tower Shaft~ The large gray flagstones of this spiraling staircase lead up and down around a 20-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the ceiling. Heavy beams sag overhead from centuries of weight. ~ 100 72 0 D4 ~ ~ 0 -1 30059 -1 D5 ~ ~ 0 -1 30318 -1 S #30421 Tower Stair~ The webs seem to get thicker the farther you travel down. Silence seems to be the only noise you hear. ~ 100 72 0 D2 ~ ~ 0 -1 30073 -1 D4 ~ ~ 0 -1 30061 -1 S #30446 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D1 ~ ~ 0 -1 30546 -1 D3 ~ ~ 0 -1 30346 -1 S #30512 Turret Post~ A high domed ceiling caps the 30-foot-diameter room before you. Frescos, faded with age adorn the ceiling, but are impossible to make out. Tall, thin arrow slits look out over the courtyard. The arrow slits are 2 feet tall and 4 inches wide. ~ 100 72 0 D0 ~ door gold~ 33 -1 30012 -1 S #30520 Tower Hall Stair~ Dusty stair steps creek at your arrivial. ~ 100 72 0 D4 ~ ~ 0 -1 30620 -1 D5 ~ ~ 0 -1 30120 -1 S #30521 Tower Stair~ A long spiral stair leads up and down. ~ 100 72 0 D2 ~ door small~ 33 -1 30030 -1 D4 ~ ~ 0 -1 30121 -1 D5 ~ ~ 0 -1 30021 -1 S #30546 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ door double~ 33 -1 30042 -1 D1 ~ ~ 0 -1 30646 -1 D3 ~ ~ 0 -1 30446 -1 S #30618 High Tower Shaft~ The large gray flagstones of this spiraling staircase lead up and down around a 20-foot-wide stone core. Cobwebs fill the staircase, making it difficult to see even the ceiling. Heavy beams sag overhead from centuries of weight. ~ 100 72 0 D4 ~ ~ 0 -1 30018 -1 D5 ~ ~ 0 -1 30718 -1 S #30620 Tower Hall Stair~ Creeking stair steps greet you as you arrive. ~ 100 72 0 D1 ~ ~ 0 -1 30058 -1 D4 ~ ~ 0 -1 30060 -1 D5 ~ ~ 0 -1 30520 -1 S #30646 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ ~ 0 -1 30746 -1 D3 ~ ~ 0 -1 30546 -1 S #30718 Bottom of High Tower Shaft~ An large oak stairway leads up from here and a large stone door is in the north wall. ~ 100 72 0 D0 ~ door stone~ 33 30718 31053 -1 D4 ~ ~ 0 -1 30618 -1 S #30746 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ ~ 0 -1 30846 -1 D2 ~ ~ 0 -1 30646 -1 S #30846 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D0 ~ ~ 0 -1 30946 -1 D2 ~ ~ 0 -1 30746 -1 S #30900 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30000 -1 D1 ~ ~ 0 -1 30907 -1 D2 ~ ~ 0 -1 30911 -1 D3 ~ ~ 0 -1 30901 -1 S #30901 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30913 -1 D1 ~ ~ 0 -1 30902 -1 D2 ~ ~ 0 -1 30907 -1 D3 ~ ~ 0 -1 30900 -1 S #30902 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ ~ 0 -1 30907 -1 D1 ~ ~ 0 -1 30901 -1 D2 ~ ~ 0 -1 30903 -1 D3 ~ ~ 0 -1 30902 -1 S #30903 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30904 -1 D1 ~ ~ 0 -1 30903 -1 D2 ~ ~ 0 -1 30907 -1 D3 ~ ~ 0 -1 30902 -1 S #30904 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30907 -1 D1 ~ ~ 0 -1 30905 -1 D2 ~ ~ 0 -1 30903 -1 D3 ~ ~ 0 -1 30907 -1 S #30905 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30913 -1 D1 ~ ~ 0 -1 30907 -1 D2 ~ ~ 0 -1 30904 -1 D3 ~ ~ 0 -1 30906 -1 S #30906 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30906 -1 D1 ~ ~ 0 -1 30905 -1 D2 ~ ~ 0 -1 30907 -1 D3 ~ ~ 0 -1 30907 -1 S #30907 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30906 -1 D1 ~ ~ 0 -1 30903 -1 D2 ~ ~ 0 -1 30903 -1 D3 ~ ~ 0 -1 30907 -1 S #30908 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ ~ 0 -1 30913 -1 D1 ~ ~ 0 -1 30909 -1 D2 ~ door wood~ 33 -1 30023 -1 D3 ~ ~ 0 -1 30913 -1 S #30909 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ ~ 0 -1 30907 -1 D1 ~ ~ 0 -1 30908 -1 D2 ~ ~ 0 -1 30905 -1 D3 ~ ~ 0 -1 30910 -1 S #30910 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30911 -1 D1 ~ ~ 0 -1 30909 -1 D2 ~ ~ 0 -1 30909 -1 D3 ~ ~ 0 -1 30907 -1 S #30911 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ ~ 0 -1 30913 -1 D1 ~ ~ 0 -1 30910 -1 D2 ~ ~ 0 -1 30912 -1 D3 ~ ~ 0 -1 30909 -1 S #30912 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ gate iron~ 0 -1 30911 -1 D1 ~ ~ 0 -1 30907 -1 D2 ~ ~ 0 -1 30910 -1 D3 ~ ~ 0 -1 30913 -1 S #30913 Lost in the Fog~ You are lost in swirling fog. It seems to cling to your throat and squeeze the air from your lungs. ~ 100 1 4 D0 ~ ~ 0 -1 30905 -1 D1 ~ ~ 0 -1 30912 -1 D2 ~ ~ 0 -1 30911 -1 D3 ~ ~ 0 -1 30907 -1 S #30946 Courtyard Overlook~ You have a spectacular view over the courtyard. Filled with debris and swirling fog you fill a bit safer where you stand now. ~ 100 72 0 D2 ~ ~ 0 -1 30846 -1 S #31000 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31001 -1 D1 ~ ~ 0 -1 31017 -1 D2 ~ door stone~ 41 30081 30081 -1 D3 ~ ~ 0 -1 31053 -1 S #31001 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31002 -1 D1 ~ ~ 0 -1 31016 -1 D2 ~ door stone~ 33 -1 31000 -1 D3 ~ ~ 0 -1 31052 -1 S #31002 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31003 -1 D1 ~ ~ 0 -1 31015 -1 D2 ~ door stone~ 33 -1 31001 -1 D3 ~ ~ 0 -1 31051 -1 D5 You see what appears to be the outline of a cryptdoor. ~ cryptdoor~ 41 30085 30085 -1 S #31003 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31004 -1 D1 ~ ~ 0 -1 31014 -1 D2 ~ door stone~ 33 -1 31002 -1 D3 ~ ~ 0 -1 31050 -1 S #31004 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31005 -1 D1 ~ ~ 0 -1 31013 -1 D2 ~ door stone~ 33 -1 31003 -1 D3 ~ ~ 0 -1 31049 -1 S #31005 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31006 -1 D1 ~ ~ 0 -1 31012 -1 D2 ~ door stone~ 33 -1 31004 -1 D3 ~ ~ 0 -1 31048 -1 S #31006 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31007 -1 D1 ~ ~ 0 -1 31011 -1 D2 ~ door stone~ 33 -1 31005 -1 D3 ~ ~ 0 -1 31047 -1 S #31007 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31008 -1 D1 ~ ~ 0 -1 31010 -1 D2 ~ door stone~ 33 -1 31006 -1 D3 ~ ~ 0 -1 31046 -1 S #31008 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31022 -1 D1 ~ ~ 0 -1 31009 -1 D2 ~ door stone~ 33 -1 31007 -1 D3 ~ ~ 0 -1 31045 -1 S #31009 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31017 -1 D1 ~ ~ 0 -1 31026 -1 D2 ~ door stone~ 33 -1 31010 -1 D3 ~ ~ 0 -1 31008 -1 S #31010 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31009 -1 D1 ~ ~ 0 -1 31025 -1 D2 ~ ~ 0 -1 31011 -1 D3 ~ ~ 0 -1 31007 -1 S #31011 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31010 -1 D1 ~ ~ 0 -1 31024 -1 D2 ~ ~ 0 -1 31012 -1 D3 ~ ~ 0 -1 31006 -1 S #31012 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31011 -1 D1 ~ ~ 0 -1 31023 -1 D2 ~ ~ 0 -1 31013 -1 D3 ~ ~ 0 -1 31005 -1 S #31013 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31012 -1 D1 ~ ~ 0 -1 31022 -1 D2 ~ ~ 0 -1 31014 -1 D3 ~ ~ 0 -1 31004 -1 S #31014 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31013 -1 D1 ~ ~ 0 -1 31021 -1 D2 ~ ~ 0 -1 31015 -1 D3 ~ ~ 0 -1 31003 -1 S #31015 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31014 -1 D1 ~ ~ 0 -1 31020 -1 D2 ~ ~ 0 -1 31016 -1 D3 ~ ~ 0 -1 31002 -1 S #31016 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31015 -1 D1 ~ ~ 0 -1 31019 -1 D2 ~ ~ 0 -1 31017 -1 D3 ~ ~ 0 -1 31001 -1 S #31017 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31016 -1 D1 ~ ~ 0 -1 31018 -1 D2 ~ ~ 0 -1 31009 -1 D3 ~ ~ 0 -1 31000 -1 S #31018 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31019 -1 D1 ~ ~ 0 -1 31035 -1 D2 ~ ~ 0 -1 31026 -1 D3 ~ ~ 0 -1 31017 -1 S #31019 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31020 -1 D1 ~ ~ 0 -1 31034 -1 D2 ~ door stone~ 33 -1 31018 -1 D3 ~ ~ 0 -1 31016 -1 S #31020 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31021 -1 D1 ~ ~ 0 -1 31033 -1 D2 ~ door stone~ 33 -1 31019 -1 D3 ~ ~ 0 -1 31015 -1 S #31021 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31022 -1 D1 ~ ~ 0 -1 31032 -1 D2 ~ door stone~ 33 -1 31020 -1 D3 ~ ~ 0 -1 31014 -1 S #31022 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31023 -1 D1 ~ ~ 0 -1 31031 -1 D2 ~ door stone~ 33 -1 31021 -1 D3 ~ ~ 0 -1 31013 -1 S #31023 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31024 -1 D1 ~ ~ 0 -1 31030 -1 D2 ~ door stone~ 33 -1 31022 -1 D3 ~ ~ 0 -1 31012 -1 S #31024 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31025 -1 D1 ~ ~ 0 -1 31029 -1 D2 ~ door stone~ 33 -1 31023 -1 D3 ~ ~ 0 -1 31011 -1 S #31025 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31026 -1 D1 ~ ~ 0 -1 31028 -1 D2 ~ door stone~ 33 -1 31024 -1 D3 ~ ~ 0 -1 31010 -1 S #31026 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31018 -1 D1 ~ ~ 0 -1 31027 -1 D2 ~ door stone~ 33 -1 31025 -1 D3 ~ ~ 0 -1 31009 -1 D5 ~ cryptdoor stone~ 41 30087 30087 -1 S #31027 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31035 -1 D1 ~ ~ 0 -1 31044 -1 D2 ~ door stone~ 33 -1 31028 -1 D3 ~ ~ 0 -1 31026 -1 S #31028 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31027 -1 D1 ~ ~ 0 -1 31043 -1 D2 ~ ~ 0 -1 31029 -1 D3 ~ ~ 0 -1 31025 -1 S #31029 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31028 -1 D1 ~ ~ 0 -1 31042 -1 D2 ~ ~ 0 -1 31030 -1 D3 ~ ~ 0 -1 31024 -1 S #31030 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31029 -1 D1 ~ ~ 0 -1 31041 -1 D2 ~ ~ 0 -1 31031 -1 D3 ~ ~ 0 -1 31023 -1 S #31031 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31030 -1 D1 ~ ~ 0 -1 31040 -1 D2 ~ ~ 0 -1 31032 -1 D3 ~ ~ 0 -1 31022 -1 S #31032 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31031 -1 D1 ~ ~ 0 -1 31039 -1 D2 ~ ~ 0 -1 31033 -1 D3 ~ ~ 0 -1 31021 -1 S #31033 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31032 -1 D1 ~ ~ 0 -1 31038 -1 D2 ~ ~ 0 -1 31034 -1 D3 ~ ~ 0 -1 31020 -1 S #31034 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31033 -1 D1 ~ ~ 0 -1 31037 -1 D2 ~ ~ 0 -1 31035 -1 D3 ~ ~ 0 -1 31019 -1 S #31035 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31034 -1 D1 ~ ~ 0 -1 31036 -1 D2 ~ ~ 0 -1 31027 -1 D3 ~ ~ 0 -1 31018 -1 S #31036 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31037 -1 D1 ~ ~ 0 -1 31053 -1 D2 ~ ~ 0 -1 31044 -1 D3 ~ ~ 0 -1 31035 -1 S #31037 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31038 -1 D1 ~ ~ 0 -1 31052 -1 D2 ~ door stone~ 33 -1 31036 -1 D3 ~ ~ 0 -1 31034 -1 S #31038 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31039 -1 D1 ~ ~ 0 -1 31051 -1 D2 ~ door stone~ 33 -1 31037 -1 D3 ~ ~ 0 -1 31033 -1 S #31039 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31040 -1 D1 ~ ~ 0 -1 31050 -1 D2 ~ door stone~ 33 -1 31038 -1 D3 ~ ~ 0 -1 31032 -1 S #31040 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31041 -1 D1 ~ ~ 0 -1 31049 -1 D2 ~ door stone~ 33 -1 31039 -1 D3 ~ ~ 0 -1 31031 -1 S #31041 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31042 -1 D1 ~ ~ 0 -1 31048 -1 D2 ~ door stone~ 33 -1 31040 -1 D3 ~ ~ 0 -1 31030 -1 S #31042 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31043 -1 D1 ~ ~ 0 -1 31047 -1 D2 ~ door stone~ 33 -1 31041 -1 D3 ~ ~ 0 -1 31029 -1 S #31043 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31044 -1 D1 ~ ~ 0 -1 31046 -1 D2 ~ door stone~ 33 -1 31042 -1 D3 ~ ~ 0 -1 31028 -1 S #31044 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31036 -1 D1 ~ ~ 0 -1 31045 -1 D2 ~ door stone~ 33 -1 31043 -1 D3 ~ ~ 0 -1 31027 -1 S #31045 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31053 -1 D1 ~ ~ 0 -1 31008 -1 D2 ~ ~ 0 -1 31046 -1 D3 ~ ~ 0 -1 31044 -1 S #31046 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31045 -1 D1 ~ ~ 0 -1 31007 -1 D2 ~ ~ 0 -1 31047 -1 D3 ~ ~ 0 -1 31043 -1 S #31047 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31046 -1 D1 ~ ~ 0 -1 31006 -1 D2 ~ ~ 0 -1 31048 -1 D3 ~ ~ 0 -1 31042 -1 S #31048 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31047 -1 D1 ~ ~ 0 -1 31005 -1 D2 ~ ~ 0 -1 31049 -1 D3 ~ ~ 0 -1 31041 -1 S #31049 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31048 -1 D1 ~ ~ 0 -1 31004 -1 D2 ~ ~ 0 -1 31050 -1 D3 ~ ~ 0 -1 31040 -1 S #31050 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31049 -1 D1 ~ ~ 0 -1 31003 -1 D2 ~ ~ 0 -1 31051 -1 D3 ~ ~ 0 -1 31039 -1 S #31051 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31050 -1 D1 ~ ~ 0 -1 31002 -1 D2 ~ ~ 0 -1 31052 -1 D3 ~ ~ 0 -1 31038 -1 D5 ~ cryptdoor~ 41 30086 30086 -1 S #31052 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31051 -1 D1 ~ ~ 0 -1 31001 -1 D2 ~ ~ 0 -1 31053 -1 D3 ~ ~ 0 -1 31037 -1 S #31053 Crypt~ The darkness is complete, the only thing you can see with your meger light source is the fog that floats above the stone floor about 1 foot. ~ 100 72 0 D0 ~ ~ 0 -1 31052 -1 D1 ~ ~ 0 -1 31000 -1 D2 ~ door stone~ 33 30718 30718 -1 D3 ~ ~ 0 -1 31036 -1 S #37101 Entrance to the Troll Camp~ As you approach an opening in the trees, you faintly hear gutteral voices nearby. The ground here begins to soften and the trees all seem to be mishapen and twisted. The smell of decay hangs thick in the air. There is a battered sign here. ~ 110 1 3 D0 ~ ~ 1 -1 37102 -1 E sign~ Beware those that enter the Troll Moors. One wrong step could spell your doom. ~ S #37102 Passage in the Moors~ After moving through the entrance, you notice that the voices are louder and seem to be coming from all sides. A mist hangs in the air here. It is very humid and breathing is difficult. The trail goes east and west here. The exit to the swamp lies south. ~ 110 1 3 D1 ~ east~ 1 -1 37103 -1 D2 ~ south~ 1 -1 37101 -1 D3 ~ west~ 1 -1 37122 -1 S #37103 East-West passage through the swamp~ Flies buzz around your head as you start moving into the swamp. You catch glimpses of things moving in the fetid waters, things that you probably don't want to meet. The passage heads east and west. ~ 110 1 3 D1 ~ east~ 1 -1 37104 -1 D3 ~ west~ 1 -1 37102 -1 S #37104 In the swamp~ As you continue to move deeper into the swamp, you get an eerie feeling that you are being watched. You hear voices and see a light shining through the trees to the north. The trail leads east and west. ~ 110 1 3 D0 ~ north~ 1 -1 37119 -1 D1 ~ east~ 1 -1 37105 -1 D3 ~ west~ 1 -1 37103 -1 S #37105 In the swamp~ The ground continues to get softer and spongier, making it difficult to walk. You see many dark shapes gliding through the waters around you. The trail continues east and west. ~ 110 1 3 D1 ~ east~ 1 -1 37106 -1 D3 ~ west~ 1 -1 37104 -1 S #37106 In the swamp~ The swamp seems to come alive for a second as you trip and fall into the dark waters. As you pull yourself out, you feel many burning sensations on your body...Ack..leeches! You quickly pull them off before they can cause any harm. The trail continues east and west. ~ 110 1 3 D1 ~ east~ 1 -1 37107 -1 D3 ~ west~ 1 -1 37105 -1 S #37107 Bend in the path~ The trail turns north here, leading even deeper into the gloom. You are startled by a loud splash! Looking around, you feel relieved to see that it was just a dead branch that fell into the water...but why did it fall? The path goes west and north. ~ 110 0 3 D0 ~ north~ 1 -1 37108 -1 D3 ~ west~ 1 -1 37106 -1 S #37108 Dead trees~ A large pile of dead trees lies here, blocking the trail to the north. You see many small, glowing eyes watching you from inside the pile. The path heads east and south here. ~ 110 0 3 D1 ~ east~ 1 -1 37109 -1 D2 ~ south~ 1 -1 37107 -1 S #37109 Intersection in the swamp~ The ground here is much more solid now. The trees still grow twisted and deformed. To the north you see a pool of water. The path continues east and west. ~ 110 0 3 D0 ~ north~ 1 -1 37110 -1 D1 ~ east~ 1 -1 37112 -1 D3 ~ west~ 1 -1 37108 -1 S #37110 Dark pool~ The water is covered with a layer of film, it is quite stagnant. The stench is almost overpowering, causing you to gag. There is a large mound to the north and you see a dark path to the south. ~ 110 1 6 D0 ~ north~ 1 -1 37111 -1 D2 ~ south~ 1 -1 37109 -1 S #37111 Large mound~ This appears to be a nest of some sort. You hear a croaking noise that sounds too deep to be from a frog. You hear a sound at the water's edge and turn to see a large alligator coming out of the water. It might not be a bad idea to move. ~ 110 0 3 D2 ~ south~ 1 -1 37110 -1 S #37112 On the swamp path~ This place is really starting to get to you. Everywhere you look you see decay. The constant droaning of the flies is giving you a splitting headache. You see the path branches south here and also goes east and west. ~ 110 0 3 D1 ~ east~ 1 -1 37114 -1 D2 ~ south~ 1 -1 37113 -1 D3 ~ west~ 1 -1 37109 -1 S #37113 Small clearing~ Through the trees, you can actually see the sky! This is the first time since you entered the swamp you have seen through the thick canopy of twisted tree branches. ~ 110 0 3 D0 ~ north~ 1 -1 37112 -1 S #37114 Dead end~ You have reached a dead end in the path. The path heads back to the west from here. ~ 110 0 -1 20 37115 1 0 D3 ~ west~ 1 -1 37112 -1 S #37115 Troll Hole- Ambushed!~ Through your own carelessness you have fallen into a troll hole. The trolls here look mean and hungry. The passage goes east. ~ 110 1 -1 10 37115 1 0 D1 ~ east~ 1 -1 37116 -1 S #37116 Inside troll hole~ Bones litter the floor here. From the looks of it, the trolls eat quite well. You can either go west or north here. ~ 110 1 0 D0 ~ north~ 1 -1 37117 -1 D3 ~ west~ 1 -1 37115 -1 S #37117 Inside troll hole~ This part of the hole must be the communal waste chamber. The smell in here is so bad it makes your eyes water. The passage leads south and west. ~ 110 1 0 D2 ~ south~ 1 -1 37116 -1 D3 ~ edit west~ 1 -1 37118 -1 S #37118 Inside troll hole~ This room contains absolutely nothing. The exit lies to the east and on closer inspection of the room, you notice some vines hanging down from above. ~ 110 1 0 D1 ~ east~ 1 -1 37117 -1 D4 ~ up~ 9 -1 37112 -1 S #37119 Near the fire~ This area has been cleared of debris. The ground is quite solid and the trees appear to be alive. You hear voices from the north. The path goes south here. ~ 110 0 3 D0 ~ north~ 1 -1 37120 -1 D2 ~ south~ 1 -1 37104 -1 S #37120 Entrance to the campfire~ You see trolls all around here. To the west you can see many trolls sleeping. There is a trail heading south. ~ 110 0 3 D2 ~ south~ 1 -1 37119 -1 D3 ~ west~ 1 -1 37121 -1 S #37121 Troll Reception~ This is the troll sleeping area. The exit lies to the east. ~ 110 88 0 D1 ~ east~ 1 -1 37120 -1 S #37122 Path in the swamp~ This path appears to lead deeper into the swamp. The ground is soft and spongy and the trees are covered with a layer of slime. There is a trail that branches off to the north and the path you're on goes east and west. ~ 110 0 3 D0 ~ north~ 1 -1 37123 -1 D1 ~ east~ 1 -1 37102 -1 D3 ~ west~ 1 -1 37125 -1 S #37123 Dark trail~ This trail is extremely dark. Small, glowing eyes peer at you from the gloom. The sound of frogs is heavy in the air. The trail travels north and south. ~ 110 1 3 D0 ~ north~ 1 -1 37124 -1 D2 ~ south~ 1 -1 37122 -1 S #37124 End of the dark trail~ After travelling a short distance, the trail abruptly ends. All of the normal sounds of the swamp have stopped. An eerie feeling creeps into your body. The path heads back south. ~ 110 1 3 D2 ~ south~ 1 -1 37123 -1 S #37125 In the swamp~ Flies buzz, and frogs croak as you continue moving into the swamp. You hear splashing sounds in the waters around you, making you a little more cautious. The path goes east and west. ~ 110 0 3 D1 ~ east~ 1 -1 37122 -1 D3 ~ west~ 1 -1 37126 -1 S #37126 Fork in the path~ The path forks here heading north and continuing to go east and west. The ground is noticably drier here and the trees aren't as mishapen. ~ 110 0 3 D0 ~ north~ 1 -1 37141 -1 D1 ~ east~ 1 -1 37125 -1 D3 ~ west~ 1 -1 37127 -1 S #37127 Path in the swamp~ The path here is quite overgrown, making it dark and difficult to travel through. You have to hack away many vines and bushes to pass by. The path continues east and west. ~ 110 1 3 D1 ~ east~ 1 -1 37126 -1 D3 ~ west~ 1 -1 37128 -1 S #37128 37128~ Empty ~ 110 0 0 S #37129 37129~ Empty ~ 110 0 0 S #37130 37130~ Empty ~ 110 0 0 S #37131 37131~ Empty ~ 110 0 0 S #37132 37132~ Empty ~ 110 0 0 S #37133 37133~ Empty ~ 110 0 0 S #37134 37134~ Empty ~ 110 0 0 S #37135 37135~ Empty ~ 110 0 0 S #37136 37136~ Empty ~ 110 0 0 S #37137 37137~ Empty ~ 110 0 0 S #37138 37138~ Empty ~ 110 0 0 S #37139 37139~ Empty ~ 110 0 0 S #37140 37140~ Empty ~ 110 0 0 S #37141 37141~ Empty ~ 110 0 0 S #37142 37142~ Empty ~ 110 0 0 S #37143 37143~ Empty ~ 110 0 0 S #37144 37144~ Empty ~ 110 0 0 S #37145 37145~ Empty ~ 110 0 0 S #37146 37146~ Empty ~ 110 0 0 S #37147 37147~ Empty ~ 110 0 0 S #37148 37148~ Empty ~ 110 0 0 S #37149 37149~ Empty ~ 110 0 0 S #37150 37150~ Empty ~ 110 0 0 S #37151 37151~ Empty ~ 110 0 0 S #37152 37152~ Empty ~ 110 0 0 S #37153 37153~ Empty ~ 110 0 0 S #37154 37154~ Empty ~ 110 0 0 S #37155 37155~ Empty ~ 110 0 0 S #37156 37156~ Empty ~ 110 0 0 S #37157 37157~ Empty ~ 110 0 0 S #37158 37158~ Empty ~ 110 0 0 S #37159 37159~ Empty ~ 110 0 0 S #37160 37160~ Empty ~ 110 0 0 S #37161 37161~ Empty ~ 110 0 0 S #37162 37162~ Empty ~ 110 0 0 S #37163 37163~ Empty ~ 110 0 0 S #37164 37164~ Empty ~ 110 0 0 S #37165 37165~ Empty ~ 110 0 0 S #37166 37166~ Empty ~ 110 0 0 S #37167 37167~ Empty ~ 110 0 0 S #37168 37168~ Empty ~ 110 0 0 S #37169 37169~ Empty ~ 110 0 0 S #37170 37170~ Empty ~ 110 0 0 S #37171 37171~ Empty ~ 110 0 0 S #37172 37172~ Empty ~ 110 0 0 S #37173 37173~ Empty ~ 110 0 0 S #37174 37174~ Empty ~ 110 0 0 S #37175 37175~ Empty ~ 110 0 0 S #37176 37176~ Empty ~ 110 0 0 S #37177 37177~ Empty ~ 110 0 0 S #37178 37178~ Empty ~ 110 0 0 S #37179 37179~ Empty ~ 110 0 0 S #37180 37180~ Empty ~ 110 0 0 S #37181 37181~ Empty ~ 110 0 0 S #37182 37182~ Empty ~ 110 0 0 S #37183 37183~ Empty ~ 110 0 0 S #37184 37184~ Empty ~ 110 0 0 S #37185 37185~ Empty ~ 110 0 0 S #37186 37186~ Empty ~ 110 0 0 S #37187 37187~ Empty ~ 110 0 0 S #37188 37188~ Empty ~ 110 0 0 S #37189 37189~ Empty ~ 110 0 0 S #37190 37190~ Empty ~ 110 0 0 S #37191 37191~ Empty ~ 110 0 0 S #37192 37192~ Empty ~ 110 0 0 S #37193 37193~ Empty ~ 110 0 0 S #37194 37194~ Empty ~ 110 0 0 S #37195 37195~ Empty ~ 110 0 0 S #37196 37196~ Empty ~ 110 0 0 S #37197 37197~ Empty ~ 110 0 0 S #37198 37198~ Empty ~ 110 0 0 S #37199 37199~ Empty ~ 110 0 0 S #37200 37200~ Empty ~ 110 0 0 S #37201 37201~ Empty ~ 110 0 0 S #37202 37202~ Empty ~ 110 0 0 S #37203 37203~ Empty ~ 110 0 0 S #37204 37204~ Empty ~ 110 0 0 S #37205 37205~ Empty ~ 110 0 0 S #37206 37206~ Empty ~ 110 0 0 S #37207 37207~ Empty ~ 110 0 0 S #37208 37208~ Empty ~ 110 0 0 S #37209 37209~ Empty ~ 110 0 0 S #37210 37210~ Empty ~ 110 0 0 S #37211 37211~ Empty ~ 110 0 0 S #37212 37212~ Empty ~ 110 0 0 S #37213 37213~ Empty ~ 110 0 0 S #37214 37214~ Empty ~ 110 0 0 S #37215 37215~ Empty ~ 110 0 0 S #37216 37216~ Empty ~ 110 0 0 S #37217 37217~ Empty ~ 110 0 0 S #37218 37218~ Empty ~ 110 0 0 S #37219 37219~ Empty ~ 110 0 0 S #37220 37220~ Empty ~ 110 0 0 S #37221 37221~ Empty ~ 110 0 0 S #37222 37222~ Empty ~ 110 0 0 S #37223 37223~ Empty ~ 110 0 0 S #37224 37224~ Empty ~ 110 0 0 S #37225 37225~ Empty ~ 110 0 0 S #37226 37226~ Empty ~ 110 0 0 S #37227 37227~ Empty ~ 110 0 0 S #37228 37228~ Empty ~ 110 0 0 S #37229 37229~ Empty ~ 110 0 0 S #37230 37230~ Empty ~ 110 0 0 S #37231 37231~ Empty ~ 110 0 0 S #37232 37232~ Empty ~ 110 0 0 S #37233 37233~ Empty ~ 110 0 0 S #37234 37234~ Empty ~ 110 0 0 S #37235 37235~ Empty ~ 110 0 0 S #37236 37236~ Empty ~ 110 0 0 S #37237 37237~ Empty ~ 110 0 0 S #37238 37238~ Empty ~ 110 0 0 S #37239 37239~ Empty ~ 110 0 0 S #37240 37240~ Empty ~ 110 0 0 S #37241 37241~ Empty ~ 110 0 0 S #37242 37242~ Empty ~ 110 0 0 S #37243 37243~ Empty ~ 110 0 0 S #37244 37244~ Empty ~ 110 0 0 S #37245 37245~ Empty ~ 110 0 0 S #37246 37246~ Empty ~ 110 0 0 S #37247 37247~ Empty ~ 110 0 0 S #37248 37248~ Empty ~ 110 0 0 S #37249 37249~ Empty ~ 110 0 0 S #37250 37250~ Empty ~ 110 0 0 S #37251 37251~ Empty ~ 110 0 0 S #37252 37252~ Empty ~ 110 0 0 S #37253 37253~ Empty ~ 110 0 0 S #37254 37254~ Empty ~ 110 0 0 S #37255 37255~ Empty ~ 110 0 0 S #37256 37256~ Empty ~ 110 0 0 S #37257 37257~ Empty ~ 110 0 0 S #37258 37258~ Empty ~ 110 0 0 S #37259 37259~ Empty ~ 110 0 0 S #37260 37260~ Empty ~ 110 0 0 S #37261 37261~ Empty ~ 110 0 0 S #37262 37262~ Empty ~ 110 0 0 S #37263 37263~ Empty ~ 110 0 0 S #37264 37264~ Empty ~ 110 0 0 S #37265 37265~ Empty ~ 110 0 0 S #37266 37266~ Empty ~ 110 0 0 S #37267 37267~ Empty ~ 110 0 0 S #37268 37268~ Empty ~ 110 0 0 S #37269 37269~ Empty ~ 110 0 0 S #37270 37270~ Empty ~ 110 0 0 S #37271 37271~ Empty ~ 110 0 0 S #37272 37272~ Empty ~ 110 0 0 S #37273 37273~ Empty ~ 110 0 0 S #37274 37274~ Empty ~ 110 0 0 S #37275 37275~ Empty ~ 110 0 0 S #37276 37276~ Empty ~ 110 0 0 S #37277 37277~ Empty ~ 110 0 0 S #37278 37278~ Empty ~ 110 0 0 S #37279 37279~ Empty ~ 110 0 0 S #37280 37280~ Empty ~ 110 0 0 S #37281 37281~ Empty ~ 110 0 0 S #37282 37282~ Empty ~ 110 0 0 S #37283 37283~ Empty ~ 110 0 0 S #37284 37284~ Empty ~ 110 0 0 S #37285 37285~ Empty ~ 110 0 0 S #37286 37286~ Empty ~ 110 0 0 S #37287 37287~ Empty ~ 110 0 0 S #37288 37288~ Empty ~ 110 0 0 S #37289 37289~ Empty ~ 110 0 0 S #37290 37290~ Empty ~ 110 0 0 S #37291 37291~ Empty ~ 110 0 0 S #37292 37292~ Empty ~ 110 0 0 S #37293 37293~ Empty ~ 110 0 0 S #37294 37294~ Empty ~ 110 0 0 S #37295 37295~ Empty ~ 110 0 0 S #37296 37296~ Empty ~ 110 0 0 S #37297 37297~ Empty ~ 110 0 0 S #37298 37298~ Empty ~ 110 0 0 S #37299 37299~ Empty ~ 110 0 0 S #37300 Mason's House of Ball-Peen Hammers, Wood-screws and Large-screen Color TVs~ This room reminds you of a store. Books line the walls, boxes are piled up on the floor. The room is certainly 'lived' in. ~ 110 0 0 S