mud_dist/area/
#AREADATA
Name        { 70-90} Daemonic Keep~
Builders    None~
VNUMs       15701 15800
Security    50
Recall      1
Flags       256
Version     107
Creator     Gorsha~
Llevel      0
Ulevel      0
Sounds      The wind blows carrying the cries of the dead.~
Music       u4_dungn.mid V=50 L=1 P=50 T=Background~
End



#MOBILES
#15701
Dungeon Knight Guard Henry~
a Spectre of a Knight~
The spectre of a &wKnight&P stands guard within the dungeon.
~
&wYou gaze upon the ghost on an ancient Knight.  His spectre has a waving
motion as he phases in and out of this reality.  He still stands with back
straight and a proud stare.  Even this vision of his being is brillant.  The
battlearmor is a brillant shiny silver that shines with a bright light even
from the realm of the dead.  This spectre of his former self hovers off the
ground.  You can only imagine what a sight he must have been in life.  
~
8259 622722 48 0 0 250 S
95 1 190 190 27000 27000d0+0 0d0+95000
950 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n)
if sex($n) == 2
bow $n
say How are you, m'lady?
emote gently kisses your hand.
else
bow $n
endif
endif
~
>speech_prog Gunther~
if ispc($n)
say Please don't mention that name! Gunther was destroyed
say that fateful night. His body and mind may have
say survived but his spirit was corrupted and killed by
say that demon.
endif
~
>speech_prog Fateful Night~
if ispc($n)
say The night he burned his castle to gain favor of
say that foul demon.  He even attempted to kill his family
say in that fire. Poor lil' Katy. Kathryn was only
say 3 years old.
endif
~
>speech_prog fire~
if ispc($n)
say He poored alcohol all over the throne room and
say the main hallway. The fire quickly ravaged the
say majority of the castle. His family was trapped
say upstairs in their rooms. If Sarah wouldn't have
say showed up, then his wife Natasha and son Thomas
say would not have survived.
endif
~
>speech_prog demon~
if ispc($n)
say A demon named Gier. I know not much about this foul
say creature. But I do know that m'lord would have never
say done such cruel acts before he began to worship him.
endif
~
>speech_prog Kathryn Katy~
if ispc($n)
say Oh God, what did he do!!  Katy was only 3 years
say of age.  Sarah never made it back up to save her.
say Katy died in her room in the fire.
cry
say Why didn't I see the signs of change in him and
say stop him before all this happened.
endif
~
>speech_prog change~
if ispc($n)
say M'lord Gunther started to become greedy and selfish.
say To the point of blocking out everyone around him.
endif
~
>speech_prog Sarah~
if ispc($n)
say She was Natasha's stable hand. When she heard the
say fire, she took off into the castle. She got
say Natasha and Thomas out but was capture by m'lord before
say she could get Katy. Gunther threw her into a cell
say here in the dungeon.
endif
~
>speech_prog cell dungeon~
if ispc($n)
say Gunther told everyone that Sarah started the fire. He
say tossed her down here to rot till death. He bound me by
say Knight's Oath to never release her until his death.
endif
~
>speech_prog Knight Oath~
if ispc($n)
say I am bound for life to uphold my word. It is unbreakable
say even in death.
endif
~
>speech_prog treasure~
if ispc($n)
say Gunther never told me where lies the castle treasury.
say I do know that only two other people know of the room.
say Dashel, the guard at the castle doors, helped Gunther
say move the treasure that survived the fire. And Sarah
say who told me during her imprisonment, that she ran into
say it while trying to escape Gunther.
endif
~
>fight_prog 35~
stun $n
~
>speech_prog Gier~
if ispc($n)
say I do not know anything of this demon except that it is evil.
endif
~
>speech_prog act acts~
if ispc($n)
say Such as burning his family. He let his daughter die
say in that fire. When he captured Sarah with Natasha and
say Thomas, he threw his wife and son into the stables and
say finished what he started. I can still hear their cries in
say my sleep.
endif
~
>speech_prog hi hey whatup whatsup hello~
if ispc($n)
if sex($n) == 1
say Hi! How are you today, m'lord?
else
break;
if sex($n) == 2
say How are you today, m'lady?
bow $n
else
break;
eyebrow $n
say Not male or female?
say We did not have ones such as you in my day.
say But I hope thee a fare day.
endif
endif
endif
~
>speech_prog Natasha Thomas~
if ispc($n)
say Please, don't! Their memory haunts for eternity.
say Just let them rest in peace, there is no need
say bring them up.
endif
~
>speech_prog fine good ok okay alright~
if ispc($n)
say Thats great!
endif
~
>speech_prog bad pitiful crappy~
if ispc($n)
say Thats too bad.
comfort $n
endif
~
>death_prog 99~
say Thank you for setting my soul to rest.
mpecho A spirit leaves the body and vanishes.
mpoload 15717
~
>fight_prog 80~
if isaffected($n)& 6
hump $n
endif
~
|
#15702
Dungeon Knight Guard Dashel~
a Spectre of a Knight~
The spectre of a &wKnight&P stands guard by the castle doors.
~
&wYou gaze upon the ghost of an ancient Knight.  His spectre has a waving
motion as he phases in and out of this reality.  He still stands with his
back straight and a proud stare.  Even this vision of his being is brillant.
The battlearmor is a brillant shiny silver that shines with a bright light
even from the realm of the dead.  This spectre of his former self hovers off
the ground.  You can only imagine what a sight he must have been in life.  
~
8259 623274 32 0 0 250 S
95 1 190 190 27000 27000d0+0 0d0+95000
950 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n)
if sex($n) == 2
bow $n
say How are you, m'lady?
emote gently kisses your hand.
else
bow $n
endif
endif
~
>speech_prog hi hey whatup whatsup hello~
if ispc($n)
if sex($n) == 1
say Hi! How are you today, m'lord?
else
break;
if sex($n) == 2
say How are you today, m'lady?
bow $n
else
break;
eyebrow $n
say You are not a male or female?
say How can this be?
say Hmmm, either way, I bid thee a good day.
endif
endif
endif
~
>speech_prog fine good ok okay alright~
if ispc($n)
say Thats great!
endif
~
>speech_prog bad pitiful crappy~
if ispc($n)
say Thats too bad.
comfort $n
endif
~
>speech_prog treasure treasury~
if ispc($n)
say Yes, I do know the location of the treasury. It in
say a room hidden deep beneath the castle. There are
say only two ways in. Gunther knew a spell that teleported
say himself and anyone with him to the room.  And 
say Sarah found another while trying to escape. Where it
say is, I do not know. The secret died with her.
endif
~
>speech_prog Gier demon~
if ispc($n)
say I know a little of this demon. He comes from some
say other realm which is filled with evil. It all started
say after m'lord found some old tome during his travels.
say Gier heard of Gunther's worship and started to slowly
say infect him with greed. I know not a way to stop this
say demon or how to even slow him down. Once he broke
say through to this world, he destroyed all of us
say who were left in the castle.  Even Gunther was killed
say once the demon needed no longer.
endif
~
>speech_prog Katy Kathryn~
if ispc($n)
say She was a lovely child. It is a great shame upon
say us all who let her die that night.
endif
~
>speech_prog Gunther~
if ispc($n)
say He was once a great Knight of the realm. But that
say blasted book changed everything. Before that, he
say was known by everyone in the castle and village as
say a protector of all that is good and right.
emote stares off to the distance for a second.
say I miss those days.
endif
~
>speech_prog book tome~
if ispc($n)
say An ancient and vile book that must have been written
say by the evil demon itself. I know nothing of it's origins
say or what is written within it's pages but I do warn
say thee to burn it if you happen to find it.
endif
~
>speech_prog Natasha wife~
if ispc($n)
say She was definitely the finest beauty of the land. Women
say would always try to copy her hair or fashion so that they too
say could be like her. Out of everything in this world, she
say loved horses. Used to always ride them in the forest.
endif
~
>speech_prog Thomas son boy~
if ispc($n)
say Thomas was just like his father. Always full of energy
say and willing all those in need. He used to play in
say this very courtyard with his toy soldiers. I do
say believe that he would have make a great Knight.
endif
~
>speech_prog Knight Oath~
if ispc($n)
say I was deemed a Knight of the land by Gunther himself.
say One must show brillance during battle and a capable mind 
say in and out of war. We are bound by our Knight Oath
say to uphold all that is right and to follow orders till
say death.
endif
~
>fight_prog 35~
stun $n
~
>speech_prog fire~
if ispc($n)
say Gunther covered the main hallway and the throne room
say with alcohol and then started the fire. The fire
say quickly destroyed the majority of the castle.
say Poor Kathryn died in those flames.
endif
~
>speech_prog Sarah~
if ispc($n)
say All I know of her is that she used to work as
say Natasha's stable hand. Gunther blamed her for
say the fire and threw her in the dungeon.
endif
~
>speech_prog dungeon~
if ispc($n)
say The dungeon is under the castle. I bound by my Oath
say not to tell you anymore of the castle layout in fear
say of treachery.
endif
~
|
#15703
Prison Guard~
a Guard~
A guard continues it's duty in the prison halls.
~
This undead form of one of the castle's guard is still continues it's
duties.  It is now almost a walking skeleton after age has rotted away most
of it's armor.  A couple pieces of cloth still flap off it's shoulder.  As
it turns to look at you, a dim glow comes from it's eye sockets.  
~
8257 269058730 0 0 0 333 S
90 1 180 180 25000 25000d0+0 0d0+90000
900 0 0
0 0 1
3 0 0
>entry_prog 100~
mpecho The air has suddenly become much colder.
~
>fight_prog 20~
if ispc($n)
emote starts to use one hand to poke your eyes.
gouge $n
endif
~
|
#15704
Prisoner Ghost~
a Ghost~
&cThe ghost of a prisoner still haunts this cell.
~
The form is too unstable and the vision fluxuates between life and death.  
~
8259 639658 0 0 0 0 S
95 1 190 190 27000 27000d0+0 0d0+95000
950 0 0
0 0 0
3 0 0
#15705
Servant~
a Servant~
&WA servant looks to be wandering aimlessly.
~
The servant is wrapped in a white rope that reaches down to the ground. 
The skin of this creature has long since decayed so that only the white bone
can be seen inside the robe.  The servant appears lost as it randomly
changed direction and sometimes bumps into a wall before changing it's
route.  
~
8257 558720 0 0 0 0 S
95 1 190 190 23150 23150d0+0 0d0+95000
950 0 0
0 0 0
3 0 0
>fight_prog 35~
emote starts to flail it's arms about randomly.
~
|
#15706
Knight General Gunther~
Gunther~
&bGunther stands ready to battle any who oppose him.
~
Gunther stands ready with his blade in his hands.  A black cape hangs
from his shoulders almost reaching the ground.  His armor looks to have been
at one time in magnificant shape.  There are burn and scratch marks all over
his armor.  The breastplate is severely dented and damaged.  As you look up
into his face, you grimace in disgust as half his face has been savagely
burned.  His face is full of rage and he starts to look upon you with
impatience.  
~
67 369721986 16 0 0 -1000 S
98 1 196 196 14800 14800d0+0 0d0+98000
980 0 0
0 0 1
3 0 0
>fight_prog 35~
stun $n
~
>fight_prog 25~
bk $n
~
>all_greet_prog 100~
if ispc($n)
say You think you can beat me?
cackle
mpecho Suddenly Gunther's body twitches....
say Help me! Please help me escape this hell.
mpecho Gunther's face becomes rigid as his body twitches again.
endif
~
>speech_prog hell~
if ispc($n)
mpecho A change comes over Gunther's face.
say The demon, it is inside me. I can feel it.
say Hopefully my family rests in peace. If you see them
say give them this.
mpoload 15732
give emblem $n
mpecho A dim red glow comes over his eyes as the demon
mpecho takes over again.
mpkill $n
endif
~
>death_prog 100~
mpecho Gunther falls back hard against the door.
mpecho You hear a loud crack as his body hits the door.
mpasound A loud crash echos throughout the castle.
mpoload 15733
~
>speech_prog here~
if number($n) == 15749
mpoload 15702
mpoload 15705
mpoload 15708
mpoload 15709
wear all
endif
~
|
#15707
Natasha~
Natasha~
&CNatasha holds a little boy close to her side.
~
A young woman is dressed in a beautiful, soft dress.  The edges of the
dress have become dirty and tattered from sliding across the ground.  She
looks extremely tired as she brushed her hair out of her face.  A little boy
stands at her side holding to her dress.  He looks frightened and tries to
hide behind his mother when you approach.  She only pats his head and gives
you a small smile.  
~
8259 590338 32784 524288 0 1000 S
91 1 182 182 25400 25400d0+0 0d0+91000
910 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n)
mpecho Thomas moves closer to his mother.
smile $n
endif
~
>speech_prog daddy~
if ispc($n)
say Sir Gunther von Berg, Knight of this land. He is,
say or should say was, the greatest Knight of the land.
say That was until things changed. His behavior,
say attitude, everything. He was such a good man. Why
say did he change?
endif
~
>speech_prog change~
if ispc($n)
say I have no idea. Maybe Henry would know. Henry was the
say dungeon supervisor during times of peace and
say Gunther's closest friend. He may know more than I.
mpforce thomas say Daddy!
say Daddy is gone, Thomas.
emote moves back to the corner and straightens Thomas' hair.
endif
~
>speech_prog sarah~
if ispc($n)
say Sarah was always so sweet to me and the kids. She
say helped get Thomas and I out of the castle. Gunther
say caught us in the courtyard. He tossed us in here
say then set fire to the stables. What happened to Sarah
say I have no idea.
endif
~
>speech_prog dungeon cell~
if ispc($n)
say He locked her up in there? How horrible. That means
say poor Katy never made it out.
cry
say Hopefully her spirit is at rest.
endif
~
>speech_prog dollhouse~
if ispc($n)
say The light is still on? Her spirit must be hiding within.
say Please, help her find peace. She used to love flowers
say if that can help any.
endif
~
>speech_prog dashel~
if ispc($n)
say He used to guard the castle doors. I didn't know
say him very well.
endif
~
>speech_prog henry~
if ispc($n)
say He used to supervisor the dungeon during times of
say peace. During war, he was Gunther's advisor.
say They were best of friends.
endif
~
>speech_prog Katy Kathryn~
if ispc($n)
say She is my little baby. She was only 3 years old.
say She had this beautiful teddy bear that she carried
say everywhere.
sniff
endif
~
>give_prog Emblem Coat Arms~
if ispc($n)
say This is Gunther's. Have you seen him? Oh, I am so
say happy. This must mean the demon hasn't completely
say taken control. Here maybe this can help.
mpmload 15748
mpforce $n say wow
say Once my husband was good, now that good
say shall help you.
mpjunk emblem
endif
~
>give_prog Teddy Bear~
if ispc($n)
say I hope her spirit has now found peace.
mpoload 15748
give tear $n
endif
~
|
#15708
Thomas~
Thomas~
Thomas stays near his mother.
~
Thomas is dressed in tathered rags.  Much of his clothes have been burned
and so torn off.  His pants have been ripped off right below the knee to
create a pair of shorts.  His shirt clings to his skin since it is so dirty.
Dirt covers Thomas' face with only small lines of cleanliness from tracks of
tears.  
~
8259 131072 16 0 0 1000 S
90 1 180 180 18000 18000d0+0 0d0+90000
900 0 0
0 0 1
3 0 0
>rand_prog 20~
emote starts to tug at his mother's dress.
~
|
#15709
Kathryn Katy~
Katy~
&WKathryn is playing with her hair.
~
Katy is wearing a white dress with colorful flowers around the sleeves. 
She beams an inner radiance that you have rarely seen.  She giggles as she
starts to pet her teddy bear's head.  
~
67 67633896 0 0 0 1000 S
90 1 180 180 17500 17500d0+0 0d0+90000
900 0 0
0 0 2
3 0 0
>rand_prog 20~
giggle
~
>rand_prog 10~
mpgoto 15748
mpecho The vision of Katy starts to vanish.
mppurge $i
~
>give_prog Flower Tulip~
if ispc($n)
mpecho Katy's eyes get larger as a smile comes across her face.
mpoload 15741
drop teddy
mpecho &WThe vision of Katy starts to vanish.
mppurge $i
endif
~
|
#15710
Sarah Young Woman~
Sarah~
&WA vision of a young woman fluxuates in front of you.
~
A girl who appears to have been in her twenties when she died.  She has
her hair back in a single braid which reaches down the middle of her back. 
From the look in her face, Sarah looks extremely tired.  A deep scar lines
the right side of her face from ear to jaw.  Every few minutes she looks
back over her shoulder and grimaces yet you don't see anything behind. 
Tears start to form in the corner of her eyes.  
~
8259 524480 48 0 0 1000 S
97 1 194 194 20200 20200d0+0 0d0+97000
970 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if ispc($n)
curtsey $n
say I am glad to hear the lock click. It has been
say too long since I've seen daylight. Did Gunther
say finally realize his mistake and sign my release?
endif
~
>speech_prog mistake release~
if ispc($n)
say I still don't understand why I was locked up.
say He accused me of trying to kill his family.
say He was acting mighty strange that day.
say He must have been really tired because his
say eyes had a dim red glow. Must have been
say the worst case of bloodshot eyes that I've
say ever seen.
endif
~
>speech_prog strange~
if ispc($n)
say Those last couple weeks leading up to that day were
say really strange. M'lord was edgy and mean. He had
say cut the pay of his staff by more than half.
say He was hoarding his treasure in his treasury. And
say he began to become very mean spirited towards
say everyone.
endif
~
>speech_prog family~
if ispc($n)
say Gunther, Natasha, Thomas, and Kathryn were the
say perfect family. They were almost always together.
say They would go riding in the forest every Saturday.
say They were just lovely.
endif
~
>speech_prog Gunther~
if ispc($n)
say Gunther was the greatest Knight of the land.
say The people of the surrounding area loved him for his fair
say and just leadership. I still don't know why he had
say such a swift switch in moods.
endif
~
>speech_prog Natasha~
if ispc($n)
say Natasha love horses. That is how I met her.
say She would come to the stables for her horse almost
say daily. She invited me out for every ride. We
say would talk of the latest fashions or trend.
say One of the most gentle spirits I've ever known.
endif
~
>speech_prog Thomas~
if ispc($n)
say Thomas is only 5 years old. He looked up to his 
say father so much. Thomas has a toy soldier for everyone
say of his father's Knights. I was barely able to get
say him of his room during that fire. I'm glad his
say mother was there to talk him out of his fear.
endif
~
>speech_prog Katy Kathryn~
if ispc($n)
say Katy looks just like her mother. She has the cutest
say curls in her hair. After Gunther found Nat, Thom,
say and I in the courtyard, he said that he would go
say take care of Katy. Hopefully he got her out
say of the fire.
endif
~
>speech_prog fire~
if ispc($n)
say The fire did what? There isn't anyone around?
say That can't be. I'm sure Gunther just got everyone
say out of the castle in case the fire spread.
say He wouldn't let his family burn in the flames.
say He isn't that kind of person.
emote begins to look really nervous.
endif
~
>speech_prog dollhouse~
if ispc($n)
say Oh my! Katy died in the fire?
cry
cry
say She loved that dollhouse. Sometimes a spirit
say will stay in it's place of death until it
say can be released from it's curse.
say If you can find a way to release her spirit
say from this world, everything will be as it should.
mpgoto 15748
mpmload 15709
mpgoto 15710
endif
~
|
#15711
Demon Gier~
Gier~
&rThe demon Gier glares at you for trespassing.
~
A brillant light shines from the being in front of you.  A form which
looks to be that close to a human stands within the light.  The light sends
out an intense heat into the room.  As you move further into the room, you
can make out more of the demon.  It may have been human at one time but now
is only a faint image of one.  The face has been wiped clean of skin and is
just the skull.  A dark redish glow comes from within the sockets.  The rest
of the body is twisted and distorted with insects seeping out cuts in the
skin.  As it moves to intersect you, pieces of flesh and a couple insects
fall from it to only be burnt from the light.  
~
67 436207744 32784 2048 2 -1000 S
102 1 204 204 15086 15086d0+0 0d0+102000
1020 0 0
0 0 0
3 0 0
>death_prog 100~
if rand(80)
mpgoto 15738
mppurge crack
mpgoto 15740
mpoload 15747
else
mpecho &rThe remains of the demon start to swirl around and
mpecho start to compact into an object.
mpecho An object drops to the ground.
mpoload 15747
mpoload 15745
drop coin
mpgoto 15738
mppurge crack
mpgoto 15740
endif
~
>fight_prog 35~
stun
~
>fight_prog 10~
dim
~
>fight_prog 5~
cast 'fire breath' $n
~
|
#15712
Antikan Man~
Antikan~
A man works on the village walkway.
~
Beads of sweat form along the brow of this repairman.  He continues to
pound down on some nails in the walkway.  When he is done with one plank, he
grabs another off the stack to the side and moves along the walkway.  His
short brown hair sticks to his head as he starts to sweat more.  The sleeves
of his shirt are rolled up above his elbows and streaks of dirt line his
arms.  
~
67 128 32 0 0 1000 S
88 1 176 176 27500 27500d0+0 0d0+88000
880 0 0
0 0 1
3 0 0
>speech_prog curse~
if ispc($n)
say How do you know of the curse? Anyway, just leave while
say you can. Nobody ever returns from the castle.
endif
~
>speech_prog castle~
if ispc($n)
say What castle?
chuckle
say The cursed one to the north. Sir Gunther's home at
say one time. That has been a deserted fortress for a long
say time.
endif
~
>speech_prog Gunther~
if ispc($n)
say He was one of the purest and greatest Knights to
say ever live. My father used to tell me stories of his deeds.
endif
~
>speech_prog father~
if ispc($n)
say My father was a good man. He told me stories of
say exciting adventure when I was just a lad. A relative
say of mine was a Knight under Gunther centuries ago.
say The stories have been passed down over the years.
endif
~
>speech_prog story stories~
if ispc($n)
say They were wonderful stories of Gunther and his travels.
say Course Gwen always tries to ruin my spirit with her lies.
endif
~
>speech_prog Gwen~
if ispc($n)
say She sells armor on the west side of the village. She
say and I play cards every once in awhile.
endif
~
>speech_prog cards~
if ispc($n)
eyebrow $n
say If you don't know what cards are, then you are
say beyond my help.
snicker
endif
~
>speech_prog lies lie~
if ispc($n)
say She says that Gunther is the reason for the curse.
say But she just does it to irritate me.
endif
~
>speech_prog Jonathan~
if ispc($n)
say Jonathan sells weapons and such over near Gwen.
endif
~
>speech_prog Kanin~
if ispc($n)
rofl
say Kanin is a riot. He is always clowning around whenever
say possible. Its too bad he always reaks of the foul
say cauldron of his.
endif
~
>speech_prog Briag Mayor~
if ispc($n)
say Briag does a decent job as mayor of this village.
say I wish he wouldn't play off these people's fears
say of the forest for his own gain. Sometimes he
say spooks me. Especially when he is around the
say Loremaster.
endif
~
>speech_prog Loremaster~
if ispc($n)
say I know nothing of him. He has been in the village
say for a few years. He seems honest enough. Spends
say too much in that book of his though. Surprised
say he hasn't gone blind from squinting so much.
endif
~
>speech_prog forest~
if ispc($n)
say The forest is below this village. You probably
say came through it to get here. I don't go down there
say for long, just long enough to get to another part
say of the village.
endif
~
>all_greet_prog 100~
if ispc($n)
mpecho Antikan pauses from his work for a second to take
mpecho a look at you before continuing.
endif
~
|
#15713
Jonathan~
Jonathan~
Jonathan inspects one of his blades.
~
Jonathan is wearing a casual shirt which is untucked.  His baggy, green
pants flap from the wind as you enter the shop.  He is a man of enormous
size as his biceps are the size of large melons.  You can sense the spirit
of a warrior within this body and should try not to invoke his wrath.  
~
67 128 32 0 0 0 S
88 1 176 176 27500 27500d0+0 0d0+88000
880 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n)
say Type &RLIST&W to see if there is anything you like.
endif
~
>speech_prog Gwen~
if ispc($n)
say Gwen is a sweet girl. I just hope she doesn't have
say to learn the hard way that throwing yourself head
say first into a situation is not always the best way.
endif
~
>speech_prog Briag~
if ispc($n)
say I've met him once but don't know much about him.
endif
~
>speech_prog loremaster~
if ispc($n)
say When he first arrived in the village, we used to
say talk about things. Mostly the forest and castle.
say He has this book bout a demon, demons, some such
say nonsense. Haven't spent any time with him lately.
say If you want to see him, you can find him in the
say Council Chambers.
endif
~
>speech_prog Antikan~
if ispc($n)
say He is probably around town doing repairs.
endif
~
>speech_prog kanin~
if ispc($n)
chuckle
say Just the sight of that guy makes me chuckle.
endif
~
>speech_prog castle~
if ispc($n)
say The castle is north of the forest. I've never gone up
say there so couldn't tell you anything.
endif
~
>speech_prog curse~
if ispc($n)
say I never used to believe in curses but this place....
endif
~
|
#15714
Gwen~
Gwen~
Gwen stands behind the glass counter.
~
Gwen is wearing half a set of leather armor.  Her leather leggings look
really worn from many battles.  Several scars have been left upon her arms
as reminders of close calls.  She is wearing a large blue robe which hangs
down to her ankles covering most her body.  She gives you a look to either
get a move on it or leave.  
~
67 192 16 256 0 0 S
88 1 176 176 27500 27500d0+0 0d0+88000
880 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if ispc($n)
say How may I help you today?
say Type &RLIST&W to see what I have in stock.
else
say Sorry, your order hasn't come in yet.
push $n south
endif
~
>speech_prog Antikan~
if ispc($n)
say We play cards on my days off from work. He isn't too
say bad. He has these grand notions of all that is
say good. I just tell him what I've heard. Rumors spread
say fast and usually are based in some truth.
endif
~
>speech_prog rumors~
if ispc($n)
say I've heard that Gunther was responsible for the curse.
say Stories of huge armies, suicide, demons, magic, and
say a dozen others. If any of them are true, I wouldn't
say know. All I know is that nobody in this village knows.
say Everyone is too scared to get even close to the castle.
say The Loremaster in the Council Chambers would be a
say better person to ask.
endif
~
>speech_prog jonathan~
if ispc($n)
say Jonathan is next door to the west. He tries to
say act tough but he's just a softie once you get to
say know him.
wink $n
endif
~
>speech_prog kanin~
if ispc($n)
say He has come to the card games a couple times.
say I really don't know much about him but he is good
say for a laugh every so often.
endif
~
>speech_prog loremaster~
if ispc($n)
say He seems real knowledgable bout the ways of the
say world. We don't have much in common so we don't
say talk much. He is too much into some book of his.
say He can usually be found in the Council Chambers.
endif
~
>speech_prog Briag mayor~
if ispc($n)
say I'd rather not speak of him. We don't get along
say very well. He likes to use words and fear to hold
say his power. I hold much more respect to those who
say earn it with their steel and blood.
endif
~
>speech_prog castle~
if ispc($n)
say I went up the front gate once. Couldn't get in though.
shrug
say Maybe someday I'll close the shop up for a day and
say look to see what the fuss is about.
endif
~
>speech_prog curse~
if ispc($n)
say I don't care for curses. I don't like things
say I can't fight.
endif
~
|
#15715
Kanin Man~
Kanin~
A man stirs the cauldron behind the booth.
~
A tall, pointy hat rests on his head.  The hat shades the face from view.
Of course, the splotchy polka dots around the hat make it hard to
concentrate on his face.  He is wearing purple robe that comes as far as his
knees.  In his one hand he holds a book while stirring the cauldron with his
other hand.  You can hear him muttering to himself, "What page was that
recipe on....."  
~
67 128 524304 0 0 0 S
89 1 178 178 27900 27900d0+0 0d0+89000
890 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n)
smirk
say How are you today? I have all one needs to
say survive this forest.
else
emote almost drops his book into the cauldron.
swear
point $n
say What are you doing? Can't you see I'm busy.
endif
~
>speech_prog forest~
if ispc($n)
laugh
say The forest? You don't know about the forest? Hmmm,
say the mayor does try to hide everything. Well,
say it is cursed, AND of course to survive, you need
say to buy one of my concoctions.
grin
endif
~
>speech_prog Briag mayor~
if ispc($n)
say He plays on the fears of the villagers to stay in power.
say Don't care for the tactic myself.
shrug
endif
~
>speech_prog curse~
if ispc($n)
say Ever since the destruction of the castle, the
say forest has been cursed. That is why the village
say is in the trees now. Antikan might know more.
endif
~
>speech_prog Antikan~
if ispc($n)
say He is the lone relative of any of the castle guards.
say He's the village repairman. You can probably
say find him working somewhere.
endif
~
>speech_prog castle~
if ispc($n)
say It is north of the forest.
endif
~
>speech_prog Gwen~
if ispc($n)
say She runs the local armory. A lil' headstrong
say but sweet lass.
endif
~
>speech_prog Jonathan~
if ispc($n)
say Jonathan is in the weapon shop next door to Gwen.
say One of the fiercest fighters I've ever seen
say but lacking a bit upstairs, if ya get my drift.
emote makes a twirling motion with his finger next to his head.
endif
~
>speech_prog Loremaster~
if ispc($n)
say Ahh, a reclusive figure. Or at least to me he is.
say He just arrived here not long ago so I haven't
say really gotten a chance to know him.
endif
~
|
#15716
Briag Mayor~
Briag~
Briag walks around shaking everyone's hands.
~
The mayor of the village is of medium build.  He has gotten a nice tan
from being up here above the trees.  Other than that, you would think he
does not get out much.  There are no scars of any kind on his body and there
are no premature signs of aging on his face.  
~
65 128 262160 0 0 0 S
85 1 170 170 26300 26300d0+0 0d0+85000
850 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n)
shake $n
say Welcome to our village!
say We don't get many visitors.
else
shake $n
endif
~
>speech_prog village~
if ispc($n)
say This is one of the few villages of the world built
say on the treetops.
endif
~
>speech_prog visitor visitors~
if ispc($n)
say Oh! Uhh..
emote looks around uncomfortably.
say They just don't come through the forest anymore.
say Ya know, what can ya do?
emote gives you a sly grin.
endif
~
>speech_prog forest~
if ispc($n)
say Uhh, must be the grass. It can get real itchy.
say We don't get down often to keep it cut. Anyway,
say welcome and I hope you enjoy your stay.
endif
~
>speech_prog Gwen Antikan Jonathan Kanin~
if ispc($n)
say Who? Not sure.
shrug
say You can understand, all these people. It can
say be hard to keep track of names.
emote moves off to shake hands with a passer-by.
endif
~
>speech_prog Loremaster~
if ispc($n)
say A real fascinating guy. He knows a lot
say bout ancient lore and such. Especially demons
say and such.
endif
~
|
#15717
Boy~
a boy~
A boy runs around the village.
~
A young boy who must be around 10 years old.  His clothes are coated in
dirt from playing.  You try your hardest to find a clean spot on the kid but
it is nearly impossible.  
~
65 0 0 0 0 0 S
84 1 168 168 32000 32000d0+0 0d0+84000
840 0 0
0 0 1
3 0 0
#15718
Girl~
A girl~
A girl skips down the walkway.
~
A little girl in a light pink dress skips along the edge of the walkway.  
~
65 0 0 0 0 0 S
84 1 168 168 32000 32000d0+0 0d0+84000
840 0 0
0 0 2
3 0 0
#15741
Citizen~
a Citizen~
One of the village's citizen strolls along.
~
A citizen easily strolls along the walkway looking at the scenery.  
~
65 0 0 0 0 0 S
87 1 174 174 33500 33500d0+0 0d0+87000
870 0 0
0 0 0
3 0 0
#15742
Squirrel~
a Squirrel~
A squirrel runs up the side of a tree.
~
A squirrel with a short coat of brown fur.  It's claws are very tiny and
look no bigger than a fingernail.  It's big brown eyes scan the area before
it darts up the tree.  
~
65 0 0 0 0 0 S
82 1 164 164 31000 31000d0+0 0d0+82000
820 0 0
0 0 0
3 0 0
#15743
Raven~
a Raven~
A raven has perched itself in a tree.
~
&zA raven with dark, slick black feathers.  It's yellow beak is even
faded and doesn't help brighten the bird up.  As it sits there, it lets out
a high pitched call.  
~
65 524288 0 0 0 0 S
83 1 166 166 31500 31500d0+0 0d0+83000
830 0 0
0 0 0
3 0 0
#15746
Loremaster~
the Loremaster~
&pThe loremaster walks aimlessly with his head in a book.
~
The loremaster is drapped in long, dark robes that drag on the floor
behind him.  The edges of the sleeves are stained in ink.  As he reads more
and more, he is bound to dip his robe into a wet ink spot.  
~
65 67108992 0 0 0 0 S
85 1 170 170 26000 26000d0+0 0d0+85000
850 0 0
0 0 1
3 0 0
>speech_prog curse~
if ispc($n)
say The castle to the north is indeed cursed. From what
say I've been able to find out, Gunther and some demon
say are responsible. I am still reading a book I found
say in some castle wreckage decades ago.
endif
~
>speech_prog book~
if ispc($n)
say Not sure what it is but it talks of some demon
say and ways to bring him to this world. Really
say strange stuff. Only the castle knows the truth nowadays.
endif
~
>speech_prog castle~
if ispc($n)
say It is to the north of the forest.
say Nobody has ever returned.
endif
~
>speech_prog Gunther~
if ispc($n)
say A Knight of old. He was the last resident
say of the nearby castle.
endif
~
>speech_prog Gwen Jonathan Antikan Kanin~
if ispc($n)
think
say That name sounds familiar but I do not
say remember from where. Perhaps one of the villagers.
endif
~
>speech_prog Briag Mayor~
if ispc($n)
say Briag is a good mayor. He keeps the citizens
say from doing anything rash. Plus he lets me
say have first glance at anything that comes
say from the castle, forest, or even the village.
endif
~
>give_prog Demon Coin~
if ispc($n)
if rand(90)
say Wow! Where did you ever find this?
say Nevermind, I don't want to know. Thank you!!
bow $n
mpjunk coin
else
say Wow! Where did you ever find this?
say Nevermind, I don't want to know. Thank you!!
say I've looked through this many times and have
say found all that I need. You can have it now.
mpjunk coin
mpoload 15746
give tome $n
endif
endif
~
|
#15747
Deer~
a deer~
&OA deer nibbles on a bush.
~
A brown deer with several white spots on it's coat.  It is currently
chewing some leaves from one of the bushes.  
~
65 0 0 0 0 0 S
83 1 166 166 31500 31500d0+0 0d0+83000
830 0 0
0 0 0
3 0 0
#15748
Gunther Soul~
the Soul of Gunther~
The soul of Gunther examines the world around him.
~
&WGunther's soul was once the epitomy of good.  Since you have helped
ease his pain, even the demon's corruption couldn't fully take over his
soul.  
~
65 128 16 0 0 1000 S
100 1 200 200 30000 30000d0+0 0d0+100000
1000 0 0
0 0 1
1 0 0
>death_prog 50~
if ispc($n)
if inroom($n) == 15738
mpechoat $n Through me the way opens.
mptrans $n 15741
else
say If it is my death you want, so be it.
say The path does not start here.
say Your fault is in your impatience.
endif
endif
~
>speech_prog wow~
if ispc($n)
bow $n
follow $n
endif
~
|
#15749
Gunther~
Gunther~
&bGunther stands ready for battle.
~
Gunther stands ready with his blade in his hands.  A black cape hangs
from his shoulders almost reaching the ground.  His armor looks to have been
at one time in magnificant shape.  There are burn and scratch marks all over
his armor.  The breastplate is severly dented and damaged.  As you look up
into his face, you grimace in disgust as half his face has been savagely
burned.  His face is full of rage and he starts to look upon you with
impatience.  
~
67 128 16842752 0 0 -1000 S
92 1 184 184 25522 25522d0+0 0d0+92000
920 0 0
0 0 1
3 0 0
>death_prog 100~
say Mortal, you can't beat me so easily.
mpecho A spirit raises from the corpse and flys away.
mpgoto 15738
mpmload 15706
say here
mpgoto 15747
~
|
#0



#OBJECTS
#15701
steel Polearm~
steel polearm~
A steel polearm, lies on the ground.~
~
5 33554496 40960 0 0 8193 85
100 100
0~ 0~ 0~ 1~
5 848 0
0 0
reserved~
0 0
0 0 0
A
26 80
A
13 80
A
19 20
A
18 30
#15702
steel Breastplate~
steel breastplate~
A steel breastplate, has been dropped here.~
~
9 0 8192 0 0 9 85
100 100
0~ 0~ 0~ 0~
10 848 0
0 0
reserved~
0 0
0 0 0
A
24 -15
A
19 30
A
18 21
#15703
Barbed Whip~
a barbed whip~
A whip, with a barbed end; is coiled here.~
~
5 0 0 0 0 8193 80
100 100
0~ 0~ 0~ 4~
1 800 0
0 0
reserved~
0 0
0 0 0
A
26 80
A
19 24
A
18 24
#15704
Guard Visor~
a guard's visor~
A guard has left his visor here.~
~
9 0 0 0 0 65537 80
100 100
0~ 0~ 0~ 0~
2 800 0
0 0
reserved~
0 0
0 0 0
A
104 -1
A
19 5
A
18 5
#15705
dual Blade Battleaxe~
a Dual Blade Battleaxe~
This double-blade battle-axe, has been left to rest 'gainst the wall.~
~
5 67125760 32768 0 0 8193 90
100 100
0~ 0~ 0~ 13~
5 900 0
0 0
reserved~
0 0
0 15706 15707
A
18 48
A
19 60
A
24 -20
A
12 75
A
13 80
#15706
bloodstained Axe~
&ra Bloodstained Axe~
&rThis axe is covered in dried blood.~
~
5 0 0 0 0 8193 80
100 100
0~ 0~ 0~ 3~
2 800 0
0 0
reserved~
0 0
15744 0 0
A
19 20
A
18 20
#15707
bloodstained Axe~
&rBloodstained Axe~
&RThis axe, is covered in dried blood.~
~
5 0 0 0 0 8193 80
100 100
0~ 0~ 0~ 3~
2 800 0
0 0
reserved~
0 0
0 0 0
A
19 20
A
18 20
#15708
steel Leggings~
steel leggings~
A pair of steel leggings, lay here.~
~
9 0 8192 0 0 33 85
100 100
0~ 0~ 0~ 0~
2 848 0
0 0
reserved~
0 0
0 0 0
A
19 10
A
18 8
#15709
steel Armplates~
steel armplates~
A set of steel armplates, rest here.~
~
9 0 8192 0 0 257 85
100 100
0~ 0~ 0~ 0~
2 848 0
0 0
reserved~
0 0
0 0 0
A
12 85
A
13 85
A
19 9
A
18 8
#15710
Servant Anklet~
servant's anklet~
This anklet, was left behind by a careless servant.~
~
9 0 0 0 0 1048577 80
100 100
0~ 0~ 0~ 0~
1 800 0
0 0
reserved~
0 0
0 0 0
A
24 -8
A
19 8
A
18 8
#15711
Prisoner Shackles~
prisoner's shackles~
These shackles, are used to bind prisoners.~
~
9 268439680 0 0 0 129 81
100 100
0~ 0~ 0~ 0~
15 40 0
0 0
reserved~
0 0
0 0 0
A
5 -2
A
1 -2
#15712
hemp Belt~
hemp belt~
This hemp belt, has been left behind.~
~
9 0 0 0 0 2049 90
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
A
12 80
A
13 90
A
19 9
A
18 9
#15713
White Halo~
a white halo~
&wA white halo, floats in the air, glowing softly.~
~
9 1345 0 0 0 32769 80
100 100
0~ 0~ 0~ 0~
1 800 0
5 0
summon angel~
5 5
15743 0 0
#15714
Dark Aura~
&za dark aura~
&zAn aura darkness hovers in front of you.~
~
9 532 0 0 0 32769 80
100 100
0~ 0~ 0~ 0~
1 800 0
5 0
summon greater demon~
5 5
15743 0 0
#15715
Crowbar~
a crowbar~
A crowbar has been left behind.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#15716
Grey Gate Key~
a grey key~
A grey key, lies here - forgotten~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#15717
Prison Key~
the prison key~
The key to the prison is here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#15718
Undead Aura Pulse~
aura of the undead~
A pulse of the undead life-force, hovers before your eyes.~
~
9 67108864 0 0 0 32769 90
100 100
0~ 0~ 0~ 0~
2 900 0
0 0
reserved~
0 0
0 0 0
A
12 75
A
24 -10
A
19 7
A
18 8
#15719
Black Ring~
a black ring~
A ring emits an inner darkness.~
~
9 4 0 0 0 3 90
100 100
0~ 0~ 0~ 0~
1 900 0
0 0
reserved~
0 0
0 0 0
A
3 2
A
13 50
A
19 7
A
18 7
#15720
Cloak Transparency~
a Cloak of Transparency~
This cloak, is phasing in and out of reality.~
~
9 32 0 0 0 1025 90
100 100
0~ 0~ 0~ 0~
1 900 0
0 0
reserved~
0 0
0 0 0
A
151 -1
A
13 80
A
19 9
A
18 9
A
12 -30
#15721
Potion Removal~
potion of removal~
A potion of removal is here.~
~
10 335544320 0 0 0 1 70
100 100
70~ remove curse~ cancellation~ cancellation~
1 600 0
0 0
reserved~
0 0
0 0 0
#15722
potion of Detection~
potion of detection~
A potion of detection is here.~
~
10 268435456 0 0 0 1 70
100 100
70~ detect magic~ detect good~ detect evil~
1 680 0
0 0
reserved~
0 0
0 0 0
#15723
wood Shield~
a Wood Shield~
A fine oaken shield, rest on the floor here.~
~
9 0 0 0 0 513 70
100 100
0~ 0~ 0~ 0~
0 700 0
0 0
reserved~
0 0
0 0 0
A
13 50
A
19 5
A
18 5
#15724
wood Bracer~
a Wood Bracer~
This strong oaken bracer, lays here.~
~
9 0 0 0 0 4097 70
100 100
0~ 0~ 0~ 0~
1 700 0
0 0
reserved~
0 0
0 0 0
A
12 70
A
13 70
A
19 6
A
18 6
#15725
Petrified Wood Dagger~
a Dagger of Petrified Wood~
A Wooden Dagger, lies here.~
~
5 0 0 0 0 8193 70
100 100
0~ 0~ 0~ 11~
1 700 0
0 0
reserved~
0 0
0 0 0
#15726
wood Mace~
a wood mace~
A mace, made of dense, strong wood; lies here.~
~
5 0 0 0 0 8193 70
100 100
0~ 0~ 0~ 8~
5 700 0
0 0
reserved~
0 0
0 0 0
#15727
leafy Glove~
&GLeafy Glove~
A glove, covered with leaves, lie here.~
~
9 0 0 0 0 129 75
100 100
0~ 0~ 0~ 0~
1 748 0
0 0
reserved~
0 0
0 0 0
A
3 2
A
13 70
A
19 10
A
18 4
#15728
Polka Dot Hat~
&RP&Wo&Rl&Wk&Ra &WD&Ro&Wt &RH&Wa&Rt&z~
&pA hat covered with polka-dots, rests here.~
~
9 0 0 0 0 17 75
100 100
0~ 0~ 0~ 0~
1 748 0
5 0
teleport~
15 15
0 0 0
#15729
Loremaster Robe~
&pThe Loremaster's Robe&w~
&pA large, purple robe is starting to collect dust on the ground.~
~
9 0 0 0 0 9 75
100 100
0~ 0~ 0~ 0~
3 748 0
0 0
reserved~
0 0
0 0 0
A
18 4
A
12 75
A
5 -1
#15730
Measuring Stick~
a Measuring Stick~
A measuring stick lies next to your feet.~
~
9 0 0 0 0 16385 76
100 100
0~ 0~ 0~ 0~
2 760 0
0 0
reserved~
0 0
0 0 0
A
12 75
A
13 75
A
129 -1
#15731
Pocket Knife~
a pocket knife~
Someone left behind a pocket knife.~
~
9 67108864 0 0 0 2097153 90
100 100
0~ 0~ 0~ 0~
3 900 0
0 0
reserved~
0 0
0 0 0
A
18 5
A
19 6
A
13 85
A
12 60
#15732
Emblem Coat Arms~
&wGunther's Coat of Arms~
On the wall is a beautiful emblem, emblazoned with A Coat of Arms.~
~
8 0 0 0 0 1 70
100 100
0~ 0~ 0~ 0~
5 2800 0
0 0
reserved~
0 0
0 0 0
E
coat~
&wTwo crossed swords over a shield.
~
E
emblem~
&wTwo crossed swords over a shield.
~
E
arms~
&wTwo crossed swords over a shield.
~
#15733
Crack Door~
a crack in the door~
&zThe door has a large crack from the battle.~
~
29 67108864 8192 0 0 0 1
100 100
15740~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15734
marble Fountain~
marble fountain~
A marble fountain; which has been constructed into a Dragon~
~
12 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15735
bush~
bush~
&GA bush with some berries growing off it's branches.~
~
12 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15736
Blue Berry~
a blue berry~
A blue berry glistens in the light.~
~
19 0 0 0 0 1 1
100 100
12~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#15737
peach Tree~
peach Tree~
&OA peach tree grows next to the castle wall.~
~
12 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15738
Flower Tulip~
&RA tulip~
&RA beautiful tulip grows up from the ground.~
~
8 0 0 0 0 1 70
100 100
0~ 0~ 0~ 0~
1 2800 0
0 0
reserved~
0 0
0 0 0
#15739
Child Playset~
a child's playset~
&OA child's playset has been badly damaged.~
~
12 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15740
Dollhouse~
a dollhouse~
&BA dollhouse sits to the side of the stairs.~
~
12 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15741
Teddy Bear~
a teddy bear~
A child has left behind their teddy bear.~
~
9 0 0 0 0 16385 80
100 100
0~ 0~ 0~ 0~
1 800 0
0 0
reserved~
0 0
0 0 0
A
4 2
A
3 2
A
1 -1
A
2 -2
#15742
Priceless Paintings~
&YA collection of priceless paintings.~
&YA collection of priceless paintings stand against the walls.~
~
20 0 0 0 0 1 70
100 100
0~ 0~ 0~ 0~
5 700 0
0 0
reserved~
0 0
0 0 0
#15743
Fusion Magic~
&Wa Fusion of Magic~
&zMagic converges to a single spot.~
~
9 234881024 8192 0 0 32769 85
100 100
0~ 0~ 0~ 0~
1 848 0
5 0
dispel magic~
5 5
15744 0 0
#15744
Screaming Axe~
a Screaming Axe~
&zAn axe emits a low hum.~
~
5 402788352 139272 0 0 8193 90
100 100
0~ 0~ 0~ 13~
2 900 0
0 0
reserved~
0 0
0 0 0
A
12 75
A
13 100
A
24 -16
A
19 30
A
18 20
#15745
Demon Coin~
&rA Demon Coin~
&rA coin with the face of a Demon, spins here.~
~
8 0 0 0 0 1 90
100 100
0~ 0~ 0~ 0~
1 3600 0
0 0
reserved~
0 0
0 0 0
E
coin~
&rThe face of a growling demon appears on one side of the coin.  On the
other is a picture of a demon chewing up a victim.  
~
E
demon~
&rThe face of a growling demon appears on one side of the coin.  On the
other is a picture of a demon chewing up a victim.  
~
#15746
Demon Tome~
&rTome of the Demon~
&rA book with the face of a demon.~
~
2 939524096 0 0 0 1 90
100 100
90~ sanctuary~ solidify~ disrupt~
1 900 0
0 0
cone of frost~
0 0
0 0 0
#15747
Swirling Blood~
swirling blood~
&RBlood swirls around within a vortex.~
~
29 67108864 0 0 0 0 1
100 100
15747~ 0~ 0~ 0~
999 4 0
0 0
reserved~
0 0
0 0 0
#15748
Mask Tears~
a Mask of Tears~
A track of tears lines the ground.~
~
9 0 0 0 0 65537 90
100 100
0~ 0~ 0~ 0~
1 900 0
0 0
reserved~
0 0
0 0 0
A
18 12
A
24 -10
A
13 85
A
12 85
#15749
Spring~
a spring~
A spring showers the forest with water.~
~
25 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 1 0
0 0
reserved~
0 0
0 0 0
#0



#ROOMDATA
#15701
Dungeon Hallway~
~
~
You have walked into another corner in the dungeon.  The rock lining the
walls of the dungeon are very cold to the touch.  The air is damp and musty
from the centuries of being closed up.  The ground has an inch thick layer
of dust which do not show any tracks of movement.  
~
0 401418 0
Rd     0
D1
~
~
0 0 15702
D2
~
~
0 0 15706
S
#15702
Under a Manhole~
~
~
The old stone dungeon has come to an end.  A small ray of light breaks
through the dungeon's darkness from a small hole in the ceiling.  As you
look up, you notice that the small hole is from an iron manhole.  Fresh air
hits you in the face as you try to get a closer look at the &rmanhole&w.  
~
0 401423 0
Rd     0
E
manhole~
A rusted manhole covers the exit up.  A couple of small holes allows some
light and air to get through.  There looks as if there is a lock on the one
side of the manhole.  If there was only a way to unlock or break that lock. 
~
D3
~
~
0 0 15701
D4
~
henry~
119 15715 15721
S
#15703
Prison Cell~
~
~
Several rusty and dirty chains hang from all the walls.  A couple of the
chains have rusted all the way through and now lie on the floor.  The walls
are otherwise completely barren.  This cell must have been used to hold many
criminals from the amount of chains inside.  
~
0 401423 0
Rd     0
D2
~
~
115 0 15708
S
#15704
Dungeon Hallway~
~
~
The ancient hallway turns to the east and south.  Two old iron doors are
hinged into the walls.  The iron has since rusted and hangs only on the top
hinge.  The cells behind the doors are empty as the wooded benches rotted
away over the centuries.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15705
D2
~
~
0 0 15709
S
#15705
Dungeon Hallway~
~
~
The rocks used to build this dungeon must have been of legendary quality.
Almost none of the stones show any sign of age except for the inch thick
layer of dust covering everything.  You can only stand aside and wonder when
the last time someone walked these halls.  A large iron door is built into
the wall to the south.  
~
0 401419 0
Rd     0
D2
~
~
631 15717 15710
D3
~
~
0 0 15704
S
#15706
Dungeon Hallway~
~
~
The old, dark stones continue along the dungeon.  Every few minutes, you
swear that you hear screams for help.  Whenever you look around, all you see
is emptiness thoughout the halls.  The hallway splits off to the north,
south, and east.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15701
D1
~
~
0 0 15707
D2
~
~
0 0 15711
S
#15707
Dungeon Hallway~
~
~
The longer you walk through these dungeon halls, the more you think you
hear eerie noises in the distance.  You turn around to look back but see
nothing.  As soon as you turn though another sound echos behind you.  At
every turn is a new noise yet nothing is ever seen.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15708
D3
~
~
0 0 15706
S
#15708
Dungeon Hallway~
~
~
Your every breath saturates the already stank air even more.  It has been
centuries since life has walked these halls.  The temperature is colder than
usual for an underground environment.  Every particle of dust and you breath
can be seen in front of your face.  You feel a brush across you skin as you
pass through the space before you.  
~
0 401419 0
Rd     0
D0
~
~
115 0 15703
D1
~
~
0 0 15709
D3
~
~
0 0 15707
S
#15709
Dungeon Hallway~
~
~
The silent stone walls of this dungeon have stood the test of time.  You
stalk these halls with their continously lifeless stare watching all who
pass.  The stories that these walls could tell are probably some of the most
gruesome ever told.  The hallway splits off to the north, south, and west.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15704
D2
~
~
0 0 15714
D3
~
~
0 0 15708
S
#15710
Prison Cell~
~
~
This is a dark, empty cell.  The remements of a wooden bed still hang
from rusty chains stuck in one of the walls.  On the back wall, there are
two sets of chains bolted into the stone.  The chains appear to have been
used lately because they lack the dust that the rest of the cell has.  Along
the floor, there does not appear to be any tracks.  
~
0 401419 0
Rd     0
D0
~
~
631 0 15705
S
#15711
Dungeon Hallway~
~
~
The cracks in the stones have over the years filled with scum and dust. 
As you walk these ancient halls, you can feel the musty air on your skin and
in your lungs.  Several torch holders hang on the hallway but not been used
in years.  The dust on the ground does not appear to have been disturbed.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15706
D1
~
~
0 0 15712
D2
~
~
115 0 15716
S
#15712
Dungeon Hallway~
~
~
The dungeon hallway turns to the west and south.  On the northern wall, a
large emblem has been embedded into the stone.  The emblem consists of two
swords crossed over each other bout three quarters the way up.  A circle
painted in red is on the top of the cross.  
~
0 401419 0
Rd     0
D2
~
~
0 0 15717
D3
~
~
0 0 15711
S
#15713
Dungeon Hallway~
~
~
This ancient dungeon starts to take a turn to the east and south.  The
dust on the ground does not appear to have been disturbed for centuries. 
The silence of a hundred years is now broken by your intrudence upon these
grounds.  Not a sound can be heard within these halls.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15714
D2
~
~
0 0 15718
S
#15714
Dungeon Hallway~
~
~
The hallways of this underground prison intersect at this point.  The
halls move off in all directions.  A couple old metal torch holders still
cling to the the walls.  The torches have long since burned their last
breath but you can still see small wood bits in the metal holders.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15709
D1
~
~
0 0 15715
D2
~
~
0 0 15719
D3
~
~
0 0 15713
S
#15715
Dungeon Hallway~
~
~
The hall makes a turn off to the west and south.  A long metal rack sits
along the east wall.  This must have held weapons at one time.  The rack is
extremely eroded and broken but still holds a couple weapons.  The weapons
are useless since most of them lack blades, hilts, or are just too old.  
~
0 401419 0
Rd     0
D2
~
~
0 0 15720
D3
~
~
0 0 15714
S
#15716
Prison Cell~
~
~
Two iron chains hang off the western wall and dangle at this time.  A
long wooden board is on the ground and looks as if at one time was connected
to the chains perhaps as a bed.  There are a few shackles on the north and
east walls.  This must have been a cell in this prison.  
~
0 401419 0
Rd     0
D0
~
~
115 0 15711
S
#15717
Dungeon Hallway~
~
~
The stank of hundreds of years has collected in the air.  The saturation
of dirt and scum takes a bit to get used to.  From the lack of cleaning done
in the halls, the ground is covered by an inch of dust.  The dark stones
feel really cold to the touch and almost feel as if they could cause
frostbite.  The hallway goes off to the east and north.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15712
D1
~
~
0 0 15718
S
#15718
Servant's Entrance~
~
~
As you enter this dungeon, you start to cough from the amount of dust in
the air.  There is a wooden sign on the wall.  A broken metal cart lies on
the ground in a heap.  The words, "Servant's Cart" is engraved on the side. 
These halls appear to be very old and not used in years possibly centuries. 
The hall moves off to the western and northern directions.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15713
D2
~
&zExit~
115 0 15788
D3
~
~
0 0 15717
S
#15719
Dungeon Hallway~
~
~
The hall makes a turn off to the east and north.  An iron shelf hangs on
the southern wall.  Several hooks have been bolted into the bottom of the
shelf.  The shelf looks to be in good condition even after all these years. 
A sign above the shelf reads, "Please don't leave valuable belongings here."
Only dirt sits on the shelf now.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15714
D1
~
~
0 0 15720
S
#15720
Guard Post~
~
~
A small table stands in the center of the room.  On each side of the
table sits a chair but one has fallen apart.  It's pieces lie around under
the table.  A sign lies on the floor underneath two drilled holes on the
south wall.  Another table stands against the east wall with some empty
trays and plates still resting on top.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15715
D3
~
~
0 0 15719
S
#15721
Marble Fountain~
~
~
A fountain has been built in the center of the courtyard.  The fountain
is a marble construct of a dragon.  A sprout can be seen in the dragon's
mouth where water must have poured at one time.  The wings spread out over
the sides of the fountain as the dragon is raising his claws to the sky. 
The fountain has long been dried up and a manhole can now be seen near one
of the claws.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15730
D1
~
~
0 0 15727
D2
~
~
0 0 15722
D3
~
~
0 0 15725
D5
~
manhole~
119 15715 15702
S
#15722
Before the Portcullis~
~
~
A portcullis is in the dropped position at the castle entrance.  On the
other side, a rock slide has covered the gate making it impossible to leave
or enter.  A courtyard stretches out to the north.  A small path circles
itself around the entire courtyard.  A castle stands on the northern side of
the yard.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15721
D1
~
~
0 0 15723
D3
~
~
0 0 15726
S
#15723
Courtyard~
~
~
The path encircling the castle courtyard has come around into the
southeastern corner.  A peach tree still grows in the garden that is planted
in the corner.  The branches and leaves spurt out in all directions since
nobody has been around to keep it trimmed.  Peaches are plentiful on the
tree's branches.  The grass and weeds in the garden now reach as high as
some of the lower branches.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15727
D3
~
~
0 0 15722
S
#15724
Abandoned Smithy~
~
~
The walls of this room are covered with a variety of tools.  Hammers,
axes, wrenches, and other tools hang on hooks on the walls or lie on the
ground.  An anvil stands in the room's center with an uncompleted blade
rusting away on top.  A few other swords and polearms lie uncompleted on a
shelf.  An empty oven was built into the back wall and the heavy metal door
stands open.  
~
0 393219 0
Rd     0
D1
~
~
1 0 15725
S
#15725
Courtyard~
~
~
The pathway that makes it's way around the yard consists of marble slabs.
The white marble brightens up the gloomy courtyard.  The lack of life has
caused the entire yard to become dull and dingy.  A door swings on it's
hinges on a building to the west.  A symbol with two crossed swords over a
shield is printed to the side of the door.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15729
D1
~
~
0 0 15721
D2
~
~
0 0 15726
D3
~
~
1 0 15724
S
#15726
Courtyard~
~
~
The walls of the castle reach up what looks like three stories.  Strands
of ivy have grown it's way over the walls and stretch all the way back down
to the courtyard.  A crop of berry bushes grow in the corner.  Spots of blue
and red shine out from the green leaves where the berries grow.  The grass
under the bushes has grown to reach the same height as the bushes since the
residents last walked the yard.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15725
D1
~
~
0 0 15722
S
#15727
Courtyard~
~
~
The grass on the sides of the courtyard path has overgrown to enormous
heights.  The grass is as high as three feet in some places.  The stables
are to the east.  A large open window is on the side but you can't see
anything within the darkness.  The doors to the stables are locked up with
thick chains looped around the door handles.  A small lock dangles from the
chains.  
~
0 393218 1
Rd     0
E
lock~
A dim glow radiates from inside the lock.
~
D0
~
~
0 0 15731
D1
~
~
119 15715 15728
D2
~
~
0 0 15723
D3
~
~
0 0 15721
S
#15728
Stables~
~
~
The inside of the stables are filled with burnt furniture.  Metal tables
and carts lie about with black scorch marks covering their entirety.  The
walls are painted black from smoke.  Burn marks cover every spot of the
floor and walls.  Behind a knocked over table is a pile of bones and from
the size, the pile consists of more than one person.  
~
0 401419 0
Rd     0
D3
~
~
119 15715 15727
S
#15729
Courtyard~
~
~
A children's playset is built in the northwestern corner.  It has been a
long time since it was useful.  Many of the parts have been burned to
pieces.  The walls behind the set are also charred black.  As a breeze blows
across the courtyard, you swear that you can hear the flickering of flame
and the screams of children.  
~
0 393218 1
Rd     0
D1
~
~
0 0 15730
D2
~
~
0 0 15725
S
#15730
Stairs to the Front Door~
~
~
A set of four steps runs up to the front door of the castle.  Two large
wooden doors stand closed before you.  Scorch marks can be seen around the
hinges.  It appears that someone has tried to clean the doors but couldn't
get the scum and smoke completely off.  An emblem of two crossed swords on a
shield is imprinted on the left door.  
~
0 393227 1
Rd     0
D0
~
~
87 15716 15732
D1
~
~
0 0 15731
D2
~
~
0 0 15721
D3
~
~
0 0 15729
S
#15731
Courtyard~
~
~
The end of the stables is next to the castle.  The stone blocks of the
main keep are about four feet wide and tall.  It forms a corner with the red
wood planks of the stables.  The shingled rooftop of the stables slopes down
to only a few feet from your head.  A triangular patch of grass is in the
corner of the castle and stables.  
~
0 393218 1
Rd     0
D2
~
~
0 0 15727
D3
~
~
0 0 15730
S
#15732
Main Hallway~
~
~
The long hallway stretches down to the north.  To the south, two wooden
doors stand between you and the courtyard outside.  Remenents of a couple of
tapestries hang down against the walls.  The bottoms of the tapestries have
been burnt.  The material only drops about halfway down the walls.  The red
and yellow coloring of the cloth is faded to near nonexistance.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15734
D2
~
~
87 15716 15730
S
#15733
Spiral Staircase~
~
~
The walls of this alcove have black scorch marks scattered all over.  A
staircase spirals upward to another floor of the castle.  On the sides of
the stairs, bears and lions are carved out of the marble.  Each animal is
carved with it's mouth open and pointed towards the hallway to the east.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15734
D4
~
~
0 0 15743
S
#15734
Main Hallway~
~
~
The remains of an old carpet still covers the floor.  The walls and floor
appear to have survived a horrifying fire.  Smoke still fills the cracks
within the marble stones used to build the castle.  The main hallway goes
off to the north and south.  Two alcoves were built on the eastern and
western sides of the hall.  There looks to be stairs within both alcoves.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15736
D1
~
~
0 0 15735
D2
~
~
0 0 15732
D3
~
~
0 0 15733
S
#15735
Spiral Staircase~
~
~
The walls of this alcove have been badly burned from a fire.  A staircase
spirals upward to another floor of the castle.  Engraved upon the sides of
the stairs are flowers and trees.  The flowers have been magically dyed in a
variety of colors.  A hallway can be seen to the west.  
~
0 401419 0
Rd     0
D3
~
~
0 0 15734
D4
~
~
0 0 15744
S
#15736
Main Hallway~
~
~
This ancient hallway is built further to the south and north.  The signs
of battle can be seen all over the walls.  Chips and scratches almost cover
every inch of wall space.  Many of the chips are filled with smog and smoke
from a fire.  It must have been a horrible fire to cause such destruction.  
~
0 401419 0
Rd     0
D0
~
~
0 0 15738
D2
~
~
0 0 15734
S
#15737
Spiral Staircase~
~
~
The walls of this alcove have black scorch marks scattered all over.  A
staircase spirals upward to another floor of the castle.  On the sides of
the stairs, bears and lions are carved out of the marble.  Each animal is
carved with it's mouth open and pointed towards the hallway to the east.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15738
D4
~
~
0 0 15746
S
#15738
Before the Throne Room~
~
~
The marble archways built on the east and west exits from the hall tower
above you.  The entire hallway is built out of the purest marble.  One thick
oak door is in the northern wall.  A large emblem of two crossing swords
over a shield has been altered slightly.  A golden coin has been implanted
into the wood over the middle of the shield.  You feel a horrible shock go
up your spin as you try to get closer to the door.  
~
0 401419 0
Rd     0
D0
~
~
119 0 15740
D1
~
~
0 0 15739
D2
~
~
0 0 15736
D3
~
~
0 0 15737
S
#15739
Spiral Staircase~
~
~
The walls of this alcove have been badly burned from a fire.  A staircase
spirals upward to another floor of the castle.  Engraved upon the sides of
the stairs are flowers and trees.  The flowers have been magically dyed in a
variety of colors.  A hallway can be seen to the west.  
~
0 401419 0
Rd     0
D3
~
~
0 0 15738
D4
~
~
0 0 15748
S
#15740
Throne Room~
~
~
Upon entering the throne room, a massive engraving of a coat of arms is
under your feet.  In the center of the symbol, a giant gold coin is welded
into the marble.  A few steps north of the coin, five stairs reach up to the
thrones.  The wife's throne has been ravaged by flames and is barely holding
together.  Strangely, the Knight's throne shows no damage and has been
covered in gold.  
~
0 138805259 0
Rd     0
D2
~
~
119 0 15738
S
#15741
Treasury~
~
~
You stand in the middle of a dark, windowless room.  Large, beautiful
paintings cover the walls.  In each of the four cornes are stands with a
gold statue on top.  Each of the statues is a gold sculpture of each member
of the Knight's family.  A chandelier hangs from the ceiling but does not
look as if it's been used in centuries.  The diamond prisms and gold arms
has a thick layer of dust.  
~
0 393231 0
Rd     0
S
#15742
Thomas' Room~
~
~
The torches have long burned out in this room.  A tiny bedpost stands
against the wall in the back corner.  The post is all that remains of a bed.
A toychest lies underneath the western window.  The chest has been ransacked
and a few of the toys littering the floor.  Extensive burn damage covers the
walls and floor.  
~
0 401418 0
Rd     0
D1
~
~
0 0 15743
S
#15743
Thomas' Playroom~
~
~
A blackened metal table is all that remains standing in this room.  A
couple of toy soldiers stand at arms near the top of a stairway.  The light
coming through the window to the west glints off the soldiers.  The scorched
stairway spirals down to a lower floor.  
~
0 401418 0
Rd     0
D3
~
~
0 0 15742
D5
~
~
0 0 15733
S
#15744
Dressing Room~
~
~
The railing at the top of a stairway is coated with a silver paint.  The
paint shines bright within the dark room.  A faded dress lies forgotten on
the ground to the side of the stairs.  The dress has been ripped in many
places.  The dust of a skeleton surrounds the dress.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15745
D5
~
~
0 0 15735
S
#15745
Natasha's Room~
~
~
Several rotting wood dressers are knocked over.  They have fallen on top
of each other.  Wood splinters cover the floor causing sharp, snaps to occur
with every step.  Many of the drawers have been tossed aside and broken to
bits.  A large, circular mirror hangs from ceiling to floor on the southern
wall.  
~
0 401418 0
Rd     0
D3
~
~
0 0 15744
S
#15746
Dressing Room~
~
~
Gunther's changing room consists of several dressers and shelves.  This
room is unlike the rest of the castle because there are no signs of damage. 
The dressers are still in perfect condition with their fine finish and
golden knobs.  The floor is covered in a lovely blue carpet from wall to
wall.  A family portrait hangs on the eastern wall.  
~
0 401419 0
Rd     0
D3
~
~
0 0 15747
D5
~
~
0 0 15737
S
#15747
Master Bedroom~
~
~
The main bedroom has been left completely intact.  A king size bed stands
underneath the west window.  The window has been boarded up shutting out all
light.  The bed has been made and is covered with rich and comfortable
sheets and quilt.  A mirror has been placed on the ceiling directly over the
bed.  The rest of the walls is adorned with priceless paintings.  
~
0 401419 0
Rd     0
D1
~
~
0 0 15746
S
#15748
Playroom~
~
~
Kathryn's playroom has an intricate dollhouse built in the center of the
room.  The dollhouse is painted in a bright blue with white lining.  A mini
torch is one of the dollhouse's rooms is still on.  The flame lightens up
the flourescent drawings on the pink walls.  
~
0 401418 0
Rd     0
D1
~
~
0 0 15749
D5
~
~
0 0 15739
S
#15749
Kathryn's Room~
~
~
This bedroom has been savagely torn apart.  All the wood furniture is
ripped into splinters that now lie scattered all over the floor.  The pink
paint on the wall is flaking and peeling right off the planks.  The ceiling
has a two inch thick coat of smoke.  The marks of flames are all over the
floor and walls.  A fire must have completely ripped through this room.  
~
0 401419 0
Rd     0
D3
~
~
0 0 15748
S
#15750
Cursed Forest~
~
~
A massive oak tree reaches up to the sky.  Branches stretch out in all
directions intertwining to form a tight canopy above you.  The grass has
grown to be about two feet high and does not appear to be well kept.  At
closer inspection of the oak, someone or something has carved tiny niches
that lead up into the canopy.  
~
0 5 3
Rd     0
D2
~
~
0 0 15752
D4
~
~
0 0 15765
S
#15751
Cursed Forest~
~
~
As you tredge through the high grass, the blades brush up against your
skin.  With each touch, you feel a slight scratch.  The grass has been
allowed to grow and now you ground is covered with tall, thick blades.  The
trees create a thick and tight canopy that covers the grassy floor in
darkness.  
~
0 1 3
Rd     0
D0
~
~
0 0 17249
D1
~
~
0 0 15752
D2
~
~
0 0 15755
S
#15752
Cursed Forest~
~
~
A variety of creatures can be heard scurrying about in the grass.  Since
the large, thick grass has grown to such heights, you can't make out what is
in the grass.  Movement can be felt with almost every step taken.  A deep
howl booms from the forest around you.  Several trees surround with most of
them being thick oaks.  
~
0 1 3
Rd     0
D0
~
~
0 0 15750
D1
~
~
0 0 15753
D2
~
~
0 0 15756
D3
~
~
0 0 15751
S
#15753
Cursed Forest~
~
~
Some bushes have formed into a semicircle slightly to the northeast of
where you stand.  The bushes are glowing from small points at the ends of
their branches.  As you get a closer look at the bushes, you notice that the
bright spots are really white berries.  The berries look full and moist as a
drop of dew is still sitting on top.  
~
0 1 3
Rd     0
D2
~
~
0 0 15757
D3
~
~
0 0 15752
S
#15754
Cursed Forest~
~
~
A dark forbidding tree looms high above you.  The branches of all the
trees intertwine together forming a close knit cover.  Starting from just a
step above the grass, niches have been carved into the bark of one of the
trees.  The niches have the appearance of being in a set pattern as they
make their way up the side of the tree.  A hint of laughing can be heard
from above.  
~
0 5 3
Rd     0
D1
~
~
0 0 15755
D4
~
~
0 0 15773
S
#15755
Cursed Forest~
~
~
The grass sways gently as a delicate breeze flows through the forest. 
The long blades strike against each other creating a soft tapping noise. 
Also, a low pitched hum is made from the breeze blowing through the grass. 
A whistle from the leaves and branches breaks the low sound from the grass. 
The forest calms back down after the wind leaves.  
~
0 1 3
Rd     0
D0
~
~
0 0 15751
D1
~
~
0 0 15756
D2
~
~
0 0 15759
D3
~
~
0 0 15754
S
#15756
Cursed Forest~
~
~
A spring erupts from the ground showering the forest with water.  A wood
fountain collects water at the base of the spring.  The collected water
forms into a shallow pool.  The spring shoots up through the forest canopy. 
Several animals can be heard moving through the grass to and from the pool. 
Many of them are unseen until their heads pop out in order to take a drink
from the pool.  
~
0 1 3
Rd     0
D0
~
~
0 0 15752
D1
~
~
0 0 15757
D2
~
~
0 0 15760
D3
~
~
0 0 15755
S
#15757
Cursed Forest~
~
~
A nearby tree has a few branches sticking out from the canopy.  On the
end of one of the branches, a bird has built a nest out of twigs and leaves.
The sound of chirping is coming from within the nest.  From the screeching
pierce of the chirping, they must only be babies inside the nest. 
Unfortunately, the nest is too high for you to get a look inside.  
~
0 1 3
Rd     0
D0
~
~
0 0 15753
D1
~
~
0 0 15758
D2
~
~
0 0 15761
D3
~
~
0 0 15756
S
#15758
Cursed Forest~
~
~
From the darkness between the trees, an owl's hoot breaks the silence. 
One of the larger oaks stands proud in the center of a crop of trees.  A
rope ladder hangs down from the treetops.  The bottom is not staked down and
the ladder sways back and forth.  This part of the forest contains giant
rocks along the ground.  A trail of these rocks move off to the north.  
~
0 5 3
Rd     0
D0
~
~
0 0 15796
D3
~
~
0 0 15757
D4
~
~
0 0 15777
S
#15759
Cursed Forest~
~
~
The canopy of branches and leaves over the forest cover the woods in
darkness.  Without a lot of light shining about, it is difficult to make out
any real detail.  An eerie moaning liek that of a ghost comes from the wind
blowing through the grass.  Trees grow close together throughout the forest.
The trees are making it hard to move but it is possible to go north and
east.  
~
0 1 3
Rd     0
D0
~
~
0 0 15755
D1
~
~
0 0 15760
S
#15760
Cursed Forest~
~
~
Making out any exact details of the landscape is complicated with the
severe lack of lighting.  You can feel numerous rocks and branches on the
forest floor as you proceed through the darkness.  Animals, large and small,
dart around under the cover of the grass and dark.  The tips of the grass
blades cause a slight itching on your skin.  
~
0 1 3
Rd     0
D0
~
~
0 0 15756
D1
~
~
0 0 15761
D2
~
~
0 0 15762
D3
~
~
0 0 15759
S
#15761
Cursed Forest~
~
~
A pile of broken branches, rocks, and leaves sit in a heap to the south
and east.  An odor is coming from the pile.  The closer you come to the
pile, the more your stomach turns.  The hairs in your nostrils are burning
from the horrible stench being emitted from the mound.  What could possibly
be causing this horrendous smell.  
~
0 1 3
Rd     0
D0
~
~
0 0 15757
D3
~
~
0 0 15760
S
#15762
Cursed Forest~
~
~
From above the tree tops, you hear what sounds like people talking.  The
noise strikes you as moving around and consisting of more than two people. 
Next to one of the trees at your side hangs a rope ladder.  The rope is
tightly wrapped around wood poles to make the ladder.  It hangs from above
and dangles down to reach a little ways off the ground.  
~
0 5 3
Rd     0
D0
~
~
0 0 15760
D4
~
~
0 0 15785
S
#15763
Council Chamber~
~
~
The wood boards creak under your weight.  A dried goo has been placed
into the gaps between boards in order to keep everything together.  Old,
faded paintings hang from the walls.  The majority of the paintings are of a
magnificant castle at sunrise.  The color has long since lost it's
brightness and clarity.  The frame looks to be of recent design and well
taken care of.  
~
0 393226 0
Rd     0
D1
~
~
0 0 15764
D2
~
~
0 0 15768
S
#15764
Council Chamber~
~
~
Along the northern wall stands an intricately constructed wooden rack. 
Many scrolls are currently sitting on the shelves of the rack.  Each scroll
is sealed in a dark green stamp.  The rack is almost completely filled but
still has room for a few more.  A small sign hangs from a nail above the
scroll rack.  
~
0 393226 0
Rd     0
E
sign~
&gAncient Scrolls of Dunthal
~
D2
~
~
0 0 15769
D3
~
~
0 0 15763
S
#15765
School Entrance~
~
~
A trapdoor is built into the bottom of the building.  A chalkboard has
been put on the western wall and stretches south.  Written on this end of
the chalkboard is the homework assignment for a class.  Chalk dust fills the
bottom of the board and also covers the ground beneath the board.  There is
not any chalk left near the board.  
~
0 393226 0
Rd     0
D1
~
~
0 0 15766
D2
~
~
0 0 15770
D5
~
~
0 0 15750
S
#15766
Student's Desks~
~
~
Desks have been arranged into four rows with five desks in each row.  The
desks are all painted brown with white used for the board across the top.  A
rack was built underneath each desk so that students could store books.  All
the desks are placed facing west toward a chalkboard.  The boards used in
the floor look worn from all the traffic of children.  
~
0 393226 0
Rd     0
D1
~
~
0 0 15767
D2
~
~
0 0 15771
D3
~
~
0 0 15765
S
#15767
Back of the Class~
~
~
A dark, red wood board is bolted into the back eastern wall.  Tiny metal
hooks hang from the bottom of the shelf.  Currently, the shelf is empty and
nothing hangs from any of the hooks.  There are quite a few dents in the
planks under the shelf.  The east wall was once painted green but all that
remains of the color are a few patches here and there.  
~
0 393226 0
Rd     0
D2
~
~
0 0 15772
D3
~
~
0 0 15766
S
#15768
Council Library~
~
~
Five rows of tall pine shelves stand with one side against the western
wall.  A small area to walk in is on the eastern side of the room.  Each of
the shelves is stocked with books of all subjects.  Massive tomes are placed
next to tiny books.  They seem to be catergorized according to subject with
botony and horniculture having a whole two shelves to themselves.  
~
0 393226 0
Rd     0
D0
~
~
0 0 15763
D2
~
~
0 0 15773
S
#15769
Meeting Room~
~
~
This must be the main chamber for the village council.  A long,
rectangular table stands in the middle of the room.  Around the table sit
thirteen chairs.  Each of the chairs are of ordinary design without any
decorations.  A chandelier hangs from the ceiling illimunating the room. 
You can hear the soft flickering of the mini torches inside the chandelier. 
A symbol has been engraved into the center of the table.  
~
0 393226 0
Rd     0
E
symbol~
Two swords crossed over the top of a shield.
~
D0
~
~
0 0 15764
D2
~
~
0 0 15774
S
#15770
Front Desk~
~
~
A chalkboard adorns the entire western wall.  On this side of the board,
there are a couple of names written.  A desk sits in the corner forming a
triangle with the walls.  On the top of the desk are several stacks of
papers that do not look to be in any order.  Some of the papers have
letters, such as, A, B, or F written in large, bold print at the top.  
~
0 393226 0
Rd     0
D0
~
~
0 0 15765
D1
~
~
0 0 15771
S
#15771
Student's Desks~
~
~
Desks have been arranged into four rows with five desks in each row.  The
desks are all painted brown with white used for the board across the top.  A
rack was built underneath each desk so that students could store books.  All
the desks are placed facing west toward a chalkboard.  The boards used in
the floor look worn from all the traffic of children.  
~
0 393224 0
Rd     0
D0
~
~
0 0 15766
D1
~
~
0 0 15772
D3
~
~
0 0 15770
S
#15772
Back of the Class~
~
~
A dark, red wood board is bolted into the back eastern wall.  Tiny metal
hooks hang from the bottom of the shelf.  Currently, the shelf is empty and
nothing hangs from any of the hooks.  There are quite a few dents in the
planks under the shelf.  The east wall was once painted green but all that
remains of the color are a few patches here and there.  
~
0 393226 0
Rd     0
D0
~
~
0 0 15767
D3
~
~
0 0 15771
S
#15773
Council Entrance~
~
~
This room is spotless and looks as if it takes a lot of work to keep it
so.  The smell of magic burns the hairs in your nose and on the back of your
hand.  A thick, fuzzy blue carpet welcomes you into the Council Chambers. 
The carpet is clean but shows the signs of wear and tear.  Bright and
colorful paintings adorn all the walls.  A tree sticks up in the
southeastern corner with tiny niches carved in it's side.  
~
0 393226 0
Rd     0
D0
~
~
0 0 15768
D1
~
~
0 0 15774
D5
~
~
0 0 15754
S
#15774
Chamber of Speaking~
~
~
The speaking room of the council's chamber is neatly kept but does not
have a lot of furnishings.  There is a pulpit standing in the southeastern
corner.  It must only be dragged into the open when someone wishes to speak
since there are drag marks on the floor.  Beside the pulpit, the only other
thing in the room is a crystal ball sitting inside an alcove in the southern
wall.  
~
0 393226 0
Rd     0
E
ball~
As you look into the crystal ball, a vision comes into view inside.  The
sight of people screaming as they run around within a castle.  They are all
on fire and screaming in agony.  The screams start to get louder and LOUDER
and you must pull away before it becomes too much.  
~
E
crystal~
As you look into the crystal ball, a vision comes into view inside.  The
sight of people screaming as they run around within a castle.  They are all
on fire and screaming in agony.  The screams start to get louder and LOUDER
and you must pull away before it becomes too much.  
~
D0
~
~
0 0 15769
D3
~
~
0 0 15773
S
#15775
Village Fountain~
~
~
Shooting up from beneath the canopy is a spring.  The water sprays upward
into the air.  Some of the water falls back down into the forest below while
the rest is collected by wood gutters surrounding the spring.  The gutters
are connected to an intricate pipe system that disperses water throughout
the village.  This must be the main gathering area because many people stop
here for drinks and talk with friends and family.  Little children splash in
the puddles as older ones flirt with each other.  
~
0 425986 1
Rd     0
D2
~
~
0 0 15780
S
#15776
Treetop Walkway~
~
~
The main walkway is crowded as villagers rush back and forth.  Houses
have been built along the walkway on both sides.  Families mingle together
in front of their homes.  You hear talk of the weather from an elderly
couple strolling by.  The walkway continues towards the east and south.  
~
0 393218 1
Rd     0
D1
~
~
0 0 15777
D2
~
~
0 0 15781
S
#15777
Treetop Walkway~
~
~
The walkway has become slightly unstable as it sways back and forth.  The
wood planks look to be firmly in place yet the path still moves quite a bit.
The planks look extremely worn down and appear to be in need of repair.  The
path takes a turn towards the west and south.  Also, a rope ladder hangs off
the side of the path down into the forest.  
~
0 393218 1
Rd     0
D2
~
~
0 0 15782
D3
~
~
0 0 15776
D5
~
~
0 0 15758
S
#15778
Village Store~
~
~
You have entered what looks to be a weapon shop.  Shelves line the back
wall.  Weapons of all varieties hang from nails or sit on shelves.  A barrel
full of swords stands behind a counter which sits in the middle of the room.
Along the top of the counter are many different daggers and knives.  Each of
the weapons look to be of the finest craftsmenship and in excellent
condition.  
~
0 401422 0
Rd     0
D2
~
~
0 0 15783
S
#15779
Village Store~
~
~
There is not very much space to move within this store.  Wood mannequins
dressed in different types of armor stand around the shop.  Several more
hang from a rack along the back wall which is blocked by a glass counter. 
The counter seems oddly out of place within this shop.  As you step closer
to get a better look at the back wall, you accidently hit the counter. 
Instead of it breaking, a sharp pain shoots up your leg.  Maybe it isn't so
out of place after all.  
~
0 401422 0
Rd     0
D2
~
~
0 0 15784
S
#15780
Treetop Walkway~
~
~
The traffic of people has only gotten worse.  People walk in every
direction along the treetop pathway.  Children run between everyone while
they play a game of tag.  One of the mothers yells for them to be quiet but
naturally the kids aren't paying attention.  Their giggles and footsteps are
heard as they run off to another part of the village.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15775
D1
~
~
0 0 15781
D2
~
~
0 0 15785
S
#15781
Treetop Walkway~
~
~
The wood walkway splits off the north, south, and west.  As you look
west, you see villagers walking around doing errands or just talking to
people passing by.  The stomping of feet can be heard from all around as
people make their way about.  A ball bounces by and is quickly followed by a
group of screaming children.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15776
D2
~
~
0 0 15786
D3
~
~
0 0 15780
S
#15782
Treetop Walkway~
~
~
The wood path is really worn and holes are beginning to pop up
everywhere.  Villagers just take extra care as they proceed normally along
the path.  Plans must be in order for repairs from the stacks of wood put to
the side.  Tools rest on the top of the stacks ready for use.  The village
is built high enough in the trees so that you see the top of trees when
looking through the holes.  
~
0 67502082 1
Rd     0
D0
~
~
0 0 15777
D2
~
~
0 0 15787
S
#15783
Treetop Walkway~
~
~
The houses along the southern and western edges of the path are large
then the rest of the village.  The doors and windows are lined in bright,
colorful runes and emblems.  Each of which has their own glow that shines
out to the walkway.  The houses are painted in bright yellows and greens. 
Bright colors must be a sign of importance among the villagers.  A sign of
two crossed swords hangs from the northern building.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15778
D1
~
~
0 0 15784
S
#15784
Treetop Walkway~
~
~
You have come across something different in the village.  Instead of
buildings lining the entire street, the south is empty.  You have a clear
view of the forest from here.  The green of the trees brightens up the
atomsphere.  Couples stand against the southern ropes either staring out to
the surroundings or into each other's eyes.  The only building here is the
one to the north.  A shield is printed into the building next to the door.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15779
D1
~
~
0 0 15785
D3
~
~
0 0 15783
S
#15785
Treetop Walkway~
~
~
The path gently rocks back and forth in the tree tops.  A branch or two
stick out over the rope railing.  Two kids stand next to them and flick them
at people passing by.  This continues until an adult finally chases them
off.  Buildings line the eastern side of the path.  You can see people
walking by the windows.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15780
D3
~
~
0 0 15784
D5
~
~
0 0 15762
S
#15786
Treetop Walkway~
~
~
There are buildings on all sides of the path.  Torches can be seen
flickering within a couple of the windows.  As you walk down the path, the
smell of fresh rolls and bread reach your nose.  With all the open windows,
it is impossible to narrow down where every sound or smell is coming from. 
The pathway turns off to the north and east.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15781
D1
~
~
0 0 15787
S
#15787
Treetop Walkway~
~
~
This is the southeastern corner of the village.  In this corner, a booth
has been erected.  An umbrella covers the booth with shade.  The umbrella is
a real ugly thing with different color polka dots.  The booth underneath is
covered with potions of a variety of sizes.  A cauldron is behind the booth
spewing a horrible odor into the air.  
~
0 393218 1
Rd     0
D0
~
~
0 0 15782
D3
~
~
0 0 15786
S
#15788
Back Door~
~
~
The side of the castle blocks you way to the west.  The castle was built
on a rocky foundation.  The actual dwelling does not start for about seven
to eight feet above you.  A small wooden door is built into the rocky wall
before you.  To the side of the door is a sign barely hanging from a nail. 
It says, "Servant's Entrance."  
~
0 393218 2
Rd     0
D1
~
~
0 0 15789
D3
~
&zentrance~
115 0 15718
S
#15789
Forgotten Trail~
~
~
You stand on top of a rocky surface that looks out over the forest.  The
tops of a village can be seen in the tree tops far to the south.  Boulders
sit around and many of them have deep, dark scorch marks.  The thin trail
takes a turn toward a castle to the west and to a forest in the south.  
~
0 393218 2
Rd     0
D2
~
~
0 0 15791
D3
~
~
0 0 15788
S
#15790
Before a Castle~
~
~
A wide and smooth brick trail leads up the front of a castle.  As you
come closer, the portcullis has been covered in a rock slide.  Large
boulders block the castle entrance.  The entire area is oddly quiet.  Not a
sound is coming from anywhere.  The castle walls have been overtaken by long
strands of ivy over the centuries.  The path heads back to the south.  
~
0 393218 2
Rd     0
D2
~
~
0 0 15792
S
#15791
Forgotten Trail~
~
~
The ground is sloping downward the more you move to the north.  The trees
on the side of this trail are beginning to be more sparse as the soil
becomes rockier.  Weeds and grass have broken through the trail which ruins
it's perfection.  The path which you are currently on continues on towards
the north and south.  
~
0 393218 2
Rd     0
D0
~
~
0 0 15789
D2
~
~
0 0 15794
S
#15792
Brick Path~
~
~
The brick path is quickly starting to increase in slope.  Even though the
landscape around the trail has not been kept up, the brick path is in really
good condition.  The bricks are still evenly placed with no chips or cracks.
Not a single weed has broken through the path.  The terrain is becoming more
rocky the further you go along the path.  As you look to the north, you
see a castle a little way up.  The path also goes to the east.  
~
0 393218 2
Rd     0
D0
~
~
0 0 15790
D1
~
~
0 0 15793
S
#15793
Brick Path~
~
~
This path comes to the foot of a small mountain.  Along the side of the
path are bushes and trees.  They come up to edge of the brick path but none
come over, not even their branches.  Upon closer inspection, some of the
bushes look a little peculier as an odd glow comes from them.  The brick
path makes a turn to the west and south.  
~
0 393218 2
Rd     0
E
bush~
The bushes emit an eerie glow.  Also, they appear to be a different type
of bush than what you've seen normally in these parts.  
~
D1
~
bush~
547 0 15794
D2
~
~
0 0 15795
D3
~
~
0 0 15792
S
#15794
Forgotten Trail~
~
~
The bushes spread out more as you make your way through.  Unlike the
brick path which was going up, this small trail is sloping downward.  Also,
this trail has been covered in dirt.  The grass on the sides has grown to
enormous heights.  The forest starts to turn into a more rockier environment
to the north.  A patch of oddly glowing bushes are growing to the west.  
~
0 393218 2
Rd     0
D0
~
~
0 0 15791
D3
~
bush~
547 0 15793
S
#15795
Start of a Brick Path~
~
~
The grass is not growing to the heights previously seen in the forest. 
From underneath the grass, a brick path can be seen.  This path appears to
be in perfect condition.  It moves off to the north.  Large and lush trees
block the horizon from view to the south.  From their appearance, one should
be able to move through the grass to the south.  
~
0 393218 2
Rd     0
D0
~
~
0 0 15793
D2
~
~
0 0 15796
S
#15796
Overgrown Trail~
~
~
There is a line of giant rocks moving from north to south.  They lie
within the confines of the grassy ground.  Lush trees sprout up all about
covering the ground in shade.  The grass is tall as it reaches up to your
knees.  The ground underneath the grass feels harder than just dirt but not
bumpy like rock.  
~
0 393218 3
Rd     0
D0
~
~
0 0 15795
D2
~
~
0 0 15758
S
#0



#SPECIALS
M 15701 spec_guard
M 15702 spec_guard
M 15703 spec_guard
M 15704 spec_cast_ghost
M 15706 spec_cast_cleric
M 15707 spec_cast_cleric
M 15711 spec_nosferatu_mob
M 15712 spec_repairman
S



#GAMES
S



#RESETS
M 0 15701 1 15702
E 0 15701 0 20
E 0 15702 0 5
M 0 15704 1 15703
G 0 15715 0
E 0 15711 0 13
M 0 15703 4 15706
E 0 15704 0 8
E 0 15703 0 20
M 0 15703 4 15709
E 0 15704 0 8
E 0 15703 0 20
M 0 15710 1 15710
M 0 15703 4 15711
E 0 15704 0 8
E 0 15703 0 20
M 0 15703 4 15714
E 0 15704 0 8
E 0 15703 0 20
M 0 15704 1 15716
E 0 15711 0 13
O 0 15734 0 15721
O 0 15738 0 15723
O 0 15737 0 15723
O 0 15736 0 15726
O 0 15735 0 15726
M 0 15708 1 15728
M 0 15707 1 15728
O 0 15739 0 15729
M 0 15702 1 15730
E 0 15701 0 20
E 0 15702 0 5
G 0 15716 0
M 0 15705 4 15733
E 0 15712 0 17
E 0 15710 0 26
M 0 15705 4 15735
E 0 15712 0 17
E 0 15710 0 26
M 0 15705 4 15737
E 0 15710 0 26
E 0 15712 0 17
M 0 15705 4 15739
E 0 15712 0 17
E 0 15710 0 26
M 0 15711 1 15740
E 0 15718 0 9
E 0 15719 0 2
E 0 15719 0 1
E 0 15720 0 16
O 0 15713 0 15741
O 0 15714 0 15741
O 0 15742 0 15741
M 0 15749 1 15747
O 0 15740 0 15748
M 0 15742 4 15751
M 0 15743 4 15753
O 0 15749 0 15756
M 0 15747 4 15760
M 0 15717 3 15767
M 0 15718 3 15767
M 0 15746 1 15769
E 0 15729 0 5
M 0 15718 3 15776
M 0 15713 1 15778
G 0 15726 0
G 0 15725 0
M 0 15714 1 15779
G 0 15723 0
G 0 15724 0
M 0 15716 1 15780
E 0 15727 0 13
M 0 15712 1 15782
G 0 15731 0
E 0 15730 0 22
M 0 15717 3 15783
M 0 15718 3 15784
M 0 15741 3 15785
M 0 15717 3 15786
M 0 15715 1 15787
E 0 15728 0 6
G 0 15721 0
G 0 15722 0
S



#SHOPS
15713 5 4 3 32 0 100 100 0 23
15714 9 1 27 8 0 100 100 0 23
15715 2 10 19 26 0 100 100 0 23
0



#$