#AREADATA Name { 100+ } The Druid's Keep~ Builders Ahsile~ VNUMs 4551 4800 Security 100 Recall 4642 Flags 160 Version 107 Creator Ahsile~ Llevel 0 Ulevel 0 Sounds &BThe sound of unearthly chanting permeates the air.~ Music gravyard.mid V=50 L=1 p=50 T=Background~ End #MOBILES #4551 Salin~ Salin~ A man sneaks around here in an earthen coloured robe. ~ A man of middle age stands before you. His long grey hair tumbles down his back in large curls. As you look to his face, there seems to be a pain or some kind of anguish there. His brown robes are stained with blood and dirt, suggesting he lives out here in the wilderness. ~ 69 302096576 90210448 51200 2 -1000 S 110 1 220 220 25000 30000d0+0 0d0+50 1100 19 0 0 0 1 2050 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if class($n) == 9 or multi($n) == 9 say Vampires?!? Burn with the heat of hell below! mpecho &RThe earth shakes and a crevice opens! c 'meteor swarm' $n else mpecho &zSomeone slips into the shadow behind you... voodoo $n smash $n snicker say Time to die, little one. dbs $n if position($n) == 8 or position($n) == 4 or position($n) == 5 or position($n) == 3 mpkill $n endif endif c entangle $n ~ >fight_prog 30~ mpoload 4551 quaff gift say We'll meet again! mpecho &zSalin fades into the shadows. retreat ~ >rand_prog 20~ if isfollow($n) == 1 break endif if isnpc($n) == 1 break endif if class($n) == 9 or multi($n) == 9 say Vampires?!? Burn with the heat of hell below! mpecho &RThe earth shakes and a crevice opens! c 'meteor swarm' $n else mpecho &zSomeone slips into the shadow behind you... voodoo $n smash $n snicker say Time to die, little one. dbs $n if position($n) == 8 or position($n) == 4 or position($n) == 5 or position($n) == 3 mpkill $n endif endif c entangle $n ~ >fight_prog 10~ mpoload 4554 Salin pulls a scroll out from under his robes! recite scroll $n ~ >rand_prog 5~ peer mpecho &zSalin pulls a skull from under his robes. say They'll never catch us, Zilfa, will they? cackle mpecho &zSalin replaces the skull to a pocket in his robe. ~ >rand_prog 2~ sniff say ZILFA! Why did you leave me so! scream ~ >fight_prog 10~ cackle say You can't run from me, $n! c sol $n ~ >fight_prog 10~ emote shakes his finger at you. say You can't touch me, I am power! c conf ~ >fight_prog 25~ say I bet you'll like this one! mpecho Salin slips into the shadows... circle circle circle ~ >fight_prog 10~ mpecho &YA voice enters your mind... mpecho &RYOU WILL DIE! c disrupt $n ~ >rand_prog 10~ mpoload 4556 quaff gift ~ >rand_prog 10~ mpoload 4551 quaff gift ~ | #4552 stuff~ (no short description)~ (no long description) ~ ~ 1 0 0 0 0 0 S 1 1 2 2 1 1d0+0 0d0+0 10 0 0 0 0 0 0 0 0 #4553 grey wolf~ A Big Grey Wolf~ A big grey wolf wanders through the forest. ~ ~ 1 167772160 98320 134217984 0 500 S 105 1 300 300 0 17500d0+0 0d0+0 1050 19 0 0 0 1 0 0 0 >fight_prog 25~ snarl claw ~ >fight_prog 50~ growl bite ~ >fight_prog 75~ howl c 'curse of n ~ >fight_prog 95~ howl c 'dispel magic' ~ >all_greet_prog 100~ if isnpc($n) break endif if isfollow($n) break endif if isgood($n) bark else bark $n mpkill $n endif ~ | #4554 tree golden talking oak~ A Golden Oak~ &YA large golden oak tree strethes is branches over the altar. ~ As you look at the large golden oak in front of you, you see the age old scars of time. The nicks from a man-made weapon of some sort, perhaps a neanderthal axe, and the marks of water from floods in years long passed by. The oak has stood here through it all watching over the altar of Dolmaar. ~ 3 0 32784 0 0 0 S 110 1 220 220 50000 50000d0+0 0d0+0 1100 19 0 0 0 0 0 0 0 >all_greet_prog 100~ if isfollow($n) == 1 break endif if isnpc($n) == 1 break endif if isgood($n) == 1 mpecho &WA soft voice permeates your mind. say Welcome, $n. say Have you come to make a sacrifice to Dolmaar? else mpecho &RA voice of anger booms from above. mpat 4642 mpforce dolmaar mpat $n say $n! mpat 4642 mpforce dolmaar mpat $n say You dare defile my sanctuary? endif ~ >act_prog p sacrifices A glowing tree branch to the gods.~ if isgood($n) beam say You have spoken to Dolmaar. Exellent. say $n, here is the candle that Dlraxor seeks. mpecho A candle appears before your eyes! mpoload 4565 drop candle say Give this to him, it will solve his problems. else mpat $n say I hope you can find a way out of here! mpat $n say I told you once not to defile this place. mpat $n say I hope you listen next time. mpechoaround $n &Y$n disappears into a swirling vortex! mpechoat $n &RYou feel dizzy... mptrans $n 4800 mpat $n mpforce $n look endif ~ >speech_prog key pool~ if isfollow($n) == 1 break endif if isnpc($n) == 1 break endif if isgood($n) == 1 mpecho &WA soft voice surrournds you... say Ahhhh...you want to look into the pool! say Beware the guardian! mpoload 4562 drop bark endif ~ >speech_prog sacrifice dolmaar~ if isfollow($n) == 1 break endif if isnpc($n) == 1 break endif if isgood($n) == 1 mpecho &WA soft voice, not unlike music, enters your mind: say I know little of the outside world, but I do know say that Dolmaar will reward those pure of heart if they say sacrifice gifts to him! else mpecho &YA disturbed screech permeates your soul! say Dolmaar will not accept sacrifices say from your kind! endif ~ | #4558 large owl~ A Large Owl~ A large Owl twists its head around to point at you. ~ ~ 65 167772160 32784 134217728 0 0 S 105 1 200 200 0 15000d0+0 0d0+0 1050 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isfollow($n) break endif say Hoo! Hoo! ~ >fight_prog 30~ emote goes for your eyes! rake ~ >fight_prog 60~ say Hoooooooooooooooooooot! c 'dispel magic' ~ >fight_prog 90~ emote points a wing to the sky... say Hoot! Hoot! Hooooooot! c 'thunder strike' ~ | #4565 angel might~ The angel of might~ A large angel floats here in the middle of the room...waiting for its orders. ~ A sexless creature, but surrounded by beauty nonetheless. Its two large wings protude from the small of its back and arch out creating a heavenly structure. It floats silently... Waiting for the command of the one who summoned it. ~ 524291 8384 21004432 134217728 2 1000 S 120 1 500 500 0 40000d0+0 0d0+0 1200 19 0 0 0 0 2 0 0 >fight_prog 20~ mpecho &WThe angel bends the light in the room! c bend ~ >fight_prog 20~ say STOP! stun ~ >hitprcnt_prog 50~ say Dolmaar, aid me in my time of need! c wrath ~ >fight_prog 20~ say Dolmaar, strip the magic from this one! c 'dispel mag' ~ >death_prog ~ say I have served my purpose! say Dolmaar, accept my sacrifice for you! ~ | #4566 leopard large cat~ A leopard~ A leopard sits upon a rock basking in the suns rays. ~ ~ 35 65728 17334320 134250496 0 200 S 105 1 300 500 0 25000d0+0 0d0+0 200 15 0 0 0 0 2 0 0 >all_greet_prog 100~ roar say To gaze into the pool, you must defeate me! mpecho&Y The leopard gets into an attack stance... c 'gas breath' ~ >fight_prog 20~ par mpecho &YThe leopard tries to hamstring you! ~ >fight_prog 40~ say I like the taste of mortal flesh! bite bite ~ >fight_prog 30~ mpecho The leopard goes for your throat!!! slit $n ~ >fight_prog 20~ say Dolmaar, help this spirit of nature protect thee! c thunderstrike $n ~ | #4575 large white deer~ &WA Large White Deer~ A large white deer bounds around the forest effortlessly. ~ ~ 1 167772288 16810000 24576 0 500 S 110 1 300 300 0 20000d0+0 0d0+0 1100 0 0 0 0 2 0 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isfollow($n) break endif emote bounds around the forest avoiding you! ~ >fight_prog 30~ emote turns around to kick you! bk ~ >fight_prog 60~ emote wiggles its nose! c 'dispel mag' ~ >fight_prog 90~ emote leaps high and lands on the ground with a shake! c earthblast ~ | #4576 kayama merchant~ Kayama the Merchant~ Kayama the Merchant has his wares spread out across a table. ~ A man, as far as you can tell, sits behind his table selling goods. His teeth look as though they have all rotted out and have been replaced with gold. His face looks old and weathered, but his hands look as though he were young. In his eyes, there seems to be something not quite right... ~ 3 134217856 32784 134225920 0 0 S 110 1 220 220 0 100000d0+0 0d0+0 0 19 0 0 0 1 0 0 0 >all_greet_prog 30~ say Hello, $n! say You look like the adventuring type... emote looks around... say I hear there is a treasure beneath the Druid's statue. say I wish I could get it. ~ >speech_prog treasure lockpick~ say You want to go after the treasure, eh? say I hear there's a secret entrance. say I don't have the key, but I do have a say WONDERFUL, STUPENDOUS, GUARUNTEED say TO WORK OR YOUR MONEY BACK LOCKPICK! say For only 1,000,000 coins. emote holds out his hand, ready for payment. ~ >bribe_prog 1000000~ say Thank you, $n! say Let me just find that lockpick... mpoload 4577 emote rustles through his pack for a few moments. give lock $n say There you go! ~ | #4588 Gratch short tailed gars~ Gratch~ A short tailed Gars eats a deer noisily. ~ This ugly beast seems oblivious to you as it eats. It is covered with flies that are biting at your neck and other exposed areas. Its eye glow a pale green colour as it growls softly. ~ 35 168338144 16810160 0 0 0 S 115 1 220 220 0 25000d0+0 0d0+0 0 19 0 0 0 1 0 0 0 >fight_prog 30~ emote picks you up and drops you! slam ~ >fight_prog 50~ emote calls its blood flies to attack you! c 'summon swarm' ~ >fight_prog 75~ emote mumbles nearly incomrehensibly...'dispel!' c 'dispel magic ~ >fight_prog 95~ roar c demonf ~ | #4589 Alkar Druid~ Alkar~ A tall druid sits upon a stone, guarding the keep. ~ You begin to look the tall druid up and down, noting his every feature. His hair is brown, but when you look to his eyes you see that he is timeless. The fabled longevity of the druids, as you now know, is true. He strokes a large oaken staff in his one hand, and his other is never far away from the longsword on his belt. ~ 3 17326272 17072304 16384 0 1000 S 135 1 270 270 30000 35000d0+0 0d0+0 1350 19 0 0 0 1 0 0 0 >all_greet_prog 100~ if isfollow($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say Welcome, $n! say I hope you have not come to pay homage to Dolmaar. say We cannot open the gates while Salin is running loose. say Although, if you can give me proof of his demise, say I might be able let you in... else frown $n say Why do you defile this sacred ground, $n? shake say You know I cannot open the gates for you... endif endif ~ >give_prog "all"~ if number($o) == 4555 say The Skull of St. Zilfa! mpecho Alkar slips the skull under his robes. mpjunk skull say You have slain Salin then? say It is safe to enter! mpoload 4589 unlock north open north mpjunk key break endif if number($o) == 4576 say The Skull of St. Zilfa! mpecho Alkar slips the skull under his robes. mpjunk skull say You have slain Salin then? say It is safe to enter! mpoload 4589 unlock north open north mpjunk key break endif mpecho Alkar looks carefully at the $o for a few seconds. give $o $n say Why do you give these things to me? ~ >death_prog 100~ say You may have beaten me, $n... say But you pay for your actions... mpecho &YAlkar calls force the will of Dolmaar! mpmload 4590 mpforce spirit c wrath $n mpecho &YThe spirit fades away... mppurge spirit mpjunk fist mpjunk robe ~ >fight_prog 20~ mpecho &RAlkar calls upon the wrath of Dolmaar... c curse ~ >fight_prog 10~ say Dolmaar! Strip the magic from this unforgiving soul! c 'dispel magic' ~ >fight_prog 20~ mpechoat $n &WWhite flames scorch your body! mpechoaround $n &WWhite flames surround $n's body! c 'holy fires' ~ >fight_prog 10~ say You think the Druids are weak? laugh punch punch punch ~ >fight_prog 25~ cackle say Why do you think I am the door guard? emote picks you up and drops you! slam ~ >rand_prog 5~ mpecho &zAlkar gets down upon his knees and begins to whisper... pray ~ >fight_prog 10~ say Dolmaar! Curse $n for this violence is unheeded! c 'curse of nature ~ | #4590 spirit~ The Spirit of Dolmaar~ A translucent spirit floats here. ~ ~ 3 1048704 0 0 0 1000 S 110 1 220 220 30000 30000d0+0 0d0+0 1100 19 0 0 0 0 0 0 0 #4591 no name~ (no short description)~ (no long description) ~ ~ 1 0 0 0 0 0 S 0 1 0 0 0 0d0+0 0d0+0 0 0 0 0 0 2 0 0 0 #4592 blah~ (no short description)~ &z ~ ~ 1 0 0 0 0 0 S 109 1 218 218 0 0d0+0 0d0+0 1090 19 0 0 0 0 0 0 0 #4595 druid guard~ A Druid Guard~ A large female Druid stands at the entrance to the Halls. ~ She is dressed in the earthen brown robes that all of the other druids seem to be wearing too. Her long blond hair flows over her shoulders and gathers in the middle of her back. A large sword is strapped to her belt and looks like it is fitted to be drawn very quickly if the need arises... ~ 3 167772160 32768 0 0 1000 S 105 1 210 210 22000 22000d0+0 0d0+105000 1050 19 0 0 0 2 0 0 0 #4597 druid guard male~ A Druid Guard~ A large male Druid stands at the entrace to the Halls. ~ This large man looks as if he stands just under seven feet tall. Come to think of it, you have noticed that most of these druids have been at least six feet in height or taller. Like most of his fellow druids, he wears the earthen brown robes about his body. On his back he wears a massive two-handed sword, although it looks as if he could wield it with one. ~ 3 167772160 32768 0 0 1000 S 105 1 210 210 0 22000d0+0 0d0+105000 1050 19 0 0 0 1 0 0 0 #4606 khalan female druid~ Khalan~ A female druid stand oblivious to her surroundings. ~ ~ 3 192 32768 1207984128 0 1000 S 110 1 100 100 0 25000d0+0 0d0+0 1100 19 0 0 0 2 120 0 0 >rand_prog 5~ Say Have you noticed the graffiti around the Keep lately? Say Just today I saw something in the western stairwell! Say And last week I found words carved into the windowsill Say in the entrance! ~ >fight_prog 20~ say Inflict suffering upon this mortal, Dolmaar! c curse ~ >fight_prog 20~ say May you be useless in battle! c conf ~ >fight_prog 20~ say Your defense will crumble! c 'dispel magic' ~ >fight_prog 30~ say Lest your constitution fail you! c danc ~ >rand_prog 5~ mpecho &bKhalan adjusts a charm on her neck. mpoload 4607 wear all cloak ~ >death_prog 100~ mpjunk all mpoload 4608 ~ >speech_prog p keeping to himself in that office.~ say And those guards he has! I can't believe they say call themselves Druids! Nasty fellows they are. ~ >speech_prog p I've discovered the secret of resisting all types of magic!~ mpecho Khalan takes in what Richard just said... say That's extrordinary! I myself have discovered a way say to resist physical damage! ~ >speech_prog p druid~ say Actually, the Druids are a wonderful thing. say We were originally conceived by a man named Grafph say over three thousand years ago! Some even say say that Grafph was the physical embodiment of say of Dolmaar... ~ >speech_prog p Khalan will tell you what you can do.~ if isnpc($n) say Find Dlraxor. His office is upstairs. say He will set you about a task to complete. say You will bring good to the druids once more! endif ~ >rand_prog 5~ cloak ~ | #4607 richard male druid~ Richard~ A large male druid stands talking in the middle of the hallway. ~ ~ 3 167772288 83984416 0 0 1000 S 110 1 300 300 0 25000d0+0 0d0+0 1100 19 0 0 0 1 55172 0 0 >rand_prog 5~ say I've figured out a wonderful thing! say I've discovered the secret of resisting all types of magic! ~ >fight_prog 20~ slam say I can still beat you even without my magic! ~ >fight_prog 20~ stun say Be stilled, with the power of Dolmaar! ~ >fight_prog 30~ souls say May my soul be stronger than yours! ~ >rand_prog 5~ mpoload 4606 mpecho &RRichard plays with a bracelet on his wrist wear all cloak ~ >death_prog 100~ mpjunk all mpoload 4609 ~ >speech_prog dlraxor~ say Dlraxor...well, he used to be a wonderful leader. say As of late he has been rather strange. Always say keeping to himself in that office. ~ >speech_prog p in the entrance!~ mpecho Richard looks shocked say Why just the other day I was out speaking to Alkar, say and what did I see? There was something carved on the say rock that he sits on. It's sinful I tell you! ~ >speech_prog p of Dolmaar...~ mpecho &YKhalan drones on about the Druids for some time. mpecho &YEventually she stops for a second and Richard picks up... say The Druids are a group of people who thirst for say knowledge, and uphold truth and honour. say We are a very noble bunch of people. As of late say our values seem to have been a little corrupted! say Druids have been working in dark magic say and saying it is in the pursuit of knowledge. say It is perverse, I tell you! mpecho &WRichard continues to talk... mpecho &WBut you believe you have heard the important information. ~ >speech_prog p help~ if isnpc($n) == 1 break endif if isgood($n) == 1 say You want to help, $n! say That is wonderful!!! say Khalan will tell you what you can do. else say I have been too busy to notice your evil say intentions! You will pay for making us say tell you of the Druids! mpforce Khalan c 'unholy curse' $n mpkill $n c ent $n endif ~ >fight_prog 30~ slit ~ >rand_prog 5~ cloak ~ | #4613 head maid servant~ The head maid~ The head maid has cornered a servant and is yelling at her! ~ ~ 3 34078912 83984528 1073875200 0 -1000 S 120 1 300 300 0 25000d0+0 0d0+0 1200 19 0 0 0 2 2 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if isfollow($n) == 1 break endif if isgood($n) == 1 grumble say What do you want? Can't you see I'm busy! say These servants are always dilly dallying! break else peer emote motions you to come closer. say I have information for you. say Our queen has chosen you to assist her escape. endif ~ >speech_prog queen Ahaseurous~ if isnpc($n) break endif if isgood($n) say Ahaseurous, of course! emote looks around sheepishly... say I have work to do. Leave me be! break endif say Are you that stupid that you don't know Ahaseurous' name? say Why would she want your help then. shake ~ >speech_prog assist help~ if isnpc($n) break endif if isgood($n) break endif say You must get to the catacombs to get more information... say In order to do that, you will need to find someone that say is not aligned with us...and fool that Druid Dlraxor say into letting you down. I don't care if you have to murder say your companion after you get down there. Just do it. ~ >fight_prog 15~ say Let's see how well you fight now! slit slit slit ~ >fight_prog 30~ say You shall be inflicted! c tomb ~ >fight_prog 45~ say Be inflicted! c curse ~ >fight_prog 60~ mpechoat $n &YYou feel a slight tug at your magical energies... mpechoaround $n &RYou see the magical auras around $n fade slightly... c 'dispel magic ~ >fight_prog 75~ laugh say You fool! Ha ha ha! c demonf ~ >death_prog 100~ mppurge claw if isgood($n) say Ahaseurous cannot be beaten! else say Did she send you to slay me? But why... endif ~ | #4616 janitor old~ A janitor~ An old janitor sweeps the floor slowly, but steadily. ~ ~ 3 128 32816 134217728 0 500 S 109 1 200 200 0 18000d0+0 0d0+0 1090 19 0 0 0 1 2 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isfollow($n) break endif if isgood($n) beam $n say Why hello, $n. say How are you today? I'm good. I'm good. say You want to know about the scraping noised at the say top of the towers too? Everyone wants to know now. shrug else spit $n say Why do you pollute these halls, $n. say It was your people who aroused her... say They're the reason this staircase fell. say I'll have nothing to do with you! spit $n endif ~ >speech_prog tower~ if isnpc($n) break endif if isgood($n) say Well, it's rumoured that there are two large dragons say living in the top of the towers here. They were say sealed away long ago by, at that time, the Guardian. else say Go away you wretched piece of stinking meat. spit $n say Now I just have more to clean up! endif ~ >speech_prog dragons dragon~ if isnpc($n) break endif if isgood($n) say I don't know much about them...I've heard that there say is a light dragon and a dark dragon. The only other say rumour I've heard is their names. Dynaheir and Minsc. say Don't ask which is which, cuz I don't know! shrug say I don't know how to get in either. I only heard something say about there being a lot of shadows up there! Don't say know what that means though... else say Your scent makes me want to wretch, $n! spit $n say Now go before I have to clean up vomit! endif ~ >speech_prog druids druid~ if isnpc($n) break endif if isgood($n) emote leans on his broom for a moment, and begins to reflect... say The Druids are an ancient group of people. Originally they say started off as people just wanting to learn. Soon afterwards say their quest for knowledge led them to helping people and to say a greater sense of an organization. The only two full roles say are Ancient One and Guardian. The Druids took my family in say generations ago. We help them with their work, and they say provide us with food, shelter, and safety! peer say I've blabbed enough. I should get back to work. else cough say I didn't hear anything, Winston, how about you? emote looks to his mop as if it will answer him. endif ~ >speech_prog guardian~ if isnpc($n) break endif if isgood($n) say I don't know much about the Guardian... say Well, I know his name is Dlraxor and he can say make big decisions, but other than that the say organization of the Druids is a mystery to me. shrug say Dlraxor is on the second floor. He doesn't take say many visitors these days. else emote continues mopping slowly. endif ~ >speech_prog p ancient one~ if isnpc($n) break endif if isgood($n) say Don't know much about him. say He's supposed to be the teacher of the acolytes say around here. As of late he's been sleeping in say the gardens a whole lot. shrug else say Didn't I tell you to leave, $n? endif ~ >fight_prog 2~ say I served you good, didn't I Dolmaar? mpecho &YA glowing spirit appears! mpmload 4590 mpforce spirit c wrath $n mpecho &WThe spirit fades away... mppurge spirit ~ >fight_prog 26~ emote does a fancy move with his broom! disarm ~ >fight_prog 50~ emote screams loudly! shriek ~ >fight_prog 75~ say Let's make this even fighting! c 'dispel mag' ~ | #4619 servant busy~ a busy servant~ A servant runs around, busy with her work. ~ ~ 1 128 16810032 0 0 0 S 110 1 200 200 0 19000d0+0 0d0+0 1100 19 0 0 0 2 0 0 0 >rand_prog 5~ emote wipes the sweat off her brow say These Druids, always wanting more. say I know they do the work of Dolmaar, but do they need to be so demanding? ~ >act_prog ~ ~ >fight_prog 25~ say Oh my god! Dolmaar, help me! c danc ~ >fight_prog 50~ say They taught me self defense! slam ~ >fight_prog 75~ emote screams loudly c 'sonic boom' ~ | #4636 Ancient One~ The Ancient~ An aged druid sits on a chair, staring into the garden. ~ ~ 3 235405504 16810000 24576 0 1000 S 130 1 400 400 0 35000d0+0 0d0+0 1300 19 0 0 0 1 0 0 0 >all_greet_prog 75~ if isnpc($n) break endif if isfollow($n) break endif snore say Oh, oh! Hello. say I must have dozed off...I'm getting old. Over five hundred years! say Actually, I bet it was these damn flowers! say Or maybe even the acolytes...I need someone else to teach them youngins. ~ >speech_prog flower~ if isnpc($n) break endif if isgood($n) say A flower, eh? think say Oh, I have a nice golden flower! say I need some holy water though... emote starts rambling nonsense. else say Leave my presence, or I will smite thee. say You should leave this place entirely, $n. endif ~ >give_prog holy water holywater flask~ if isnpc($n) break endif if isgood($n) if number($o) == 4696 say Exellent. emote puts the Holy Water beneath his cloak. mppurge holy emote plucks a flower from behind his ear. mpoload 4636 give flower $n say There you go, $n! break endif else if number($o) == 4696 say You defile the holy water of Dolmaar! say Die, you wretched scum! emote calls upon the power of Dolmaar! c ent $n break endif mpjunk all ~ >fight_prog 15~ laugh say You fool, I am the ancient one! shriek ~ >fight_prog 30~ emote says a quick prayer... say ...be dazzled! c danc ~ >fight_prog 50~ say Inflict a mighty curse, oh Dolmaar! c curse ~ >fight_prog 65~ say Be scorched by the power of Dolmaar! c sunb ~ >fight_prog 80~ say Be chilled with the icy stare of Dolmaar! c wint ~ >fight_prog 90~ say Magic, fizzle and leave! c 'dispel mag' ~ >speech_prog teach acolytes~ if isnpc($n) break endif if isgood($n) say Well...I'll need to make sure you're worthy to teach... say Fetch me an ivy leaf, and I'll give you a deal. say 100,000 coins for a teaching license! else say Hrmmm...I don't know if I should let you teach $n. say I guess you probably know a lot though. say Fetch me an ivy leaf, and I'll give you a deal. say 100,000 coins for a teaching license! endif ~ >give_prog ivy leaf~ if isnpc($n) break endif if number($o) == 4586 else break endif if goldamt($n) > 99999 mpforce $n drop 100000 coins mppurge coins mpecho >he Ancient gets some gold coins. mpmload 4637 say Say hi to your new student. break else say You don't have enough for a license! give ivy $n break endif ~ >give_prog "all"~ if ispc($n) if isgood($n) say I don't need this, $n give $o $n else say I don't want your gifts, $n endif endif ~ | #4637 acolyte druid~ An Acolyte Druid~ An acolyte druid intently follows somone around... ~ ~ 3 17301632 32784 0 1 1000 S 120 1 240 240 0 1d0+0 0d0+0 0 19 0 0 0 1 3 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isfollow($i) break endif say I am in need of a teacher, and in thanks I will offer my services! say Just say 'I will teach you' and I will follow. ~ >speech_prog p I will teach you~ if isnpc($n) break endif if isfollow($i) say I already have a teacher! break endif say Ok, I will follow you! follow $n say Say HELP or COMMANDS and I will show you what I can do. ~ >fight_prog 10~ mpecho &YThe acolyte runs away screaming like a girl! mpgoto 4800 mppurge self ~ >speech_prog p stay~ if isnpc($n) break endif if isfollow($i) follow self endif ~ >speech_prog p west~ if isnpc($n) break endif if isfollow($i) west endif ~ >speech_prog p east~ if isnpc($n) break endif if isfollow($i) east endif ~ >speech_prog p north~ if isnpc($n) break endif if isfollow($i) north endif ~ >speech_prog p south~ if isnpc($n) break endif if isfollow($i) south endif ~ >speech_prog p up~ if isnpc($n) break endif if isfollow($i) up endif ~ >speech_prog p down~ if isnpc($n) break endif if isfollow($i) down endif ~ >speech_prog p flee~ if isnpc($n) break endif if isfollow($i) flee flee flee endif ~ >speech_prog commands command com help~ if isfight($n) break endif if ispc($n) mpechoat $n &W***************************************************** mpechoat $n &W* &YCommands &W* &YSpells &W* &YCost &W* &Ykeyword &W* mpechoat $n &W***************************************************** mpechoat $n &W* &CNorth &W* &RHealing Hands &W* &R100,000 &W* &RHeal &W* mpechoat $n &W* &CEast &W* &RCure Blindness &W* &R20,000 &W* &RCblind &W* mpechoat $n &W* &CSouth &W* &RRemove Curse &W* &R50,000 &W* &RRcurse &W* mpechoat $n &W* &CWest &W* &RMana &W* &R10,000 &W* &RMana &W* mpechoat $n &W* &CUp &W* &R3 Mana's &W* &R30,000 &W* &R3mana &W* mpechoat $n &W* &CDown &W* &RCure Poison &W* &R20,000 &W* &RCpoison &W* mpechoat $n &W* &CStay &W* &RResurrection &W* &R1,000,000 &W* &RResur &W* mpechoat $n &W* &CFlee &W* &G(GOOD ONLY) &W* * * mpechoat $n &W* &CHelp &W* * * * mpechoat $n &W* &CCommands &W* * * * mpechoat $n &W***************************************************** endif ~ >speech_prog p heal~ if isnpc($n) break endif if isfight($n) break endif if goldamt($n) > 9999 mpforce $n drop 10000 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. say Dolmaar, heal this wretch! c 'healing hands' $n else say I need the cash! endif ~ >speech_prog p cblind~ if isnpc($n) break endif if isfight($n) break endif if goldamt($n) > 19999 mpforce $n drop 20000 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. mpechoat $n &RThe acolyte smacks his palm onto your forehead! mpechoaround $n &RThe acolyte smacks $n's forehead say See again! Heh. I performed a miracle. c 'cure blind' $n else say You're not blind enough to fool me! endif ~ >speech_prog p rcurse~ if isnpc($n) break endif if isfight($n) break endif if goldamt($n) > 49999 mpforce $n drop 50000 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. say Be clean! c 'remove curse' $n else say You can stay cursed for all I care. endif ~ >speech_prog p mana~ if isnpc($n) break endif if isfight($n) break endif if goldamt($n) > 9 mpforce $n drop 10 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. say Shabam! c 'mana' $n else say Hah! You broke fool! endif ~ >speech_prog p 3mana~ if isnpc($n) break endif if isfight($n) break endif if goldamt($n) > 29 mpforce $n drop 30 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. say Here's some instant pep! c 'mana' $n c 'mana' $n c 'mana' $n else say You wish, fool. endif ~ >speech_prog p cpoison~ if isnpc($n) break endif if isfight($n) break endif if goldamt($n) > 19999 mpforce $n drop 20000 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. say I will cleanse thee. c 'cure p' $n else say I would let it kill you before I cured you for free! endif ~ >speech_prog p resur~ if isnpc($n) break endif if isfight($n) break endif if isgood($n) else break endif if goldamt($n) > 999999 mpforce $n drop 1000000 coins mppurge coins mpecho &GAn Acolyte Druid gets some gold coins. say Be flesh! c 'resurr' $n else say Haha! Look at the dumb ghost! endif ~ >speech_prog p hi~ if isnpc($n) break endif if isfollow($i) break endif say I am in need of a teacher, and in thanks I will offer my services! say Just say 'I will teach you' and I will follow. ~ | #4639 druid wandering~ A Wandering Druid~ A druid wanders the garden randomly while reading a book ~ ~ 1 34078848 16810000 1073760512 0 1000 S 120 1 300 300 0 30000d0+0 0d0+0 1200 19 0 0 0 1 0 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if isgood($n) == 1 say Hello, $n. Nice day, isn't it? break endif say You shall suffer the wrath of Dolmaar, $n! c sunb $n ~ >fight_prog 20~ say Dolmaar, aid me! c curse ~ >fight_prog 40~ say Magic....BE GONE! c 'dispel magic' ~ >fight_prog 60~ say May the knowledge of the Druids flee your mind! c conf ~ >fight_prog 80~ c sunb laugh ~ >fight_prog 95~ shiver c winters ~ | #4642 oracle dolmaar statue~ The Oracle of Dolmaar~ The famed Oracle of Dolmaar stands here. ~ A large statue of the purest white marble stands here solitary. It gives off a radient glow and looks as if it could move on its own accord, but it is just a statue... Right? ~ 2097163 251658368 98320 24576 1 1000 S 150 1 2000 2000 100000 100000d0+0 0d0+0 0 19 0 0 0 0 0 0 0 >fight_prog 50~ mpoload 4551 quaff gift mpecho &YYOU DARE ATTACK ME! mpecho &WI am the personification of Dolmaar! c ult ~ >speech_prog sacrifice~ mpechoaround $n &W$n's body is filled with a glowing aura of power. if isgood($n) mpechoat $n &WAh, you wish to make a sacrifice to me young $n. mpechoat $n &WI shall give you this tree branch. Take it to my sanctuary. mpechoat &W$n Sacrifice it there, the oak knows what to do. mpoload 4642 give branch $n else mpechoat $n &YYou have potential for good, $n. I can see it in you. mpechoat $n &YCome back when you have done a good deed. mpechoat $n &YTo another day, $n. I hope to see you back. endif ~ >act_prog p sacrifices A ruby ring to the gods.~ if isnpc($n) break endif if isgood($n) smile say Exellent, $n. You are well on your way to say creating my fabled ring. It is not full of say power with Ahaseurous still in power though. think say Slay her, and bathe this in her blood and it say will shine with the light of the sun! mpoload 4654 give ring $n else mpat $n say I hope you can find a way out of here! mpat $n say You have defiled my sanctuary. mpechoaround $n $n disappears into a swirling vortex! mpechoat $n You feel dizzy... mptrans $n 4800 mpat $n mpforce $n look endif ~ | #4652 silent wraith~ A Silent Wraith~ A silent figure stalks through the halls, shimmering in and out of sight ~ ~ 33 135266496 18874384 1073744128 0 -500 S 110 1 200 200 0 20000d0+0 0d0+0 1100 0 0 0 0 0 0 0 0 #4655 Wolf~ a wolf~ A wolf snarls savagely as you pass by ~ ~ 35 100663424 16810032 0 0 500 S 110 1 500 300 0 3000d0+0 0d0+0 0 19 0 0 0 0 0 0 0 >fight_prog 50~ snarl bite ~ >fight_prog 75~ rescue wolf ~ >fight_prog 95~ rescue first ~ | #4657 guard second druid~ The Second Guard~ A guard sits with his sword in his hand, ready to battle evil. ~ ~ 3 167772352 557072 134242304 0 1000 S 130 1 260 260 0 30000d0+0 0d0+0 1300 19 0 0 0 1 0 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if isgood($n) == 1 say Good day, $n. You wish to pass, do you? say I need a sign of your worthiness...bring a flower from the garden, a golden one. else say The stench of evil permeates from you, $n! say Let me cleanse you with fire! c sunb $n endif ~ >give_prog "all"~ if isnpc($n) break endif if isgood($n) if number($o) == 4636 say You have done well, and passed the second test. say You may proceed. mpoload 4660 unlock north open north emote motions you forward. else say Thank you. mppurge $o else say You will get nowhere, $n. endif mpjunk all ~ >fight_prog 20~ say You dare attack me? c curse ~ >fight_prog 40~ say I am the guard of Dlraxor! c 'dispel magic' ~ >fight_prog 60~ say I learned this one in secret! if hitprcnt($i) > 50 c ult else c sunb endif ~ >fight_prog 80~ say You fool! c disrupt ~ | #4658 guard druid first~ The First Guard~ The First Guard leans against the door frame ~ ~ 3 167772288 16810032 24576 0 1000 S 115 1 300 300 0 27500d0+0 0d0+0 1150 19 0 0 0 0 0 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isgood($n) say Welcome, $n. else say I will never open the doors for the likes of you, $n! endif ~ >speech_prog hello open hi help~ if isnpc($n) break endif if isgood($n) say Let us test your strength, $n. say Let us rumble. say Then, the doors may open for you! else say You wish, $n. I will tear you limb from limb. endif ~ >death_prog 100~ if isgood($n) say Exellent! mpoload 4657 unlock north open north mpjunk key else mpjunk all endif ~ >rand_prog 3~ rage ~ >rand_prog 4~ weaponm ~ >fight_prog 25~ laugh say You are doing well! slam ~ >fight_prog 40~ mpmload 4655 say Fight, my pet! mpforce wolf mpkill $n ~ >fight_prog 65~ c danc ~ >fight_prog 85~ c 'dispel mag' ~ | #4663 druid guard trigger~ A Druid Guard~ A druid guard is killing someone! ~ ~ 35 168296640 67731472 16384 0 1000 S 120 1 230 230 1 30000d0+0 0d0+0 1200 19 0 0 0 1 0 0 0 >hitprcnt_prog 96~ ~ >hitprcnt_prog 100~ mpjunk sword mpjunk shield mpoload 4659 mpoload 4658 mpecho &YThe Druid Guard pulls a sword from its scabbard and a shield from his back! wear all ~ >fight_prog 30~ say Dolmaar! Let me strip the magic from this evil soul! c 'dispel magic' ~ >fight_prog 10~ say Get your filthy weapons away from me! stun disarm disarm ~ >fight_prog 20~ mpecho &OThe Guard says a quick prayer to Dolmaar! c 'curse of nature' c vines ~ >fight_prog 20~ mpecho &RDrains some of your vital energies away! c age ~ >fight_prog 10~ say 'Dolmaar! Hold this criminal in place!' c vines ~ >fight_prog 25~ mpecho >he Guard takes in a deep breath... shriek ~ >death_prog 100~ say Damn! I have to warn Dlraxor! mpoload 4662 unlock north open north mpjunk key mpecho &WThe Guard collapses in front of the door mpecho &RBlood spurts from the mouth of the Guard. say Now I'm dying and I opened the door for you! mpecho &WA voice permeates the are... mpecho &CChild, you have done well. Dlraxor is strong. mpecho &CCome to Dolmaar, and your spirit will be free. ~ | #4664 acolyte druid~ The acolyte~ An Acolyte stands at the door making sure Dlraxor is not disturbed. ~ ~ 3 169345224 32768 0 0 1000 S 110 1 220 220 20000 30000d0+0 0d0+150000 1100 19 0 0 0 1 0 0 0 >all_greet_prog 100~ mpoload 4662 close north lock north mpjunk all if isnpc($n) == 1 break endif if inroom($n) == 4666 south mpoload 4662 close north lock north mpjunk key else if isgood($n) == 1 say Ask me to open the door, and I shall consider it, $n. bow $n else yell $n has come to slay the Guardian, Dlraxor! mpoload 4662 mpecho The acolyte fumbles with the keys! unlock north open north north close south lock south emote cowers in fear! mpjunk key mpgoto $n mpmload 4663 mpecho &RA guard comes racing frown down the hall at you! mpforce guard mpkill $n mpgoto 4666 break endif endif mpgoto 4666 if isgood($n) == 1 mpforce dlraxor say $n, you are strong...are you not? mpforce dlraxor say If you are up to the challenge, I need your help! else mpforce dlraxor say Defiler! mpforce dlraxor say You are one of Ahaseurus' minions, $n! mpforce dlraxor say You can tell your Dark Queen that you were mpforce dlraxor say slaughtered by Dlraxor, The Guardian of Dolmaar, mpforce dlraxor say when you meet her in HELL! mpforce dlraxor mpkill $n endif mpgoto 4665 ~ >speech_prog open door~ if isnpc($n) == 1 break endif if isgood($n) == 1 nod $n say Just one minute. mpecho &wThe acolyte pulls out a ring of keys. mpoload 4662 unlock north open north emote directs you in. else laugh $n say You wish. Bring it on!!! c disrupt $n endif ~ | #4665 spirit translucent blah~ A translucent spirit~ A translucent spirit has risen from the marble... ~ ~ 3 16777344 32784 0 0 0 S 110 1 220 220 50000 50000d0+0 0d0+0 1100 19 0 0 0 0 0 0 0 >rand_prog 95~ if ispc($r) == 1 mpechoaround $r &zThe spirit raises its hand an points at $r... mpechoaround $r &YA ghostly aura surrounds $r and they disappear! mpechoat $r &YThe spirit raises its hand and points to you! mpechoat $r &rYou feel like you are going to puke... mpechoat $r &WYou look around and notice you aren't in the laboratory anymore! mptrans $r 4691 mpecho &WThe spirits returns to the marble... mppurge marb mpoload 4664 close desk lock desk mppurge self endif ~ | #4666 Dlraxor druid~ Dlraxor~ An aged druid sits at his desk studying a scroll. ~ Your eyes fall upon Dlraxor, leader of the druids. He is known to them only as 'The Guardian'. When you look at his face, he seems troubled. His eyes tell a story that he would rarely speak to anyone. He looks like a man who has committed a grave sin, and would do anything to be able to repent for it. He hardly seems to take notice of you and continues to read over his scroll. ~ 3 234881256 17662000 24576 0 1000 S 150 1 300 300 50000 50000d0+0 0d0+135000 1500 19 0 0 0 1 2 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if isfollow($n) == 1 break endif if isgood($n) == 1 say $n, you are strong...are you not? say If you are up to the challenge, I need your help! else say Defiler! say You are one of Ahaseurus' minions, $n! say You can tell your Dark Queen that you were say slaughtered by Dlraxor, The Guardian of Dolmaar, say when you meet her in HELL! mpkill $n endif ~ >speech_prog yes help~ if isnpc($n)==1 break endif if isgood($n)==1 say Thank you, $n, for volunteering. say I have summoned a vile force from another plane say and I could not control it! Its name say is Ahasheurus. She is a force of evil beyond say mortal comprehention. Only us druids can really say know the actual evil she possesses, as we can say live several of your lifetimes. sigh say If you are still willing to help me... say I need a candle, but not just any candle! say It must be one of the sacred candles from say the Altar of Dolmaar. say You see, I cannot do this myself because say of the shame I have brought upon the Druids. else say You dare offer help to me! say What plan is the Queen of Deceit have for me! c ult endif ~ >speech_prog Ahaseurus~ if isnpc($n) == 1 break endif if isgood($n) == 1 think say You ask a deep question, $n. say Ahaseurus, the black Queen. say She controls the catacombs underneath say the keep! She is gathering power say even as we speak...and still she say is stronger than I am! else laugh say You aren't as strong as your Dark Queen! mpkill $n endif ~ >speech_prog key open door~ if isnpc($n) == 1 break endif if isgood($n) == 1 say Oh, I'm sorry $n. say Just one second. My mind wanders, you know. mpoload 4662 unlock south open south say There you go. mpjunk key break else laugh say Go to your Queen! Leave me be. endif ~ >give_prog "all"~ if isnpc($n)==1 break endif if isgood($n)==1 if number($o)==4565 say You have done it, $n! Exellent! stare candle give candle $n say Now, you must invoke it. say I cannot for I am tainted. endif else stare $o say I must thank you for the $o, $n. say But unfortunately you will not be needing this. rem all wear all mptrans $n 4800 tell $n Thanks for the gift, you ungrateful minion of Ahaseurous!! endif ~ >act_prog p A candle of summoning spawns The angel of might.~ say You must kill it, $n. Its blood is the only way say that we may be able to get Ahaseurous! beg $n ~ >act_prog p a candle of summoning sputters and sparks..~ mpecho &RThe angel flies around the room, free of its prison! mppurge angel mpmload 4565 ~ >act_prog p The angel of might is DEAD!!~ emote collects the blood from the ground in a flask. say Give this blood to the demon who guards Ahaseurus. say It will let you pass. She will be caught off guard say this way...and you may have a chance at destroying her. mpecho &zDlraxor pulls a key from his pocket. mpoload 4664 drop key say Open the desk and figure out the portal so that say you may enter the catacombs. mpoload 4661 drop flask ~ >rand_prog 2~ mpecho &WDlraxor cleans his study quickly get all ~ | #4675 no name~ None~ None ~ ~ 1 0 0 0 0 0 S 0 1 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 #4678 druid librarian~ Druidic Librarian~ A librarian sits at a desk examining old books and scrolls. ~ ~ 3 67108992 84246544 1073760512 0 -200 S 120 1 300 300 0 25000d0+0 0d0+0 1200 19 0 0 0 2 0 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isfollow($n) break endif emote mumbles to herself quietly. say Scroll!...Powerful...Excellent... say She'll love this... emote suddenly takes notice of you! say What are you doing here? say This place is off limits! emote looks back to her work. ~ >speech_prog queen ahaseurus~ if isnpc($n) break endif if isgood($n) emote ignores you and continues reading. else say You follow her? Wonderful! say Take this note to her for me! say It says I have found something wonderful! mpoload 4675 give letter $n endif ~ >fight_prog 20~ say You fool! You will not be mentioned in history! shriek ~ >fight_prog 30~ emote says a small prayer... say Stop the magics of this defiler, my Queen! c 'dispel magic' ~ >fight_prog 50~ say Be cursed! c curse ~ >fight_prog 70~ say I learned this in secret! c demon ~ | #4690 druid jared~ Jared~ A man sits in tattered robes, covered in filth. ~ ~ 3 33554560 16810032 134242304 1 1000 S 120 1 300 300 0 25000d0+0 0d0+0 1200 19 0 0 0 1 0 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isfollow($n) break endif if isgood($n) say Oh my goodness! say Dolmaar has sent me a saviour! say I've been trapped in here for months, with only the food say and water I can create with my abilities. say In recognition, I will translate any scroll you wish say for a mere 1,000,000 coins! else say One of Ahaseurus', eh? say You're the reason I am trapped here. say I would rather die than be helped by you. endif ~ >give_prog "all"~ if isnpc($n) break endif if isgood($n) else say What do you want, $n? say Your gifts will not sway me! break endif if number($o)==4678 else say What is this? give $o $n say I want texts to translate, not this junk! break endif if goldamt($n) > 999999 mpforce $n give 1000000 coins druid mpat 100 drop 1000000 coins say Hrmmm, pieces of it are missing... say But, I think I can translate it! emote pulls out a pen and starts writing. say Done! mpjunk scroll mpoload 4690 give scroll $n else say I'm giving you a deal, $n! say 1,000,000 coins, or no translation! give scroll $n endif mpjunk all ~ >speech_prog food~ if isnpc($n) break endif if isgood($n) say You are hungry? Ok, I will make you food. c 'create f' else say You may starve for all I care, $n. endif ~ >speech_prog water~ if isnpc($n) break endif if isgood($n) say Ah, you are thirsty! say I will make you drink, $n! c 'create s' else say I hope you die of thirst, $n! say Your kind will never receive help from me! endif ~ | #4693 Dynaheir~ The Light Dragon~ A dragon made of pure light shines brightly ~ ~ 33 503840896 6389776 134234368 0 1000 S 110 1 500 500 0 50000d0+0 0d0+0 2 19 0 0 0 2 0 0 0 #4695 Minsc~ The Shadow Dragon~ A dark dragon made of shadows lurks here. ~ ~ 33 100663488 98320 1208117504 0 -1000 S 110 1 300 300 0 50000d0+0 0d0+0 2 19 0 0 0 2 0 0 0 >act_prog ~ ~ | #4703 man eating fungus~ A Man Eating Fungus~ A Large Glowing Fungus slowly moves to smother you! ~ ~ 35 64 19660944 1073774592 36 0 S 110 1 220 220 0 30000d0+0 0d0+0 1100 0 0 0 0 0 0 0 0 #4704 slime puddle goo~ &gThe goo~ &gSlimey goo has pooled in the corner of the room. ~ ~ 3 0 16 0 0 0 S 125 1 10 10 0 100d0+0 0d0+0 0 0 0 0 0 0 0 0 0 >all_greet_prog 15~ if ispc($n) mptrans druidkeepgoo mpforce druidkeepgoo kill $n endif ~ | #4708 large onyx golem~ a Large Onyx Golem~ &zA large piece of onyx sits in the middle of the room... ~ ~ 3 235405440 17301648 0 0 -500 S 110 1 250 250 0 20000d0+0 0d0+0 1100 20 0 0 0 0 0 0 0 #4710 belial demon greater small man~ Bel'ial~ A small man sits behind a desk with dagger in hand... ~ ~ 3 168296576 32912 1073768704 0 -1000 S 125 1 250 250 0 30000d0+0 0d0+0 1250 20 0 0 0 1 0 0 0 >rand_prog 10~ mpecho &pBel'ial says a few words... c 'demonshield' ~ | #4720 fire elemental~ &RFire Elemental~ A living mass of flame jumps across the cavern ~ ~ 1 33554624 16777232 536873216 0 0 S 110 1 220 220 0 28000d0+0 0d0+0 1100 0 0 0 0 0 0 0 0 >fight_prog 20~ emote burns hot! c sunfire ~ >fight_prog 25~ emote screams like a demon! c demonfire ~ >fight_prog 30~ mpecho &RThe fire is so hot! You must be in HELL! c hellfire ~ | #4722 diamond golem~ a Monstrous Diamond Golem~ &CThe largest piece of diamond you have ever seen sits in your path! ~ ~ 3 235405440 17039504 16384 0 -500 S 110 1 250 250 0 20000d0+0 0d0+0 1100 20 0 0 0 0 0 0 0 #4723 sihlan female~ Sihlan~ A female figure sits in the middle of the room, meditating. ~ ~ 3 168312960 7176368 16384 0 -1000 S 125 1 400 400 0 30000d0+0 0d0+0 1250 20 0 0 0 2 0 0 0 >rand_prog 15~ mpecho &BSihlan flexes her muscles... thick ~ >rand_prog 10~ mpecho &cSihlan snaps her fingers and seems to move more quickly... quickn ~ >rand_prog 5~ mpecho &rSihlan stares at her fists for a moment... rage ~ | #4729 druidkeepgoo goo slime monster muck~ The vicious goo~ A vicious slime monster rises from the stream to attack you! ~ ~ 37 16448 17039508 1073741824 8706 0 S 112 1 245 210 0 26000d0+0 0d0+0 200 0 0 0 0 0 67586 0 0 #4733 no name~ &z~ (no long description) ~ ~ 1 0 0 0 0 0 S 0 1 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 #4734 special~ Ahaseurous~ &z ~ ~ 3 0 0 0 1 0 S 1 1 2 2 0 1d0+0 0d0+0 0 20 0 0 0 2 0 0 0 #4735 iron golem~ a Big Iron Golem~ &cA big piece of iron sits in the middle of the room staring at you! ~ ~ 3 235405440 16777264 16384 0 -500 S 110 1 250 250 0 20000d0+0 0d0+0 1100 20 0 0 0 0 0 0 0 #4736 anrahk an'rahk greater demon~ An'rahk~ An enourmous demon fills most of the room... ~ ~ 3 168296640 4227248 134244608 0 -1000 S 125 1 500 500 0 30000d0+0 0d0+0 0 20 0 0 0 1 0 0 0 >rand_prog 2~ mpecho &WAn'rahk looks around for a way to escape... say I need out! Let me out! I'll kill the Druids myself! rage ~ >rand_prog 5~ say My Queen, set me loose! mpecho A voice seems to materialize from nowhere... mpmload 4734 mpforce special say It is not yet your time, my beloved. mppurge special say I will wait then, and ready myself. weaponm ~ | #4748 copper golem~ a Huge Copper Golem~ &OA large humanoid figure made of copper stands here. ~ ~ 3 235421824 16777232 16384 0 -500 S 110 1 250 250 0 20000d0+0 0d0+0 1100 20 0 0 0 0 0 0 0 #4749 guardian demon crylla~ Crylla~ A shadowy figure moves continously all around you... ~ ~ 3 436732032 86868112 1073741824 0 -1000 S 125 1 300 300 0 30000d0+0 0d0+0 1250 20 0 0 0 2 0 0 0 #4751 An Evil Acolyte~ An Evil Acolyte~ An acolyte walks around the temple running errands. ~ ~ 1 128 0 1610612736 4 -1000 S 120 1 240 240 0 30000d0+0 0d0+0 1200 20 0 0 0 1 0 0 0 #4752 A Dark Priest~ A Dark Priest~ A Dark Priest is in the middle of a trance. ~ ~ 3 0 0 0 10788 -1000 S 115 1 230 400 0 32000d0+0 0d0+0 1150 20 0 0 0 1 0 0 0 >fight_prog 25~ mpecho &YA Dark Priest orders his protectors to attack you! etherealsnake bite etherealwolf bite ~ >fight_prog 40~ say Attack, my pets! Attack! etherealsnake strike etherealwolf claw ~ | #4755 large demon slobbering~ A Monstrous Demon~ A Monstrous Demon rages against its chains! ~ ~ 3 532672 23101584 1610639616 4 -1000 S 140 1 500 500 0 45000d0+0 0d0+0 1400 6 0 0 0 0 0 0 0 >all_greet_prog 100~ say That Nirak fellow was a genious! say You may not think so after this, though. c 'niraks curse of the damned' $n ~ | #4758 serpent guard~ A Serpent Guardian~ A large man with the crest of a Serpent on his armor stands here! ~ A large man stands before a locked door here. He is grizzled and carries a large scar across his face running down from forehead, along his left eye, and down to his cheek bone. His armor is a deep purple with a forest green serpent etched upon it. He holds his hand upon his monstrous sword's hilt, ever ready for battle. ~ 3 64 16842768 1610614784 516 -1000 S 120 1 500 500 0 35000d0+0 0d0+0 1200 20 0 0 0 1 0 0 0 >all_greet_prog 100~ if isfollow($n) break endif if isnpc($n) break endif if isgood($n) say The great wyrm will not see you! say You will regret even stepping in here, $n! c 'leap of torf' $n else say I need the password, $n. say Otherwise, access to the great Wyrm is barred. endif ~ >speech_prog p Lahrandu alshanna dal lanna yarin~ if isgood($n) break endif is npc($n) break endif say Excellent. unlock north open north say Be on your way, $n cackle ~ >fight_prog 75~ use 'slit' say Fool. Think you can best the Wyrm? ~ >fight_prog 50~ say You'll regret this... c 'force of nature' ~ | #4760 treasure guard~ Treasury Guard~ A guard wanders around the Treasury looking for thieves ~ ~ 33 64 16777232 1610612992 16 -750 S 110 1 400 400 0 28000d0+0 0d0+0 1100 20 0 0 0 2 0 0 0 >fight_prog 50~ use slam use slam ~ >fight_prog 20~ c 'dispel magic' c 'dispel magic' ~ >fight_prog 40~ use break use stun use kick ~ | #4762 dark prison guard~ A Dark Prison Guard~ A Dark Prison Guard wanders the area ~ ~ 1 192 16777232 1073744128 0 -1000 S 110 1 300 300 0 28000d0+0 0d0+0 1100 20 0 0 0 0 0 0 0 #4766 lathis~ Lathis~ An old Paladin sits in the corner of the cell ~ ~ 3 8384 16810144 24576 1024 1000 S 115 1 400 400 0 29000d0+0 0d0+0 1150 25 0 0 0 0 0 0 0 #4769 dark student~ A Student of the Dark~ A Student practices the Dark Arts ~ ~ 1 192 16777232 536879360 0 0 S 105 1 210 210 0 0d0+0 0d0+0 1050 20 0 0 0 0 0 0 0 #4770 drow treyla~ Treyla~ A dark skinned elf watches over the training grounds ~ A dark skinned elf who looks like she has been through much. From what you remember of Drow, the women are just as fierce warriors as the men. She stands in the corner of the training grounds, and watches her students. Berating those who are failing, and... rewarding... those who succeed. ~ 3 128 16777232 1610612992 0 -1000 S 110 1 220 220 0 20000d0+0 0d0+0 1100 20 0 0 0 2 0 0 0 #4772 grall skullmender ogre~ Grall SkullMender~ A large Ogre teaches students the dark arts ~ ~ 3 0 16777232 1207984128 516 -333 S 110 1 220 220 0 23000d0+0 0d0+0 1100 20 0 0 0 0 0 0 0 #4775 spirit dolmaar~ the Spirit of Dolmaar~ The Spirit of Dolmaar floats before you. ~ ~ 3 17301632 16 0 0 0 S 100 1 100 100 0 30000d0+0 0d0+0 1000 19 0 0 0 0 2 0 0 >all_greet_prog 100~ if isnpc($n) break endif if isgood($n) say Welcome to my holiest ground, $n say This is where I gave the first Druid his power. else $n say You defile this place, $n! say There is possibility for good in you. mptrans $n 4783 mpat $n mpforce $n look endif ~ >act_prog p gets holy Water.~ if isnpc($n) say You cannot have that! mpecho &R$n bursts into flames! mppurge $n break endif if isgood($n) say Use the water only for good. else mpechoat $n You feel compelled to drop the holy water... mpechoaround $n $n looks strange for a moment... mpforce $n drop all.water endif ~ | #4789 giant world worm~ A Worldworm~ A Giant Worm eats the moss from the walls. ~ ~ 1 128 16809984 0 36 0 S 110 1 700 700 0 28000d0+0 0d0+0 1100 0 0 0 0 0 0 0 0 >rand_prog 5~ emote makes a large slurping sound as in sucks the moss from the walls. ~ >rand_prog 2~ emote turns its head back and forth searching for something... ~ >rand_prog 6~ mpoload 4788 invoke earthquake mpjunk earthquake ~ >fight_prog 50~ roar c earthblast c earthblast c earthblast ~ >fight_prog 30~ c volcanic ~ >fight_prog 80~ c 'force of nature' ~ | #4792 ancient wyrm dragon black~ An Ancient Black Wyrm~ A massive black dragon fills the cavern ~ A very large black dragon fills this cavern almost completely. It is a wonder how it even got in here considering its size. One of its eyes is discolored white, most likely blinded by some battle long ago. Its other good eye stays trained upon you as you come close. The eye itself is almost twice the size of an average Human! The smell of evil and rotting flesh permeates from its maw as it breathes, choking the most iron stomachs. ~ 3 192 16809984 1610629120 4 -1000 S 130 1 500 500 0 35000d0+0 0d0+0 1300 5 0 0 0 2 0 0 0 >all_greet_prog 100~ say Mortal. Ah, Mortal. You smell delicious. say Why should I not eat you up? say Do you even speak Draconic? Fools mortals. c tongues $n ~ >fight_prog 50~ c ultrablast ~ >fight_prog 20~ say Oh, Goddess of the Dark, breach this ones guard! c 'power leak' ~ >fight_prog 40~ say May the pangs of old-age destroy you! c age ~ >fight_prog 60~ say Strip this one of protections! c 'dispel magic' c 'curse' c 'dancing lights' ~ | #4799 ahaseurous~ Ahaseurous~ Ahaseurous ~ ~ 3 0 0 0 0 0 S 0 1 0 0 0 0d0+0 0d0+0 0 20 0 0 0 2 0 0 0 #0 #OBJECTS #4551 gift dolmaar potion~ the Gift of Dolmaar~ A bottle sits here with colors changing constantly.~ ~ 10 268447232 0 0 0 1 0 100 100 300~ holy strength~ complete healing~ complete healing~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4552 curved dagger~ a Curved Dagger~ A dagger with a wicked curve floats several inches off of the ground.~ ~ 5 101272064 0 0 0 8193 104 100 100 0~ 30~ 90~ 11~ 2 1040 0 0 0 reserved~ 0 0 0 0 0 A 24 -40 A 26 150 A 25 90 A 12 200 A 13 200 A 18 40 A 19 50 #4553 Tree Bark~ &OA Piece of Bark~ A scrap of tree bark sits discarded here.~ ~ 9 16779267 16 0 0 5 103 100 100 20~ 0~ 0~ 0~ 5 1 0 5 0 bark skin~ 10 10 0 0 0 A 4 -1 A 2 1 A 25 20 A 12 50 A 18 10 A 19 15 A 13 100 #4554 Lishnara scroll~ lishnara's Scroll~ A scroll of human skin sits disrcarded in the corner.~ ~ 2 8194 0 0 0 1 110 100 100 110~ dispel magic~ sunburst~ winters chill~ 1000 1 0 0 0 reserved~ 0 0 0 0 0 #4555 skull cracked mossy~ a cracked skull~ A cracked skull covered in moss sits upon its side.~ ~ 13 0 147456 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 1 4567 reserved~ 0 0 0 0 0 #4556 gift dolmaar~ gift of Dolmaar~ A glowing potion eminating godly power.~ ~ 10 268443648 0 0 0 1 100 100 100 300~ golden armor~ fireshield~ satanic inferno~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4557 claw~ claw~ (no description)~ ~ 5 8192 0 0 0 8193 0 100 100 0~ 200~ 200~ 5~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4558 no name~ (no short description)~ (no description)~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4559 puddle mud~ mud~ &OA small pool of mud covers the trail~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4560 creek~ creek~ &BA small creek runs across the trail~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4561 sign~ a sign~ A large sign stands in the middle of the path~ ~ 13 67 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 E sign~ You have entered the forest holding the Druid's Keep. The monsters guarding it are powerful, and those who are weaker should not venture forth past this sign. If you do try to face the dangers here you have been warned. I have tried and failed to make it through here, and this sign is a warning to all who may try after me. I am weak, but I am also flesh. I can be stronger, and will return. I have failed, but wilil return. I am Lauren Quickfingers, Master of the Minotaur. ~ #4562 bark~ a piece of bark~ A piece of bark has been pulled off of a tree~ ~ 18 1 0 0 0 1 104 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4563 flower small purple bud~ a small purple flower~ &pA small purple flower blows in the wind as you pass by.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #4564 altar dolmaar wooden~ dolmaar's Altar~ A large wooden altar dedicated to Dolmaar rests here.~ ~ 12 3 0 0 0 0 1 100 100 0~ 0~ 0~ 0~ 1000 1 0 0 0 reserved~ 0 0 0 0 0 #4565 smacll burning candle summoning~ a candle of summoning~ A small glowing candle rests silently burning.~ ~ 8 3072 0 0 0 16385 100 100 100 0~ 0~ 0~ 0~ 1 8000 0 2 4565 reserved~ 1 0 0 0 0 A 4 1 >invoke_prog 100~ 0 if inroom($r)==4666 mpforce angel follow self break else mpecho &CThe angel cannot survive without the magic of Dlraxor and fades away... mppurge angel endif ~ | #4566 pool glass pond water~ tranquil Pool~ &BA large pool of water as smooth as glass.~ ~ 29 0 0 0 0 0 1 100 100 4631~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4567 small ruby~ a small ruby~ A small ruby sits upon the ground.~ ~ 13 33554432 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 4643 0 0 #4569 rune~ a Recall Rune~ A slab of stone with a strange marking hovers inches off of the ground.~ ~ 33 100663363 0 0 0 1 104 100 100 4691~ 0~ 0~ 0~ 10 1 0 0 0 reserved~ 0 0 0 0 0 #4572 flower white~ a white flower~ A white flower stands alone, specked with the red of blood~ ~ 13 134217792 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4575 no name~ owl Claw~ (no description)~ ~ 5 8192 0 0 0 8193 0 100 100 0~ 100~ 100~ 5~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 18 100 A 19 100 #4576 fake skull st zilfa relic copy~ a copy of the skull of St. Zilfa~ The skull of St. Zilfa has rolled onto the ground...~ ~ 13 0 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 20000 0 0 0 reserved~ 0 0 0 0 0 #4577 lockpick pick kyama~ kyama's Lockpick~ A lockpick has been discarded on the ground.~ ~ 18 3 0 0 0 1 666 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4579 ivy~ ivy~ Ivy covers the wall of the keep.~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4582 gars hide furry~ gars Hide~ A large piece of furry hide is rumpled on the ground.~ ~ 9 100893200 8 0 0 1025 90 100 100 20~ 0~ 0~ 0~ 1 3600 0 5 0 protection evil~ 10 10 0 0 0 A 12 100 A 13 100 A 18 40 A 19 40 A 2 1 A 26 40 #4583 silver fist~ &wFist~ A silver fist.~ ~ 5 8192 0 0 0 8193 110 100 100 0~ 70~ 120~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 18 200 A 19 150 A 26 400 #4584 druid robes~ &zDruidic Robes~ A set of black robes sits piled in the corner.~ ~ 9 67117056 0 0 0 9 110 100 100 50~ 0~ 0~ 0~ 10 1 0 0 0 reserved~ 0 0 0 0 0 A 18 100 A 19 100 A 24 -200 #4585 twisted oak staff~ a twisted oak staff.~ A large piece of twisted oak is discarded upon the ground.~ ~ 4 537003009 8713 0 0 16385 103 100 100 105~ 5~ 20~ dispel magic~ 5 1028 0 0 0 reserved~ 0 0 0 0 0 A 18 20 A 19 5 A 3 3 A 5 -1 #4586 ivy leaf~ ivy Leaf~ A simple ivy leaf lays upon the ground.~ ~ 18 1 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 0 400 0 0 0 reserved~ 0 0 0 0 0 #4587 claws~ claws~ (no description)~ ~ 5 8192 0 0 0 8193 110 100 100 0~ 0~ 0~ 5~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 18 100 A 19 100 A 26 100 #4588 corpse deer bloody~ deer corpse~ A bloody corpse of a deer lays sprawled on the ground.~ ~ 15 0 0 0 0 0 110 100 100 0~ 0~ 0~ 0~ 110 1 0 0 0 reserved~ 0 0 0 0 0 #4589 key~ a Key~ A Key that none-o-you is supposed to see is on the ground for some reason~ ~ 18 8192 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4595 silver hammer~ silver Hammer~ A large hammer glimmers as if it were made of molten silver.~ ~ 5 134414401 8200 0 0 8193 100 100 100 0~ 30~ 80~ 7~ 3 4000 0 0 0 reserved~ 0 0 0 0 0 A 18 20 A 19 20 A 113 -1 A 13 100 A 12 -50 A 24 -20 #4597 dagger light~ dagger of Light~ A glowing piece of light is sitting in the corner.~ ~ 5 119800289 256 0 0 8193 102 100 100 0~ 50~ 75~ 11~ 1 4080 0 0 0 reserved~ 0 0 0 0 0 A 1 -1 A 2 1 A 26 100 A 19 50 A 18 20 #4606 resist magic bracelet~ a Magic Resistance Bracelet~ A glowing bracelet lies upon the ground.~ ~ 9 134225985 131072 0 0 4097 106 100 100 200~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 31 100 A 24 -300 A 36 100 A 32 100 A 29 100 A 48 100 A 30 100 A 46 100 A 35 100 A 33 100 A 34 100 A 37 100 #4607 physical charm~ a Physical Resistance Charm~ A glowing charm has been discarded on the ground.~ ~ 9 67117057 131072 0 0 5 106 100 100 200~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 42 500 #4608 physical resistance charm~ a Physical Resistance Charm~ A charm with a small heart sparks with unknown energy...~ ~ 9 67108865 0 0 0 5 104 100 100 0~ 0~ 0~ 0~ 10 400 0 0 0 reserved~ 0 0 0 0 0 A 24 -20 A 19 -10 A 18 -10 A 42 20 #4609 magic resistance bracelet~ a Magic Resistance Bracelet~ Steam rises from a bracelet discarded on the ground...~ ~ 9 134217729 0 0 0 4097 104 100 100 0~ 0~ 0~ 0~ 10 1 0 0 0 reserved~ 0 0 0 0 0 A 31 50 A 19 -10 A 18 -10 A 24 -20 #4613 claw~ assasin Claw~ A long set of claws has been discarded upon the ground.~ ~ 5 234897984 532480 4096 0 8193 104 100 100 0~ 30~ 80~ 11~ 2 1200 0 5 0 sanctuary~ 2 2 0 0 0 A 2 4 A 24 -50 A 18 30 A 19 60 A 12 100 A 13 100 #4616 mop winston~ winston, the Mop~ Crud, this is an inventory item~ ~ 5 167796737 0 0 0 8192 109 100 100 0~ 100~ 100~ 7~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4617 servant robe~ &WA Servant's Robe~ Crud crud crud...another inventory item~ ~ 9 134217793 0 0 0 9 100 100 100 150~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 1 -2 A 4 -2 A 23 50 A 24 50 A 18 50 A 19 50 #4619 platter servant~ a platter~ A servant's platter has been discarded upon the ground.~ ~ 5 167772160 0 0 0 8193 100 100 100 0~ 20~ 60~ 7~ 0 2000 0 0 0 reserved~ 0 0 0 0 0 A 18 30 A 19 40 A 13 100 A 12 100 A 25 33 A 26 100 A 24 -50 #4625 no name~ a bench~ A bench is snuggled discreetly into the garden~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4631 crystal fountain large~ &WLarge Crystal Fountain~ A large crystal fountain sprays water across the garden.~ ~ 29 1 0 0 0 0 0 100 100 4566~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4636 flower golden~ &YA golden flower~ A lone flower, the color of gold, adorns the ground.~ ~ 13 67108867 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4639 book~ a big book~ (no description)~ ~ 5 167780353 0 0 0 8193 106 100 100 0~ 100~ 100~ 7~ 0 1 0 0 0 reserved~ 0 0 0 0 0 E book~ This is the book of Dolmaar. His wisdom is absolute. He has power over the wicked one, and his knowledge is infinite ~ #4641 chair wooden~ a wooden chair~ A wooden chair sits in the corner, a book laying upon it.~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4642 tree branch glowing sacrifice~ a glowing tree branch~ A glowing tree branch is stuck into the ground.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4643 ruby ring~ a ruby ring~ A small ring has been lost by its owner~ ~ 9 33554496 0 0 0 3 75 100 100 50~ 0~ 0~ 0~ 1 600 0 0 0 reserved~ 0 0 0 0 0 A 24 50 A 18 15 A 5 2 #4650 holster sheath TRUTH~ a silver sheath~ A sheath with the word TRUTH inscribed upon it sits here.~ ~ 9 1 0 0 0 2097153 105 100 100 50~ 0~ 0~ 0~ 1 20000 0 0 0 reserved~ 0 0 0 0 0 A 24 -40 A 151 -1 A 19 15 A 18 15 #4652 small golden ring~ &YA small golden ring~ A ring has been lost by its owner...~ ~ 9 64 0 0 0 3 50 100 100 100~ 0~ 0~ 0~ 1 400 0 0 0 reserved~ 0 0 4643 0 0 A 24 100 A 18 15 A 5 2 #4653 wraith claw~ a wraith claw~ Uh oh. This shouldn't be on the ground.~ ~ 5 67133440 0 0 0 8193 110 100 100 0~ 100~ 100~ 5~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4654 ring dolmaar~ the Ring of Dolmaar~ A ring has been misplaced by its owner~ ~ 9 3 0 0 0 3 100 100 100 50~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 4655 0 0 A 13 100 A 12 100 A 1 1 A 24 -10 A 19 10 A 18 10 #4655 ring of dolmaar~ &YThe Ring of Dolmaar~ A ring has been misplaced by its owner...~ ~ 9 33554496 0 0 0 3 105 100 100 50~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 1 1 A 12 150 A 13 200 A 24 -25 A 18 10 A 19 20 #4657 key~ a key~ A large brass key hangs from the doorknob~ ~ 18 0 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4658 shield druid~ druid Shield~ A shield sparks with unnatural enegery upon the ground!~ ~ 9 140288 160768 0 0 513 110 100 100 250~ 0~ 0~ 0~ 50 40 0 0 0 reserved~ 0 0 0 0 0 A 24 40 A 25 50 A 12 200 A 13 200 A 26 100 A 18 100 #4659 sword druid~ druid Sword~ (no description)~ ~ 5 771776512 0 0 0 8193 110 100 100 0~ 60~ 100~ 3~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 18 200 A 19 200 #4660 key~ a Key~ A nondescript key lies upon the floor~ ~ 18 0 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4661 flask blood glowing angel~ a glowing flask of angel blood~ A bloody flask is discarded upon the ground.~ ~ 8 33554433 16384 0 0 1 100 100 100 0~ 0~ 0~ 0~ 5 4 0 0 0 reserved~ 0 0 0 0 0 #4662 rune key~ a rune shaped key~ A key in the shape of a strange rune floats sever inches off of the ground.~ ~ 18 65 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4663 gold poile coins~ gold~ &YA Pile of Gold coins~ ~ 20 0 0 0 0 1 0 100 100 100000~ 0~ 0~ 0~ 0 4000 0 0 0 reserved~ 0 0 0 0 0 #4664 key iron small~ a small iron key~ A small iron key lies forgotten upon the ground.~ ~ 18 0 131072 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #4665 crystalline marble rolled~ crystalline Marble~ A small crystalline marble has rolled out of its place...~ ~ 8 100663296 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 >look_prog 100~ 0 mpmload 4665 mpecho &WA spirit rises out of the marble! ~ | #4666 desk oak~ oak Desk~ A desk of solid oak sits in the middle of the room.~ ~ 15 67 0 0 0 0 666 100 100 500~ 15~ 4664~ 0~ 666 24 0 0 0 reserved~ 0 0 0 0 0 >open_prog 100~ 0 mpecho &RA rumbling echos throughout the Keep... mpoload 4665 mpecho &zAs the rumbling subsides... A small crystal marble rolls out of the desk. ~ | #4675 letter~ a letter~ A letter has fallen out of someone's pocket!~ ~ 13 201326592 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 E letter~ The letter is encryted in some kind of cipher. You are unable to decode it. ~ #4676 book shield~ a Book Shield~ A large book looks as if it has been slashed and beaten with weapons.~ ~ 9 67108928 0 0 0 513 102 100 100 100~ 0~ 0~ 0~ 2 200 0 0 0 reserved~ 0 0 0 0 0 A 13 200 A 12 200 A 19 10 A 18 10 #4677 letter opener~ letter Opener~ Crud, this is supposed to be invventory~ ~ 5 234889216 8192 0 0 8193 110 100 100 0~ 100~ 100~ 11~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 26 100 A 19 100 A 18 100 #4678 strange scroll~ a strange scroll~ A tattered scroll has been discarded by its owner.~ ~ 13 3 131072 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 E scroll~ The scroll has strange writings on it you cannot understand. It seems to eminate a strange feeling of power, though. ~ E strange~ The scroll has strange writings on it you cannot understand. It seems to eminate a strange feeling of power, though. ~ #4690 glowing scroll~ a glowing scroll~ A glowing scroll has been discarded by its owner.~ ~ 18 1 0 0 0 1 105 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 E scroll~ I write this scroll in hopes that someone will..... My research shows that St. Zilfa's skull is more valuable than we originally thought... Join the ruby with the ring.... Sacrifice... Dolmaar. Hopefully this will not fall into the wrong... ~ E glowing~ I write this scroll in hopes that someone will..... My research shows that St. Zilfa's skull is more valuable than we originally thought... Join the ruby with the ring.... Sacrifice... Dolmaar. Hopefully this will not fall into the wrong... ~ #4691 portal chaotic swirling colours~ chaotic Portal~ A portal of swirling colours stands against the wall.~ ~ 29 67108928 0 0 0 0 0 100 100 4585~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4696 holy water holywater flask~ holy Water~ A flask of holywater sits undisturbed.~ ~ 18 67 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 2000 0 0 0 reserved~ 0 0 0 0 0 #4698 holy portal~ holy Portal~ &CA Portal of Holy Energy~ ~ 29 33 256 0 0 0 0 100 100 4787~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4699 armor~ shadow Armor~ None~ ~ 9 33562624 0 0 0 9 0 100 100 300~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 A 19 100 A 18 100 #4700 ~ shadow Sword~ A short sword is absorbing light from the room~ ~ 5 33554436 0 0 0 8193 100 100 100 0~ 30~ 40~ 3~ 2 1000 0 0 0 reserved~ 0 0 0 0 0 A 19 35 A 18 20 #4701 ~ ~ ~ ~ 18 0 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4702 small charm thief~ thief's Charm~ A small charm has been lost by its owner~ ~ 18 0 0 4 0 1 100 100 100 0~ 0~ 0~ 0~ 1 0 0 3 4792 heal~ 1 1 0 0 0 >get_from_prog 4760~ 0 mpforce $n close chest mpoload 4701 lock chest mpjunk all ~ | #4707 black chain whip~ &za Black Chain Whip~ A whip of black metal floats several inches from the ground.~ ~ 5 167772160 0 0 0 8193 101 100 100 0~ 0~ 0~ 4~ 0 1 0 5 0 web~ 10 10 0 0 0 A 18 40 A 19 25 A 26 50 A 4 -2 A 1 3 A 13 75 A 12 100 A 25 100 #4708 onyx key~ an Onyx Key~ A key of onyx seems to have been misplaced.~ ~ 18 0 131072 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4709 cloak human skin~ a Cloak of Human Skin~ A cloak made of a strange material has been discarded...~ ~ 9 603996672 0 0 0 1025 104 100 100 50~ 0~ 0~ 0~ 4 1 0 5 0 flesh armor~ -1 -1 0 0 0 A 25 50 A 13 100 A 12 100 A 24 -30 A 19 12 A 18 12 A 1 3 #4710 sacrificial dagger bloody~ a Sacrificial Dagger~ A dagger covered in blood lies upon the ground.~ ~ 5 637534721 8192 0 0 8193 104 100 100 0~ 30~ 80~ 11~ 3 2000 0 0 0 reserved~ 0 0 0 0 0 A 19 45 A 18 45 A 25 75 A 26 100 A 13 100 A 12 100 #4718 diamond fist chunk~ &CA Diamond Fist~ What looks like a large chunk of diamond sits on the ground.~ ~ 5 100663808 0 16384 0 8193 100 100 100 0~ 0~ 0~ 7~ 4 4000 0 0 0 reserved~ 0 0 0 0 0 A 18 30 A 19 30 A 13 100 A 25 30 A 26 100 A 24 -30 #4719 fist~ fist~ (no description)~ ~ 5 67117056 16384 0 0 8193 106 100 100 0~ 100~ 200~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 18 100 A 19 200 #4720 crystal key~ a Crystal Key~ A key made of transparent crystal has fallen on the ground.~ ~ 18 0 131072 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4721 boots of eden~ &zBoots of Eden~ A pair of dark boots sit on the ground.~ ~ 9 134219776 0 0 0 65 105 100 100 30~ 0~ 0~ 0~ 2 1800 0 0 0 reserved~ 0 0 0 0 0 A 120 -1 A 18 10 A 19 12 A 24 -25 A 13 200 A 25 75 #4722 special~ the Fist of Synda~ (no description)~ ~ 5 234889216 8192 0 0 8193 106 100 100 0~ 100~ 200~ 7~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 26 500 A 19 300 A 18 300 A 24 -200 #4723 fist synda glove~ the Fist of Synda~ A steel glove has been discarded...~ ~ 5 235341824 8192 0 0 8193 104 100 100 0~ 40~ 75~ 7~ 1 4000 0 0 0 reserved~ 0 0 0 0 0 A 25 75 A 12 125 A 13 125 A 42 20 A 19 50 A 18 50 #4725 stream tiny water ~ &zDark water has gathered into tiny streams on the floor.~ &zDark water has gathered into tiny streams on the floor.~ ~ 17 0 0 0 0 0 1 100 100 1~ 1~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4726 slime water goo stream~ &gA slime choked stream of goo trickles through.~ &gA slime choked stream of goo trickles through.~ ~ 17 0 0 0 0 0 1 100 100 10~ 10~ 9~ 1~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4727 water black slime stream~ &zA slimy stream of black water trickles past.~ &zA slimy stream of black water trickles past.~ ~ 25 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4728 cascade waterfall water clear black~ &BClear water cascades down the northern &zwall turning black as it does.~ &BClear water cascades down the northern &zwall turning black as it does.~ ~ 25 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4729 fog mist~ &WA low hanging mist obscures the floor.~ &WA low hanging mist obscures the floor.~ ~ 13 0 0 0 0 0 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4730 pool water pond murky black~ &zA dark, murky pool of water occupies the majority of this room.~ &zA dark, murky pool of water occupies the majority of this room.~ ~ 25 0 0 0 0 0 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #4733 banded iron axe~ &za Banded Iron Axe~ An axe has been stuck into the ground, blade first.~ ~ 5 167772160 0 0 0 8193 102 100 100 0~ 0~ 0~ 13~ 3 1600 0 0 0 reserved~ 0 0 0 0 0 A 18 50 A 19 10 A 1 2 A 5 -1 A 12 100 A 13 100 #4734 sturdy iron key~ a sturdy iron key~ A key of iron has been discarded.~ ~ 18 0 131072 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4735 anrahks pain~ an'rahk's Pain~ A glowing trinket that has some sort of hoop on it has been lost by its owner...~ ~ 9 572523008 8192 0 0 524289 105 100 100 0~ 0~ 0~ 0~ 0 1 0 20 0 reserved~ 0 0 0 0 0 A 13 100 A 25 40 A 24 -40 A 18 10 A 19 18 A 12 100 #4736 claws~ claws~ (no description)~ ~ 5 67133440 0 0 0 8193 106 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 18 200 A 19 200 A 24 -300 A 26 200 #4741 dagger sacrificial~ a Sacrificial Dagger~ A long dagger with a wicked curve has been dropped.~ ~ 5 167788608 0 0 0 8193 101 100 100 0~ 60~ 80~ 11~ 1 0 0 0 0 reserved~ 0 0 0 0 0 A 18 35 A 19 35 A 301 -1 #4746 copper short sword~ &Oa Copper Short Sword~ (no description)~ ~ 5 16385 0 0 0 8193 102 100 100 0~ 0~ 0~ 3~ 3 1600 0 0 0 reserved~ 0 0 0 0 0 A 19 50 A 18 10 A 2 2 A 24 -25 A 13 50 A 12 100 #4747 copper key~ a copper key~ A key of shiny copper sits upon the ground.~ ~ 18 0 131072 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4748 black dagger~ &zA Black Dagger~ (no description)~ ~ 5 100687872 0 0 0 8192 106 100 100 0~ 0~ 0~ 11~ 0 1 0 0 0 reserved~ 0 0 0 0 0 A 19 200 A 18 200 A 24 -200 A 26 200 #4749 belt shadows~ a Belt of Shadows~ Something long and slender blends into the shadows...~ ~ 9 67109380 0 0 0 2049 105 100 100 0~ 0~ 0~ 0~ 2 4000 0 0 0 reserved~ 0 0 0 0 0 A 19 16 A 18 16 A 24 -10 A 13 100 A 12 100 A 25 50 #4751 a covered lanter~ a Covered Lantern~ A Covered Lantern glows brightly.~ ~ 9 513 0 0 0 16385 102 100 100 18~ 0~ 0~ 0~ 3 100 0 0 0 reserved~ 0 0 0 0 0 A 134 -1 A 18 18 A 19 6 A 4 2 A 3 2 #4752 dark altar~ dark altar~ A Dark Altar sits in the centre of the room.~ ~ 13 7 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4756 ~ serpent Etched Armor~ A set of plate with a snake etched upon it lies here~ ~ 9 16385 0 0 0 9 103 100 100 200~ 0~ 0~ 0~ 5 5000 0 0 0 reserved~ 0 0 0 0 0 A 19 30 A 18 50 #4757 golden portal~ &YGolden Portal~ &YA Portal of Golden Energy~ ~ 29 67108864 0 0 0 0 0 100 100 4776~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4758 golden key~ &Ya golden key~ A key of gold lays among coins and jewels...~ ~ 18 0 131072 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4759 ~ a Serrated Two Handed Sword~ A large sword with a very jagged blade has been discarded here~ ~ 5 721502720 163840 8 0 8193 105 100 100 0~ 175~ 225~ 3~ 3 1000 0 5 0 titan strength~ -1 -1 0 0 0 A 12 -50 A 25 50 A 13 450 A 2 -1 A 3 -1 A 4 -1 A 1 5 A 19 110 A 18 90 #4760 chest large treasure~ treasure chest~ A large treasure chest is hidden in the corner of the room~ ~ 15 0 0 0 0 0 0 100 100 100~ 13~ 4701~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4761 gold pile~ a Pile of Gold~ A lage pile of gold sits on the treasury floor.~ ~ 20 0 0 0 0 1 0 100 100 1000~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4763 prison key~ prison Key~ A small key ring jingles as your foot brushes it~ ~ 18 0 131072 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4768 pool blood~ pool of blood~ &rA small pool of blood gathers in a recess.~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4770 ~ &rblood red leather armor~ Some red leather lies in a pile.~ ~ 9 0 0 0 0 9 105 100 100 100~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 A 18 80 A 19 20 A 13 200 A 1 2 A 24 -20 #4771 bodies pile~ bodies~ A rotting pile of bodies.~ ~ 13 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 0 0 0 0 0 reserved~ 0 0 0 0 0 #4772 portal magic~ portal of Pure Magic~ &RA portal of pure magical energy swirls eternally...~ ~ 29 33554432 0 0 0 0 0 100 100 4774~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4773 great scimitar black sword~ a black scimitar~ A dark sword seems to absorb the light...~ ~ 5 201342980 0 0 0 8193 105 100 100 0~ 75~ 100~ 3~ 2 1100 0 5 0 summon~ 1 1 0 0 0 A 18 30 A 19 70 A 1 3 A 3 2 A 4 2 A 24 -10 A 13 100 A 12 100 #4774 portal magic~ portal of Pure Magic~ &RA portal of pure magical energy swirls eternally...~ ~ 29 134217728 0 0 0 0 0 100 100 4772~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4776 golden portal~ &YGolden Portal~ &YA Portal of Golden Energy~ ~ 29 67108864 0 0 0 0 0 100 100 4757~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4777 portal weak home~ portal To Home~ &zA Large Portal leads out, for the weak of heart.~ ~ 29 67108864 0 0 0 0 0 100 100 4551~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4779 dagger dual blade~ a wicked dual bladed dagger~ A dagger with two long blades has been lost by its owner.~ ~ 5 67125248 0 0 0 8193 105 100 100 0~ 75~ 100~ 11~ 1 1000 0 0 0 reserved~ 0 0 0 0 0 A 2 4 A 13 100 A 18 20 A 19 80 #4787 a Portal of Swirling Magic~ swirling Portal~ A Portal Of Swirling Magic~ ~ 29 33 0 0 0 0 0 100 100 4696~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4788 earthquake~ None~ None~ ~ 13 8192 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 0 0 5 0 earthquake~ 2 2 0 0 0 #4797 portal throne~ throne Room Portal~ &zA Portal to Ahaseurous' Throne~ ~ 29 67108864 0 0 0 0 0 100 100 4799~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4798 portal ahaseurous~ portal to Ahaseurous~ &zA Dark Portal Leading to Ahaseurous' Throne~ ~ 29 67108864 0 0 0 0 0 100 100 4777~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #4799 A drop of blood~ &rA drop of blood~ A drop of blood is splattered on the ground~ ~ 13 33554432 0 0 0 1 0 100 100 0~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 4655 0 0 #0 #ROOMDATA #4551 Deep in the Forest~ thunder6.wav~ ~ As you enter this dreary forest a cold breath of wind buffets your face. The cold is almost unbearable, but the sun is shining and the rest of the land seems warm. To the north, high up on a mountain precipice, you can see the spires of the Druid's Keep jutting forth from above the canopy. There is a strong sense of evil coming forth from that direction, though. Do you dare venture forth to smite the evil, or maybe even make it your own? ~ 0 393222 3 Rd 0 D0 ~ ~ 0 0 4552 D2 ~ ~ 0 0 1301 S #4552 Deep in the Forest~ ~ ~ There is a cold breeze that blows from the north, chilling the air to a frigid temperature. A small path has begun to form here, leading off into the west. It seems as though a large type of animal has been scavenging for food along the path here. Several smaller bushes have been torn apart and are devoid of small black berries. They are easily recognizable as Sharkroot Berries a key ingredient in the most deadly of poisons. ~ 0 401410 3 Rd 0 D2 ~ ~ 0 0 4551 D3 ~ ~ 0 0 4553 S #4553 Deep in the Forest~ ~ ~ You are on a small path, a little ways away from the Druid's Keep which is located to the northeast. There doesn't seem to be any life in this area of the forest at all. It almost seems like it has been scared away or killed. Several small drops of dried blood have fallen onto the dirt of the path and are beginning to blend in with the earthen tones of the surroundings. A small scrap of brown cloth is stuck to a Sharkroot bush here. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4552 D3 ~ ~ 0 0 4554 S #4554 Deep in the Forest~ ~ ~ A small branch from a tree in front of you has fallen across the footpath here. It is small enough that getting over it would not be a problem, but part of the break looks almost as if it were a slice at the branch in the attempt to fell it across the path. The once green leaves, now browning, lay scattered across the path where someone has cut across to the north. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4555 D1 ~ ~ 0 0 4553 S #4555 Deep in the Forest~ ~ ~ As you continue deeper into the forest the canopy thickens and so do the trees. This is the older part of the forest, but you are still near to its outer limits. It seems as if the trees all sprouted up at once, and then attempted to snuff out all other new life growing around them. Of course, this was in vain for life will prosper in the most unlikely of places, but it seems to have taken its foothold slowly. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4556 D2 ~ ~ 0 0 4554 S #4556 A Forest Clearing~ ~ ~ A large clearing has formed here in the depths of the forest. Small shrubs and low lying grass have taken a foothold here within it. It looks like a wonderful place for deer and other animals to graze quietly or sun in the afternoon. The path splits here in two directions: Heavy tracks lead east, and a little used game trail to the west. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4557 D2 ~ ~ 0 0 4555 D3 ~ ~ 0 0 4567 S #4557 Deep in the Forest~ ~ ~ Boot prints trod to the east and west here, heavily in both directions. It looks like both humans and animals tread this path. The bushes on the side of the path have been rustled with the passing of human, demihuman, and animal alike. Stray shafts of light make it down to light your path as the cool wind blows the branches of the canopy apart to allow it passage. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4558 D3 ~ ~ 0 0 4556 S #4558 Deep in the Forest~ ~ ~ A small dirt path leads from east to west here, easily followed by anyone. The trees almost seem to part for you as you walk along. Bootprints and animal tracks are easily distinguished on the trail, alerting you to the fact that this could be a game trail. ~ 0 401410 3 Rd 0 D2 ~ ~ 0 0 4559 D3 ~ ~ 0 0 4557 S #4559 Deep in the Forest~ ~ ~ The trail takes a slight bend as you continue along your journey. The signs of wildlife abound, and your ears can pick up the songs of birds all around. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4558 D1 ~ ~ 0 0 4560 S #4560 Deep in the Forest~ ~ ~ A small creek runs across the trail, easily traversed by walking across some stones or jumping. It does not flow very fast or deep, but you still see the occasional fish jump for a fly. The creek runs north to south, while the trail continues east to west. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4561 D3 ~ ~ 0 0 4559 S #4561 Deep in the Forest~ ~ ~ Desc The trail contains another bend at this point. The trees are all around you and smell of nature. There seems to be a creek to your west, but the ground here is dry enough that there are no puddles. A large tree seems to poke out of the forest to the northeast. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4562 D3 ~ ~ 0 0 4560 S #4562 Deep in the Forest~ ~ ~ A flowerbed seems to be half trampled, as if it stood in the way of the trail you follow. Such beauty destroyed, and not a care in the world. The grass is also trampled, to a point where the ground beneath is exposed and drying in what sun makes it through the canopy above. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4563 D2 ~ ~ 0 0 4561 S #4563 A Forest Path~ ~ ~ You are walking on a small dirt path, tread by many before you. The mud is cracked and dried where the grass has been worn down by footsteps. A small purple flower has managed to poke through the mass of shrub and grass on both sides of the trail. Only one of the flower's buds actually reamains open, the rest fallen into a small pile on the groud where the wind has blown them around. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4564 D1 ~ ~ 0 0 4565 D3 ~ ~ 0 0 4562 S #4564 The Altar of Dolmaar~ ~ ~ You have entered a large clearing with a large stone block made of pure white marble sitting in its exact center. At closer inspection, this entire clearing is an exact hemisphere. The trees move in at just the right angle, and dome over your head in that spherical shape that signifies purity. The white altar a perfect rectangle, pleasing to the eye. The only mar in color is on the ruts cut in the side to allow the blood to flow away from its center. Looking behind the altar is something not entirely out of place, but different from the rest here. It is a large golden oak, larger than even the oldest of the trees in this forest. Its branches high above the canopy, letting the light fall down onto the altar where Dolmaar accepts his sacrifices. ~ 0 2499590 3 Rd 0 D2 ~ ~ 0 0 4563 S #4565 A Forest Path~ ~ ~ The path seems to end here. Why it was made this far, noone could probably answer. The only visible exit is to the west. It seems as if most people come this far to see that there is nothing here and only turn back. ~ 0 401410 3 Rd 0 D2 ~ tree~ 631 4562 4566 D3 ~ ~ 0 0 4563 S #4566 A Tranquil Pool~ ~ ~ As you enter this section of the forest you notice that there is no noise at all. It is perfectly quiet here. A large pool of the clearest water you have ever seen sits undisturbed as glass. On its edge is a large rock overhanging it, and upon it sits a large leopard. The leopard, basking in the sun, lets a large stag walk by unnoticed. This is a place of peace. ~ 0 401414 3 Rd 0 D0 ~ ~ 631 4562 4565 S #4567 Deep in the Forest~ ~ ~ You can see to the east what seems to be a clearing, if only by the rays of light breaking through the canopy. Where you stand is much more dark and dreary. Old growth trees fill the area, strangly and choking the young. It seems this forest was once filled with life, but has been dying as of late. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4568 D1 ~ ~ 0 0 4556 S #4568 Deep in the Forest~ ~ ~ Deep in the forest evil things lurk, or so it would seem from the footprints you notice here. They seem to be twice the size of a mammoth, and almost as big as a dinosaur. These prints seem to be the only sign of passing here in some time. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4569 D2 ~ ~ 0 0 4567 S #4569 An Opening in the Forest~ ~ ~ The sun breaks through the forest here, although not enough to call it a clearing. It looks as if an old tree died and fell, giving leeway for newer growth. The signs of new life are few and far between in this dark place. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4580 D2 ~ ~ 0 0 4568 D3 ~ ~ 0 0 4570 S #4570 Deep in the Forest~ ~ ~ The call of a lone raven breaks the eerie silence of the forest. It gets up and flutters away as you come near. The branch it perched upon is long dead, and bears the claw marks of the dark bird. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4571 D1 ~ ~ 0 0 4569 S #4571 Deep in the Forest~ ~ ~ A fallen trunk partially blocks the path you follow, long dead. The new growth is hundreds of years old, and the forest has nearly claimed the trunk. The stench of decay eminates from the west. ~ 0 401410 3 Rd 0 D2 ~ ~ 0 0 4570 D3 ~ ~ 0 0 4572 S #4572 Deep in the Forest~ ~ ~ A rope hangs from a tree, and dangling from it is a body covered in black robes. The branch the rope is strung upon is thirty or fourty feet above ground, making it difficult to cut down. The throat on the corpse is slit, dripping sticky red blood down on a white flower at the base of the tree. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4573 D1 ~ ~ 0 0 4571 S #4573 Deep in the Forest~ ~ ~ The trail you are following quickly forks in two different directions, allowing exits to the north south and west. There is a dampness in the air which adds a horrible stench of stagnant water. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4577 D2 ~ ~ 0 0 4572 D3 ~ ~ 0 0 4574 S #4574 Deep in the Forest~ ~ ~ Darkness permeates your very soul in this dark place. The howl of a wolf grabs your attention, and it disappears into the darkness as quickly as it came. Time and time again the trail twists and turns, leading to dead ends where the trees seem to consciously block your way and laugh. From what you can tell, the trail leads east and west, but reality is not always what it seems. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4573 D3 ~ ~ 0 0 4575 S #4575 Deep in the Forest~ ~ ~ The forest is dark. Your eyes have adjusted to what little light enters this dank place through your long journey. The trail you have been following twists and turns leading south and east, you guess. The wildlife is quiet, and you notice eyes staring at you every once in a while. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 4574 D2 ~ ~ 0 0 4576 S #4576 Surrounded by Forest~ ~ ~ A small sanctuary that seems apart from the rest of the forest lies here deep inside the oldest section of trees. The sun cannot penetrate the canopy here even in its brightest hour. A large table sits here, seemingly out of place from the rest of the area. Behind the table sits a man, of sorts, with his wares spread out across the table. ~ 0 401414 3 Rd 0 D0 ~ ~ 0 0 4575 S #4577 Approaching the Keep~ ~ ~ The forest thins out as you look north and east, leading to a trail that looks well used, rather was well used. It does not look like a boot has walked over this path in months, perhaps more. Something dark has happened here. ~ 0 401410 4 Rd 0 D1 ~ ~ 0 0 4578 D2 ~ ~ 0 0 4573 S #4578 Approaching the Keep~ ~ ~ You are in a large open area, leading to a trail. It seems to run towards the Keep. Footprints are easily distinguishable all along the trail, giving evidence this path was once highly travelled. ~ 0 401410 4 Rd 0 D0 ~ ~ 0 0 4579 D3 ~ ~ 0 0 4577 S #4579 Outside the West Wall~ ~ ~ Despite being a hero, this place seems rather ominous. There is nothing particularily scary about it, just a feeling. Everything is larger than life. The ivy seems as if it is grasping at you, and the air is think and damp. The wall is well over one hundred feet tall, with only stress lines from the ivy's relentlesss crawl upwards ~ 0 401410 4 Rd 0 D0 ~ ~ 0 0 4586 D2 ~ ~ 0 0 4578 S #4580 A Simple Dirt Path~ ~ ~ The opening in the forest opens even more, leading to a small trail. It seems to meander its way around large rocky outcroppings towards the Keep. The path has been travelled recently, strange for this old dark place. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 4581 D3 ~ ~ 0 0 4569 S #4581 A Simple Dirt Path~ ~ ~ The path bends around a large granite boulder. It is covered with age old lichen, and the moss gathered on the top allows for a stunted tree to grow. Although the tree is only a few feet tall, it looks almost as old as the rock itself. ~ 0 401410 4 Rd 0 D1 ~ ~ 0 0 4582 D2 ~ ~ 0 0 4580 S #4582 Around the Boulder~ ~ ~ The path runs relatively straight here, passing past a large boulder. Bootprints are scattered all across the path, both coming and going. This path seems more well used the further you explore. ~ 0 401410 4 Rd 0 D1 ~ ~ 0 0 4583 D3 ~ ~ 0 0 4581 S #4583 A Simple Dirt Path~ ~ ~ The path is remarkably dull. If it weren't for the fact that it was heading towards the Druid's Keep, perhaps nobody would travel it at all. A large boulder stands to the southwest, which is why the path curves around it. ~ 0 401410 4 Rd 0 D2 ~ ~ 0 0 4584 D3 ~ ~ 0 0 4582 S #4584 The Wonderful Scenery~ ~ ~ The path wanders back and forth, heading, by and large, to the north and east. Small rocks and the occasional stand of stunted trees pass for scenery here. ~ 0 401410 4 Rd 0 D0 ~ ~ 0 0 4583 D1 ~ ~ 0 0 4585 S #4585 Before the Keep~ ~ ~ The fabled Druid's Keep stands before you in all its glory. Made of magnificent dark granite, it has stood the test of time. Many years of weathering leave an aged look upon the walls, covered in millenia of ivy. The sounds of a bustling community can be heard from where you stand, hinting at the life inside. ~ 0 401410 4 Rd 0 D0 ~ ~ 0 0 4589 D3 ~ ~ 0 0 4584 S #4586 Outside the West Wall~ ~ ~ The western wall of the Druid's Keep runs straight north. The wall is made of ancient granite, and when you bang upon it seems stronger than the steel of your weapons. The trail you follow seems to be less highly travelled at this point, almost as if most people turned back by the time they got this far. ~ 0 401410 4 Rd 0 D0 ~ ~ 0 0 4587 D2 ~ ~ 0 0 4579 S #4587 Outside the West Wall~ ~ ~ You stand outside the keep, on the Western side. Ivy climbs the wall, putting small cracks and fissures through it. It will not be man that tears this keep down, but time. ~ 0 401410 4 Rd 0 D0 ~ ~ 0 0 4588 D2 ~ ~ 0 0 4586 S #4588 Under the Western Tower~ ~ ~ You find yourself directly below the western tower of the Keep. There is no entrance in visible from this vantage point. The corpse of a large deer is on the ground, the first sign of wildlife, alive or dead, you have seen on your journey through this forest. ~ 0 401410 4 Rd 500 D2 ~ ~ 0 0 4587 S #4589 Before the Wooden Doors~ ~ ~ Large wooden doors stand before you. Carved on their front is the symbol of the Druid God, Dolmaar. They seem to have lasted centuries, perhaps millenia. There is a rock sitting just off of the path, worn by weather throughout the years. It looks as if it would make a wonderful seat. The walls of the keep are covered in ivy all around, but it is oily and almost impossible to climb. ~ 0 401414 4 Rd 0 E rock~ You look intently at the rock that Alkar is sitting on. It seems to be of plain granite, very simple indeed. You seem to notice the letters LuEgheL inscribed upon the rock. ~ D0 ~ ~ 119 4589 4591 D2 ~ ~ 0 0 4585 S #4590 The Grand Entrance~ ~ ~ You stand in the South Eastern corner of the grand entrance. This seems to be the center of activity for the keep, as you can see Druids and visitors bustling back and forth constantly from your vantage point. A tapestry hangs from the wall in front of you, depicting Dolmaar throwing the dark lord into his prison. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4595 D1 ~ ~ 0 0 4591 S #4591 The Grand Entrance~ ~ ~ You have walked into the grand entrace of the Druid's Keep! This building is even more stunning on the inside than it was on the outside. The dark granite gives way to elegant, but simple, white marble. A chandeleir with hundreds of candles burns above your head. The walls are covered with tapestries and mosaics depicting the createion of the world by Dolmaar, and the banishment of evil. The floor is carpeted with thick eastern rugs, soft even through your adventuring boots. This place is truly awe inspiring. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4596 D1 ~ ~ 0 0 4592 D2 ~ ~ 119 0 4589 D3 ~ ~ 0 0 4590 S #4592 The Grand Entrance~ ~ ~ You are in the South Eastern piece of the grand entrance. The stonework in this area of the keep is absolutely stunning. The stones are jointed together so wonderfully that you cannot notice them unless you stare intently at the wall. The detailed carvings on the stones are quite intricate as well. Close up you notice they are all Druidic runes, and from further back it is distinguishable that the wall is a large prayer to Dolmaar. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4597 D3 ~ ~ 0 0 4591 S #4593 Inside the Keep~ ~ ~ As you wander deeper into the Keep of the Druids, you begin to see the wonderful art and decorations these people have gathered throughout the centuries. A painting hangs before you, picturing the mountain the Keep stands on, before it was built upon. The landscape and forest look beautiful, although it seems much brighter than when you were in the forest. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4601 D1 ~ ~ 0 0 4594 S #4594 Beyond the Western Doors~ ~ ~ You stand just west of a massive set of doors. They are closed tightly, but the sound of an active room still trickles through the cracks. The floor is cold marble, with swirls of brown and black through all of it. The hall leads to further to the west, dressed in wonderful pictures and tapestries of the finest sort. ~ 0 401418 0 Rd 0 D1 ~ ~ 3 0 4595 D3 ~ ~ 0 0 4593 S #4595 A Large Double Door~ ~ ~ You are in the grand foyer, and before you stands a large wooden door, only slightly smaller than the door you entered by. Carved upon its surface are wondrous designs, and never ending patterns. The designs are simple, yet wonderfully intracite. Before the doors stands a single guard. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4596 D2 ~ ~ 0 0 4590 D3 ~ ~ 3 0 4594 S #4596 A Window to the Garden~ ~ ~ You are still in the grand foyer, but this seems to be as far as it goes. There is a window on the north wall, overlooking a beautiful garden in the center of the keep. ~ 0 401418 0 Rd 0 E window~ Through the large stained glass window you can see into the garden. The flowers seem to be layed out in a pattern that resembles the Druid symbol for protection. The reds, blues, greens, yellows and all other colours of the rainbow meld together to make the sight quite beautiful and add a sense of security to the Keep at the same time. On the window frame you notice a tatter piece of robe, with the word 'ShElNyaan' painted on it. ~ D1 ~ ~ 0 0 4597 D2 ~ ~ 0 0 4591 D3 ~ ~ 0 0 4595 S #4597 A Large Double Door~ ~ ~ A set of large double doors stands before you, closed tightly and with a guard standing before it. He seems almost as large as the doors themselves, perhaps that is why he was assigned such a job. The wonderful rugs on the floor stop several inches from the door, giving the feeling that the rest of the keep is not as lavish as this. ~ 0 401418 0 Rd 0 D1 ~ ~ 3 0 4598 D2 ~ ~ 0 0 4592 D3 ~ ~ 0 0 4596 S #4598 Beyond the Eastern Doors~ ~ ~ You stand just east of a massive set of doors. They are closed tightly, but the sound of an active room still trickles through the cracks. The floor is cold marble, with swirls of brown and black through all of it. The hall leads to further to the east, dressed in wonderful pictures and tapestries of the finest sort. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4599 D3 ~ ~ 3 0 4597 S #4599 Within the Keep~ ~ ~ The marble floor is cool to the touch; it always is in big keeps like this. Despite the fireplaces that are everywhere, the chill never seems to leave. The hall curves from north to west, curving gently. The stonemasons who worked this place were greatly skilled in their wonderful art. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4602 D3 ~ ~ 0 0 4598 S #4600 Wondrous Tapestries~ ~ ~ Tapestries cover the walls. Beautiful reds, blues, greens, and white. They hang low, and others trail from the ceiling. You can barely see the stone beneath all of the wonderful flowing cloth. The largest seems to be of the Druidic symbol of knowledge, emblazened upon a large book in the hand of Dolmaar. Truly, a sight to be seen. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4604 D1 ~ ~ 0 0 4601 S #4601 Covered in Ivy~ ~ ~ The hall gently curves from the south to the west, the stonework looking like it was never bevelled. To the north, a patch of ivy grows upon the wall stretching its tendrils everywhere. It most likely came through a crack in the wall or an old window, and has made its presence known. ~ 0 401418 0 Rd 0 D0 ~ ~ 579 0 4628 D2 ~ ~ 0 0 4593 D3 ~ ~ 0 0 4600 S #4602 Covered in Ivy~ ~ ~ The hall gently curves from the south to the east, the stonework looking like it was never bevelled. To the north, a patch of ivy grows upon the wall stretching its tendrils everywhere. It most likely came through a crack in the wall or an old window, and has made its presence known. ~ 0 401418 0 Rd 0 D0 ~ ~ 579 0 4634 D1 ~ ~ 0 0 4603 D2 ~ ~ 0 0 4599 S #4603 A Bend in the Hall~ ~ ~ The halld bends from the west back to the north, almost as if the keep's walls were built around something that couldn't be moved. The builders worked wonderfully with what they had to do, and the walls look seamless. The smooth granite walls are almost as smooth as the white marble floors, and just as cool to the touch. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4605 D3 ~ ~ 0 0 4602 S #4604 Age Old Stone~ ~ ~ The stone in this hallway seems icy to the touch, but thousands of years of wear still show no sign. The age of the stone seems to eminate from the walls, telling stories of battles fought within the walls, when necessary, and experiments gone wrong. Despite everything this place has been through, everything looks as if the Keep has just been finished. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4606 D2 ~ ~ 0 0 4600 S #4605 Within the Keep~ ~ ~ The section of hall you are is absolutely stunning. The ceiling is well over twelve feet high and vaulted with beautiful stone arches. The ceiling itself is covered in a large mosaic depicting Dolmaar sealing the Dark One into his eternal prison. The wall to your right has a relief cut into it as well, seeming to depict a large Druid holding a sword as well. This Keep is astounding in both size and beauty; everywhere you look there is something to catch the eye! ~ 0 401422 0 Rd 0 D0 ~ ~ 0 0 4607 D2 ~ ~ 0 0 4603 S #4606 Inside the Halls~ ~ ~ As you walk your footsteps echo faintly behind you. You are deep within the keep of the druids, and this hallway seems quite empty. It lacks the normal decoration you have taken for granted in your journies through the rest of the keep. There is a soft blue carpet on the ground, but no tapestries or pictures. No large cendelabras keeping the hall lit. No windows to see the outside. It is as if this section of the hall was forgotten. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4608 D2 ~ ~ 0 0 4604 S #4607 An Interesting Discussion~ ~ ~ The hallway here is wide, but two large Druids stand in the middle of it. Most people passing by attempt to walk around them, but end up jostling them to and fro. They don't seem to take notice of the people as they chat back and forth. The floor is smoothed down around them, almost as if they stand here most days and chat in the same spot and traffic continually goes around. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4615 D2 ~ ~ 0 0 4605 S #4608 Before the Living Quarters~ ~ ~ You stand in an intersection of halls. The carpets on the floor look worn from the travel east and south, but there seems to be fewer trails to the north. What does come from the north seems covered in dust and dirt. To the east you can see several doors, with druids going in and out. The living quarters. To the south is the hall towards the main entrance. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4617 D1 ~ ~ 0 0 4609 D2 ~ ~ 0 0 4606 S #4609 The Living Quarters~ ~ ~ This hallway is rather bland. You see doors leading off into small rooms which look rather cramped. It seems as if five or six druids are all sharing each of the rooms. There are belongings and books overflowing into the hall. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4610 D3 ~ ~ 0 0 4608 S #4610 Rooms fit for a King~ ~ ~ The life of a Druid must not be as hard as you once thought. This room looks as if a King would be able to recline comfortably here. The bed is on the northwest wall, taking up much of the space. In the northeast corner of the room there is a balcony which looks off of the mountain over the forest beneath. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4611 D3 ~ ~ 0 0 4609 S #4611 Luxurios Rooms~ ~ ~ This room is absolutely wondrous! Who would have thought Druids would keep such pampered rooms? A large four post canopy bed takes up most of the room, but there is a desk with a fine porcelain vase and other beautiful pieces of furniture all around. There are several paintings depicting men and women adorning the room, and even several landscapes dot the walls. A large fireplace is on the south wall, burning nicely and giving off warmth. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4618 D3 ~ ~ 0 0 4610 S #4612 The Servant's Corridor~ ~ ~ The corridor you walk in is quite unadorned. The odd tapestry hangs on the wall, and the carpets are quite bland. The carpet actually looks quite stained, probably from spills over the years. You cannot tell what the original color may have been. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4620 D1 ~ ~ 0 0 4613 S #4613 The Servant's Corridor~ ~ ~ You notice a servant backing into a corner, looking quite scared. The head maid seems to be yelling something about not getting work done on time. The tray the servant was carrying has been thrown away and its contents spilled on the floor. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4614 D3 ~ ~ 0 0 4612 S #4614 The Servant's Corridor~ ~ ~ The decor in the hall lessens considerably from the eastern halls. Back here you can see that there are servants bustling along trying to get all of their work done. A place as large as this keep must need hundreds of staff to keep it running smoothly and efficiently. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4615 D3 ~ ~ 0 0 4613 S #4615 Deep in the Keep~ ~ ~ You're standing deep in the Druid's Keep and the artwork and decoration is still wonderful. The halls are teeming with life, druids and students bustling back and forth. Servants are rushing to and fro, coming mostly from a hall to the west. ~ 0 401422 0 Rd 0 D0 ~ ~ 0 0 4621 D2 ~ ~ 0 0 4607 D3 ~ ~ 0 0 4614 S #4616 The Western Tower~ ~ ~ The first, and most obvious, thing that you notice when you walk into this room is the giant pile of rubble that lies in the middle of it. It seems that the giant spiral staircase has collapsed and has blocked further passage up. The room is rather dark because the rubble blocks the light of the windows, which doesn't allow you to see much else. There does seem to be an inscription on the wall beside the exit that you can make out, though. ~ 0 401418 0 Rd 0 E inscription~ The inscription reads: "Lahrandu alshanna dal lanna yarin" ~ D1 ~ ~ 0 0 4617 S #4617 Before the Western Tower~ ~ ~ You stand in the NorthWest corner of the keep, on the first floor. To the west, is what remains of the western staircase. It seems to have collapsed, from what is still unknown. This stone was weaved with ancient magic, and there is hardly a mark in the rest of it. Small chunks of stone and dust cover the ground here. The cleanup effort seems to still be underway. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4608 D3 ~ ~ 0 0 4616 S #4618 Entrance to the Servant Corridor~ ~ ~ You stand in a small room. There is a simple wooden door to the east. It remains closed most of the time, but as you stand here you notice servants constantly slipping in and out with trays, pitchers and other necessities for the druids. ~ 0 401422 0 Rd 0 D1 ~ ~ 3 0 4619 D2 ~ ~ 0 0 4611 S #4619 Behind the Statue~ ~ ~ You stand in a hallway, which you believe runs directly behind the inner courtyard which contains the wonderful garden of the Keep. To the west there is a closed door. When you press your ear against it you can hear the sounds of people talking gently. Where you stand is a busy place, with servants running everywhere trying to get their work done. ~ 0 401422 0 Rd 0 D1 ~ ~ 0 0 4620 D3 ~ ~ 3 0 4618 S #4620 The Servant's Corridor~ ~ ~ You stand near the end of the servant's corridor. You can see food being prepared and distributed, laundry being cleaned, and (gross) chamber pots being emptied. Most rush by you without a glance, while others bump into you and snarl as they continue on. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4612 D3 ~ ~ 0 0 4619 S #4621 Before the Eastern Tower~ ~ ~ You stand in a small annex just west of the eastern tower. A large arched doorway leads further to the east, and you can see the beginning of a spiral staircase. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4622 D2 ~ ~ 0 0 4615 S #4622 The Eastern Tower~ ~ ~ You stand at the bottom of the eastern tower. Above you a large staircase spirals up for several floors. An iron railing has been bolted all the way along the edge, but it seems rickety and rusted as if it has been here as long as the keep itself. ~ 0 401418 0 Rd 0 D3 ~ ~ 0 0 4621 D4 ~ ~ 0 0 4643 S #4623 Wandering Through Shrubs~ ~ ~ The garden you are wandering through is beautiful. The section you have just entered is covered with shrubs carved in the most wonderful of shapes. One looks almost like the keep, and another is a very tall Druid. The most stunning is a large unicorn, rearing on its hind legs. The artist who trims these must be very skilled. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4629 D1 ~ ~ 0 0 4624 S #4624 Minature Trees~ ~ ~ This section of the garden seems to be filled with small rock gardens and waterfalls. Within the rock formations you can see small, stunted trees growing. Most are miniature versions of their full grown cousins, but these trees look to be hundreds of years old as well. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4630 D1 ~ ~ 0 0 4625 D3 ~ ~ 0 0 4623 S #4625 A Meeting Place~ ~ ~ This section of the garden doesn't seem much different from the rest. A small path leads through several flower beds, filled with roses and other beautiful flowers. The only distinguishable feature is a bench set off the the side of the path for someone to sit on. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4631 D1 ~ ~ 0 0 4626 D3 ~ ~ 0 0 4624 S #4626 A Game Area~ ~ ~ The garden is cleared away in roughly a thirty food diamater, and a courtyard of interlocking stone has been laid. Set into the stone there are several gaming boards, most you do not recognize, but there are several dicing areas that you do recognize. Most are crowded with servants, and the occasional Druid, passing the time. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4632 D1 ~ ~ 0 0 4627 D3 ~ ~ 0 0 4625 S #4627 A Window into the Keep~ ~ ~ You can faintly hear the rowdy calls of the gamers off to the west, but for the most part this section of the garden is fairly calm. There is a window in the south wall, in which you can see into the Grand Foyer of the keep. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4633 D3 ~ ~ 0 0 4626 S #4628 Beyond the Ivy~ ~ ~ You stand in the entrance to the Druids' beautiful garden. It looks like the entire inner courtyard has been transformed into trees, shrubs and flowers. You can hear the songs of birds, and the chatter of the ocassional small woodland creature. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4635 D1 ~ ~ 0 0 4629 D2 ~ ~ 579 0 4601 S #4629 A Wondrous Garden~ ~ ~ The garden that surrounds you is very neat and tidy. All the weeds have been pulled, and the color schemes make for a very nice presentation. As you survey your surroundings, a small hummingbird buzzes past your ear to a flower and quickly flies away. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4636 D1 ~ ~ 0 0 4630 D2 ~ ~ 0 0 4623 D3 ~ ~ 0 0 4628 S #4630 The Garden~ ~ ~ The scent of tulips softly wanders to your nose, almost as sweet as the scent of the roses. As you walk along the paths, a small squirrel runs across your path and evades your footsteeps. If you did not know you were in the Keep, it would seem this was a beautiful outdoor grove. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4637 D1 ~ ~ 0 0 4631 D2 ~ ~ 0 0 4624 D3 ~ ~ 0 0 4629 S #4631 The Crystal Fountain~ ~ ~ You stand in the center of the Druids' inner courtyard. The entire area is covered in a lavish garden. In front of you stands the centerpiece of the entire place, a large crystal fountain bubbling forth with water crystal clear. Small streams of water pour out of the fountain and travel to other parts of the garden. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4638 D1 ~ ~ 0 0 4632 D2 ~ ~ 0 0 4625 D3 ~ ~ 0 0 4630 S #4632 A Garden Path~ ~ ~ A winding path slithers through the garden like a snake. The working of the garden makes the path seem natural, and it does not interfere with the look at all. All around there are small pedestals with water in them; the birds taking baths within them. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4639 D1 ~ ~ 0 0 4633 D2 ~ ~ 0 0 4626 D3 ~ ~ 0 0 4631 S #4633 A Garden Path~ ~ ~ The garden surrounds you with its beauty, covered in soft green grass and broken only by a myriad of flowers everywhere you look. A thin path wanders through to take you to all the sights, but it doesn't disturb the garden whatsoever. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4640 D1 ~ ~ 0 0 4634 D2 ~ ~ 0 0 4627 D3 ~ ~ 0 0 4632 S #4634 Beyond the Ivy~ ~ ~ You stand in the entrance to the Druids' beautiful garden. It looks like the entire inner courtyard has been transformed into trees, shrubs and flowers. You can hear the songs of birds, and the chatter of the ocassional small woodland creature. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4641 D2 ~ ~ 579 0 4602 D3 ~ ~ 0 0 4633 S #4635 Beautiful Flowers~ ~ ~ This section of the garden is immersed in flowers of every type. You see tulips, daisies, roses, and many others you don't even recognize! The flow from one type to the next looks entirely natural, and it is almost impossible to tell that this is a man made garden. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4636 D2 ~ ~ 0 0 4628 S #4636 The Ancient One~ ~ ~ This garden looks older here, with a large oak and other large trees as well. It is quiet and peaceful. An old Druid stands before the large oak, staring into it thinking. ~ 0 401414 0 Rd 0 D1 ~ ~ 0 0 4637 D2 ~ ~ 0 0 4629 D3 ~ ~ 0 0 4635 S #4637 The Garden~ ~ ~ Vegetables and fruit trees line the small path here, growing most of what the Druids need to eat. You can see apples, oranges and pear trees all around. There also some larger trees growing nuts as well. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4638 D2 ~ ~ 0 0 4630 D3 ~ ~ 0 0 4636 S #4638 Before the Statue~ ~ ~ You stand in the garden in the Druids Keep. To the south you can hear running water, most likely coming from the crystal fountain or one of the small streams it feeds. To the north you can see the head of a tall statue poking through the trees. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 4642 D1 ~ ~ 0 0 4639 D2 ~ ~ 0 0 4631 D3 ~ ~ 0 0 4637 S #4639 The Garden~ ~ ~ The sound of bees buzzing fills your ears. There are hives all around. The Druids make use of the flowers to produce honey for themselves. The beekeeper is covered in tight fitting protective clothing. Hopefully a bee will not fly down your armor. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4640 D2 ~ ~ 0 0 4632 D3 ~ ~ 0 0 4638 S #4640 Dancing with Orchids~ ~ ~ This section has been dedicated to the tropical orchid. It is damp and warm, moreso than the rest of the garden. You can feel the magics of this section keeping the warmth in. Other tropical flowers dot the scape, but it is the orchid that stands out above the rest. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4641 D2 ~ ~ 0 0 4633 D3 ~ ~ 0 0 4639 S #4641 A Quiet Study Corner~ ~ ~ This section of the garden is quiet. A small chair sits in the corner, with a large book on it. Several Druids are sitting around reading from books and scrolls, pondering the research they conduct. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 4634 D3 ~ ~ 0 0 4640 S #4642 The Sanctuary of Dolmaar~ ~ ~ You stand before a statue in the back of the garden. The soft grass has given way to hard, simple marble. There is little decoration here, to make the statue stand out that much more. The eyes of the statue stare down at the ground, seemingly focused upon you. For some reason there seems to be an air of uneasiness around, eminating from the statue. It is only a statue, right? ~ 0 393220 0 Rd 0 D2 ~ ~ 0 0 4638 D5 ~ ~ 631 4577 4696 S #4643 The Eastern Tower~ ~ ~ You stand partway up the eastern tower. There are stairs continuing above and below you. There is also a door on a landing, about ten feet ahead. The door exits straight out to the second floor, as best as you can tell. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4644 D4 ~ ~ 0 0 4692 D5 ~ ~ 0 0 4622 S #4644 Before the Eastern Tower~ ~ ~ A soft carpet crushes gently under your footsteps as you enter this small room. To the direct south is the stairway leading up and down in the eastern tower. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4643 D3 ~ ~ 0 0 4645 S #4645 Nearing the Eastern Tower~ ~ ~ The hallway begins to get a little thinner at this point. It is safe to say that there are probably no more branching hallways to the east. The carpets and tapestries seem a little less lavish on this floor, but everything is still quite regal. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4644 D3 ~ ~ 0 0 4646 S #4646 A Long Corridor~ ~ ~ The soft blue carpet continues on as you walk, leading your way through the Keep. As you walk along the hall you count no less than 4 large candelabras on the walls lighting your way. Even though daylight does enter these halls the candle light helps lift the feeling of dark and of dampness. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4645 D3 ~ ~ 0 0 4647 S #4647 An Eastern Corridor~ ~ ~ The hall seems to go on forever, but it must be leading you somewhere. The only way to find out is to keep going on. The blue carpet leads, straight as an arrow, east and west to whatever destination awaits. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4646 D3 ~ ~ 0 0 4648 S #4648 A Bend in the Hall~ ~ ~ You notice a junction in the carpet, as if two pieces are joined together. One continues east to west, and another heads off to the south as the hall makes a sharp turn. In the corner a dark shape stands wearing a black robe that the Druids wear. As you attempt to get closer you seem to be blocked by an unseen barrier. Most likely a display piece. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4647 D2 ~ ~ 0 0 4656 S #4649 Beyond the First Door~ ~ ~ You stand just beyond the first door guarding whatever secrets are upon the second floor. The stone looks older, if that is possible, up here. It also looks slightly more worn. It is as if the magics protecting the Keep are fading up here. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4659 D2 ~ ~ 23 4657 4657 S #4650 A Bend in the Hall~ ~ ~ You stand in the corner of of the hall as it makes a sharp turn from south to west. As you stand and watch for a moment you can feel something pass you by several times. It is not a breeze, but you can still feel it as if it was softly brushing against your face. There is nothing to indicate the passage of a person or creature along the floor or walls. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4658 D3 ~ ~ 0 0 4651 S #4651 A Western Corridor~ ~ ~ You feel that you are being watched, but from where you cannot tell. There are no windows in this section of the hall, and there are no cracks that anyone could peep through. The joints between the stones are as tight here as they are anywhere else in the keep. You notice a slight temperature drop from the corridor just to the east. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4650 D3 ~ ~ 0 0 4652 S #4652 A Western Corridor~ ~ ~ The blue carpet is lush and soft as you walk upon it. You cannot help but notice the temperature of the hallway getting cooler as you continue to the west. The feeling of someone else being with you gets stronger as you walk along the hall as well. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4651 D3 ~ ~ 0 0 4653 S #4653 Nearing the Tower~ ~ ~ The hallway begins to get a little thinner at this point. It is safe to say that there are probably no more branching hallways to the west. The carpets and tapestries seem a little less lavish on this floor, but everything is still quite regal. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4652 D3 ~ ~ 0 0 4654 S #4654 Before the Tower~ ~ ~ You stand before the western tower, leading up and down. The hallway will take you east if you wish, and a doorway to the south leads into the tower staircase. There seems to be a lot of dust on the carpet. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4653 D2 ~ ~ 0 0 4655 S #4655 The Western Tower~ ~ ~ You come into a large tower, the western tower that you were able to see from outside the keep in the forest. As you step into here the first thing you notice is that several steps down the staircase disappears, crumbled with age into a large pile below. The stairs still continue upwards in a spiral taking you closer to Dolmaar. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4654 D4 ~ ~ 0 0 4694 S #4656 East of the First Door~ ~ ~ A small table sits on the north wall, holding a vase of flowers and a single candle. Above the table is a portrait, but of who you cannot say. The simple dressings in the room make it out to be some kind of shrine the Druids have set up. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4648 D3 ~ ~ 0 0 4657 S #4657 Before the First Door~ ~ ~ You stand before the first set of doors on this hallway, but what it leads to you do not know. This may be some kind of test to see how far you can continue in these halls. The decor steps up a notch here. From the ceiling hangs a large chandelier holding several hundred candles. It must take hours to replace and light all of them. The carpet gradually changes from a dark blue at the east and west to a dark red, which seems to run underneath the door. ~ 0 401418 0 Rd 0 D0 ~ ~ 23 4657 4649 D1 ~ ~ 0 0 4656 D3 ~ ~ 0 0 4658 S #4658 West of the First Door~ ~ ~ You stand just west of the center of the keep, on the second floor. A soft blue carpet braces every step you take making the walk easier on your feet. You notice that to the east the blue gently blends to a purple and then to pure red. ~ 0 401422 0 Rd 0 D0 ~ ~ 0 0 4650 D1 ~ ~ 0 0 4657 S #4659 Between the Doors~ ~ ~ You stand right between the first and second doors. The hall is short, but every step seems like a mile. Who knows what may be guarding the second door. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4660 D2 ~ ~ 0 0 4649 S #4660 Before the Second Door~ ~ ~ Before you stands a large door made of dark, dark wood. Walnut maybe, but you can see the magical auras coming forth from it. This keep has been built to protect something, but you still cannot tell what that is. ~ 0 401418 0 Rd 0 D0 ~ ~ 7 4660 4661 D1 ~ ~ 0 0 4679 D2 ~ ~ 0 0 4659 D3 ~ ~ 0 0 4667 S #4661 Beyond the Doors~ ~ ~ You are standing past the second set of doors in the upper hallway of the Druid's Keep. The stone seems to change from a plain granite to more of a smooth marble as you enter this section of the keep. The hall continues north leading you to something, but what? ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4662 D2 ~ ~ 7 4660 4660 S #4662 A Long Hallway~ ~ ~ The hallways continue on with the smoothe marble that started a shortways south. It is almost pure white with only the slightest hints of darker stone showing. The light and dark almost signifies the druids outlook on life, mostly good with a little of the dark to keep everything from getting stagnant. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4663 D2 ~ ~ 0 0 4661 S #4663 A Long Hallway~ ~ ~ The whiteness of marble surrounds you in this long hall. A chandalier of fine crystal hangs above you with long white candles burning slowly. A little further north you can see portraits on the wall. ~ 0 401422 0 Rd 0 D0 ~ ~ 0 0 4664 D2 ~ ~ 0 0 4662 S #4664 A Long Hallway~ ~ ~ You are standing in a long hallway. You see portraits of men dressed in black robes lining the walls on both sides. The hallway is made of intricate inlaid stonework, looking hundreds of years old. This place is simple and extravagant at the same time. ~ 0 401422 0 Rd 0 D0 ~ ~ 0 0 4665 D2 ~ ~ 0 0 4663 S #4665 The Door to Dlraxor's Laboratory~ ~ ~ You stand before a large door carved from a single piece of oak. A single keyhole and a doorknob adorn the door, nothing else. This room seems like every other in the Druid's Keep, but why was it guarded so much? ~ 0 401418 0 Rd 0 D0 ~ ~ 103 4662 4666 D2 ~ ~ 0 0 4664 S #4666 The Laboratory of Dlraxor~ ~ ~ As you enter this room a strange smell buffets you strongly. You notice hundreds of different jars sitting upon shelves. The spell components of the mighty druid Dlraxor must be giving off this horrid stench. Your eyes take heed of the large desk carved of solid oak here. It seems to be stained black, red, yellow and other colours upon its surface; most likely from the many spells that Dlraxor attempts here. Underneath the desk is a beautiful carpet which depicts a glorious rendition of the Keep from an aerial view. You notice the five points of a pentagram protuding forth from under the carpet. ~ 0 401418 0 Rd 0 D2 ~ ~ 103 4662 4665 S #4667 West of the Doors~ ~ ~ You stand just west of the second set of doors on this floor. The hallway looks as if it carries on to the west if you wish to continue travelling. The lack of carpet in this section of the keep sparks something in your mind. ~ 0 401422 0 Rd 0 D1 ~ ~ 0 0 4660 D3 ~ ~ 0 0 4668 S #4668 A Winding Corridor~ ~ ~ The hall takes a sharp turn to the north here. Every step you take, now that there is no carpet, clinks loudly and echoes for several moments. It seems strange that this place would be the strangest in the Druid's Keep. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4669 D1 ~ ~ 0 0 4667 S #4669 A Forked Hall~ ~ ~ The hall you were following suddenly splits into three different directions. There is the way that you came from, and two seperate choices. You can continue to the north, south, or to the west. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4670 D2 ~ ~ 0 0 4668 D3 ~ ~ 0 0 4674 S #4670 Within the Halls~ ~ ~ You stand in a hall, void of decorations or anything to mark it as distinct. This upper floor has become much more bland than the lower. The lower section of the keep was filled with decorations and carpets, whereas when you step deeper into the halls in this mountain everything seems to be getting darker and colder. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4671 D2 ~ ~ 0 0 4669 S #4671 Wandering the Halls~ ~ ~ You are wandering the halls deep in the mountain that the Druid's keep resides upon. It seems as if there are sounds coming from everywhere. Creaks, groans, pops and squeaks at every step you take. The strange thing is that you see no rodents, no spiders, and nothing else that could possibly be making these sounds. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4672 D2 ~ ~ 0 0 4670 S #4672 Exploring the Halls~ ~ ~ The dust that covers these halls is thick. Almost as if nobody has been down here in a very long time. Why do the Druids guard this upper section so much when there is nothing here? ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4673 D2 ~ ~ 0 0 4671 S #4673 A Dead End~ ~ ~ The hall you were walking through comes to a sudden dead end. It seems as if this hall was a hasty addition and it was never finished completely. You notice that the spot where the hall ends is rough and jagged, quite different from the rest of the keep which is smooth to the touch and not a crack to be found. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4672 S #4674 A Short Passage~ ~ ~ You are in a short passage heading east to west. The walls and ground are covered in dust, and every step you take kicks up a small cloud that settles back down almost as quickly as it was made. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4669 D3 ~ ~ 0 0 4675 S #4675 A Bend in the Hall~ ~ ~ The hall you are following takes a sharp turn, leading from north to east. It is very strange how this keep is laid out on the second floor. It does not match the first whatsoever. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4676 D1 ~ ~ 0 0 4674 S #4676 A Short Hallway~ ~ ~ You are in a short hallway jaunting from south to north. The walls are smooth and covered in cobwebs. A small candelabra hangs from the wall, dusty from the years of no use. The candles are half burnt, and have never been replaced. Almost as if this section of the keep was left quite hastily. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4677 D2 ~ ~ 0 0 4675 S #4677 A Dead End~ ~ ~ You have reached a dead end in the hall. The dust here seems less thick than in other places, almost as if it has been disturbed recently. You see no footprints or other markings to verify that fact, though. The walls on the sides are the smooth stone you are used to seeing in the Keep. The block in the north is rough and jagged as if hastily made. ~ 0 401418 0 Rd 0 D0 ~ ~ 515 0 4678 D2 ~ ~ 0 0 4676 S #4678 A Hidden Library~ ~ ~ You have stumbled upon the great library of the Druids. This is where they hide all the books they have found, or written, which contain knowledge that should be kept away from the world. The writings contained here could be used to destroy the world, if in the wrong hands. Unfortunately, everything seems to be written in the ancient tongue of the Druids which you are unable to read. ~ 0 401418 0 Rd 0 D2 ~ ~ 515 0 4677 S #4679 East of the Doors~ ~ ~ You stand just east of the large double doors guarding something that you do not know. There is no carpet here, strange considering there is everywhere else that you seem to remember. The stone on the floor looks worn from passage over time, also strange since most of the keep looks as if it is brand new. ~ 0 401422 0 Rd 0 D1 ~ ~ 0 0 4680 D3 ~ ~ 0 0 4660 S #4680 A Winding Corridor~ ~ ~ The stone corridor you stand in winds gently from the west to the north, taking you in a different direction than the one you were travelling in. The stone here looks worn as well, quite different from the first floor that you were exploring. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4681 D3 ~ ~ 0 0 4679 S #4681 A Forked Hall~ ~ ~ The hall you were walking through splits here. There are three different choices that you may make. You can go north, east or south at this junction. It seems as if most people who have come this way continued north or south, obvious from the path of worn stone in the floor. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4682 D1 ~ ~ 0 0 4686 D2 ~ ~ 0 0 4680 S #4682 A Well Lit Hall~ ~ ~ A large candelabra is attached to each wall here, holding four candles each. The candles are emitting more light that you would have expected, making the hall well lit and easy to see in. You notice near the bottom of the eastern wall there is a small splatter of blood, old and dried. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4683 D2 ~ ~ 0 0 4681 S #4683 A Long Corridor~ ~ ~ This halls seems to go on forever. It has been dug, straight as an arrow, for over two hundred feet. There is bright light softly seeping into your field of vision from the north and south, but a strange darkness hangs in this section of the hall. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4684 D2 ~ ~ 0 0 4682 S #4684 A Bright Hallway~ ~ ~ A strange glowing light hangs from the ceiling, most likely a magical device of some sort. The walls look dark, but there seem to be long grooves exposing lighter ston. Almost as if someone clawed the walls trying to get out. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4685 D2 ~ ~ 0 0 4683 S #4685 A Sudden End~ ~ ~ The hall you were following comes to a sudden end. The stone is well finished, looking new as if it were on the bottom floor. The wear marks on the floor seem as if they continue going north. Maybe the wall is new and is in place to block something off. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4684 S #4686 A Long Corridor~ ~ ~ The hall winds slightly north and south as you walk along, never enough that you cannot see beyond the next curve. Even though the bends are slight, the shadows could still hide something your eyes cannot pick out. Small dust clouds raise, and fall just as quickly, with your passing. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4687 D3 ~ ~ 0 0 4681 S #4687 A Bend in the Hall~ ~ ~ In contrast to the long twisting hall to the west, you come upon a tight straight turn. The hall now travels from east-west to north-south. Dusty footprints are recognizeable on the old floor, travelling farther north. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4688 D3 ~ ~ 0 0 4686 S #4688 A Dark Hallway~ ~ ~ The darkness permeating through this room seems thick enough to cut with a knife. You sense that the hall still continues from the north to the south, but you suspect that even with a light you would be unable to see much else about the long hallway you stand in. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4689 D2 ~ ~ 0 0 4687 S #4689 A Collapsed Hall~ ~ ~ The hallway you stand in is dark, but not as dark as it was just a short way to the south. You can see through the darkness to make out that the hall has collapsed just a few steps to the north. There is more dust here than in the rest of the hall, most being sediment from the stone as it collapsed. The whole place groans as if it may collapse on top of you. ~ 0 401422 0 Rd 0 D0 ~ boulder~ 515 0 4690 D2 ~ ~ 0 0 4688 S #4690 A Bubble of Safety~ ~ ~ You stand in what used to be a hallway in the Druids' Keep. There are large pieces of collapsed stone resting on each other to create a small bubble of safety within what must have been raining death. There seems to be a small fire in one corner of the little room, and a midden heap in another. It seems someone has been living here. ~ 0 401418 0 Rd 0 D2 ~ ~ 515 0 4689 S #4691 &REntering The Catacombs~ ~ ~ &zYou are within the very depths of the mountain that the Druid's Keep stands upon. These catacombs are jaggedly cut out of the various types of rock all around. Water drips ominously from an unknown source and echoes throughout the damp and forboding caves. ~ 0 401415 5 Rd 0 D5 ~ ~ 0 0 4697 S #4692 The Eastern Tower~ ~ ~ You've reached the top of the tower, above you is a wooden roof blocking further passage. The last torch is several feet below your current position and the shadows that are being cast make for an ominous setting. You could swear that from outside this tower looked taller, and that you can hear a faint scratching sound from above. ~ 0 134619145 0 Rd 0 D4 ~ ~ 631 0 4693 D5 ~ ~ 0 0 4643 S #4693 Atop the Eastern Tower~ ~ ~ This room is bright! Brighter than you may have ever seen before. Staring at the figure filling most of the room would blind a mortal in seconds. Shielding your eyes you notice two black specks in the middle of the light, and teeth formas the form yawns. The dragon stares at you blankly. ~ 0 134619145 0 Rd 0 D5 ~ ~ 631 0 4692 S #4694 The Western Tower~ ~ ~ You've reached the top of the tower, above you is a wooden roof blocking further passage. The last torch is several feet below your current position and the shadows that are being cast make for an ominous setting. You could swear that from outside this tower looked taller, and that you can hear a faint scratching sound from above. ~ 0 401408 1 Rd 0 D4 ~ ~ 631 0 4695 D5 ~ ~ 0 0 4655 S #4695 Atop the Western Tower~ ~ ~ This room is dark. Very dark. You can see two eyes glowing in the far corner of the room, which seem to be the only source of light. Where the light that the eyes reflect comes from, you do not know. It seems as if something is living in this dark, and it cannot be anything good. The sounds of something scraping on wood are much louder here. ~ 0 393228 0 Rd 0 D5 ~ ~ 631 0 4694 S #4696 The Holy Place~ ~ ~ This place eminates with holy power. This is the sort of place that a goody-two-shoes would love, and those who follow evil would run from screaming. It is simple, other than a small stream running to the north. The water glows a little differently as it passes beneath where the statue stands above. ~ 0 401410 0 Rd 0 D4 ~ ~ 631 4577 4642 S #4697 &RThe Catacombs~ ~ ~ You are in a large intersection of tunnels. It seems there is a path that heads out in every cardinal direction, but there is no hint to where they lead. Strange sounds and cries seemingly come from everwhere, and the damp air chills to the bone! ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4698 D1 ~ ~ 0 0 4711 D2 ~ ~ 0 0 4724 D3 ~ ~ 0 0 4737 D4 ~ ~ 0 0 4691 D5 ~ ~ 631 0 4798 S #4698 &RThe Catacombs~ ~ ~ This cavern seems to slither its was through the darkness underneath the Druid's Keep. It is dark, cold, and damp. The sound of running water comes from the North, while a slight movement of air heads South. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4699 D2 ~ ~ 0 0 4697 S #4699 &RThe Catacombs~ ~ ~ A small stream of water flows from the North into the cavern wall to the West. It looks black and dirty, most likely polluted by something evil down here. The water is warmer than the air here, adding moisture and generating a slight breeze to the South. ~ 0 401422 5 Rd 0 D0 ~ ~ 0 0 4700 D2 ~ ~ 0 0 4698 S #4700 &RThe Catacombs~ ~ ~ Clean water cascades in through the crumbling roof of the cavern here. The crystal clear liquid turns an inky black however as it splashes down over the tumbled rocks of the northern wall. The splashing tide joins at the bottom of the wall with the unsavory stream which runs into this room from the south and flows out through a crevice in the room's north west corner. The majority of the room has been cleared of any debris which may have resulted from the collapse of the northern wall, however the structure does not appear to have been reinforced after the cave in and still seems shaky at best. The sickening stench of evil and decay assault you from the east. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4701 D2 ~ ~ 0 0 4699 S #4701 &RThe Catacombs~ ~ ~ The smell of death and decay is very strong. The scent slowly slithers its way across the room and continues to the West with a slow current of air. The cavern floor is damp with condensation, and the sound of running water can be heard close by. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4702 D3 ~ ~ 0 0 4700 S #4702 &RThe Catacombs~ ~ ~ Evil seems to eminate from here. It is all around and the smell of it is thick within the air. There is no visible source to justify its presence, but something is close by! The scent moves slowly to the West, along with the sound of far off running water. ~ 0 401422 5 Rd 0 D1 ~ ~ 0 0 4703 D2 ~ ~ 627 0 4756 D3 ~ ~ 0 0 4701 S #4703 &RThe Catacombs~ ~ ~ This section of tunnel is a tight fit. It is overgrown with a thick, glowing fungus of some sort. It looks like it is moving, although it could be a trick of the eyes. There are the shells of thousands of small beetles and the bones of many small rodents littering the ground where you can see it. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4704 D3 ~ ~ 0 0 4702 S #4704 &RThe Catacombs~ ~ ~ The cave veers sharply here making a tight turn. In the corner there is a large puddle of a slimey substance. Who knows what could have made it! You carry on slowly as not to slip and fall... That stuff could be toxic! ~ 0 401418 5 Rd 0 D2 ~ ~ 0 0 4705 D3 ~ ~ 0 0 4703 S #4705 &RThe Catacombs~ ~ ~ It gets darker and darker as you trudge through the cold caverns down here. It seems like your trusty light is less effective as you forge forth through the unknown. This piece of cavern is a tight fit, it looked large enough when you came through, but it seems to have compressed down upon you! ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4704 D2 ~ ~ 0 0 4706 S #4706 &RThe Catacombs~ ~ ~ The catacacombs continue on their dreary trail, this section leading due north-south as far as you can tell with your keen sense of direction. The walls are cold and slick with an unknown substance. They seem to be chiseled out with claw marks all over. What sort of thing could have made these caves? ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4705 D2 ~ ~ 0 0 4707 S #4707 &RThe Catacombs~ ~ ~ You have wandered deep into the catacombs below the Druid's Keep. It is cold and damp down here. The constant sound of dripping water comes from everywhere. Glowing eyes open in close all around you, although never long enough to find out where they came from. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4706 D2 ~ ~ 0 0 4708 S #4708 &RBefore A Strange Door~ ~ ~ You have entered a different part of the catacombs. This piece seems more finished that most of the rest, rather than quickly channeled out. To the south lies a heavy door, barred and chained shut. It looks like there is no passing! ~ 0 4 5 Rd 0 D0 ~ ~ 0 0 4707 D2 ~ ~ 103 0 4709 S #4709 &RThe Onyx Door~ ~ ~ &zThe stone changes from the dark granite that you have become used to travelling through these catacombs, into smooth and sleek onyx. There are runes carved everywhere around in the stone! You recognize several, runes of protection and others to boost the carver's spell casting power in this area. Most you cannot decipher, leaving a strange puzzle behind. ~ 0 0 0 Rd 0 D0 ~ ~ 103 0 4708 D2 ~ ~ 119 4708 4710 S #4710 &RAn Intricate Study~ ~ ~ &zYou stand in a large study, lit by several floating balls of light. You can make out paintings on the walls, mostly showing scenes of grotesque violence or sexual acts. As you walk further into the room your step in a small puddle, and when you look closer you notice it is a red sticky liquid. The south wall, behind a large desk, is overflowing with ancient books and scrolls in various stages of decay. On the desk you can see a small platter with what seems to be a still beating heart squirting blood everywhere. ~ 0 401418 0 Rd 0 D0 ~ ~ 119 4708 4709 S #4711 &RThe Catacombs~ ~ ~ The eastern hall of the catacombs appears to have been carved from the bedrock upon which the Druids' Keep is set and then polished to extreme shoothness. The walls appear to be perfectly parallell as do the floor and ceiling. Where they intersect the angle is a perfect 90 degrees and appears to lack any sort of seam. Your breath mists the air before you as the cold tries to creep into your bones. To the west, the tunnel intersects with the others which form the catacombs. To the east, the tunnel continues on, into the bowls of the earth. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4712 D3 ~ ~ 0 0 4697 S #4712 &RThe Catacombs~ ~ ~ The eastern passage continues blindly through the bedrock, the dancing light of your light source the only thing which seems to add character to the perfectly polished passage. It is difficult to judge how far you've travelled as the tunnel offers you no landmarks. You can only soldier on, trusting that this tunnel must eventually end. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4713 D3 ~ ~ 0 0 4711 S #4713 &RThe Catacombs~ ~ ~ The hallway's gentle curve is subtle enough that you realize you must have been travelling along the bend for quite some time before noticing the change. The smooth, seemless quality of the tunnel's construction makes the detection of subtle changes in direction extremely difficult. The tunnel seems eventually to resume straight courses to the south and to the west of your current location. ~ 0 401418 5 Rd 0 D2 ~ ~ 0 0 4714 D3 ~ ~ 0 0 4712 S #4714 &RA Dark Passage~ ~ ~ The air is comfortable in this section of the hallway. Warm air flows gently past you towards the north. The hallway's construction is unchanging as far as your light source will carry. The unnaturally smooth, seemless construction offers nothing for your eyes to focus on and you regularly find yourself feeling disoriented despite the unwavering course of the passage. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4713 D2 ~ ~ 0 0 4715 S #4715 &RAn Oaken Door~ ~ ~ A simple oak door is set into the western wall here. It is completely unadorned, apparantly designed with servicability, and not elegance in mind. The air here is warm and a pleasant breeze blows along the passage heading north. In both directions the hallway continues well beyond the outer reaches of your light, completely lacking distinguishing features. ~ 0 401422 5 Rd 0 D0 ~ ~ 0 0 4714 D2 ~ ~ 0 0 4716 D3 ~ ~ 83 0 4768 S #4716 &RA Dark Passage~ ~ ~ The essentially featureless hallway continues to the north and south here. The air is quite warm and smells slightly of sulphur. A gentle current of air moves towards the north. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4715 D2 ~ ~ 0 0 4717 S #4717 &RA Dark Passage~ ~ ~ You stand at the intersection of two tunnels. The first, running north-south is an immaculitely clean tunnel, looking to have been born from the rock and polished to a glassy texture. The passage south of your current location has been cut off by a cave in. To the north the passage stretches off into the darkness. To the west, a roughly hewn passage shows signs of recent passage. Hot flows of air whistle past you and around the corner, rushing off towards the north. ~ 0 401422 5 Rd 0 D0 ~ ~ 0 0 4716 D3 ~ ~ 0 0 4718 S #4718 &RDifficult Terrain~ ~ ~ The floor here is littered with fallen stone from the crumbling walls and ceiling. Everything seems to be covered in a thick layer of soot and the air is thick with sulphur and smoke. The tunnel appears to open up west of here, and an orange glow emenates from the entrance to the chamber in that direction. The hot air rushes past you towards the east, on into the darkness. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4717 D3 ~ ~ 0 0 4719 S #4719 &RThe Blasting Furnace~ ~ ~ You stand within the dome of an enormous geode. A cavernous bubble created by lava flow, the entire inner surface covered with crystal formations. The fifteen foot high dome glows a soft orange due to the refracted light cast by the small lava vein which runs through the centre of this room. The air is hot and thick with gases escaping from deep within the earth. The heat is overpowering. ~ 0 0 5 Rd 0 D1 ~ ~ 0 0 4718 D3 ~ ~ 0 0 4720 S #4720 &RPiles of Soot~ ~ ~ The rough hewn passage continues it's progress through the earth here. The floor is littered here and there with the ashen remains of those unfortunate enough to have fallen victim to the Fire Elemental which makes its home here. ~ 0 0 5 Rd 0 D1 ~ ~ 0 0 4719 D3 ~ ~ 0 0 4721 S #4721 &RBefore A Strange Door~ ~ ~ You stand before a strange metal door. The surface of the portal is grainy and black. All about, spaced seeminly at random, are runes, the likes of which you have seen nowhere else. The heat from the lava flow to the east makes the air almost impossible to breathe. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4720 D3 ~ ~ 103 0 4722 S #4722 &RThe Crystal Door~ ~ ~ &zAs you walk in to this room the first thing that you notice is that the rock changes from dark granite to a translucent crystal door leading further west. It seems strange that such a thing would be located is such a dark and dreary place. ~ 0 401410 0 Rd 0 D1 ~ ~ 103 0 4721 D3 ~ ~ 119 4720 4723 S #4723 &RA Crystal Cave~ ~ ~ &zAs you step into this small cave you almost slip and fall because of the quick change from rough rock to slick crystal. There is only one small light in this room, but it seems almost as bright as daylight. The crystal reflects and amplifies the light as it bounces off of it. There are no adornments in this little cave other than the light near the ceiling and a small circle on the ground, surrounded by candles. ~ 0 401418 0 Rd 0 D1 ~ ~ 119 4720 4722 S #4724 &RThe Catacombs~ ~ ~ The darkness is opressive here, seemingly trying to suffocate your light source as you wander through the tunnels. Underfoot lies what one might grudgingly call a stream, though the trickle of water has nearly been stopped entirely by the slimes and moulds which abound. The stench in the air moves sluggishly past you northward. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4697 D2 ~ ~ 0 0 4725 S #4725 &RThe Catacombs~ ~ ~ The sucking, wet sounds of your footfalls echo strangely as you wander through the catacombs. The ceiling and walls seem to pull in around you as you walk, their jagged surfaces seeming ready to crush you at any moment. Your light source creates shifting movement all around, constantly pulling your eyes to the shadows. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4724 D2 ~ ~ 0 0 4726 S #4726 &RThe Catacombs~ ~ ~ You've come to a bend in the tunnel. It is particularly dark, wet and slimy here. The corner is obstructed by a large slab of stone which appears to have fallen through the ceiling. It looks like a tight squeeze, but it looks like you can make it. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4725 D3 ~ ~ 0 0 4727 S #4727 &RThe Catacombs~ ~ ~ The air barely moves here. The damp and cold gnaw away at your bones. Slime and ooze fill the spaces between your toes. The darkness is opressive, seeming almost to have weight of its own. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4726 D3 ~ ~ 0 0 4728 S #4728 &RThe Catacombs~ ~ ~ There is muck everywhere here. Foul looking moulds and sickly green slimes grow everywhere. The air can hardly be called warm, but it is not so firgid as in the central sections of the catacombs. Condensation collects everywhere, running down the walls, and occasionally dripping on your head. ~ 0 401422 5 Rd 0 D0 ~ ~ 595 0 4762 D1 ~ ~ 0 0 4727 D3 ~ ~ 0 0 4729 S #4729 &RThe Catacombs~ ~ ~ The air is thick with humidity here. Warm air from the east mixes with cooler air from the west creating a localized fog, which coupled with the darkness makes it almost impossible to see. The ground here is spongy and soft. Closer inspection reveals a healthy carpet of moss. Only a very small trickle of water runs along the floor through the moss. This must be one of the sources of the stream which runs east of here, and along the north-south corridor of the catacombs. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4728 D3 ~ ~ 0 0 4730 S #4730 &RThe Catacombs~ ~ ~ It is difficult to see the sides of the cavern here due to it's size. Footfalls echo heavily in the cavernous space. The ground below is dry and supports only sporratic fungal growth. It is quite warm here, though not unpleasant. The breeze blows softly past, around the bend and towards the east. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4731 D1 ~ ~ 0 0 4729 S #4731 &RThe Catacombs~ ~ ~ The catacombs here are of immense size. Echos seem returned to you at a great distance. The darkness folds in close, caressing you. Other than your light source, the only sign of life is the faint green glow of something off in the distance to the north. ~ 0 401422 5 Rd 0 D0 ~ ~ 0 0 4732 D2 ~ ~ 0 0 4730 S #4732 &RThe Catacombs~ ~ ~ The heat here is uncomfortable. It drys skin and makes armor chaif. A green light, a pale beacon against the smothering darkness, shimmers to the north. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4733 D2 ~ ~ 0 0 4731 S #4733 &RThe Catacombs~ ~ ~ The heat here is opressive. The dry air burns your throat as you breathe, leaving you with a dry gritty fealing in your mouth. A green light shines to the north. It is the only light, save your own, that you see. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4734 D2 ~ ~ 0 0 4732 S #4734 &RBefore A Strange Door~ ~ ~ You stand at the base of a sheer stone wall which rises into the inky blackness above. To your left and your right it stretches well beyond the globe of illumination cast by your light source. Directly in front of you, a strange door seems the only breech in the otherwise glassy smooth surface. The door itself is made of semi-lusterous metal embossed at odd intervals with runes. The runes it seems are the source of the green light which can be seen from the south. They dance with contained green fire, as do those which adorn the arched door frame. The writhing green light seems to lend a life to the wards, almost making them seem to shift and writh as well. ~ 0 401418 5 Rd 0 D0 ~ ~ 103 0 4735 D2 ~ ~ 0 0 4733 S #4735 &RThe Iron Door~ ~ ~ &zYou stand before a large iron door, just a short ways to the north. The door looks rather beaten and worn, but seems to have been able to hold whatever is behind it in so far. You can hear scrapes, wails and banging from whatever lies behind it. ~ 0 0 0 Rd 0 D0 ~ ~ 119 4734 4736 D2 ~ ~ 103 0 4734 S #4736 &RA Stone Cage~ ~ ~ &zYou find yourself in a large stone room, almost exactly like a prison cell. There is a small slit on the door to look out, and another near the bottom large enough to slide food in and out. You notice scratch marks everywhere here, like the tenant has been trying to escape for some time now. You can see what seems to be bones and half eaten human corpses in the northeast corner. ~ 0 401418 0 Rd 0 D2 ~ ~ 119 4734 4735 S #4737 &RThe Catacombs~ ~ ~ You stand in a dark corridor west of the tunnels' crossing. The floor here has an oddly bubbled texture, almost as if the floor had at one point been molten stone, hot and bubbling, then suddenly flash cooled. The walls are smooth and slick with condensation. The roof is low, barely clearing your head. You are forced to bend low at regular intervals to pass below what appear to be wooden support frames. Closer inspection of the frames shows you that either they were carved by extremely skilled stone workers, or the frames have been petrified by something since their installation. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4697 D3 ~ ~ 0 0 4738 S #4738 &RThe Catacombs~ ~ ~ You progress along the bubbled tunnel, the dampness of the floor making walking extremely treacherous. Flight is hardly less so due to the low ceiling. To the west, at the extremities of your light, you can see a bend in the tunnel which heads north. To the east you can hear the faint whistle of the wind which runs through the north-south tunnel of the catacombs. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4737 D3 ~ ~ 0 0 4739 S #4739 &RThe Catacombs~ ~ ~ The rolling and bubbling of the floor seems to be at it's most vicious here. The oddly formed stone fills the room nearly half way to it's already low limits. To the north and east the stone seems to flow away from this geiser, making passage on foot extremely difficult, dangerous, and slow going. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4740 D1 ~ ~ 0 0 4738 S #4740 &RA Dark Passage~ ~ ~ Stone, the consistency of melted wax, forms the floor to this passage way. The crevices between the flows of stone now gather the dampness of the air into new flows of cool water. The stone of the walls and ceiling seem to be single, seemless, glassy pieces of stone as has been the case the entire length of the passage. To the south, at the edge of your light's reach you can see a bend in the tunnel which then leads east. To the north the passage stretches off into the inky blackness. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4741 D2 ~ ~ 0 0 4739 S #4741 &RAn Oaken Door~ ~ ~ You stand beside an oddly out of place oaken door. This is perhaps the only example you have seen along this corridor of construction using anything but stone. If the door is indeed still of any use, it must open inwards as the stone flow is obviously well above the bottom of solid oak structure. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4742 D1 ~ ~ 3 0 4751 D2 ~ ~ 0 0 4740 S #4742 &RA Dark Passage~ ~ ~ The catacombs' dark western passage continues north and south here through the unnaturally smooth stone. Smooth, that is, with the exception of the stone floor which has a tumultuous look, as though it had once been a rushing flow of liquid granite which froze solid even as it boiled. A low fog obscures much of the detail of the stone floor which, coupled with the small streams and pools of water which have collected along the hall, makes for very treacherous footing. ~ 0 401418 5 Rd 0 D0 ~ ~ 0 0 4743 D2 ~ ~ 0 0 4741 S #4743 &RA Dark Passage~ ~ ~ The dark western passage bends east and south here. The northwestern corner is piled high with boiled stone. The current of the stone must have been impressive to have created the sorts of splash patterns and the high banking which are evident. To the south, the hall stretches on into the gloom. From the east the sounds of dripping water, and the occasional splashes can be heard. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4744 D2 ~ ~ 0 0 4742 S #4744 &RA Large Pool~ ~ ~ You are standing in what appears to have once been an underground tower. The extent of it's actual depth is a mystery locked beneith the surface of the murky pool which occupies the greater part of this room. Water seems to trickle into here from every direction leading you to wonder if there might be an outlet somewhere at the bottom. To the west, the catacombs' western passage stands open before you. To the east, beyond the crumbled wreckage a long collapsed wall lies a cavernous opening who's true dimensions you can only guess at from here. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4745 D3 ~ ~ 0 0 4743 S #4745 &RA Partially Collapsed Cave~ ~ ~ This section of the cavern is cluttered with rubble from the fallen western wall and partially collapsed ceiling. Jagged rocks and shattered stalagmites litter the floor wherever they weren't piled together in great mounds by the cave in. Terrible cries can be heard echoing through the upper reaches of the cavern. They come seemingly from nowhere and sound as though they may continue forever. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4746 D3 ~ ~ 0 0 4744 S #4746 &RLarge Stalactites~ ~ ~ The cavern's ceiling lies beyond the reaches of your light source, however large rock formations reach down towards the floor at regular intervals. Along with their mates which reach up from the floor they give the impression of enormous fangs all about. The air here is damp and cold. Water seems constantly to be falling on you from above, and the screaming... The screaming goes on and on in the blackness above. ~ 0 401418 5 Rd 0 D1 ~ ~ 0 0 4747 D3 ~ ~ 0 0 4745 S #4747 &RBefore A Strange Door~ ~ ~ You stand at the eastern edge of a massive underground cavern. All around you hear soul tearing screams reflected from every craigy surface. Now and then you are almost certain you also hear the faint sound of snickering. To the west the cavern opens up into a larger chamber. A doorway seemingly swirled together out of the granite of the wall and veins of highly lusterous copper bars your passage to the east. Runes adorn the the door at irregular intervals and are likewise spread around the doorframe which looks much like the petrified support beams near the beginning of this tunnel. The runes dance with a dark energy which seems to draw in and feed upon the glow of your light source. ~ 0 401418 5 Rd 0 D1 ~ ~ 103 0 4748 D3 ~ ~ 0 0 4746 S #4748 &RThe Copper Door~ ~ ~ &zYou stand in what seems to a large vein of copper in the catacombs beneath the Druid's Keep. Despite being mixed with granite here and there, the copper looks quite unblemished. At the eastern end of this small cavern stands a door of pure copper. There is some kind of dark energy seeping through the cracks around the door. ~ 0 401410 0 Rd 0 D1 ~ ~ 119 4747 4749 D3 ~ ~ 103 0 4747 S #4749 &RA Dark Dark Room~ ~ ~ &zAs you enter this room you quickly notice that your light does little good. You can see only inches from your own face; your hands and feet seem almost invisible. Each step echoes loudly in your ears, as if the room is of unimaginable size. You can hear short, sharp rasps coming from all around you. The sounds come from everywhere and nowhere all at once. ~ 0 401419 0 Rd 0 D3 ~ ~ 119 4747 4748 S #4750 &RThe Unholy Temple~ ~ ~ You have come to a quiet corner of this strange temple. The silence is more unnverving that the dark black walls. A jagged vein of obsidian runs through this section of the mountain's underbelly, and it has been polished to a shine. It looks as if the wall itself has teeth and is waiting to devour your immortal soul. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4753 D1 ~ ~ 0 0 4755 S #4751 &RBeyond The Oak Door~ ~ ~ You have passed into what seems to be a different section of the catacombs. There are candles lighting what seems to be a well-chiseled out section of the mountain. The large oak door you entered from leads back to the catacombs, Westward. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4752 D2 ~ ~ 0 0 4753 D3 ~ ~ 3 0 4741 S #4752 &RA Dark Altar~ ~ ~ You stand in front of the blackest altar there may have ever been created. The light that you hold seems to be sucked into the altar, along with that of the candles that are strewn about the room. Down the centre of the altar is a wide groove that leads to a hole in the floor stained with dark blood. Who knows what sort of deity is worshipped here. ~ 0 401418 0 Rd 0 D3 ~ ~ 0 0 4751 S #4753 &RThe Unholy Temple~ ~ ~ You are walking through what seems to be a temple of some sort. Which dark Gods this place is dedicated to, you know not. Maybe Ahaseurous? Maybe something older and deadlier than her. No doubt nobody has lived long enough to ask the question of its occupants. There are no pretty tapestries, no pictures and candelabras here. There is only cold and unfriendly functionality. This place was built for death, and it shows. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4751 D1 ~ ~ 0 0 4754 D2 ~ ~ 0 0 4750 S #4754 &RThe Summoning Circle~ ~ ~ You seem to be standing in the middle of a very large pentagram. All five points contain a large red candle burning. There are claw marks on the ground at the edge of the circle, like whatever was summoned here was trying to get out. Who knows what else may be summoned from the depths of the lower planes! ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4755 D3 ~ ~ 0 0 4753 S #4755 The Holding Pen~ ~ ~ You stand in a large room which is entirely filled by the most massive summoning circle you have EVER seen. Lit entirely by thousands of candles, you cannot see the other side of the room. Chained inside the circle is a demon larger than any ever recorded in the annals of history, but has anyone ever really seen hell and survived? ~ 0 401422 0 Rd 0 D0 ~ ~ 0 0 4754 D3 ~ ~ 0 0 4750 S #4756 &RThe Treasure Room~ ~ ~ You have stumbled upon a secret treasury deep beneath the Druid's Keep. All around you can see jeweled armor, weapons, gold, jewels, and more! Every step you take dislodges coins and other items from their resting places, kicking up dust and clattering them across the ground. To the West is a wall, but South and East lead further into the treasury. To the North is the door you entered from. ~ 0 401418 0 Rd 0 D0 ~ ~ 627 0 4702 D1 ~ ~ 0 0 4761 D2 ~ ~ 0 0 4759 S #4757 &RThe Horde~ ~ ~ A horde of gold and jewels lays everywhere! This is where the real treasures are stored! Of course, the treasure isn't what really catches your eyes... There is a large golden portal open in the middle of the room. It swirls endlessly in a circle of chaotic energy, leading to who knows where? ~ 0 0 0 Rd 0 D2 ~ ~ 119 4758 4758 S #4758 &RThe Treasure Room~ ~ ~ This corner of the treasury seems to be clean and bare of anything. There is little to no dust, and a distinct lack of gold, gems, or treasure of any kind to be found! On the north wall there is a large door which is barred and locked tightly, guarding something within! ~ 0 401410 0 Rd 0 D0 ~ ~ 119 4758 4757 D1 ~ ~ 0 0 4759 S #4759 &RThe Treasure Room~ ~ ~ You have followed a path deep into the treasury within the Catacombs. The smell of metal is strong, but the stench of something darker wafts to your nose from the West. The path through the coins and other trinkets also leads North and East. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4756 D1 ~ ~ 0 0 4760 D3 ~ ~ 0 0 4758 S #4760 &RA Large Chest~ ~ ~ As you enter this room you notice a small chest sitting in the corner. It is simple and unadorned, with nothing of note to say about it. It is surrounded by gold, jewels, and many other wondrous items! ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4761 D3 ~ ~ 0 0 4759 S #4761 &RPiles of Gold~ ~ ~ This section of the treasury is filled with piles and piles of gold coin. There must be THOUSANDS of coins here. If only you could carry it all with you! There are exits leading both South and West here. ~ 0 401418 0 Rd 0 D2 ~ ~ 0 0 4760 D3 ~ ~ 0 0 4756 S #4762 &RA Dark Prison~ ~ ~ The smell of fear and old sweat overwhelms as you enter into the prison deep in the catacombs. This is where the Queen stores her most valuable of prisoners and keeps them tortured and starved. It looks well guarded. You can see beds to the East, and another small room to the West. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4767 D2 ~ ~ 595 0 4728 D3 ~ ~ 0 0 4763 S #4763 &RA Dark Prison~ ~ ~ A large door stands in front of you to the North. It is made of thick iron and has a small slit in the middle for food and water. You can smell urine and feces in addition to other rank odors coming from behind the door. Whatever prisoners that are penned up in there most likely haven't had the cell cleaned for quite some time. ~ 0 401418 0 Rd 0 D0 ~ ~ 119 4763 4764 D1 ~ ~ 0 0 4762 S #4764 &RA Smelly Prison Cell~ ~ ~ You have come into the cell of the Queen's Prisoners, and the first thing that you notice is the large smelly heap in the corner. You can see large bones sticking out from the pile of feces and assume that these may have been past residents. The large cell continues on to the East. ~ 0 401422 0 Rd 0 D1 ~ ~ 0 0 4765 D2 ~ ~ 119 4763 4763 S #4765 &RA Damp Cell~ ~ ~ This section of the large prison cell is very damp. You can hear a small dripping sound, and notice a pool of water along the North wall. The cold and the dampness cannot be good for prisoners health, but maybe that is what the Queen expects. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4766 D3 ~ ~ 0 0 4764 S #4766 &RA Dark Cell~ ~ ~ You have come upon a part of the cell that looks like it is being lived in. There is a small iron cup and bowl in the one corner, and a thin layer of moss and lichen that has been labouriously scraped off the walls in the other. There looks to be some sort of cubby hole in the north wall, but it crackles with a strange energy. Most likely a failed escape attempt! ~ 0 0 0 Rd 0 D3 ~ ~ 0 0 4765 S #4767 &RThe Guard's Quarters~ ~ ~ You have come into what seems to be a mini barracks. There are a few beds with armor and weapons scattered about. There is a table in the middle with some unidentifiable food in the middle, and a set of dice that the guards most likely gamble with. ~ 0 0 0 Rd 0 D3 ~ ~ 0 0 4762 S #4768 &RBeyond The Oak Door~ ~ ~ You stand just West of an oaken door. To the North you can hear the sounds of a skirmish. To the south, an uneasy silence. Upon the ground it seems there is blood trickling from both directions and seeping into a small pool near your feet. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4769 D1 ~ ~ 83 0 4715 D2 ~ ~ 0 0 4773 D3 ~ ~ 0 0 4771 S #4769 &RThe Training Grounds~ ~ ~ You have come upon the training grounds nestled deep beneath the Keep of the Druids. Why the Queen is training soldiers down here seems a mystery. There are swords and spears strewn about, and students take each other on with various implements of war. The screams of the injured fill the air but it seems that the weak are not getting very far here. ~ 0 401418 5 Rd 0 D2 ~ ~ 0 0 4768 D3 ~ ~ 0 0 4770 S #4770 &RThe Training Grounds~ ~ ~ There is a small rise in the training grounds in this North-West corner. The training master oversees the studends from this higher vantage point. Several students look as if they are climbing the small rise to approach the master, albeit slowly. One wrong move could mean the training master takes off your head. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4769 D2 ~ ~ 0 0 4771 S #4771 &RThe Training Grounds~ ~ ~ A putrid smell comes from this corner of the training grounds. It seems this is where the dead, and the dying, are put. Little mercy is given to those who cannot help themselves. Injuries are nursed by ones self here, or you are dragged on the pile to serve as a reminder of failure. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4770 D1 ~ ~ 0 0 4768 S #4772 &RThe Essence of Magic~ ~ ~ You enter a large room that seems much too big for what you believe could fit underneath this mountain. Lined upon the walls are jars, vials, and small cages all around. Larger cages with strange, fantastical beasts are scattered upon the floor in various states of life, death, and undeath. Flying around in the air, so far above, it seems like a flock of bats... Or worse. ~ 0 401418 0 Rd 0 D1 ~ ~ 0 0 4773 S #4773 &RThe Entrance To Magic~ ~ ~ An eerie silence surrounds you in this room. The walls look black with soot, and blood. The ground is caked with substances it is hard to put a name to. Every step you take you expect to echo, but it somehow doesn't. A small river of blood flows North. ~ 0 8790026 0 Rd 0 D0 ~ ~ 0 0 4768 D3 ~ ~ 0 0 4772 S #4774 &RWithin Magic~ ~ ~ ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4778 S #4775 &RHoly Ground~ ~ ~ You find yourself in a small cave, but the holy power eminating from it is immense. A small pool of water has gathered on the ground, and a pedestal with a small flask stands out from the middle. Despite the lack of light down here, it seems as if daylight has somehow seeped through the ground. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 4783 S #4776 An Old Cavern~ ~ ~ The walls are sticky and wet in your new destination, and look as though they were carved by an ancient stream. You smell something acidic nearby, but can't place your finger on what it is exactly. The only light entering the room despite your own is the glowing portal on the south wall, leading back to the Catacombs. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 4788 S #4777 &RHalls Of Desperation~ ~ ~ ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4793 S #4778 &RWandering Within Magic~ ~ ~ ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 4774 D1 ~ ~ 0 0 4779 S #4779 &RWandering Within Magic~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4780 D3 ~ ~ 0 0 4778 S #4780 &RCrackling Energy~ ~ ~ ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 4779 D5 ~ ~ 0 0 4781 S #4781 &RNear The Source~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4782 D4 ~ ~ 0 0 4780 S #4782 &RThe Source of Magic~ ~ ~ ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 4781 S #4783 &RHoly Power~ ~ ~ ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 4775 D3 ~ ~ 0 0 4784 S #4784 &RBetween Two Large Columns~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4783 D3 ~ ~ 0 0 4785 S #4785 &RA Strange Passage~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4784 D5 ~ ~ 0 0 4786 S #4786 &RDeep Beneath The Keep~ ~ ~ ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 4787 D4 ~ ~ 0 0 4785 S #4787 &RDeep Beneath The Keep~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4786 S #4788 A Dried Up Streambed~ ~ ~ You've come to the bank of the old streambed that carved this cavern out. There is a slight drop of about three or four feet between where you are and the center of the stream. The whole path looks about ten feet across in total. You are starting to see some vegetation growing in the sediment left behind by the old water. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 4776 D3 ~ ~ 0 0 4789 S #4789 A Dried Up Streambed~ ~ ~ The moss and lichen hangs from the low ceiling making your passage tough. The hanging vegitation is clumped in curtain-like patches which makes passage difficult. A hole or a stone could be hiding to trip and injure you. As best you can tell, the bed continues in an East-West direction. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4788 D3 ~ ~ 0 0 4790 S #4790 A Sharp Decline~ ~ ~ You are following an old dried up streambed through the large cavern. Old growths of moss and strange ferns have sprouted up making your path difficult. The life down here is amazing considering the lack of light. The heat and humidity are stifling down here! The streambed takes a sharp vertical dip, coming close to straight down. ~ 0 401414 0 Rd 0 D1 ~ ~ 0 0 4789 D5 ~ ~ 0 0 4791 S #4791 The Dark Stairwell~ ~ ~ There are rough steps here leading up. The old stream bed that you have been following took a sharp drop here. Someone, or something, has chiseled out steps. They are nowhere near flat, and there are remnants of greenish ooze that sizzles upon your armor when it splashes up. The cave continues on to the West, your light cannot penetrate the darnkess to tell more than it is a large cavern. ~ 0 401414 0 Rd 0 D3 ~ ~ 0 0 4792 D4 ~ ~ 0 0 4790 S #4792 &RThe Serpent's Lair~ ~ ~ You have wandered into the Serpent's Lair, and have discovered why it is called such. The evidence of a dragon being here is unmistakable! Large piles of treasure here and there, corpses scattered across the ground, and monstrous scales shed off! The stink of dragon is everywhere, and its aura of presence can be felt as you step into the room. The only exit is the way that you came in. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4791 S #4793 &RHalls Of Desperation~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4794 D2 ~ ~ 0 0 4777 S #4794 &RHall Of Desperation~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4795 D3 ~ ~ 0 0 4793 S #4795 &RHalls Of Desperation~ ~ ~ ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 4794 D5 ~ ~ 0 0 4796 S #4796 &RNearing The Queen~ ~ ~ ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 4797 D4 ~ ~ 0 0 4795 S #4797 &RAbove The Throne~ ~ ~ ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 4796 S #4798 &RNearing The Throne~ ~ ~ ~ 0 134619139 0 Rd 0 D4 ~ ~ 631 0 4697 S #4799 &RAhaseurous' Throne~ ~ ~ ~ 0 0 0 Rd 0 D4 ~ ~ 0 0 4798 S #4800 &RPurgatory~ ~ ~ This place is featureless... It is limbo. What have you done for Dolmaar to forsake you like this? ~ 0 139270 9 Rd 0 S #0 #SPECIALS M 4554 spec_healer M 4589 spec_cast_psionicist M 4619 spec_janitor M 4665 spec_cast_psionicist M 4735 spec_repairman S #GAMES S #RESETS O 0 4561 0 4551 M 0 4551 1 4552 E 0 4552 0 20 E 0 4552 0 21 E 0 4553 0 3 G 0 4555 0 M 0 4553 1 4552 M 0 4558 1 4558 E 0 4575 0 20 E 0 4575 0 21 O 0 4559 0 4559 O 0 4560 0 4560 O 0 4563 0 4563 O 0 4564 0 4564 M 0 4554 1 4564 O 0 4566 0 4566 M 0 4566 1 4566 E 0 4557 0 21 E 0 4557 0 20 O 0 4572 0 4572 M 0 4575 1 4575 M 0 4576 1 4576 G 0 4576 0 O 0 4579 0 4579 O 0 4579 0 4586 O 0 4579 0 4587 O 0 4579 0 4588 M 0 4588 1 4588 O 0 4588 0 4588 E 0 4582 0 5 E 0 4587 0 21 E 0 4587 0 20 P 0 4586 0 4588 M 0 4589 1 4589 E 0 4585 0 22 E 0 4584 0 5 E 0 4583 0 20 M 0 4595 1 4595 E 0 4595 0 21 E 0 4597 0 20 E 0 4584 0 5 M 0 4597 1 4597 E 0 4597 0 20 E 0 4595 0 21 E 0 4584 0 5 M 0 4606 1 4607 E 0 4607 0 3 E 0 4584 0 5 M 0 4607 1 4607 E 0 4584 0 5 E 0 4606 0 19 M 0 4613 1 4613 E 0 4613 0 20 E 0 4613 0 21 E 0 4617 0 5 M 0 4616 1 4616 E 0 4616 0 20 E 0 4617 0 5 M 0 4619 2 4619 E 0 4619 0 20 E 0 4617 0 5 O 0 4625 0 4625 O 0 4631 0 4631 M 0 4636 1 4636 E 0 4650 0 23 E 0 4584 0 5 E 0 4595 0 20 E 0 4595 0 21 M 0 4639 3 4639 E 0 4639 0 20 E 0 4584 0 5 E 0 4639 0 21 O 0 4641 0 4641 M 0 4642 1 4642 O 0 4657 0 4649 M 0 4652 1 4654 E 0 4653 0 20 E 0 4653 0 21 E 0 4652 0 2 M 0 4658 1 4657 E 0 4584 0 5 E 0 4658 0 15 E 0 4597 0 20 G 0 4657 0 M 0 4657 1 4660 E 0 4659 0 20 E 0 4659 0 21 O 0 4660 0 4661 M 0 4664 1 4665 G 0 4664 0 O 0 4666 0 4666 P 0 4663 0 4666 M 0 4666 1 4666 M 0 4678 1 4678 E 0 4584 0 5 G 0 4678 0 E 0 4677 0 20 E 0 4676 0 15 M 0 4690 1 4690 E 0 4584 0 5 O 0 4691 0 4691 M 0 4693 1 4693 M 0 4695 1 4695 O 0 4698 0 4696 O 0 4726 0 4697 O 0 4726 0 4698 O 0 4727 0 4699 O 0 4727 0 4700 O 0 4728 0 4700 O 0 4725 0 4701 O 0 4725 0 4702 M 0 4703 1 4703 M 0 4704 1 4704 O 0 4725 0 4705 O 0 4725 0 4706 O 0 4725 0 4707 M 0 4708 1 4709 G 0 4708 0 E 0 4719 0 20 E 0 4707 0 21 M 0 4710 1 4710 E 0 4710 0 20 E 0 4709 0 16 O 0 4708 0 4710 M 0 4720 1 4719 M 0 4722 1 4722 G 0 4720 0 E 0 4719 0 20 E 0 4718 0 21 M 0 4723 1 4723 E 0 4723 0 20 E 0 4722 0 21 E 0 4721 0 12 O 0 4720 0 4723 O 0 4726 0 4724 O 0 4726 0 4725 O 0 4726 0 4726 O 0 4726 0 4727 O 0 4726 0 4728 O 0 4726 0 4729 M 0 4729 1 4729 M 0 4735 1 4735 G 0 4734 0 E 0 4719 0 20 E 0 4733 0 21 M 0 4736 1 4736 E 0 4736 0 20 E 0 4736 0 21 E 0 4735 0 24 O 0 4734 0 4736 O 0 4725 0 4737 O 0 4725 0 4738 O 0 4725 0 4740 O 0 4725 0 4741 O 0 4725 0 4742 O 0 4729 0 4742 O 0 4725 0 4743 O 0 4729 0 4743 O 0 4729 0 4744 O 0 4730 0 4744 O 0 4729 0 4745 O 0 4729 0 4746 O 0 4729 0 4747 M 0 4748 1 4748 E 0 4719 0 20 G 0 4747 0 E 0 4746 0 21 M 0 4749 1 4749 E 0 4749 0 17 E 0 4748 0 20 E 0 4748 0 21 O 0 4747 0 4749 M 0 4751 2 4751 E 0 4741 0 20 E 0 4751 0 22 M 0 4752 1 4752 O 0 4752 0 4752 E 0 4741 0 21 E 0 4741 0 20 M 0 4755 1 4755 O 0 4757 0 4757 O 0 4758 0 4757 M 0 4758 1 4758 G 0 4758 0 E 0 4759 0 20 E 0 4756 0 5 E 0 4700 0 21 E 0 4699 0 5 E 0 4700 0 21 E 0 4700 0 20 O 0 4760 0 4760 P 0 4702 0 4760 M 0 4760 1 4760 O 0 4761 0 4761 M 0 4762 1 4762 G 0 4763 0 M 0 4762 1 4762 G 0 4763 0 M 0 4766 1 4766 O 0 4768 0 4768 M 0 4769 2 4769 M 0 4770 1 4770 E 0 4779 0 20 E 0 4779 0 21 E 0 4770 0 5 O 0 4771 0 4771 M 0 4772 1 4772 E 0 4773 0 20 E 0 4773 0 21 E 0 4770 0 5 O 0 4774 0 4774 M 0 4775 1 4775 O 0 4696 0 4775 O 0 4776 0 4776 O 0 4777 0 4777 O 0 4787 0 4787 M 0 4789 1 4790 M 0 4792 1 4792 O 0 4797 0 4797 O 0 4798 0 4798 M 0 4799 1 4799 S #SHOPS 4576 9 5 8 10 2 100 100 0 23 0 #$