/
lib/objects/
lib/rooms/
lib/scripts/
lib/security/
src/banner/
src/util/
#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~
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D1
~
door~
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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~
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D1
~
door~
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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~
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D1
~
door~
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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~
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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~
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D1
~
door~
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D2
~
door~
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D3
~
door~
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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~
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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~
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D1
~
door~
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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~
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D1
~
door~
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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~
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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
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~
~
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~
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~
~
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D3
~
~
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D4
~
~
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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
~
~
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D2
~
~
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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
~
~
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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
~
~
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D3
~
~
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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
~
~
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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
~
~
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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
~
~
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D2
~
~
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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
~
~
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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.
~
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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.
~
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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.'
~
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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.
~
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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.'
~
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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.
~
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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.
~
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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".
~
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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.
~
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~
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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".
~
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~
~
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~
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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
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~
~
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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
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~
~
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
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~
~
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'.
~
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~
~
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~
~
0 6906 6906 -1
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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
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~
~
0 6925 6925 -1
S
#6927
Book Shelves: W-X~
Empty
~
42 8 0
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~
~
0 6928 6928 -1
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~
0 6902 6902 -1
S
#6928
Book Shelves: X-Z~
Empty
~
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~
~
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
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~
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
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~
~
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~
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
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~
~
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
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~
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
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~
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
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~
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
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~
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
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~
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
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~
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.
~
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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.
~
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#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.
~
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~
~
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#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.
~
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~
east





























~
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~
south





























~
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~
west





























~
0 -1 6971 6971
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~
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.
~
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~
~
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0 0 -1 6969~

~
S
#6971
Holy Sanctum ~
This large room is apparently still under construction
~
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~
~
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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.
~
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~
~
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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.
~
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~
~
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~
~
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~
~
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~
~
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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.
~
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~
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~
~
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~
~
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~
~
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.
~
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~
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~
~
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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.
~
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~
~
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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
~
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~
~
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~
~
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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?
~
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~
~
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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.
~
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~
~
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~
~
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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.
~
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~
~
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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.
~
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~
door~
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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.
~
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~
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.
~
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~
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
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~
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D1
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~
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
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~
0 -1 9861 -1
D1
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~
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.
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#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.
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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.
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gate~
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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.
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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.
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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.
~
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#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.
~
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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.
~
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#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.
~
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#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.
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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.
~
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#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.
~
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#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.
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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.
~
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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.
~
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#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.
~
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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.
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#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.
~
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#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.
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#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.
~
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~
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#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.
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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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
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#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.
~
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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.
~
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#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.
~
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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.
~
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~
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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.
~
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#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.
~
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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.
~
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#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.
~
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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
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~
0 -1 3054 -1
D1
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0 -1 22202 -1
D2
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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
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~
0 -1 22605 -1
D2
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0 -1 22608 -1
D3
~
~
0 -1 22606 -1
D4
~
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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
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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
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~
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
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~
0 -1 22654 -1
D2
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~
0 -1 22643 -1
D3
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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
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~
0 -1 22648 -1
D1
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~
0 -1 22645 -1
D2
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~
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
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~
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
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~
0 -1 22658 -1
D1
~
~
0 -1 22657 -1
D2
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~
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
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~
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
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~
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
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~
0 -1 22663 -1
D2
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~
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