EotS/
EotS/area/
EotS/player/
EotS/src/
#AREADATA
Name        {??-???} PROTO AREA          Lacey/Grim~
Levels      0 0
Builders    Lacey Grimfang~
VNUMs       4300 4399
Security    100
Recall      25001
Flags       16
Color       6
Sounds      &zBats &Wsqueak &zas they pass by you.~
End



#MOBILES
#4300
sheriff~
Ghoulish Sheriff~
Ghoulish Sheriff is here with you
~
~
99 0 0 -1000 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4301
ghost~
a ghost~
A ghost is here guarding the treasure.
~
This apparition floats menacingly towards you.  
~
67 0 0 1000 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 1
0 0 0
#4302
bellville guard~
a Bellville Guard~
A Bellville Guard is here doing his job.
~
This guard looks at everyone suspiciously. Who can blame him. Strange things
have been going on in this town.
~
3 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4305
thief~
a thief~
A thief eyes you suspiciously.
~
This unsavory character was once a fine member of society, but a few bad bets
turned him around and now he seeks a life of crime to survive. He's wearing
shabby clothes, and you see what looks like a weapon of some sort in his
hand.
~
65 40 0 -500 S
25 0 0 625d0+0 0d0+0
0 0 0 0
0 0 1
0 0 0
#4308
smithy one tooth~
One-Tooth, the town smithy~
One-Tooth, the town smithy is here.
~
One-Tooth has a sweet tooth, wait a second...he only HAS one tooth!  Obviously
dental hygiene wasn't a biggie in these times.
~
3 16512 0 0 S
50 0 0 10000d0+0 0d0+0
0 0 0 0
0 0 0
32774 0 0
#4313
wench~
Wench the Barmaid~
Wench the Barmaid is here, ready to please you.
~
This buxom lass looks as if she knows her trade very well, and it's
certainly not serving drinks in this dump.  Perhaps you might want to ask
her about her services.  
 
~
3 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
>all_greet_prog 100~
if ispc($n)
if sex($n) == 1
say Well hello there big boy.
say Care to sample MY local specialty?
wink $n
break
else
if sex($n) == 2
say Are you trying to cut in on MY territory?
growl $n
endif
endif
~
>speech_prog serve services~
say Well if the price is right we could go up to my room.
emote winks.
say But Malrok would beat me for slacking off on the job.
say Perhaps when I get off work this evening?
~
>rand_prog 5~
emote tugs on her skimpy top in a futile effort to cover her ample assets.
~
|
#4314
malrok~
Malrok the Bartender~
Malrok is here waiting to serve you the local specialty.
~
Malrok is a weather-beaten looking man.  With a scruffy beard, and a
tired look in his eyes, he looks as if he's seen it all.  The lines on his
face tell you he has.  He seems reluctant to talk, but if you press him,
maybe he will.  
 
~
3 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
>speech_prog hi~
say Hello, I suppose you've come seeking information?
~
>speech_prog info information~
say You realize any info I give you could result in my death!
say So you must promise to keep your source of info a secret.
say Rumor has it there's an underground entrance to Marcus' lair.
say But as of yet no one's been brave or foolish enough to try and find it.
~
>speech_prog marcus~
say Just hearing his name makes my blood run cold.
say Yes Marcus resides in this town somewhere.
say Try looking for an underground passage.
~
|
#4315
beggar~
A beggar~
A beggar looks at you forlornly.
~
This poor victim of society looks like he could use a bit of help, maybe
some spare change.  He's been around a long time, and may recall things that
may have happened long ago.  
~
3 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
>bribe_prog 10~
emote gives you a toothless grin.
say Well let me see..I seem to recall a few things.
say Something to do with a fellow named Marcus.
~
>speech_prog marcus~
say Marcus is one evil being.
say Are you sure you want to take him on?
~
>speech_prog yes yeah ~
say Ok it's your funeral.
say Marcus lives underground here in this town.
say There's a secret entrance to the underworld somewhere in this town.
say Good luck brave adventurer.
~
|
#4316
mugger~
A Mugger~
A Mugger lurks in the shadows.
~
This unsavory character eyes you suspiciously. He looks as if he would slit
your throat without a second thought.
~
3 65536 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4321
animated sheriff~
Chester the Undead Sheriff~
Chester the Undead Sheriff glares at you.
~
~
3 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4329
storm preacher~
A Preacher~
A Preacher is at your service
~
~
3 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4330
gremlin~
gremlin~
A Gremlin, the Grinch's aide, is here.
~
~
3 0 0 0 S
10 0 0 200d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4335
Johann healer ~
Johann the healer~
Johann stands here ready to soothe your wounds.
~
Before you stands a man of powerful magic.  He has pouches of many sizes
and shapes hanging from his belt.  He stands well over six feet tall, with
shoulders that fill a doorway, a chest that looks as if no armor could 
contain it, and arms as thick as tree trunks.  He smiles down upon you
in a kindly manner.
~
3 128 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 1
0 0 0
>all_greet_prog 100~
if ispc($n)
say Welcome $n, feel free to rest here.
emote lays a soothing hand upon you.
endif
~
|
#4336
Igor~
Igor the Afflicted~
Igor is ready to serve you.
~
This hunchbacked man seems intimidating but he looks at you and gives you
a smile and a wink.  He seems intent on dusting his wares and keeping
this cramped room spotlessly clean.  
 
~
1 0 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4340
derf~
Derf the crazy shopkeeper~
Derf the crazy shopkeeper is here sneering at you.
~
Before you stands a man like no other man you've ever seen before in all
your travels.  Long, black hair cascades to his shoulders, and a wicked
gleam is in his hazel eyes.  He stand about 6 feet tall, with broad
shoulders, and thighs as strong as tree trunks.  His upper arms are rippling
with muscles, and his hands look as if they could snap your neck in two.  He
emits an aura of mental unstability, but that's just to throw you off the
track, for he's as cunning as a fox.  With a wink of his eye and a sweep of
his massive arm, he shows you his selection of wares.  
~
67 128 0 -1000 S
100 0 0 10000d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
>rand_prog 5~
emote cackles maniacally.
emote winks at you.
~
|
#4347
mitch snitch~
Mitch the Snitch~
Mitch the Snitch is here with a shifty look in his eyes.
~
This shifty-looking character appears to be a spy of some sort.  Mitch
stands over 6 feet tall and his eyes glow red.  His skin is pale, and the
fresh blood dripping from his fangs onto his chin glistens brightly.  He
looks at you with hunger in his eyes.  
~
3 16384 0 -1000 S
47 0 0 4000d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
>all_greet_prog 100~
if ispc($n)
say Arg $n!  You found me!
say Please don't ask me anything about Marcus!
say He'll kill me!
endif
~
>speech_prog marcus~
say Damn, I asked you not to make me tell.
say Alright, since you've forced me, here goes.
say Marcus is this EVIL force that's taken over Bellville.
say No one's been a match for him in all this time.
emote looks you over from head to toe.
say and I doubt YOU can take him.  Just look at you!
say You're puny, and your equipment is so inferior.
say I've seen better stuff in Derf's Salvage Store!
say Now please don't ask me about any evil.
~
>speech_prog evil~
say You just won't let up on me will you?
say Alright, it's your funeral.
say Marcus resides in the underworld here.
say Rumor has it there's a secret passage somewhere in town.
say Good luck, you're going to need it.
~
|
#4348
Marcus king vampire~
Marcus The pissed off Vampire King.~
Marcus The pissed off Vampire King.
~
~
35 402677760 0 -1000 S
70 0 0 1d0+0 0d0+0
0 0 0 0
0 0 0
35347 0 0
>death_prog 100~
if ispc($n)
yell ARRRGGG! I can not die , i am immortal.....arr...
mpecho Marcus explodes into dust and gas and is gone..
mptransfer $n 4300
endif
~
|
#4349
Thortan mage~
Thortan the Mage~
The skeletal remains of Thortan lie here.
~
The remains of Thortan, still shackled to the wall, lie here.  The
torture he endured must have been horrid.  The jawbone is locked in a wide
open position, indicative of screams of horror and pain.  He is long past
any aid a mortal can give him, all one can do for him now is pray.  You
notice a glitter of something in one of his wounds.  
~
3 0 0 1000 S
60 0 0 10000d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#4350
Marcus vampire king~
Marcus the Undying~
Marcus the Undying sits here upon his throne smirking at you.
~
Before you stands the vilest creature in the land.  His eyes burn through
your soul as he attempts to suck the very life from you with just a glance. 
His fangs drip fresh blood from his latest victim, yet he appears still
unsatisfied.  A man of massive proportions, his very presence fills the room
with evil.  He smirks at you as if you were nothing but a mere insect
buzzing about his head.  
~
67 268460104 4 -1000 S
70 0 0 15000d0+0 0d0+0
0 0 0 0
0 0 1
231955 0 0
>all_greet_prog 100~
if ispc($n)
say Welcome $n to my private Hell. You are brave to come here and face me in my realm.
endif
~
>death_prog 99~
say Ahhh, you are tougher than I thought...but you will not kill me mortal...
mpecho &gAs the final blow is struck, Marcus screams and turns to gas,
fleeing through the crack in the ceiling.
mpoload 4343
~
>fight_prog 60~
if ispc($n)
cast detonate '$n'
endif
~
|
#4370
blue healing ring~
A blue healing ring~
&BA blue healing ring glows faintly here.
~
Upon closer examination you see a glowing circle here.  It vibrates ever
so slightly before it draws you closer and casts some type of spell upon
you.  
~
3 16384 0 0 S
0 0 0 0d0+0 0d0+0
0 0 0 0
0 0 0
0 0 0
#0



#OBJECTS
#4300
vial holy water potion~
a vial of holy water.~
A vial of holy water lies here.~
~
10 268435458 0 0 1 65
50~ dispel evil~ reserved~ reserved~
1 0 0 0 0
0 0
dispel evil~
0 0
0 0 0
E
lore~
Legends tell of a great Bhelliom Crystal that is needed to free their queen Elhana.
It is said that the crystal is made up of 12 items one held by each of the 12 Demon Lords.
The Demon Lords are hidden away on the island of Valesia. The queen has promised great rewards to the hero that saves her.
It is said that the townsfolk have clues to help you get thru the great maze of Valesia.-
~
#4301
cloak decay~
cloak of Decay~
A Dark rotten cloak is here~
~
9 536870932 6346 0 1025 1
0~ 0~ 0~ 0~
10 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4302
necklace unholy~
a Unholy Necklace~
A Upside down cross on a chain is here~
~
9 0 6387 0 5 0
0~ 0~ 0~ 0~
5 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4303
amulet ralparthin~
an amulet of Ralparthin~
An amulet of Ralparthin lies here.~
~
9 512 0 0 5 30
0~ 0~ 0~ 0~
1 10 0 0 0
0 0
reserved~
0 0
0 0 0
#4304
tabernacle~
&za cracked tabernacle~
&zA cracked tabernacle stands here.~
~
12 0 0 0 0 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4305
fountain water~
a fountain~
A beautiful fountain in the shape of a Gargoyle is here.~
~
25 0 0 0 0 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4306
chalice~
&Wa battered chalice~
&WA battered chalice sits on the tabernacle.~
~
15 0 0 0 0 0
100~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4330
plastic key~
plastic key~
A plastic key is here~
~
18 8192 0 0 1 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4343
crack~
there is a crack in the corner of the ceiling~
There is a crack in the corner of the ceiling.~
~
29 0 0 0 0 0
4399~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4344
white gloves~
white gloves~
A pair of white gloves lie here.~
~
9 67108864 0 0 129 60
30~ 0~ 0~ 0~
4 0 0 0 0
0 0
reserved~
0 0
0 0 0
A
2 4
A
4 -3
A
19 10
A
18 5
#4346
leather boots~
&Oleather boots~
&OLeather boots~
~
9 50 0 0 65 50
50~ 0~ 0~ 0~
5 0 0 0 0
5 0
levitation~
10 10
0 0 0
A
12 50
A
2 3
A
18 5
A
19 5
#4347
pant silk black~
&zblack silken pants~
&z Black Silken Pants.~
~
9 536871568 98 0 33 60
60~ 0~ 0~ 0~
5 0 0 0 0
0 0
reserved~
0 0
0 0 0
A
18 6
A
19 7
#4348
crimson vest~
&zDark vest~
&zDark vest~
~
9 67108864 0 0 9 65
75~ 0~ 0~ 0~
50 0 0 0 0
0 0
reserved~
0 0
0 0 0
A
19 30
A
18 18
A
5 4
A
4 -4
#4349
golden crown blood~
&Ya Golden Crown &wof &RBlood~
&YA Golden Crown&X of&R Blood&X lies here.~
~
9 64 0 4096 17 60
60~ 0~ 0~ 0~
10 0 0 0 0
0 0
reserved~
0 0
0 0 0
A
12 50
A
3 3
A
19 10
A
18 10
#4350
souldrinker soul drinker blade sword~
&zThe Blade called &BSouldrinker~
&zThe Blade called &BSouldrinker&z lies here.~
~
5 67127888 194 0 8193 70
0~ 25~ 70~ 1~
5 0 0 0 0
5 0
energy drain~
5 5
0 0 0
A
1 3
A
17 -50
#4351
wooden stake~
a wooden stake~
A wooden stake with a pointed end.~
~
8 0 0 0 16385 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4353
mallet~
a wooden mallet~
A wooden mallet~
~
5 1 0 0 8193 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4354
note riddle~
a crumpled piece of paper~
A crumpled piece of paper with writing on it~
~
13 0 0 0 1 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
E
note~
The clues to this mystery abound,
all you must do, is look all around.
For you have been chosen to save this place,
and help the townfolk regain their space.
This my warrior only you can do,
if you feel brave enough to.
Good luck my brave one, now go and fight,
for only you can make the difference this night.
~
#4356
"decaying dark knife" decaying decay dark knife~
decaying dark knife~
Decaying dark knife made from the remains of the last soul who was killed.~
~
5 148 243 0 8193 48
0~ 10~ 35~ 11~
30 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4365
glowing crystal~
&BA glowing crystal~
&BA glowing crystal beckons to you.~
~
29 0 0 0 0 0
4366~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4366
looking pool~
a looking pool~
A looking pool is here shimmering with light.~
~
29 0 0 0 0 0
4365~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4382
headstone head stone~
a headstone~
A headstone with writing on it is here.~
~
13 2 0 0 0 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
E
headstone~
Here lies Alanon Gildharr.
Centurion of Curators.
Born 571 - Died 596.
Died while in battle trying to save
the good people of Bellville.
~
#4384
tomb stone tombstone~
a tombstone~
A tombstone with writing on it is here.~
~
13 2 0 0 0 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
E
tombstone~
Here lies Jarred Mindbender.
Council of Curators.
Born 571 - Died 596.
Died while in battle trying to save
the good people of Bellville.
~
#4385
headstone~
a headstone~
A headstone with writing on it is here.~
~
13 1 0 0 0 0
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
E
headstone~
Here lies Grimfang Bloodstone
Leader of Curators.
Husband of Lacey Bloodstone.
Born 571 - Died 596.
Missing, presumed dead in battle while trying
to save the good people of Bellville.
 
Here lies Lacey Bloodstone.
Deity of Curators.
Wife of Grimfang Bloodstone.
Born 571 - Died 596.
Died in battle at Grimfang's side while
trying to save the good people of Bellville.
~
#4387
rusted key~
a rusted key~
A rusted key lies here.~
~
18 0 0 0 1 1
0~ 0~ 0~ 0~
1 0 0 0 0
0 0
reserved~
0 0
0 0 0
E
key~
This key looks as if it could unlock many secrets.
~
E
rusted~
This key looks as if it could unlock many secrets.
~
#4388
battered chest~
a battered chest~
A battered chest lies here in the dust.~
~
15 0 0 0 0 0
200~ 15~ 4387~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
E
chest~
This battered chest looks as if it hasn't been touched in years.
~
#4396
gaudy church chest~
a gaudy chest~
A gaudy chest encrusted with gems lies here.~
~
15 1 0 0 0 0
200~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#4397
sparkling key~
a sparkling key~
A sparkling key.~
~
18 1 0 0 1 65
0~ 0~ 0~ 0~
0 0 0 0 0
0 0
reserved~
0 0
0 0 0
#0



#ROOMDATA
#4300
Path To Bellville~
Before you is the town of Belville.  The town looks fairly new, although
you've heard rumors of an underground city here.  This underground city was
once the main town, but an earthquake hit and destroyed it.  It was also
rumored that Vampires inhabited this old town, but all perished in the
earthquake, or so everyone thought, until a treasure seeker came along and
awoke them with his lootings.  Now you've heard that an evil Vampire King
now terrorizes the town, with the help of his minions.  You've heard of
great riches here and decide to risk death to aquire some.  
~
0 0 0
Rd     0
D0
~
~
0 0 4301
S
#4301
Outside Decaying Gate~
You find yourself outside a massive gate leading to Bellville. The road is
muddy and filled with holes. You can only wonder what kind of shape the
town ahead of you is in. You look north and that explains it all.
There is a&R Gate&Y north.
~
0 0 0
Rd     0
D0
Standing before you is a gate of massive proportions,
appearing as if it has been standing since the dawn of time...
though time has taken it's vengeance against it for it now
hangs broken and shattered, but not enough for you to slip through.
~
"gate" broken door gate~
3 4330 4302
D2
~
~
0 0 4300
S
#4302
Rusty Southern Gate~
This is the main road through town. The road is shabby, with muddy ruts all
through it, and the air is damp and heavy with the smell of decay. To the
west is a &Rdoor &Yand a &Rgate &Yto the south. More desolate road lies to
the north.
~
0 0 0
Rd     0
D0
~
~
0 0 4304
D2
Here the old gate hangs by the rust on it's hinges, swinging with the breeze.
The lock bar is swung up when opened, or down when closed. The bar appears
to be of recent construction.
~
gate broken bar~
3 4330 4301
D3
~
~
3 0 4303
S
#4303
Guard Shack~
This once comfortable room for the town guards is now dark and decaying, and
the smell of something metallic fills your nostrils. You look all around you
and see that the entire interior room is splattered with blood! Your skin
crawls, and the only thought racing through your mind is to get the hell
out of here! The only exit is to the east.
~
0 0 0
Rd     0
D1
~
"patched door" patched door~
3 0 4302
S
#4304
Intersection Between Main and Dusk Street~
Dusk Street runs east and west of here, and Main Street continues north. The
roads in all directions look like they've been recently traveled upon. You
wonder who or what was here last, and how long ago. The area is dismal, the
air heavy, and everything is decayed.
~
0 0 0
Rd     0
D0
~
~
0 0 4317
D1
~
~
0 0 4311
D2
~
~
0 0 4302
D3
~
~
0 0 4305
S
#4305
Dusk Street~
For a place named Dawn Street, it's sure dark here.  As a matter of fact,
this whole area has a gloomy pallor about it.  What a depressing place.... 
And it looks no better to the west.  
~
0 0 0
Rd     0
D1
~
~
0 0 4304
D3
~
~
0 0 4306
S
#4306
Dusk Street~
This part of town isn't any more pleasant than the rest.  There's a shop
of some sort to the north, and more dismal road to the west.  You look south
and your blood runs cold.
There is a &Rdoor &cto the south.
~
0 0 0
Rd     0
D0
~
~
0 0 4308
D1
~
~
0 0 4305
D2
The door here has been smashed in by what appears to be a super natural
force.  You cringe at the thought of the beast that did it.  
~
"smashed door" smashed door~
0 0 4307
D3
~
~
0 0 4309
S
#4307
Ruins~
Piles of rusted wrought iron are strewn all around.  This appears
to once have been a gate to the city, but is now nothing more than
heaps of twisted rusty metal.  
~
0 0 0
Rd     0
D0
This once was the mighty North Gate,
but it has fallen into such disrepair
that is has collapsed and is impassable.
~
~
0 0 4306
S
#4308
Cranky Old Smithy~
The smithy you see before you is of massive proportions. With arms like tree
trunks, and a broad chest, you realize One-Tooth is not one to tangle with.
You quietly repair all your equipment, pay the man, and leave as quickly as
you came.
~
0 67108864 0
Rd     0
D2
~
~
0 0 4306
S
#4309
Dusk Street~
This appears to be a dead end, but then again all is not what it 
appears to be in this evil town.  Perhaps you should look carefully 
at each exit...  Who knows what you might find.
~
0 0 0
Rd     0
D1
~
~
0 0 4306
D3
This door was boarded up to keep something foul from escaping..
Could it still be inside?
~
"Boarded-Up Door" boarded door~
3 0 4310
S
#4310
A Dark Room~
This dark room has a aura as if some foul deed has happened here. 
Murder, perversion, perhaps a combination of both.  What foul act could have
happened here to board up this room?  The only exit is to the east.  
~
0 4 0
Rd     0
D1
The door was boarded up once from the otherside..
~
"Boarded-Up Door" boarded door~
3 0 4309
D5
~
~
0 0 4355
S
#4311
Dusk Street~
This street is aptly named because it is so dark and dismal here.  The
road is pitted with ruts and potholes, making traveling trecherous.  You can
make out a faint outline of the road continuing east and west.  
~
0 0 0
Rd     0
D1
~
~
0 0 4312
D3
~
~
0 0 4304
S
#4312
Dusk Street~
Darkness fills this area making it even moor gloomy than it seems.  The
road is in deplorable condition, so take heed where you step.  Water fills
ditches in the road, disguising their depth and width.  One might become
engulfed in a pool of muck here.  The road continues to the east and west.  
~
0 0 0
Rd     0
D1
~
~
0 0 4313
D3
~
~
0 0 4311
S
#4313
Dusk Street~
You've come upon a four-way intersection.  To the north is a ramshackled
hut of some sort, to the south a run-down building with a weathered sign too
worn out to read from here.  The smells emitting from the south make your
stomach lurch in protest.  The road continues in an easterly and westerly
direction.
~
0 4 0
Rd     0
D0
~
~
0 0 4315
D1
~
~
0 0 4316
D2
~
~
0 0 4314
D3
~
~
0 0 4312
S
#4314
Malrok's Choke and Puke~
The smells that fill this room are not those of dishes any mother you've
ever known used to make.  It's almost impossible to distinguish where the
smells of food stop and the smells of unwashed bodies begin.  They seem to
mesh into one another.  Perhaps dining here would not be a joy to your taste
buds.  
~
0 1024 0
Rd     0
D0
~
~
0 0 4313
S
#4315
Beggar's Hut~
This squallor houses the town beggar.  Greasy rags are piled in a careless
fashion here, and the rancid smell of body odor is enough to make one gag.
In one corner a pile of rags seems to shift, and from under it crawls the
filthiest specimen of a man you've ever seen.
~
0 0 0
Rd     0
D2
~
~
0 0 4313
S
#4316
A Cul-de-Sac~
Dusk Street ends abruptly here.  Piles of debris fill the east wall
and an occasional rat can be seen scurrying out from under it.  The
only way out is back to the west.
~
0 0 0
Rd     0
D3
~
~
0 0 4313
S
#4317
Main Street~
The road here is no better, with it's pits, ruts, and debris all about. The
air here is stagnant and heavy with humidity. There's an aura of evil about.
Even the town pets walk around with a dejected look. Evil is all about.
~
0 0 0
Rd     0
D0
~
~
0 0 4318
D2
~
~
0 0 4304
S
#4318
Bellville Square~
What captivates you is the once-beautiful fountain here.  It takes up
almost the entire area.  If you look closely at it, you can still make out
some of the fine craftsmanship that was used to create such a splendid
piece.  It looks so real that if you stare at it closely, you can almost
detect a gleam in the Gargoyle's eye.  Strange, you could almost swear that
the gargoyle moved positions a bit.  
~
0 0 0
Rd     0
D0
~
~
0 0 4326
D1
~
~
0 0 4324
D2
~
~
0 0 4317
D3
~
~
0 0 4319
S
#4319
Dawn Ave.~
This area, just west of the town square, at first appears to be an alleyway,
but upon closer observation, you can see it continues to the west. Darkness
envelops the area, making it difficult to see clearly. You strain to see
further west, but cannot make out the objects there. It looks like you will
have to just go check it out.
~
0 1 0
Rd     0
D1
~
~
0 0 4318
D3
~
~
0 0 4320
S
#4320
Dawn Ave.~
The feeling here that all is not right overwhelms you. The presence of evil
is very strong here. You look around you and wonder what could be making
you feel this way. To the north is the town sheriff's office, complete with
a cell, and to the west the town guards' barracks.
~
0 0 0
Rd     0
D0
~
~
1 0 4321
D1
~
~
0 0 4319
D3
~
~
1 0 4323
S
#4321
Sheriff's Office~
You look around you in complete horror!  Judging from the amount of
blood, the battle that took place here was more like a massacre.  It looks
like a butcher shop, with blood splattered all over the walls, ceiling, and
floor.  
There is a&R Cell&Y to the west, and a&R Door&Y to the south.
~
0 8 0
Rd     0
D2
The Reinforced door is here to keep things out, just as
much as to keep criminals in.
~
"Reinforced door" reinforced door~
1 0 4320
D3
The Cell door is reinforced to hold even the strongest
brutes.. the bars are thick enough to stop an ogre.
~
"Cell Door" cell door~
7 0 4322
S
#4322
Dark Cell~
The room is dank and musty, with a faint light trickling in from a small,
barred window high above your head on the west wall.  The room is in
complete decay, and looks as if it hasn't been used in years.  You hear
the faint scratching of some type of rodent.....you hope.
~
0 0 0
Rd     0
D1
~
~
7 0 4321
S
#4323
Patched Up Barracks~
You enter what appears to be the guard's barracks. The place is littered with
bits of armor and weapons. There are a dozen cots and beds here as well, all
pretty decayed. The smell of must and mold makes you gag, and you hear some
clawing sounds, what you presume to be rats. At least you HOPE it's rats!
There is a &Rdoor &Yto the east.
~
0 0 0
Rd     0
D1
There door here is made out of a complexity of locks,
levers,and gears...so as to bar the door with but a
simple key.
~
"barred door" barred door~
1 0 4320
S
#4324
Dawn Ave.~
The area here is much like the same as the rest of the town, rather
nondescript.  Abandoned stores line both sides of the road, gone so long now
that you can only guess as to what they used to be.  The road continues east
and you can make out what appears to be a building in the distance.  
~
0 0 0
Rd     0
D1
~
~
1 0 4325
D3
~
~
0 0 4318
S
#4325
Mayor Pleasure Palace~
This is the palace of the Mayor of this doomed town. Here he resides, praying
for the day that the undercity was never found, for his town is doomed to
be food and slaves for the evil vampires that reside there. There is a &Rdoor
&Yto the west.
~
0 0 0
Rd     0
D3
Here stands a golden door leading out to the frightful town.
~
"golden door" golden door~
1 0 4324
S
#4326
Main Street~
Darkness settles over this area like a blanket.  It looks as if the town
has absorbed unto it's self the horror it's seen.  The road continues to the
north, without any hope of lifting this blanket of horror.  You've come too
far now to turn back.  
~
0 0 0
Rd     0
D0
~
~
0 0 4327
D2
~
~
0 0 4318
S
#4327
Main Street~
More horror and destruction line the street here.  Death and destruction
abound, and the stench of decay gags you.  What unforseen force could have
wreaked such havok?  Whatever it was, it was pure evil.  
~
0 0 0
Rd     0
D0
~
~
0 0 4337
D1
~
~
0 0 4333
D2
~
~
0 0 4326
D3
~
~
0 0 4328
S
#4328
Dirt Road~
~
0 0 0
Rd     0
D1
~
~
0 0 4327
D3
~
~
0 0 4329
S
#4329
Dirt Road~
~
0 0 0
Rd     0
D0
~
~
0 0 4330
D1
~
~
0 0 4328
D3
~
~
0 0 4331
S
#4330
Beggar's House~
~
0 4 0
Rd     0
D2
~
~
0 0 4329
S
#4331
Hide-Out Of Scum~
~
0 4 0
Rd     0
D1
~
~
0 0 4329
S
#4332
~
~
0 4 0
Rd     0
S
#4333
A Path to the Temple~
This well worn path abruptly ends to the east in front of a large stone
structure.  Upon closer examination you can see stained glass windows high
up set in the walls, thick wooden doors that are closed, and a set of stone
steps leading up to them.  This building looks out of place here, the only
unharmed building in the midst of utter chaos and destruction.  
~
0 4 0
Rd     0
D1
~
~
0 0 4334
D3
~
~
0 0 4327
S
#4334
Praying Room~
This is the main room of the temple.  There area rows upon rows of pews
here for those that wish to pray to their favorite god or goddess.  Stained
glass windows are inlaid high in the walls here, perhaps to discourage any
vandalism.  The glass pictures depict long ago battles that ended
victoriously for the side of good.  Stone pillars are adorned with intricate
carvings of gods and godesses.  The air has a slight hint of some type of
incense, and the light from the candles make it appear as if shadows are
dancing upon the walls.  This is a quiet and serene place that seems
untouched by evil.  
~
0 4 0
Rd     0
D1
~
~
0 0 4335
D3
~
~
0 0 4333
S
#4335
Temple Altar~
Before you is the most ornate altar you've ever seen.  It's encrusted
with gems and has intrical patterns inlaid in gold.  The altar takes up
most of the room, and behind the altar you see a man of gargantuan
proportions.
~
0 1028 0
Rd     0
D0
~
~
0 0 4336
D3
~
~
0 0 4334
S
#4336
Igor's Closet Emporium~
At first glance this appears to be a closet of some sort, but upon closer
examination you come to the realization it is a shop of some sort.  In the
corner is a hunched-back man with a twinkle in his eye.  Wait!  He only has
one eye!
~
0 4 0
Rd     0
D2
~
~
0 0 4335
S
#4337
Main Street~
This poor excuse for a road streches to the north and south.  Mud filled
ruts and crater sized potholes line this roadway making any travel a
treacherous one.  Step carefully adventurer, for you never know what lies
ahead.  
~
0 4 0
Rd     0
D0
~
~
0 0 4338
D2
~
~
0 0 4327
S
#4338
Dead End~
This dead end once was a gateway to the outside world, but is now nothing
more than a bunch of twisted metal blocking any further passage to the
north.  The road continues to the east, west, and south.  
~
0 4 0
Rd     0
D1
~
~
0 0 4342
D2
~
~
0 0 4337
D3
~
~
0 0 4339
S
#4339
Beggar's Path~
Poverty and desperation line the area here.  Remnants of ramshackled
domiciles are still evident.  This once prosperous area had been reduced to
desolation before whatever disaster overtook it.  A dim light shines to the
south, and a flicker of movement passes by the window.  
~
0 4 0
Rd     0
D1
~
~
0 0 4338
D2
~
~
0 0 4340
D3
~
~
0 0 4341
S
#4340
Derf's Flea Market~
Shelves line the three walls here, crammed full of all kinds of curious
items.  Some things you've never seen before.  The shop has an eccentric
look about it, and the proprietor, Derf, looks right at home here amidst the
clutter.  
~
0 4 0
Rd     0
D0
~
~
0 0 4339
S
#4341
Collapsed Road ~
The road is in deplorable condition here with so many sinkholes, some
large enough to hide several bodies in.  One of the sinkholes has a strange
appearance, more like a dark, forbidding pit.  Upon closer examination, it
appears to be an entryway of some kind.  
~
0 0 0
Rd     0
D1
~
~
0 0 4339
D5
~
~
0 0 4385
S
#4342
Path To Tower~
You find yourself at a four-way intersection.  To the north is a
building, the facade only slightly decayed, to the east, what looks like a
tower of some sort, and to the west and south, darkness.  
~
0 0 0
Rd     0
D0
~
~
0 0 4348
D1
~
~
0 0 4344
D2
~
~
0 0 4343
D3
~
~
0 0 4338
S
#4343
Collapsed Floor~
You stumble and almost lose your footing here.  What is this?  A giant
sinkhole appears suddenly before you.  Clumps of dirt and rocks seem to
fall down all around you, so you must make your way here carefully.  Upon
closer inspection you see an opening leading down into a sea of darkness.
~
0 0 0
Rd     0
D0
~
~
0 0 4342
D5
~
~
0 0 4362
S
#4344
Outside a Decaying Tower~
Large stones lie upon the ground here, remnants of this once majestic
tower.  You see large, gaping holes along it's length, and open areas where
windows once were.  A heavy, wooden door is to your east, still almost
intact.  The lock upon it looks fairly new and is open and hanging from the
hasp.  
~
0 0 0
Rd     0
D1
Decaying door of Elven make.
~
"decaying door" decay door decaying~
3 0 4345
D3
~
~
0 0 4342
S
#4345
Inside Decaying Tower~
You're at the bottom of what seems an endless spiral staircase winding up
overhead.  Trash and rubble litter the area here up to your ankles.  There's
a heavy door to the west, keeping out all the elements, and to the south,
faintly showing through, is another door.  This one appears to not want to
be opened, for it looks as if the rubble was placed there and made to look
as if it got there by natural means.  
~
0 8 0
Rd     0
D3
~
~
3 0 4344
D4
~
~
0 0 4346
S
#4346
Top of Staircase~
Finally...  The top of the spiral staircase.  The walls here are
crumbling all around you.  There's a rusty trap door over your head, and
through the gaps of it's frame bits of dirt rain down upon your head, as if
something was alive up there.  Bones and bits of trash litter the area.  
~
0 8 0
Rd     0
E
trap door~
The trap door is rusted with age and
not as securely fitted as it once was
leaving gaps all around it.
~
D4
~
~
3 0 4347
D5
~
~
0 0 4345
S
#4347
Top of the Tower~
This apex of a once secured guard post is in shambles now.  Most of the
roof is gone now, allowing a trickling of mist to filter in.  The crumbles
walls give a clear view of the countryside, and it looks no better from this
point of view than it did up close.  Even at this altitude, the stench of
death and decay cannot escape you.  
~
0 8 0
Rd     0
D5
The trap door leads down to a circular stone staircase.
The stairs are worn and broken and seem older than the town.
~
"trap door" trap door~
3 0 4346
S
#4348
&rBloodstone &WInn~
This is the famous Bloodstone Inn, named after that great family of
warriors.  What was once a splendorous place has now fallen to ruins.  One
can only imagine the splendor that was once here, but from looking at it
now, you cannot imagine what havoc has been wreaked here.  Well, at least
there's what appear to be rooms here.  You are a bit tired from all this
travelling and what better place to sleep than at an inn.  
~
0 0 0
Rd     0
D0
~
~
0 0 4349
D1
~
~
0 0 4350
D2
~
~
0 0 4342
S
>sleep_prog 100~
0
mpecho You slip into a troubled sleep, tossing and turning....
mpecho An old man appears in the doorway, with a look of horror on his face.
mpecho He shivers as he tells you about days gone by, of a vampire kingdom.
mpecho He says, 'It used to be the main town here, until an earthquake buried it. Others came along and rebuilt over the spot.'
mpecho He sweats and shakes as he recalls some private horror...
mpecho He continues, 'It's said that there's an opening somewhere in this town that leads to the underworld.'
mpecho He looks at you and shakes his head...
mpecho He says, 'It's also said that the evil vampire king still rules this underworld with his minions.'
mpecho He finishes by saying, 'I only hope you're as brave as you look.'
mpecho He fades out of sight slowly...and you awake with a start!
~
|
#4349
Bloodstone Lounge~
It appears that this room was once the bar area. Bits and pieces of mugs lie
on the floor and the wooden bar is warped from dampness. Broken tables and
chairs are strewn around the room, and dust and mold cover every surface.
The only exit out is to the south.
~
0 0 0
Rd     0
D2
~
~
0 0 4348
S
#4350
Hallway~
This hallway connects what appears to once have been guest rooms. The walls
and floors appear to have a layer of mold on them, and a musty smell fills
the air. It can't possibly get any worse than this.
~
0 0 0
Rd     0
D0
~
~
3 0 4351
D1
~
~
0 0 4352
D3
~
~
0 0 4348
S
#4351
Blue Room~
This room, once done all in blue, is a faded reminder of days past. The once
rich wallpaper is faded and peeling, and the lace curtains hang in tatters.
The carpeting is threadbare, and the woodwork shows years of neglect. How
could anyone let such a thing happen to such a richly furnished inn?
The only thing of any worth in this room is a huge four-poster bed. Made of
dark maple, this bed looks as though it must have cost a fortune when new.
The heavy curtains that once surrounded the bed, affording privacy to it's
inhabitants, now hang in ruins, but the bed is still usable. It DOES look
inviting, and it's been so long since you've slept in a real bed. Maybe you
can sneak in a short nap.
~
0 8 0
Rd     0
D2
~
~
3 0 4350
S
#4352
East Wing~
Although still in reprehensible condition, the area here appears to be of a
much richer quality. The musty smell still hangs heavy in the air, but it
appears to be a bit lighter here. There's a door north, and one to the east.
The east door appears to be of a hand-carved nature, made of deep, rich
mahogany as opposed to the rest of the doors, which are plain wood. You can
only imagine as to what the reason behind this is. Maybe it was to provide
a room for visiting royalty, or the owners' quarters.
~
0 0 0
Rd     0
D0
The door is made from one piece of maple.
Time has taken it's toll on the door and it's
lifespan is almost at an end.
~
"maple door" maple door~
3 0 4353
D1
The carvings on the door look as if they would ward off evil
and perversion. This seems like a good place to sleep.
~
"carved door" carved door~
3 0 4354
D3
~
-~
0 0 4350
S
#4353
Green Room~
It's barely obvious that this room was once all done in green, due to the
fact that with all the mold growing here, it's green anyways. The room is
damp and musty-smelling, and the wallpaper is almost all peeled down.
The curtains and rugs are practically nothing more than bare threads. There
is a bed in here, the only thing half way decent in this whole room. It's
rich mahogany wood has intricately carved designs on it. Looks like someone
carefully chose the furniture here. It looks so comfortable...and you haven't
slept in a long time...ok, maybe a short nap isn't out of order here.
~
0 0 0
Rd     0
D2
The maple door is chipped and patterned with holes.
It's once fine craftsmanship gone with age.
~
"maple door" maple door~
3 0 4352
S
#4354
Red Room~
This room, in the back of then inn, appears to have been for royalty, for
even though it's in ruins, you are able to distinguish the fact that the
furnishings are of an extravagant nature.  The walls and floor are ruined
now, but you can just picture how they looked when new.  Off in the corner,
you see a large bed, with bed curtains covering three sides.  The bed is in
fairly good shape, a bit musty, but still servicable.  A wave of exhaustion
comes over you...  And that bed looks like a great place to indulge it. 
Besides, you've traveled a long way on too little sleep.  
~
0 0 0
Rd     0
D3
The deep, rich door is carved with runes deciphering vampires,
crosses, and holy symbols. From the looks of it, maybe it
was to ward off evil.
~
"carved door" carved door~
3 0 4352
S
#4355
dark hole ending in a cobbled road~
~
0 0 0
Rd     0
D1
~
~
0 0 4356
D4
~
~
0 0 4310
S
#4356
craped road with door to south~
~
0 0 0
Rd     0
D1
~
~
0 0 4358
D2
~
~
0 0 4357
D3
~
~
0 0 4355
S
#4357
collaped ruins~
~
0 0 0
Rd     0
D0
~
~
0 0 4356
S
#4358
intersection in road~
~
0 0 0
Rd     0
D0
~
~
0 0 4376
D1
~
~
0 0 4359
D3
~
~
0 0 4356
S
#4359
road running east to west.~
~
0 0 0
Rd     0
D2
~
~
0 0 4360
D3
~
~
0 0 4358
S
#4360
buried armory~
~
0 0 0
Rd     0
D0
~
~
0 0 4359
D2
~
~
0 0 4361
S
#4361
secret armors stash~
~
0 0 0
Rd     0
D0
~
~
0 0 4360
S
#4362
A Metallic-Smelling Corridor~
This dark, dank corridor has a familiar-smelling sharp tinge to it.  It's
a metallic smell not unlike that of blood.  Upon closer inspection, you see
the walls and floor are covered with dark red stains, some which appear
fresher than others, and all have the sharp, pungent odor of blood.  
~
0 9 0
Rd     0
D1
~
~
0 0 4363
D4
~
~
0 0 4343
S
#4363
An Intersection of Caverns~
This underground maze is dark and damp, chilling you to the bone.  Exits
lead in every direction, but are too dark to see beyond the entryways.  The
occasional scrapings of some kind of vermin echo faintly all around you. 
Water drips down from the ceiling and the sounds resonate off the walls
almost like some archaic torture chamber.  
~
0 8 0
Rd     0
D0
~
~
0 0 4369
D1
~
~
0 0 4368
D2
~
~
0 0 4364
D3
~
~
0 0 4362
S
#4364
Dead Caverns~
This section was once an intrical part of the roadway through these
parts, but the ceiling of this underground labrynth has since colapsed and
has rendered it useless.  What appears to be a door of some kind is set into
the east wall.  Upon closer examination, you can make out deep gouges and
stains of some dark substance, perhaps blood.  
~
0 0 0
Rd     0
D0
~
~
0 0 4363
D1
The door is in shambles here covered by rubble.
~
"pile of rubble" rubble pile~
7 4397 4365
S
#4365
A Secret Room~
This room is barren, save for a huge crystal in the center, and what
appears to be the faint outline of a door on the west wall.  A shimmer of
light fills the room, it's origin is from the strange crystal.  The crystal
seems to be pulsating with a life of it's own, and the strange light seems
to be a drawing presence.  
~
0 8 0
Rd     0
D3
~
~
7 0 4364
S
#4366
teleport zone~
~
0 0 0
Rd     0
D0
~
~
0 0 4367
S
#4367
Alchemy Lab~
This is the alchemy lab of the mages.  There's a huge cauldron brewing in
the fireplace, scrolls litter the workbench waiting to be scribed, and
various animal body parts are strewn about, with notes nearby them, as if
they were being used for research.
~
0 0 0
Rd     0
D2
~
~
0 0 4366
S
#4368
A Narrow Passageway~
This narrow room looks as if some type of cave-in occured here.  Rubble
completely covers the east wall making further passage impossible.  The
dank, musty smell here makes one want to gag, and water drips in a steady,
monotonous beat.  The only exit here is to the west.  
~
0 0 0
Rd     0
D3
~
~
0 0 4363
S
#4369
A Darkened Area~
Darkness envelops you here, so that all you can make out is your hand
in front of your face.  In the shadows piles of rubble surround you.
Vermin of some type seen to scramble out from beneath the rubble at 
your entrance here.  The room looks as if it hasn't been tounched in
cneturies.  Off to the west, a faint blue light emits.
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S
#4370
Secret Healing Shrine~
The faint smell of incense assails your nostrils, not unpleasantly.  This
room appears to be a healing room.  A circle is in the ground here,
radiating a warm, glowing, white aura, apparently a healing power of some
kind.  The ring begins to glow blue, and a warmth washes over you, healing
your wounds and relieving your pain.  
~
0 8 0
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~
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S
#4371
Damp Corridor~
The ground is damp, the area poorly lit.  A film of mold covers the
ground here, and a decaying smell fills your nostrils.  The faint sounds of
some type of animal scurrying past can be heard.  
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0 0 0
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~
0 0 4372
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~
0 0 4369
S
#4372
Dark Cavern~
This cavern appears to have once been an old road intersection.  It was
covered over when the new town was built.  As a result, the ground shifted
and sank down forming this abyss.  Cobwebs decorate the walls, and the
feeling of dread permeates the air.  The squeaking of bats in the distance
can be heard.  
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0 0 4374
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0 0 4371
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S
#4373
Collapsed Roadway~
More sunken roadway here, with the sound of dripping water and the
occasional scraping noise of some kind of animal.  The ground is soft and
damp, and the air if filled with a musty smell.  Though it is dimly lit,
you can make out the fact that the road goes from east to west here.
~
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#4374
Piles of Bones~
This room looks as if it was used as a slaughterhouse.  Judging from the
quantity of bones on the ground, at least 50 or so were massacred here. 
Skulls of various sizes litter the ground, indicating no one escaped the
wrath of the madman who committed this act.  Towards the north wall there is
a sliver of light showing through one of the larger piles of bones.  
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0 0 0
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#4375
Rats Lair~
This room is nothing more than a breeding ground for rats.  Everwhere
you look are rats, and more rats.  Shiny objects show through the dim light
here, in between the piles of rat droppings.  The objects are worthless to
all but the rats.  The squeaking of the rats fills the air, and it sounds as
if they are starving.  
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#4376
dank muddy road~
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0 0 0
Rd     0
D0
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0 0 4358
S
#4377
cramped road~
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0 0 0
Rd     0
D0
~
~
0 0 4378
D2
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~
0 0 4376
S
#4378
dark road .. going from south to west~
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0 0 4377
D3
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0 0 4379
S
#4379
A Dark Road~
The road here is dreary with the smell of stagnant water assailing one's
senses.  Off in the distance to the west, a set of wrought iron gates can
just barely be made out, and to the south what looks like the crumbling
remains of some type of structure can be seen in the shadows.  
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#4380
crubling building~
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#4381
Entrance to the Graveyard~
To the west and south lies the graveyard of Bellville.  To the north,
what appears to have once been the caretaker's building is barely visable
through this damp mist that hangs heavy over the area.  A pair of wrought
iron gates to the west south at first glance look as though they haven't
been touched in years.  Upon closer examination, you can see fresh scratches
where the locks are.  
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The rusted gate appears to have some
fresh scratches around the lock.
~
gate~
3 0 4382
D3
The rusted gate appears to have some
fresh scratches around the lock.
~
gate~
3 0 4385
S
#4382
Southeast Corner of Graveyard~
Judging from the dates on the headstones here, this part of the graveyard
appears to be the oldest section.  The stones are so old they're almost
disintegrated, save a few, and those few are hard to read.  The earth here
has settled in an uneven pattern, and sinkholes, so deep that portions of
coffins are showing through the soil.  
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#4383
Among the Tombstones~
The smell of death and decay permeates the area, so strong that the
vision of rotting flesh comes to mind.  Headstones lie crumbled upon the
ground, and the area is dotted with graves that haven't been attended to in
many a year.  A crude mound of dirt lies before you, with a rough wooden
door set in it's center.  The door is half torn off it's hinges, with
freshly splintered wood on the ground at it's base.  The wind catches the
door, making it bang against the rough doorframe, and the noise echos
through the area, the only other noise you can hear besides your heart
hammering in your chest.  
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door~
This crudely cut door hangs by a thread
on it's hinges.  Fresh splinters stick out
at odd angles from the doorframe.  It appears
as if some unnatural force has ripped it
from it's moorings.
~
E
desc~
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D0
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S
#4384
Vault of Twisted Carnage~
Bones, scraps of cloth, and various unknown objects are strewn all over
the ground here in what appears to be a family vault for the dead.  Doors
set into the wall have been ripped open as though someone or something with
superhuman strength was on a tirage.  Bodies, or what's left of them, hang
half out of their chambers, and have all been defiled in some manner.  The
stench of decay hangs heavily here due to the lack of air circulating
through here.  Deep, dark stains are everywhere, and the metallic smell of
blood fills your nostrils.  
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#4385
Haunted Graveyard~
The tombstones are cracked and lying in crumbled heaps everywhere.  There
are a few still somewhat in tact, those belonging to the Bloodstone family. 
A few crypts and tombs line the area, which is in utter chaos.  Weeds choke
the area, and what used to be lush grass is now no more than straw.  A mist
forms around your ankles giving the appearance of clutching you, drawing you
nearer to the evil that lies within.  
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S
#4386
Caretaker's Office~
This room looks as if it hasn't been disturbed in centuries.  A network
of cobwebs crisscross each other and dust covers every visible surface.  The
dank, musty smell that has permeated every other area in this dismal town
seems to have seeped into here also.  The most noticible feature of this
room is the bone-chilling coldness that seems to cut right through armor,
making any inhabitant here feel, well, almost dead.  Upon closer inspection,
it seems the pile of debris on the north wall has been recently disturbed. 
The cobwebs are broken and the dust a bit scattered.  
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E
rubble~
~
E
debris~
The debris looks as if you
could easily push it aside.
~
D0
The rubble looks as if you
could easily push it aside.
~
debris~
3 0 4387
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~
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S
#4387
Secret Cubbyhole~
You seemed to have stumbled upon a secret room of some type.  It looks as
if the records of those buried in secret were stored here besides some
trinkets of some value.  The remains of crude boxes line 2 walls, filled
with what used to be scrolls and are now nothing more than tatters.  Maybe
some information can be obtained if one wanted to take the time to comb
through the remains.  
~
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3 0 4386
S
#4388
A Secret Room~
You seemed to have stumbled upon a secret room of some sort.  It looks
as if it was a storage room of some type.  Perhaps all the town's riches
were squirreled away here.  This room deserves some thorough checking.
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#4389
Church Steps~
A set of roughly cut granite steps are here, cracked from the elements
and age.  They are uneven, indicating a shifting of their foundation.  A
dark substance stains them in places.  Before you to the north are a set of
dark wooden doors with large brass rings in the center of each.  Deep gouges
adorn both doors, some look freshly made.  
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#4390
Church Vestibule~
The vestibule appears to have been violated by some sort of a madman. 
The fonts which once contained holy water have been ripped from their moors
and smashed upon the floor.  Strange words of a different tongue are
scrawled upon the walls in what appears to be blood.  Large holes in the
ceiling allow some light to enter in, and give this room an eerie glow.  
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S
#4391
Meditation Room~
A twin to the other meditation room here, this place is in total bedlam. 
Some maniacal being has seen fit to utterly destroy any and all furnishings
and religious matter.  Words not from any tongue in these lands are scrawled
upon the walls, perhaps a warning of some sort.  An evil pall settles over
the area, and a cold breeze filters through the holes in the ceiling.  
~
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#4392
Meditation Room~
This is one of two small rooms in the church used for meditatiing and 
reflecting on one's inner self.  It is unadorned and the rough pews that
were once in place have been ripped up and smashed.  More strange words are
scrawled upon the walls, and any religious references smashed to bits.
~
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#4393
Inner Sanctum~
The inner sanctum of the church has been violated by random acts of someone
or something in a violent rage.  The pews have been ripped from their
moorings and thrown about in a careless fashion.  Religious icons have been
torn from the walls and smashed upon the floor.  What once was stained glass
windows are now gaping holes with bits of colored glass still apparent
around the edges.  The room has a musty, decayed odor to it, and a damp
mist falls down through the holes in the ceiling.
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#4394
Before the Tabernacle~
The front of this once magnificent church is in shambles.  The carpeting is
tattered and stained with a substance that at a closer look appears to be
blood.  Some of the stains seem a bit fresher, and damp to the touch.  A
once magnificent tabernacle is here, but now it's cracked and missing large
parts in places.  A few of the breaks seem new, not discolored with age.
The walls are discolored with age, but show cleaner spots where some of
the religious artifacts and crucifixes have been torn from their anchors.
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0 0 4397
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0 0 4395
S
#4395
Store Room~
This appears to have once been a storage place of some sort. Broken crates,
barrels, and rotted masses of an undetermined nature litter the floor.  The
smell of decay fills your nostrils, and the air here is damp and musty.  A
small trickle of light filters in from the east, the only apparent exit here.
~
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#4396
Secret Treasure Room~
This is where the priests of this church hid all the holy relics and
valuable treasures to protect them from the carnage that has over taken this
place.  Everything is just stacked carelessly, as though tossed here in a
hurry.  At least these valuables made it through the violent acts that
occured here.  
~
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#4397
Side Room~
This room, once used for the current priest to ready himself for Mass,
has been totally desecrated.  The skeletal form of a person, arms and legs
still shackled to the wall, is here.  Judging from the remains of his garb,
it appears to be the priest at the time of this twisted carnage.  How long
he has been here is a mystery, for the bones are blanched, not a trace of
muscle or sinew remain attached to them.  The jawbone is extended wide open,
indicating perhaps screams of utter horror at his fate.  
~
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#4398
Throne of Marcus~
This room is permeated with such an aura of evil that it can only be the
lair of Marcus.  Corpses litter the ground, blood gathers in drying pools
everywhere, and the walls are decorated with unholy crosses.  It looks like
some sort of bloody carnage has occured here.  On the northern side of the
room sits a throne, simply adorned with a few blood red rubies and crystal
clear diamonds.  Upon this throne sits Marcus.  His eyes appear to glow in
the dim light provided here.  
~
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#4399
Bell Tower~
You can barely make out your surroundings here, but it appears to have
once been the bell tower of the church.  The bell, once tolled joyously, now
sits in the corner rusting away.  The windows are all boarded up, and the
room is dark and dusty.  Bats hang from the rafters waiting to swoop down
upon you.  In the center of the room, upon a pedestal of some sort, is a
coffin.  It's made out of some type of dark wood, with a layer of dust on it
an inch thick.  Brass fittings adorn the coffin, green now with tarnish, and
it appears this coffin hasn't been opened in centuries.  
~
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#0



#SPECIALS
M 4302 spec_guard
M 4305 spec_thief
M 4335 spec_healer
M 4370 spec_healer
S



#RESETS
M 0 4302 1 4302
M 0 4305 1 4305
M 0 4308 1 4308
M 0 4313 1 4314
M 0 4314 1 4314
M 0 4315 1 4315
M 0 4316 1 4316
O 0 4305 0 4318
M 0 4335 1 4335
M 0 4336 1 4336
M 0 4340 1 4340
M 0 4347 1 4347
E 0 4356 0 20
E 0 4301 0 16
E 0 4302 0 3
O 0 4365 0 4365
O 0 4366 0 4366
M 0 4370 1 4370
O 0 4382 0 4382
O 0 4384 0 4383
O 0 4385 0 4385
O 0 4388 0 4388
P 0 4303 0 4388
O 0 4306 0 4394
P 0 4387 0 4306
O 0 4304 0 4394
O 0 4396 0 4396
P 0 4300 0 4396
M 0 4349 1 4397
G 0 4397 0
M 0 4350 1 4398
E 0 4349 0 6
E 0 4348 0 5
E 0 4347 0 11
E 0 4346 0 12
E 0 4344 0 13
E 0 4350 0 21
S



#SHOPS
4340 0 0 0 0 0 100 100 0 24
0



#$