#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 #$