mud_dist/area/
#AREADATA
Name        { 50-70} Menedek~
Builders    Gorsha~
VNUMs       6000 6199
Security    100
Recall      1
Flags       256
Version     107
Creator     Gorsha~
Llevel      0
Ulevel      0
Sounds      Suddenly the air becomes extremely still.~
Music       loth.mid V=50 L=1 P=50 T=Background~
End



#MOBILES
#6000
Small Boy~
a small boy~
A small boy runs through the crowd.
~
The little boy is wearing a pair of overalls.  The overalls look a little
too big as the one strap keeps sliding off his shoulder.  
~
65 0 0 0 2 1000 S
55 1 110 110 0 13000d0+0 0d0+0
550 0 0
0 0 1
1 0 0
#6001
Little Girl~
a little girl~
A little girl skips down the street.
~
The little girl has an expression of happiness on her face.  She does not
seem to care what is going on around her as she goes on her way.  
~
65 0 0 0 2 0 S
55 1 110 110 0 13000d0+0 0d0+0
550 0 0
0 0 2
1 0 0
#6002
Guard Menedek~
a Guard of Menedek~
A guard patrols the streets of the city.
~
The guards of Menedek are only armored with standard leather gear.  The
casually walk the streets since there hasn't been trouble in years.  
~
65 168 0 0 2 1000 S
65 1 130 130 0 18900d0+0 0d0+0
650 0 0
0 0 0
1 0 0
#6003
Male Citizen Menedek~
a Citizen of Menedek~
A citizen of the city waves at friends across the street.
~
This citizen is wearing a common pair of pants.  His long shirt isn't
tucked into his pants as it flaps in a gentle breeze.  He sees an old friend
and starts to wave in his direction.  
~
65 0 0 0 2 1000 S
60 1 120 120 0 17000d0+0 0d0+0
0 0 0
0 0 1
1 0 0
#6004
Female Citizen Menedek~
a Citizen of Menedek~
A citizen of Menedek walks down the street with a shopping bag.
~
This citizen must have just finished her shopping.  The bags in her hands
are full of new clothes and accessories.  
~
65 0 0 0 2 1000 S
60 1 120 120 0 17000d0+0 0d0+0
0 0 0
0 0 2
1 0 0
#6005
Katianna~
Katianna~
Katianna looks over the crowd within her Inn.
~
Katianna isn't the most attractive women in the world.  She looks rather
plain.  The large clothes she wears hides the plump body underneath.  Her
apron is dirty from all the grease and sweat on the tables.  
~
75 262336 71303188 0 2 1000 S
107 1 214 214 0 51750d0+0 0d0+0
1070 0 0
0 0 0
1 0 0
>all_greet_prog 100~
if ispc($n)
say Welcome to the Inn of Pure Heart!
say Stay and have something to eat at Growel's.
endif
~
>speech_prog drunk dwarf~
if ispc($n)
say Oh, don't worry about him.
say He always rants and raves about nonsense.
endif
~
>speech_prog evil magician magicians magic~
if ispc($n)
emote looks disappointed in you.
say Don't tell me that you believe the words of a drunk.
say Thats just an old story told to kids to keep
say them from misbehaving. Pay it no attention.
endif
~
|
#6006
Growel~
Growel~
Growel awaits the next order.
~
Growel is an elderly dwarf.  His beard is covered with grease and soot
from the stove.  You can hear his hardy voice from anywhere as he yells out
an order.  
~
67 0 16 0 3 1000 S
50 1 100 100 0 11500d0+0 0d0+0
0 0 0
0 0 1
1 0 0
>all_greet_prog 75~
if ispc($n)
say I'm glad you've come to my lil counter.
say I have the best food in all of Menedek!
say Type LIST to see my grand recipes.
endif
~
>speech_prog drunk dwarf~
if ispc($n)
say That old drunk talks nonsense.
say He is just trying to get a free drink.
say Now don't you fall for it.
endif
~
>speech_prog evil magic magician magicians~
if ispc($n)
say Oh hogwash! Thats just a story to scare lil kids.
endif
~
|
#6007
Tyrel~
Tyrel~
Tyrel is feeding a pair of hawks.
~
Tyrel wears a set of green-dyed leathers.  Along his belt are little
pouches filled with different seeds.  He has beady little eyes that remind
you of the hawks that is feeding.  
~
67 0 16 0 3 1000 S
50 1 100 100 0 11500d0+0 0d0+0
0 0 0
0 0 1
1 0 0
>all_greet_prog 100~
if ispc($n)
emote turns from his hawks to look at you.
say What can I do you for on this fine day?
endif
~
|
#6008
Zoan~
Zoan~
Zoan stands in the back with a long blade in his hands.
~
Zoan is large, muscular man.  The sleeves on his shirt appear to be
nearing bursting point.  He has a sharpening stone out as he sharpens the
blade in his hands.  
~
67 128 16 0 3 1000 S
50 1 100 100 0 10350d0+0 0d0+0
0 0 0
0 0 1
1 0 0
>all_greet_prog 100~
if ispc($n)
bow $n
say Type LIST to see my master craftmenship.
endif
~
|
#6009
Duan~
Duan~
Duan is placings pieces of armor on one of the racks.
~
Duan is a small and skinny man.  He only wears a small cloth pants and a
cotton shirt.  He must take pride in his appearance because he takes time to
brush back his hair after every burst of wind that enters the shop.  
~
67 128 16 0 3 1000 S
50 1 100 100 0 10350d0+0 0d0+0
0 0 0
0 0 1
1 0 0
>all_greet_prog 100~
if ispc($n)
nod $n
say Please look around my shop.
say Type LIST to see if we have anything you want.
endif
~
|
#6010
Lyzar~
Lyzar~
Lyzar stands near the bubbling cauldron.
~
Lyzar is stirring the cauldron with a large spoon.  There are stains all
over his red robe from where he has spilled before.  He looks at you with a
heartwarming smile as you enter his shop.  
~
67 67108864 16 0 3 1000 S
50 1 100 100 0 10350d0+0 0d0+0
0 0 0
0 0 1
1 0 0
>all_greet_prog 100~
if ispc($n)
smile $n
say I am glad you have come.
say Look, look at my wonderful creation.
emote points quickly at the cauldron.
say I am so happy that I'm almost finished with this brew.
say Type LIST to see the other brews that I have created.
endif
~
|
#6011
Large Rat~
a Large Rat~
A large rat scurries through the sewers.
~
It's large, hairy rat.
~
69 40 0 0 2 0 S
57 1 175 175 0 14600d0+0 0d0+0
0 0 0
0 0 0
1 0 0
#6012
Bat~
a Bat~
A bat brushes by your face.
~
A small bat flies in the sewers.  You can see a glint off the water on
its claws.  You can hear more bats in the distance.  
~
65 524840 0 0 2 0 S
61 1 180 180 0 17800d0+0 0d0+0
0 0 0
0 0 0
1 0 0
#6013
Oversized Roach~
an Oversized Roach~
An oversized roach crawls through the sewage.
~
This overgrown insect slowly makes its way through the sewage.  Its
feelers probe in your direction as it tries to find out what is around.  
~
65 8 0 0 2 0 S
63 1 190 190 0 19400d0+0 0d0+0
0 0 0
0 0 0
1 0 0
#6014
Obsidian Golem~
an Obsidian Golem~
An obsidian golem walks through the caves.
~
A large piece of obsidian has been magicially molded into a walking
creature.  There is no life in its eyes as it mindlessly walks its routes.  
~
97 268435456 16 0 2 -1000 S
65 1 150 150 0 18900d0+0 0d0+0
650 0 0
0 0 0
1 0 0
#6015
Fiery Hound~
a Fiery Hound~
A hound is engulfed in flame.
~
It looks to be a wolf and dog hybrid.  There is an oily substance on its
fur that has been set on fire.  There must be some magic involved because
the hound does not seem to notice the flames.  
~
69 33554496 16 0 2 -1000 S
67 1 155 155 0 20340d0+0 0d0+0
670 0 0
0 0 0
1 0 0
#6016
Mage Red Order~
a Mage of the Red Order~
A mage wears a set of long red robes.
~
You can't get a good look into the hood of this mage.  All you can see is
the flowing red robes around it.  
~
65 192 16 0 2 -1000 S
71 1 150 150 0 22420d0+0 0d0+0
710 0 0
0 0 0
1 0 0
>fight_prog 20~
if ispc($n)
cast 'dispel magic'
endif
~
|
#6017
Lesser Demon~
a Lesser Demon~
A small demon stalks the Keep's hallways.
~
This is a small demon.  It has two long arms with one sharp claw for a
hand.  It moves along the ground on two feet.  It doesn't appear to really
walk but it slides along the ground.  As it sees you, drool starts to pour
of its mouth in anticipation.  
~
65 0 16 0 2 -1000 S
69 1 138 138 0 24200d0+0 0d0+0
690 0 0
0 0 0
1 0 0
#6018
Arena Master~
the Arena Master~
The Arena Master searches the top of his desk.
~
The Arena Master is decorated in a set of beautiful, red robes.  He has
his hood resting upon his back at the moment.  He looks at you with a calm
and steady stare.  The look within his eyes isn't one of evil but one of
curiousity.  He brushes the hair from his face as he stretches his hand
towards you.  
~
67 192 4194320 2048 2 -1000 S
73 1 170 190 0 21920d0+0 0d0+0
730 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n)
say Why have you come to visit my office?
say I know you haven't come to take part in the Arena.
endif
~
>speech_prog arena~
if ispc($n)
say The Arena is for the true warriors and magicians.
say All one needs to participate is a mage token.
endif
~
>speech_prog p mage token~
if ispc($n)
say I am not one to give this information.
say You can ask around. I'm sure someone would be
say willing to talk.
endif
~
>give_prog Mage Token~
if ispc($n)
say So you want to try your hand at real combat?
say Ok, then you shall.
mptrans $n 6134
tell $n You shall have three trials.
tell $n Here is your first....
mpjunk token
else
say If you can't give me the token yourself,
say then you shall not have a chance at all.
mpjunk token
endif
~
|
#6019
Dark One~
the Dark One~
The Dark One sips blood from one of the pools.
~
You can sense a presence standing before you but can't quite make out
what it is.  All your mind can see is a large void of light in front of you.
~
67 268992704 90177684 34816 2 -1000 S
78 1 156 156 0 20930d0+0 0d0+0
780 0 0
0 0 0
3 0 0
>fight_prog 20~
if level($n) > 80
mental
else
c 'unholy wrath'
endif
~
>hitprcnt_prog 10~
if level($n) > 80
break
else
c 'flash burn'
endif
~
|
#6020
Mage Halluncination~
the Mage of Halluncination~
The Mage of Halluncination is mixing two vials together.
~
This mage is dressed in long, grey robes.  The robes drag along behind
him for a couple feet.  His movements seem awfully quick for a mage.  His
hands are moving lightning quick over the table as he grabs for herbs and
vials.  He does't seem to notice your arrival.  
~
67 192 4259856 0 2 -1000 S
75 1 200 200 0 22000d0+0 0d0+0
750 0 0
0 0 0
1 0 0
>fight_prog 35~
slit
~
>fight_prog 20~
c fireball
~
|
#6021
Shady Thief~
a Shady Thief~
A shady thief rests near a stack of barrels.
~
A lanky man stands near the barrels.  He has a long, thin noise that
comes almost to a point.  His eyes remind you of those of a rat.  He has a
crooked grin that makes you think that he isn't telling you everything.  
~
67 64 85983376 32768 2 -1000 S
70 1 140 140 0 25000d0+0 0d0+0
700 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n)
eyebrow $n
say So you found my little hideaway....
say What can I do for you?
endif
~
>act_prog p salutes you.~
if ispc($n)
emote looks you over more closely.
say I like someone who shows a little respect.
say Let me show you my private stock of goodies.
mptrans $n 6135
mpat $n mpforce $n bow thief2
endif
~
>speech_prog p mage token~
if ispc($n)
say I'm impressed that you have found out about
say the mage token. The mages of the Red Order
say use them as currency while inside their Keep.
say I don't have one to give or sell you.
say And the mages will take their tokens to
say the Netherworld before giving them up.
say Sometimes a mage will get lost in the Obsidian
say caves and end up losing their life.
say Finding one within the caves is probably
say your only hope.
endif
~
>rand_prog 10~
emote mumbles to himself.
say I can't believe I'm stuck hiding in the cellar.
say I used to be an important soldier in an important army.
say It used to feel so good when someone would salute me.
grumble
~
|
#6022
Petty Thief~
a Petty Thief~
A petty thief is trying to pick a fight.
~
~
67 0 16 0 2 0 S
55 1 110 110 0 13000d0+0 0d0+0
500 0 0
0 0 1
1 0 0
>death_prog 100~
if level($n) < 55
say You have passed your first trial.
say Yet you are not strong enough to continue.
say Come back when you have gained in power.
mptrans $n 6132
else
say You have passed your first trial.
say Lets see if you have what it takes to go further.
mpmload 6023
mpforce demon mpkill $n
mpgoto 1
endif
~
>fight_prog 30~
if level($n) > 80
say You are much too strong to be here.
c disrupt
else
kick
endif
~
>fight_prog 20~
say You are a harder opponent than I expected.
~
|
#6023
Greater Demon~
a Greater Demon~
A greater demon awaits combat with you.
~
~
67 64 16777232 0 2 0 S
65 1 130 130 0 21000d0+0 0d0+0
650 0 0
0 0 0
1 0 0
>death_prog 100~
if level($n) < 65
say You have passed your second trial.
say Yet you are not strong enough to continue.
say Come back when you have gained in power.
mptrans $n 6132
mpat $n mpforce $n look
else
say You have passed your second trial.
say Lets see if you have what it takes to continue.
mpmload 6024
mpforce knight mpkill $n
mpgoto 1
endif
~
>fight_prog 30~
if level($n) > 80
say Do you think you can bully your way around?
c demonfire
else
c fireball
endif
~
>fight_prog 20~
if level($n) > 80
say You must think that you are special.
c 'bend light'
else
gorge
endif
~
|
#6024
Death Knight~
a Death Knight~
A Death Knight stares at you with its lifeless eyes.
~
~
67 192 21004304 2048 2 -1000 S
75 1 150 150 0 20930d0+0 0d0+0
750 0 0
0 0 0
3 0 0
>fight_prog 20~
if level($n) > 80
say I hope to bring you one step closer to death.
c 'cone of frost'
else
c 'unholy fires'
endif
~
>hitprcnt_prog 10~
c 'power leak'
~
>death_prog 100~
say You have defeated the three trials.
say This shall be your reward.
mpoload 6032
give bloom $n
say Now you shall be returned to the Red Order.
mptrans $n 6132
mpat $n mpforce $n look
~
|
#6025
Shady Thief2~
a Shady Thief~
A shady thief rests near a stack of barrels.
~
A lanky man stands near the barrels.  He has a long, thin nose that comes
to a point.  His eyes remind you of those of a rat.  He has a crooked grin
that makes you think that he isn't telling you everything.  
~
67 64 85983376 32768 2 -1000 S
70 1 140 140 0 25000d0+0 0d0+0
700 0 0
0 0 1
3 0 0
>act_prog p bows before you.~
if ispc($n)
grin
say So you want to see my special items?
say Type LIST to see if anything interests you...
say Just say 'I'm finished!' and I'll show you out.
endif
~
>speech_prog p I'm finished!~
if ispc($n)
mpecho The thief leads you back around the barrels.
mptrans $n 6133
mpat $n mpforce $n look
endif
~
|
#6026
River Demon~
A river demon~
A demon floats above the river of blood.
~
A liquid form hovers above the river.  Little waves cascade down its body
to its tail.  As the waves get to the end of the tail, tiny drops of blood
fall into the river.  There are two black swirls near the top of the demon
which must be its eyes.  It continues to look at you as it hovers in place. 
~
67 64 4194320 131072 2 -1000 S
50 1 100 100 0 13200d0+0 0d0+0
0 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n)
say You should not go any further.
say The Red Obsidian are not to be taken lightly.
say Turn back now or face the consquences.
emote points back towards the caves.
endif
~
>speech_prog red obsidian~
if ispc($n)
say The Red Obsidian are an ancient clan of magicians.
say They have become more than magicians over time as
say they practiced physical combat while trapped.
say If you really wish to take your chances then
say you will need to pay a river passage fee.
endif
~
>speech_prog passage fee~
if ispc($n)
say Give me 250 coins of gold and
say I shall take you across the River.
endif
~
>bribe_prog 250~
if ispc($n)
say I have warned you.
mptrans $n 6124
mpat $n mpforce $n look
endif
~
|
#6027
Drunk Dwarf~
A drunk dwarf~
A dwarf screams out his stories to anyone nearby.
~
A dwarf sits at one of the Inn's tables.  He is enjoying a large mug of
ale as he tells his tales of heroics.  There are several empty mugs on the
table in front of him.  
~
67 0 1024 0 2 0 S
52 1 104 104 0 12200d0+0 0d0+0
500 0 0
0 0 0
3 0 0
>rand_prog 10~
say Oh man, do I have a story for you.
say One of ancient evil and magic.
say Hey you there, you want to hear my story.
emote points towards you with his mug of ale.
~
>speech_prog story yes yeah sure yah ya~
if ispc($n)
emote pounds back the rest of his ale.
emote yells to a maid to bring him another.
say Nobody talks about it but there used
say to be an order of evil magicians around here.
say They used to have their stronghold on the
say same land that Menedek sits on right now.
say Supposedly the magicians were destroyed but
say I saw some wierd things in them caves.
endif
~
>speech_prog caves magicians magician magic evil~
if ispc($n)
say The caves the are under this city.
say The walls are made out of a shiny black rock.
say I left the Inn one night and wandered around town.
say I'm usually of sound footing but that night I
say slipped and fell through an open manhole.
say I spent all night lost in the sewers.
endif
~
>speech_prog sewers sewer~
if ispc($n)
say The sewers are inhabited by rats and other annoying creatures.
say After many hours of being lost, I came upon a crevice.
say I regret it now but I decided to drop down
say through the crevice.
endif
~
>speech_prog crevice~
if ispc($n)
say I dropped down into a complex set of caves.
say The walls are made of a shiny black rock.
say There were horrible creatures within those caves.
say Large rocky creatures stalked my every move.
say I ran for hours until I heard the sound of rushing water.
say So I ran in that direction.
say But what I came upon is too odd to tell.
say It was the oddest creature I've ever seen.
say Only an ancient magic could create or control
say such a creature.
endif
~
>speech_prog odd creature~
if ispc($n)
say I will say no more about this.
say I would like to forget the whole incident.
endif
~
|
#6028
Helpless Prisoner~
a helpless prisoner~
A helpless prisoner is tied to the wall.
~
~
67 0 0 0 2 1000 S
10 1 20 20 0 500d0+0 0d0+0
0 0 0
0 0 0
3 0 0
>death_prog 99~
mpecho A large swirl surrounds the body.
mpecho The swirl collapes in on itself and disappears.
mpecho A servant chains another prisoner to the wall.
mpmload 6028
mpgoto 1
~
|
#6029
Sneaky Man~
a Sneaky Man~
A man is sneaking around on the deck of the Inn.
~
~
67 0 4194320 0 2 -1000 S
10 1 20 20 0 500d0+0 0d0+0
0 0 0
0 0 1
3 0 0
>death_prog 100~
mpecho The man falls over the railing of the Inn.
mpecho You hear the sound of his body hit the ground.
mpecho Another man from inside the Inn begins
mpecho to snoop around the deck.
mpmload 6029
mpgoto 1
~
|
#6030
Cocker Spaniel~
A cocker spaniel~
A black cocker spaniel sniffs along the edge of the street.
~
~
257 56 4194304 0 0 0 S
50 1 100 100 0 11500d0+0 0d0+0
0 0 0
0 0 0
0 0 0
#6031
Bulldog~
a Bulldog~
A bulldog looks around with its alert eyes.
~
~
257 184 4194304 0 0 0 S
60 1 120 120 0 15300d0+0 0d0+0
0 0 0
0 0 0
0 0 0
#6032
White Wolf~
A white wolf~
A beautiful white wolf quietly walks its route.
~
~
257 16576 16 0 0 0 S
70 1 140 140 0 20000d0+0 0d0+0
0 0 0
0 0 0
0 0 0
#0



#OBJECTS
#6000
Red Ribbon~
a Red Ribbon~
A red ribbon floats in the wind.~
~
9 0 0 0 0 17 50
100 100
0~ 0~ 0~ 0~
1 2000 0
0 0
reserved~
0 0
0 0 0
A
25 16
A
12 50
A
13 50
#6001
Leather Coif~
a Leather Coif~
A leather cap lies in the dirt.~
~
9 0 0 0 0 17 50
100 100
0~ 0~ 0~ 0~
2 2000 0
0 0
reserved~
0 0
0 0 0
A
2 1
A
5 1
#6002
Handful Flowers~
a Handful of Flowers~
A handful of flowers will die if they stay on the ground.~
~
9 0 0 0 0 16385 53
100 100
0~ 0~ 0~ 0~
1 2100 0
0 0
reserved~
0 0
0 0 0
A
3 1
A
13 53
#6003
Leather Shoes~
a pair of leather shoes~
Someone has forgetten their pair of leather shoes.~
~
9 0 0 0 0 65 52
100 100
0~ 0~ 0~ 0~
4 2080 0
5 0
refresh~
5 5
0 0 0
A
14 75
A
2 1
#6004
Silk Sash~
a Silk Sash~
A silk sash flaps in the wind.~
~
9 0 0 0 0 2049 56
100 100
0~ 0~ 0~ 0~
1 2000 0
0 0
reserved~
0 0
0 0 0
A
5 2
A
4 2
#6005
Glowing Staff~
a Glowing Staff~
A staff radiates a soft glow.~
~
1 0 0 0 0 1 56
100 100
0~ 0~ -1~ 0~
10 2400 0
0 0
reserved~
0 0
0 0 0
A
1 2
A
3 2
#6006
Leather Leggings~
a pair of leather leggings~
Someone has left behind a pair of leggings.~
~
9 0 0 0 0 33 58
100 100
0~ 0~ 0~ 0~
1 2320 0
0 0
reserved~
0 0
0 0 0
A
19 6
A
18 6
#6007
Small Knife~
a small knife~
A small knife needs to be sharpened.~
~
5 0 0 0 11280384 8193 57
100 100
0~ 0~ 0~ 11~
2 2320 0
0 0
reserved~
0 0
0 0 0
A
2 1
A
19 17
A
18 17
#6008
Breastplate Menedek~
a Breastplate of Menedek~
A guard of Menedek has left behind his breastplate.~
~
9 0 0 0 0 9 60
100 100
0~ 0~ 0~ 0~
10 2600 0
0 0
reserved~
0 0
0 0 0
A
19 20
A
18 16
#6009
Leather Whip~
a Leather Whip~
A whip has been constructed out of leather.~
~
5 0 0 0 0 8193 60
100 100
0~ 0~ 0~ 4~
1 2400 0
0 0
reserved~
0 0
0 0 0
A
13 70
A
19 11
A
18 25
#6010
Manhole~
a manhole~
A manhole is in the ground near the marble wall.~
~
29 0 0 0 0 0 1
100 100
6065~ 0~ 0~ 0~
999 1 0
0 0
reserved~
0 0
0 0 0
#6011
Roach Legs~
some roach legs~
A roach has had its legs cut off.~
~
9 0 0 0 0 33 57
100 100
0~ 0~ 0~ 0~
1 1800 0
0 0
reserved~
0 0
0 0 0
A
2 1
#6012
Leather Gloves~
a pair of leather gloves~
A pair of gloves is made out of the finest leather.~
~
9 0 0 0 0 129 60
100 100
0~ 0~ 0~ 0~
1 2448 0
0 0
reserved~
0 0
0 0 0
A
13 60
A
2 2
#6013
Bat Wings~
a pair of bat wings~
A bat had its wings chopped off.~
~
9 0 0 0 0 1025 0
100 100
0~ 0~ 0~ 0~
0 1 0
5 0
fly~
5 5
0 0 0
A
109 -1
A
25 10
#6014
Pierce Darkness~
the Pierce of Darkness~
The darkness pierces through the light.~
~
5 201326656 0 0 0 8193 70
100 100
0~ 0~ 0~ 11~
1 2800 0
0 0
reserved~
0 0
0 0 0
A
12 75
A
13 82
A
19 20
A
18 22
#6015
Obsidian Breastplate~
an Obsidian Breastplate~
A breastplate has been made from obsidian.~
~
9 536870912 0 0 0 9 70
100 100
0~ 0~ 0~ 0~
10 2820 0
0 0
reserved~
0 0
0 0 0
A
13 80
A
19 30
A
18 12
A
14 -50
#6016
Eyes Dark One~
the Eyes of the Dark One~
A pair of black eyes are rolling on the ground.~
~
9 805322752 0 0 0 131073 70
100 100
0~ 0~ 0~ 0~
1 3000 0
0 0
reserved~
0 0
0 0 0
A
3 2
A
19 8
A
18 6
#6017
Red Satin Pants~
a pair of Red Satin Pants~
A pair of pants has been made from red satin.~
~
9 33554512 0 0 0 33 66
100 100
0~ 0~ 0~ 0~
2 2624 0
0 0
reserved~
0 0
0 0 0
A
12 66
A
19 7
A
18 6
#6018
red Satin Sleeves~
red Satin Sleeves~
A couple pieces of satin flap in the wind.~
~
9 33554512 0 0 0 257 65
100 100
0~ 0~ 0~ 0~
3 2580 0
0 0
reserved~
0 0
0 0 0
A
13 65
A
19 6
A
18 7
#6019
Sickle Red Order~
a Sickle of the Red Order~
A bloodstained sickle lies forgotten on the ground.~
~
5 33554512 0 0 0 8193 66
100 100
0~ 0~ 0~ 1~
5 2200 0
0 0
reserved~
0 0
0 0 0
A
12 75
A
1 1
A
19 14
A
18 25
#6020
Necklace Red Obsidian~
a Necklace of Red Obsidian~
A necklace is made out of a red and shiny rock.~
~
9 33554432 0 0 0 5 62
100 100
0~ 0~ 0~ 0~
1 2720 0
0 0
reserved~
0 0
0 0 0
A
25 20
A
12 60
A
13 40
#6021
Red Bracer~
a Red Bracer~
A red bracer lies on the ground.~
~
9 33554512 0 0 0 4097 68
100 100
0~ 0~ 0~ 0~
5 2800 0
0 0
reserved~
0 0
0 0 0
A
12 40
A
19 7
A
18 7
#6022
Mask Hallucination~
the Mask of Hallucination~
A mask blends into the surroundings quite well.~
~
9 16496 0 0 0 65537 68
100 100
0~ 0~ 0~ 0~
1 3000 0
5 0
invis~
5 5
0 0 0
A
2 2
A
19 7
A
18 7
A
13 68
#6023
Mace Illusion~
the Mace of Illusion~
A mace shimmers in the light.~
~
5 131152 8216 0 0 8193 67
100 100
0~ 0~ 0~ 8~
5 2600 0
0 0
reserved~
0 0
0 0 0
A
12 80
A
1 1
A
19 25
A
18 20
#6024
Chip Obsidian~
a chip of obsidian~
A chip of obsidian lies on the floor of the cave.~
~
8 68 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
10 1800 0
0 0
reserved~
0 0
6027 0 0
#6025
Manhole~
a manhole~
A manhole is in the ground near the marble wall.~
~
29 0 0 0 0 0 1
100 100
6079~ 0~ 0~ 0~
999 1 0
0 0
reserved~
0 0
0 0 0
#6026
Chipped Mage Token~
a chipped mage token~
A mage token has a chip missing from it.~
~
8 64 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
2 1400 0
0 0
reserved~
0 0
6027 0 0
#6027
Mage Token~
a Mage Token~
A small token sparkles in the light.~
~
8 84 0 0 0 1 50
100 100
0~ 0~ 0~ 0~
1 2200 0
5 0
fumble~
2 2
0 0 0
#6028
Circular Fountain~
a circular fountain~
A circular fountain is in the center of the intersection.~
~
25 0 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
999 1 0
0 0
reserved~
0 0
0 0 0
#6029
Scroll Torment~
a Scroll of Torment~
A dark scroll rolls on the ground.~
~
2 68 131072 0 0 1 50
100 100
70~ curse~ poison~ blindness~
1 800 0
0 0
reserved~
0 0
0 0 0
#6030
Rod Frost~
a Rod of Frost~
A dark rod is covered in ice.~
~
3 134217796 0 0 0 16385 50
100 100
70~ 9~ 9~ iceball~
5 1000 0
0 0
reserved~
0 0
0 0 0
#6031
Metallic Staff~
a Metallic Staff~
A long metallic staff lies in the corner.~
~
4 68 139264 0 0 16385 50
100 100
70~ 10~ 10~ psionic blast~
9 1000 0
0 0
reserved~
0 0
0 0 0
#6032
Cotton Bloomers~
a pair of cotton bloomers~
Someone has dropped a pair of cotton bloomers.~
~
9 64 0 0 0 33 1
100 100
0~ 0~ 0~ 0~
1 20 0
0 0
reserved~
0 0
0 0 0
A
1 1
A
5 1
#6033
Half1 Bone Key~
a half of a bone key~
A bone key has broken into two pieces.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
6035 0 0
#6034
Half2 Bone Key~
a part of a broken bone key~
A bone key has been broken.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
6035 0 0
#6035
Bone Key~
the Key of Bone~
A piece of bone is carved into a small key.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 80 0
0 0
reserved~
0 0
0 0 0
#6036
Light Dagger~
a light dagger~
A small dagger is on the ground.~
~
5 0 0 0 0 8193 50
100 100
0~ 0~ 0~ 11~
1 2000 0
0 0
reserved~
0 0
0 0 0
A
19 12
A
18 12
#6037
Short Sword~
a short sword~
A short sword glints in the sunlight.~
~
5 0 0 0 0 8193 60
100 100
0~ 0~ 0~ 3~
3 2400 0
0 0
reserved~
0 0
0 0 0
A
19 16
A
18 16
#6038
Iron Hammer~
an iron hammer~
An iron hammer rests on the ground.~
~
5 0 0 0 0 8193 70
100 100
0~ 0~ 0~ 8~
10 2800 0
0 0
reserved~
0 0
0 0 0
A
19 20
A
18 20
#6039
Small Shield~
a small shield~
A small metal shield lies on the ground.~
~
9 0 0 0 0 513 50
100 100
0~ 0~ 0~ 0~
1 2000 0
0 0
reserved~
0 0
0 0 0
A
19 5
A
18 5
#6040
Leather Shield~
a leather shield~
A shield has been covered with a piece of leather.~
~
9 0 0 0 0 513 60
100 100
0~ 0~ 0~ 0~
5 2400 0
0 0
reserved~
0 0
0 0 0
A
19 6
A
18 6
#6041
Spiked Shield~
a spiked shield~
A shield is covered in long and sharp spikes.~
~
9 0 0 0 0 513 70
100 100
0~ 0~ 0~ 0~
10 2800 0
0 0
reserved~
0 0
0 0 0
A
19 7
A
18 7
#6042
Scroll Home~
scroll to Home~
A white scroll with a picture of a house on it.~
~
2 0 0 0 0 1 50
100 100
70~ word of recall~ reserved~ reserved~
1 8 0
0 0
reserved~
0 0
0 0 0
#6043
Potion Detection~
potion of Detection~
A small vial is filled with a greed liquid.~
~
10 268435456 0 0 0 1 50
100 100
70~ detect invis~ detect hidden~ detect magic~
1 40 0
0 0
reserved~
0 0
0 0 0
#6044
Chocolate Cake~
a piece of chocolate cake~
Someone forgot to eat the last piece of chocolate cake.~
~
19 0 0 0 0 1 1
100 100
5~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#6045
Meat Potatoes~
some meat and potatoes~
A bowl of meat and potatoes sits here.~
~
19 0 0 0 0 1 10
100 100
10~ 0~ 0~ 0~
1 28 0
0 0
reserved~
0 0
0 0 0
#6046
Shot Whisky~
a shot of whisky~
A shot glass is full of whisky.~
~
17 0 0 0 0 1 1
100 100
5~ 5~ 5~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#6047
Mug Ale~
a mug of ale~
A mug is full of a dark ale.~
~
17 0 0 0 0 1 1
100 100
10~ 10~ 3~ 0~
1 60 0
0 0
reserved~
0 0
0 0 0
#6048
Thief Bag~
the Bag of a Thief~
A small bag is tied tightly with leather straps.~
~
15 536870912 139264 0 0 1 50
100 100
150~ 1~ 0~ 0~
5 160000 0
0 0
reserved~
0 0
0 0 0
#0



#ROOMDATA
#6000
Laclede Street~
~
~
The marble path of Laclede Street continues to the north and south.  The
wall to the east stands high above the city.  A couple guards can be seen
walking along the top of the wall.  This city must be well protected with
the guards as well as the marble wall.  The citizens of this city do not
seem to realize the work put into keeping them so safe.  
~
0 0 1
Rd     0
D0
~
~
0 0 6017
D2
~
~
0 0 6031
S
#6001
Corner of Barthes and Lindell~
~
~
The paths of the two streets come to form a corner here.  The marble
slabs look quite worn from the constant traffic.  People all around stop to
talk amongst themselves.  The high walls which guard the northern and
western borders are constructed from the finest marble.  The walls stand at
least the height of ten humans.  
~
0 0 1
Rd     0
D1
~
~
0 0 6002
D2
~
~
0 0 6008
S
#6002
Barthes Street~
~
~
The path of Barthes Street continues towards the east and west.  Movement
is slow but continous as people weave in and out of each other.  The
conversations of travelers can be heard as they pass by but fade away as
quickly as they came.  A large and thick marble wall blocks the north from
attack.  Along the southern side of the street is a line of houses. 
Children toss a small ball around in the front yard.  
~
0 0 1
Rd     0
D1
~
~
0 0 6003
D3
~
~
0 0 6001
S
#6003
Barthes Street~
~
~
Barthes street travels off to the east and west.  The sun reflects off
the top of the high marble wall to the north.  The citizens raise their arms
to shield their eyes from the sun.  An elderly halfling is walking up to one
of the houses to the south.  A circle of daises grow in one of the yards to
the south.  
~
0 0 1
Rd     0
D1
~
~
0 0 6004
D3
~
~
0 0 6002
S
#6004
Intersection of Barthes and Grand~
~
~
The paths of Grand and Barthes meet at this intersection.  People of all
sorts walk around.  A family of humans walk off to the south.  You can see
people moving in all directions.  When you look north, you notice that
mostly those of a professional nature are going north.  A large sign sticks
out of the ground to the side of the small wood path.  
~
0 0 1
Rd     0
D0
~
~
0 0 6044
D1
~
~
0 0 6005
D2
~
~
0 0 6009
D3
~
~
0 0 6003
S
#6005
Barthes Street~
~
~
The marble of Barthes Street moves in the eastern and western directions.
A cat-like creature is sweeping the marble path.  It moves around people as
it tries to dust the dirt and garbage from the street.  It sweeps all the
trash into a bag that it carries on it's back.  A grassy park is to the
south of the street.  
~
0 0 1
Rd     0
D1
~
~
0 0 6006
D3
~
~
0 0 6004
S
#6006
Barthes Street~
~
~
A pack of trolls stand huddled against one of the buildings to the south.
You can hear their grunts over the other noises of those who pass.  The
buildings all appear to be houses for a variety of races.  One door is
decorated in the rich and beautiful art of the Western Elves.  Others show
the metalwork of dwarves, the bonework of ogres and trolls, and the work of
many other races.  
~
0 0 1
Rd     0
D1
~
~
0 0 6007
D3
~
~
0 0 6005
S
#6007
Corner of Barthes and Laclede~
~
~
You have come to the northeastern corner of the city.  Some travelers
walk to the west on Barthes Street, and others move south along Laclede
Street.  The marble wall towers above the northern and eastern sides of the
city.  The noise of a creaky cart can be heard over the voices of those
nearby.  You can see a stocky dwarf bumping into people as he rushes to the
south.  
~
0 0 1
Rd     0
D2
~
~
0 0 6010
D3
~
~
0 0 6006
S
#6008
Lindell Boulevard~
~
~
The marble path of Lindell Boulevard goes to the south and north.  Along
the western side of town, a high marble wall protects the city from
invaders.  Several posters advertising upcoming events hangs on the wall.  A
group of three children jump up and down at the poster of an upcoming
concert.  The poster is of a group called, Light Winds, which will play the
city in the coming weeks.  
~
0 0 1
Rd     0
D0
~
~
0 0 6001
D2
~
~
0 0 6011
S
#6009
Grand Avenue~
~
~
Citizens and travelers walk upon Grand Avenue.  Many families leave for
the park off the eastern side of Grand.  The smell of freshly cut grass is
carried in the air.  A child pickpocket lifts a wallet and takes off down
the street.  The mom yells and fumes about the thief before giving up and
leaving.  
~
0 0 1
Rd     0
D0
~
~
0 0 6004
D2
~
~
0 0 6014
S
#6010
Laclede Street~
~
~
The path of Laclede Street travels off to the north and south.  Off the
western side of Laclede is the city park.  The edge of the street is lined
with fresh, red tulips.  An elven child sits in the grass smelling the
tulips as her parents watch from behind.  All the people in the city walk
about without noticing what is going on around them.  
~
0 0 1
Rd     0
D0
~
~
0 0 6007
D2
~
~
0 0 6017
S
#6011
Intersection of Taklas and Lindell~
~
~
The wind sweeps down through the city streets.  On the top of the breeze
is a collection of aromas.  The smells of freshly baked goods, smoke, and
sweat bombard your nose as you look at the surrounding scenes.  A bumbling
magician stands against the city wall performing simple tricks for meager
coins.  Lindell Boulevard goes north and south while Taklas Street goes off
to the east.  
~
0 0 1
Rd     0
D0
~
~
0 0 6008
D1
~
~
0 0 6012
D2
~
~
0 0 6018
S
#6012
Taklas Street~
~
~
The sounds of the city echo through your ears as you walk upon the marble
street.  Children run around in the streets much to the frustration of the
adults.  Their parents hang out from windows of the houses along the
northern side of Taklas.  Dark and thick smoke bellows out from the windows
to the south.  You can hear the sound of striking metal.  
~
0 0 1
Rd     0
D1
~
~
0 0 6013
D3
~
~
0 0 6011
S
#6013
Taklas Street~
~
~
Taklas Street continues to the west and east.  A pile of wood is stacked
in front of a house to the north.  The house is severely run down and needs
repairing.  A man currently stands on a ladder looking at the window lining
of the second floor.  Several other men are talking while painting at
different parts of the house.  
~
0 0 1
Rd     0
D1
~
~
0 0 6014
D3
~
~
0 0 6012
S
#6014
Intersection of Taklas and Grand~
~
~
You have entered the busy intersection of Taklas and Grand.  People are
body-to-body as they try to move through the intersection.  The repugnent
smell of blood and sweat saturates the air.  You can feel the sweat of those
around you as you try to move on your way.  The cry of a baby can be heard
from somewhere in the crowd of people in the intersection.  
~
0 0 1
Rd     0
D0
~
~
0 0 6009
D1
~
~
0 0 6015
D2
~
~
0 0 6021
D3
~
~
0 0 6013
S
#6015
Taklas Street~
~
~
The marble path of Taklas continues towards the east and west.  Puffs of
smoke filter through the cracks in one of the buildings to the south.  A
large group of homeless sit or lie against the building.  Several of them
have tin cups resting before them.  Some of the cups have a few gold pieces
in them but clearly not enough as they still look thin and hungry.  
~
0 0 1
Rd     0
D1
~
~
0 0 6016
D3
~
~
0 0 6014
S
#6016
Taklas Street~
~
~
As you look around, you can see that this street only goes east and west
from here.  To the north of you is the city park.  You can see people
running around while playing all sorts of games.  Little children snicker
and giggle as they tell each other stories.  Several dogs play tug of war
with a rope near the street.  A few trees along the edge of the park provide
shade for the park and street.  
~
0 0 1
Rd     0
D1
~
~
0 0 6017
D3
~
~
0 0 6015
S
#6017
Intersection of Taklas and Laclede~
~
~
The marble path goes west on Taklas as well as north and south on
Laclede.  This intersection seems strangely empty.  There are very few
people walking about at this point.  There is an iron gate within the marble
wall to the east.  An armed guard stands to the side of the gate.  The guard
stands perfectly still and does not react to any of the distractions around
him.  You can't make out what is through the gate.  
~
0 0 1
Rd     0
D0
~
~
0 0 6010
D1
~
~
115 0 6043
D2
~
~
0 0 6000
D3
~
~
0 0 6016
S
#6018
Lindell Boulevard~
~
~
Lindell Boulevard moves to the north and south.  Posters adorn the guard
wall to the west.  The posters advertise different events that are coming to
the city.  The street has trash starting to collect against the wall and the
nearby buildings.  People just seem to drop their trash without disposing of
it properly.  The sounds of the city can be heard from all directions.  
~
0 0 1
Rd     0
D0
~
~
0 0 6011
D2
~
~
0 0 6025
S
#6019
Weapon Store~
~
~
A wide variety of weapons hang from the walls of the store.  A counter
near the back of the shop has more weapons sitting on top.  The shop is kept
dark with the oven as the only light.  The noises of the city come through
the door everytime it opens.  
~
0 12 0
Rd     0
D2
~
~
0 0 6026
S
#6020
Armor Store~
~
~
As you pass the threshold, the smell of leather and oil hit your senses. 
The walls are layered with shelves.  The shelves are covered with different
armors.  Four stands hold the full battle armors.  The quality of these
pieces look to be superior than most.  There do not appear to be any flaws. 
~
0 12 0
Rd     0
D2
~
~
0 0 6027
S
#6021
Grand Avenue~
~
~
Grand Avenue continues to the north and south.  People of all races
casually pass by one the street.  A large minotaur exchanges grunts with an
ogre off the side of the street.  They seem to be enjoying a joke as they
start to laugh loudly as you move by.  There is a lot of noise coming from
the south.  Over all the racket, you think you can hear the sound of running
water.  
~
0 0 1
Rd     0
D0
~
~
0 0 6014
D2
~
~
0 0 6028
S
#6022
Lyzar's Magic Shop~
~
~
A strong aroma hits you in the face as you enter through the door.  In
the middle of the room is a white cauldron.  A large wood spoon lies across
the top of the cauldron.  An unknown liquid is brewing inside the pot.  A
variety of scrolls and potions sit on the shelves.  Several wands hang from
hooks in the ceiling.  The wood walls and floor are stained in many places
which are probably from the cauldron.  
~
0 12 0
Rd     0
D2
~
~
0 0 6029
S
#6023
Tyrel's Exotic Animals~
~
~
As you enter the shop, you notice the floor is covered with straw. 
Curled up in the corners are animals of many breeds.  A petite woman is
currently feeding small pieces of meat to a pair of hawks perched on a
stand.  A wildabeast thrashes about inside a cage.  To the side of the cage
is a devoured carcass which has many bite marks across its bone.  
~
0 4108 0
Rd     0
D2
~
~
0 0 6030
S
#6024
Pet Cages~
~
~
This be the cages for the Pet Store.  If you can read this, then you
shouldn't be here.  GET OUT!!!  
~
0 134651918 1
Rd     0
S
#6025
Intersection of Himfor and Lindell~
~
~
The streets of Lindell and Himfor come to form an intersection.  As you
look east, you see hundreds of people walking around.  This must be the most
popular street in the city.  The types of people milling about is diverse
and a wonder.  It is amazing that so many races are able to get along within
the city walls.  
~
0 0 1
Rd     0
D0
~
~
0 0 6018
D1
~
~
0 0 6026
D2
~
~
0 0 6032
S
#6026
Himfor Street~
~
~
The marble used for the streets has become extremely worn after all these
years.  Most of the people on the street are carrying bags of newly acquired
objects.  There is a wood sign with metallic lettering hanging from the
building to the north.  The sound of clashing metal is coming from within.  
~
0 0 1
Rd     0
D0
~
~
0 0 6019
D1
~
~
0 0 6027
D3
~
~
0 0 6025
S
#6027
Himfor Street~
~
~
The noise of stomping boots is very loud on this part of the street. 
Almost every person coming from the north are wearing new, shiny pieces of
armor.  A metal shield hangs to the side of the opened door.  The sounds of
singing and running water comes from the east.  Many of the people here are
making their way in that direction.  
~
0 0 1
Rd     0
D0
~
~
0 0 6020
D1
~
~
0 0 6028
D3
~
~
0 0 6026
S
#6028
The Town Square~
~
~
The town square is the intersection of Grand and Himfor.  A circular
fountain was constructed in the center of the intersection.  Small children
splash playfully within its waters as travelers stop to rest on its edge.  A
choir of elves sing a lovely tune as people walk around the fountain.  The
retail street of Himfor stretches to the east and west.  
~
0 0 1
Rd     0
D0
~
~
0 0 6021
D1
~
~
0 0 6029
D2
~
~
0 0 6033
D3
~
~
0 0 6027
S
#6029
Himfor Street~
~
~
The street of Himfor stretches off to the west and east.  A horrible
stench is filtering out from an open window to the north.  A small wood sign
has been nailed underneath the window.  Running water can be heard coming
from the west.  Most of the young children are running in the western
direction.  A lovely song can be heard coming from the west as well.  
~
0 0 1
Rd     0
D0
~
~
0 0 6022
D1
~
~
0 0 6030
D3
~
~
0 0 6028
S
#6030
Himfor Street~
~
~
A little girl sits on the ground petting a kitten.  The kitten is softly
purring in her lap as she strokes its back.  The stench of feces comes from
the door to the north.  You gather that this must be the pet shop of the
city.  The street travels to the east and west.  
~
0 0 1
Rd     0
D0
~
~
0 0 6023
D1
~
~
0 0 6031
D3
~
~
0 0 6029
S
#6031
Intersection of Himfor and Laclede~
~
~
The towering wall to the east lets you know that you have come to the
eastern side of the city.  The street of Himfor goes off to the west while
Laclede goes to the north and south.  The marble path is only slightly
littered with trash.  The eastern side of the marble wall is also spotless
as guards continue their watch from the top.  
~
0 0 1
Rd     0
D0
~
~
0 0 6000
D2
~
~
0 0 6034
D3
~
~
0 0 6030
S
#6032
Lindell Boulevard~
~
~
The path before you continues towards the north and south.  There is a
dark opening in the building to the east.  You can see a couple sparks fly
out through the opening.  To the south, you can see the end of the street
turning off.  As you proceed to move along, you see more sparks fly out the
opening.  The sun is really bright on this street as it seems to be
reflecting off more than usual.  
~
0 0 1
Rd     0
D0
~
~
0 0 6025
D2
~
~
0 0 6035
S
#6033
Grand Avenue~
~
~
The marble pathway of Grand Avenue goes in the northern and southern
directions.  A sweet, pretty song is on the breeze sweeping in from the
north.  Also, you can make out a fountain in the square north of you.  Many
buildings tower the street from both sides.  
~
0 0 1
Rd     0
D0
~
~
0 0 6028
D2
~
~
0 0 6038
S
#6034
Laclede Street~
~
~
Laclede Street continues on towards the north and south.  The people are
beginning to wear finer cloaks and leather as you look further south.  The
conversations change between daily activities and business deals along this
section of Laclede.  The street is much cleaner and appears to be buffed
more often then the northern streets.  
~
0 0 1
Rd     0
D0
~
~
0 0 6031
D2
~
~
0 0 6041
S
#6035
Corner of Amagine and Lindell~
~
~
This is the southwestern corner of the city.  The streets of Amagine and
Lindell come to form a corner intersection.  The southern wall curves around
the city to travel along the side of Lindell Boulevard.  Travel has become
easier as their are less people about.  The people that are here walk on as
they go about their business within the city.  
~
0 0 1
Rd     0
D0
~
~
0 0 6032
D1
~
~
0 0 6036
S
#6036
Amagine Street~
~
~
This is the business district of the city for the buildings have turned
into strong, tall towers.  Many of the towers seem to reach as high as the
clouds.  The people you see here are most likely the ones who really run
this city.  The dress of these men and women consist of the finest leather
leggings and silk shirts and blouses.  Many of them seem to walk with their
nose held high in the air.  
~
0 0 1
Rd     0
D1
~
~
0 0 6037
D3
~
~
0 0 6035
S
#6037
Amagine Street~
~
~
The high, intimidating towers continue to line the northern edge of
Amagine.  Many business types walk in and out of the many towers.  A couple
of the businessmen are escorted by troll or ogre bodyguards.  It looks
slightly comical to see an ogre dressed up in oversized leather.  The sight
of you seems to faze these people more than the fancy ogres and trolls.  
~
0 0 1
Rd     0
D1
~
~
0 0 6038
D3
~
~
0 0 6036
S
#6038
Intersection of Amagine and Grand~
~
~
Amagine and Grand come to an intersection at the southern edge of the
city.  A large gate is built into the southern part of the wall.  There is a
large wood sign hung up to side of the gate.  You can see a couple visitors
being checked over as they enter the city.  You can't make out anything as
you try to look through the bars.  
~
0 0 1
Rd     0
D0
~
~
0 0 6033
D1
~
~
0 0 6039
D2
~
~
115 0 6042
D3
~
~
0 0 6037
S
#6039
Amagine Street~
~
~
The street of Amagine continues towards the east and west.  The street is
kept very clean as you can see a janitor right now.  The janitor is sweeping
up any trash as soon as it hits the ground.  Many of the creatures walking
around pay no attention to the amount of work needed to keep their city
clean.  Many towers are to the north of the street.  
~
0 0 1
Rd     0
D1
~
~
0 0 6040
D3
~
~
0 0 6038
S
#6040
Amagine Street~
~
~
The path before you continues to th east and west.  Many of the citizens
rush by as they go off on their business.  Their eyes are glowing in
anticipation of their next deal as they run off.  On the northern edge of
the streets is an extremely high tower.  The entire tower is a dark red
shade.  
~
0 0 1
Rd     0
D1
~
~
0 0 6041
D3
~
~
0 0 6039
S
#6041
Corner of Amagine and Laclede~
~
~
This is the southeastern corner of the city.  Several men and women
dressed in fine silks talk amongst themselves.  The southern and eastern
parts of the marble wall come together in a curve.  Some guards patrol the
top of the tower.  The street of Amagine goes westward and Laclede goes
north.  
~
0 0 1
Rd     0
D0
~
~
0 0 6034
D3
~
~
0 0 6040
S
#6042
Main Gate of Menedek~
~
~
The marble wall of Menedek towers high above you.  A path of marble
stones begin a few yards from the gate.  The gate is made from magically
enforced iron.  It has been said that these gates have withstood the power
of multiple battling rams.  To the side of the gate is a guard post which is
also constructed from marble.  Guards can be seen patrolling the top of the
wall.  
~
0 0 2
Rd     0
D0
~
gate~
115 0 6038
D2
~
~
0 0 17604
S
#6043
Eastern Gate of Menedek~
~
~
You have come upon the eastern gate into the city of Menedek.  A guard
post is to the side of the gate.  Travelers are let through the gates in a
casual manner so not to have any riots or troublemakers.  A trough is setup
near the gate to allow horses a chance to rest as their owners await passage
into the city.  
~
0 0 2
Rd     0
D3
~
gate~
115 0 6017
S
#6044
Bottom of a Large Tree~
~
~
The marble path runs up to the bottom of a large oak tree.  The tree is
exceptionally thick and looks to be as round as one of the city buildings. 
The roots are approximately the same size as grown bulls.  The tree reaches
high into the sky with the top seeming to touch the clouds.  A few notches
are carved into the side of the tree.  The notches lead up into the
branches.  
~
0 4 2
Rd     0
D2
~
~
0 0 6004
D4
~
~
0 0 6045
S
#6045
Inn of Pure Heart~
~
~
A trapdoor near the north wall leads to a ladder.  A mat is placed by the
trapdoor for visitors to wipe their feet.  The sounds of laughter and
conversation fill the Inn of Pure Heart.  This is a place for people to
relax and share stories.  The aroma of fresh bread is coming from the east. 
~
0 2490380 0
Rd     0
D1
~
~
0 0 6047
D2
~
~
0 0 6049
D3
~
~
0 0 6046
D5
~
~
0 0 6044
S
#6046
Inn of Pure Heart~
~
~
The closely intertwined branches form a solid and stable floor for the
inn.  Tables are setup in this corner of the inn.  Only a couple of the
tables are currently empty.  A group of gnomes sit at one table with a large
book opened before them.  They look very intent on reading the book and do
not notice anything around them.  Two orcs are sharing laughs at the table
in the corner.  
~
0 8 0
Rd     0
D1
~
~
0 0 6045
D2
~
~
0 0 6048
S
#6047
Inn of Pure Heart~
~
~
Many patrons are huddled around the counter near the east wall.  A large
menu above the counter lists the items available for sell.  A little girl
runs around with her face covered in chocolate icing.  She is singing aboue
how the cake tastes good, and she wants more.  
~
0 8 0
Rd     0
D2
~
~
0 0 6050
D3
~
~
0 0 6045
S
#6048
Inn of Pure Heart~
~
~
The tight, intertwined branches of the oak form a solid deck overlooking
the city.  The deck is furnished with several tables.  The tables are
equiped with an umbrella bolted to the center.  The umbrella folds out to
cover the table in case of rain.  Along the edge of the deck is a thick
railing.  The view from the deck is extraordinary.  The skyline of Menedek
is one of the most beautiful sites in the realm.  The lights and sounds of
the city almost make one hold their breath.  
~
0 8 0
Rd     0
D0
~
~
0 0 6046
D1
~
~
0 0 6049
S
#6049
Inn of Pure Heart~
~
~
This is the game room of the Inn of Pure Heart.  Against the back wall,
there are three boards hanging from the wall.  A couple patrons are throwing
tiny darts at one of the boards.  They laugh and yell as one of them hits
the bullseye.  Two wood tables are covered in cloth and sit off the side of
the boards.  Six holes lie at the corners and sides of the table.  A man is
hitting stone balls into the holes with a long stick.  The room is filled
with smoke as some dwarves puff heavily on their pipes.  
~
0 8 0
Rd     0
D0
~
~
0 0 6045
D1
~
~
0 0 6050
D3
~
~
0 0 6048
S
#6050
Inn of Pure Heart~
~
~
There are more tables spread around in this corner of the inn.  The air
is filled with smoke as most of the smokers are sitting here.  The many
voices are interupted by a fit of coughing every few minutes.  An opened
window is trying to help filter out the smoke.  A magic spell on the window
helps pull the smoke out the window.  
~
0 12 0
Rd     0
D0
~
~
0 0 6047
D3
~
~
0 0 6049
S
#6051
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131087 0
Rd     0
D0
~
~
0 0 6069
D1
~
~
0 0 6076
D2
~
~
0 0 6082
D3
~
~
0 0 6075
S
#6052
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6053
D2
~
~
0 0 6059
S
#6053
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues its journey to the bowels of the planet as it seeps through
a couple holes in the ground.  
~
0 131083 0
Rd     0
D3
~
~
0 0 6052
D5
~
chasm~
576 0 6196
S
#6054
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6055
D2
~
~
0 0 6061
S
#6055
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6056
D2
~
~
0 0 6062
D3
~
~
0 0 6054
S
#6056
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D2
~
~
0 0 6063
D3
~
~
0 0 6055
S
#6057
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6058
D2
~
~
0 0 6064
S
#6058
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues its journey to the bowels of the planet as it seeps through
the holes at the end of the tunnel.  
~
0 131083 0
Rd     0
D3
~
~
0 0 6057
S
#6059
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6052
D1
~
~
0 0 6060
S
#6060
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6061
D2
~
~
0 0 6067
D3
~
~
0 0 6059
S
#6061
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6054
D2
~
~
0 0 6068
D3
~
~
0 0 6060
S
#6062
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6055
D2
~
~
0 0 6069
S
#6063
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6056
D1
~
~
0 0 6064
D2
~
~
0 0 6070
S
#6064
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6057
D3
~
~
0 0 6063
S
#6065
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues its journey to the bowels of the planet as it seeps through
the holes at the end of the tunnel.  
~
0 131087 0
Rd     0
D2
~
~
0 0 6072
D4
~
manhole~
115 0 6010
S
#6066
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6067
D2
~
~
0 0 6073
S
#6067
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6060
D3
~
~
0 0 6066
S
#6068
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6061
D2
~
~
0 0 6075
S
#6069
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6062
D1
~
~
0 0 6070
D2
~
~
0 0 6051
S
#6070
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6063
D2
~
~
0 0 6076
D3
~
~
0 0 6069
S
#6071
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues it journey to the bowels of the planet as it seeps through
the holes at the end of the tunnel.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6072
S
#6072
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6065
D2
~
~
0 0 6078
D3
~
~
0 0 6071
S
#6073
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6066
D1
~
~
0 0 6074
S
#6074
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D2
~
~
0 0 6080
D3
~
~
0 0 6073
S
#6075
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6068
D1
~
~
0 0 6051
S
#6076
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6070
D1
~
~
0 0 6077
D3
~
~
0 0 6051
S
#6077
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6078
D2
~
~
0 0 6084
D3
~
~
0 0 6076
S
#6078
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6072
D2
~
~
0 0 6085
D3
~
~
0 0 6077
S
#6079
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues its journey to the bowels of the planet as it seeps through
the holes at the end of the tunnel.  
~
0 131087 0
Rd     0
D2
~
~
0 0 6086
D4
~
manhole~
115 0 6025
S
#6080
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6074
D1
~
~
0 0 6081
D2
~
~
0 0 6087
S
#6081
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues its journey to the bowels of the planet as it seeps through
the holes at the end of the tunnel.  
~
0 131083 0
Rd     0
D3
~
~
0 0 6080
S
#6082
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6051
D2
~
~
0 0 6089
S
#6083
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  The
sewage continues its journey to the bowels of the planet as it seeps through
the holes at the end of the tunnel.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6084
S
#6084
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6077
D2
~
~
0 0 6091
D3
~
~
0 0 6083
S
#6085
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6078
D2
~
~
0 0 6092
S
#6086
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6079
D1
~
~
0 0 6087
D2
~
~
0 0 6093
S
#6087
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6080
D1
~
~
0 0 6088
D3
~
~
0 0 6086
S
#6088
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6089
D3
~
~
0 0 6087
S
#6089
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6082
D1
~
~
0 0 6090
D2
~
~
0 0 6096
D3
~
~
0 0 6088
S
#6090
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6091
D3
~
~
0 0 6089
S
#6091
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6084
D1
~
~
0 0 6092
D3
~
~
0 0 6090
S
#6092
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6085
D2
~
~
0 0 6099
D3
~
~
0 0 6091
S
#6093
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6086
D1
~
~
0 0 6094
S
#6094
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6095
D3
~
~
0 0 6093
S
#6095
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6096
D3
~
~
0 0 6094
S
#6096
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6089
D1
~
~
0 0 6097
D3
~
~
0 0 6095
S
#6097
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6098
D3
~
~
0 0 6096
S
#6098
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D1
~
~
0 0 6099
D3
~
~
0 0 6097
S
#6099
Sewers of Menedek~
~
~
The wind can be heard screeching through the dark tunnels of the sewers. 
This sewer system appears to be gigantic in proportions.  The tunnels seem
to go on endlessly in all directions.  Screaming and moaning can be heard
echoing off the walls.  The stench of the city's sewage is in the air.  
~
0 131083 0
Rd     0
D0
~
~
0 0 6092
D3
~
~
0 0 6098
S
#6100
River of Blood~
~
~
The obsidian has given away to regular, cold rock.  There is a glint of
obsidian from above but none down here.  The rock has formed into a small
ledge that hangs out over a river.  The river is flowing with a red liquid. 
Upon closer inspection, the red liquid is really blood.  A river of blood
flows beneath the caves of obsidian.  The river flows evenly without
anything stopping its travel.  There is a pole attached to the end of the
ledge.  It appears that a boat was tied here at one time.  
~
0 401422 0
Rd     0
D4
~
~
0 0 6154
S
#6101
Hallway of Obsidian~
~
~
The hallway of obsidian turns to the east and south.  Several torches
flicker along the walls.  The light glints off the obsidian used in the
construction of the Keep.  A set of stairs climbs up into another level of
the Keep.  Screams of pain followed by laughter booms out from the second
floor.  The crisp noise of new magic echos through the halls.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6102
D2
~
~
0 0 6107
D4
~
~
0 0 6129
S
#6102
Hallway of Obsidian~
~
~
The obsidian hall continues to move along to the east and west.  Blood is
splattered over most of the hall.  The blood is still thick and fresh as it
slowly crawls down the wall.  Small chuncks of bone lie stuck in the flow of
blood.  There are dried blood spots all over the walls as well.  The stench
is testing your tolerance as this place must be like this all the time.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6103
D3
~
~
0 0 6101
S
#6103
Before the Flaming Emblem~
~
~
Two hallways come to an intersection before two large doors.  The two
doors are made from pure bone and stand between you and the throne room.  An
emblem has been engraved into the bone and set on fire.  The flames make it
extremely hot as you stand before the doors.  The hallway goes off to the
east, south, and west.  
~
0 403046410 0
Rd     1
D0
~
~
119 6035 6106
D1
~
~
0 0 6104
D2
~
~
0 0 6108
D3
~
~
0 0 6102
S
#6104
Hallway of Obsidian~
~
~
The outer hallway of the obsidian keep continues its way east and west. 
A tile mosaic is built into the northern wall.  The mosaic depicts a scene
with a mage of the Red Order standing on a hill.  The mage overlooks a
battlefield engulfed in flame.  The mosaic is very detailed to the point
that you can see the extreme pain on the faces of his victims.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6105
D3
~
~
0 0 6103
S
#6105
Hallway of Obsidian~
~
~
The hallway of obsidian turns to the south and west.  A set of stairs
spirals up to the second floor of the Keep.  The sounds of bubbling liquid
echos from up above.  From somewhere else in the Keep, the screams of
anguish and despair travel through the halls.  The slick surface of the
obsidian creates a mirror which reflects your image.  The images look
unlimited as the walls on both sides reflect the image.  
~
0 134610954 0
Rd     0
D2
~
~
0 0 6109
D3
~
~
0 0 6104
D4
~
~
0 0 6130
S
#6106
The Skull Throne~
~
~
The throne room of the Obsidian Keep stretches far back underneath the
arches above you.  A throne constructed from bone rests against the back
wall.  Two skulls are at the front of the armrests.  The eye sockets emit a
dark, red glow that appears to follow your every move.  Slaves are chained
against the walls with large obsidian clamps placed over their mouths. 
Small tubes and nozzles stick out of the slaves as the tubes drain their
blood.  The blood flows into two large pools with one on each side of the
room.  The lives of these poor souls is slowly being poured into these pools
of blood.  
~
0 134610959 0
Rd     0
D2
~
~
119 6035 6103
S
#6107
Hallway of Obsidian~
~
~
The hallway of the Keep goes to the north and south.  A small, thin
stream of blood flows along the edge of the wall.  Maggots and other insects
crawl or float through the blood.  The stench of the death comes from all
over just as small organs float by.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6101
D2
~
~
0 0 6110
S
#6108
Hallway of Obsidian~
~
~
This hallway within the interior of the Keep moves to the south and
north.  Several torches line the walls which illuminate the hall.  The dim
lighting creates shadows on the walls behind you.  The darkness of the
obsidian hides the existance of your shadow well.  A couple of white doors
can be seen from a little ways north.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6103
D2
~
~
0 0 6112
S
#6109
Hallway of Obsidian~
~
~
The dark hallway continues in the southern and northern directions.  The
many sounds of the Keep echo from everywhere.  Screams, laughter, and voices
can be heard.  This obsidian must allow noice to travel easily because the
sounds are loud no matter where one stands.  A torch quietly flickers in the
hallway.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6105
D2
~
~
0 0 6114
S
#6110
Hallway of Obsidian~
~
~
You have come upon an intersection in the halls of the Keep.  A hallway
goes north and south while another breaks off to the east.  Torches continue
to line the walls in all directions.  A tiny stream of blood flows along the
bottom of the wall.  Insects float along the stream.  An ungodly smell comes
from the flow of blood.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6107
D1
~
~
0 0 6111
D2
~
~
0 0 6115
S
#6111
Hallway of Obsidian~
~
~
The interior hallway goes to the east and west.  The stomping of your
boots boom with your every step on the smooth surface.  As you proceed
through the Keep, your reflection on the wall seems to be taking a life of
its own.  From the corner of your eye, it looks to be mocking you but seems
normal when you turn to look.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6112
D3
~
~
0 0 6110
S
#6112
Center of the Keep~
~
~
You have come upon the center of the Keep.  There are four halls that
break off in the four cardinal directions.  The screams of death bombard you
from each hallway.  A bone ladder is attached to the corner of two walls. 
The ladder goes up through a small opening in the ceiling.  Puffs of smoke
filter through the opening every so often.  The only light is coming from
this opening.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6108
D1
~
~
0 0 6113
D2
~
~
0 0 6116
D3
~
~
0 0 6111
D4
~
~
0 0 6132
S
#6113
Hallway of Obsidian~
~
~
The interior hallway continues to the east and west.  The smell of decay
filles the air.  This stench burns the inside of your nose as you seek to
find an escape.  The origin of the smell is impossible to find.  The best
bet is to continue on your way and hope the smell disappears.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6114
D3
~
~
0 0 6112
S
#6114
Hallway of Obsidian~
~
~
The exterior hallway continues to move north and south with another hall
breaking off westward.  A single torch sticks out of the wall which brings a
little light to this dark hall.  A tiny window is placed into the obsidian
wall.  The window looks out over the river of blood which surrounds the
Keep.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6109
D2
~
~
0 0 6117
D3
~
~
0 0 6113
S
#6115
Hallway of Obsidian~
~
~
The hall travels to the north and south.  A stream of blood flows against
the wall.  Many insects crawl over tiny objects that float down the stream. 
The blood flows into a drain in the floor.  Upon closer inspection, the
drain flows directly into the river of blood underneath the Keep.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6110
D2
~
~
0 0 6118
S
#6116
Hallway of Obsidian~
~
~
The main hall goes to the north and south.  A large tapestry hangs from
one of the walls.  The tapestry is made from a dark threads.  The design
emits an aura of hate and loathing into the surroundings.  The cloth looks
to have a life of its own.  The other wall is bland but not showing a
reflection of the tapestry.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6112
D2
~
~
0 0 6120
S
#6117
Hallway of Obsidian~
~
~
The exterior hallway continues to the north and south.  The two torches
hanging on the wall are getting near the end.  The lighting is very dim.  A
large window is in the outer wall.  A gust of wind blows in from the
outside.  The river of blood flows underneath the Keep.  Nothing can be seen
except for the river.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6114
D2
~
~
0 0 6122
S
#6118
Hallway of Obsidian~
~
~
The hall of the Obsidian Keep turns to the east and north.  Chirps and
screeches come from the deep, dark shadows along the ceiling.  Creatures in
flight can be heard above your head.  The torch's light fails to break
through the darkness.  The dim light projects the shadows upon the obsidian
which then stretches them to mortifying proportions.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6115
D1
~
~
0 0 6119
D5
~
trapdoor~
627 0 6133
S
>rand_prog 10~
0
mpecho The light glints off a handle of a trapdoor in the floor.
~
|
#6119
Hallway of Obsidian~
~
~
The hallway reaches to the east and west.  A multitude of chains hang
from the walls.  There are a couple of prisoners still hanging from the
chains.  They look at you with their hopeless eyes.  Their bodies have grown
strained and tired since giving into their captivity.  The smell of decay
comes from a couple of bodies which have passed into death.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6120
D3
~
~
0 0 6118
S
#6120
Entrance of the Obsidian Keep~
~
~
The gate of the Keep is located to the south.  The Keep is formed from
obsidian which has been magically molded into this dwelling.  The screams of
the tormented reverberate through the obsidian halls.  Along the extensive
noice is a horrendous stench.  The Keep is rumored to be home to some of the
most horrifying experiments known to man.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6116
D1
~
~
0 0 6121
D2
~
~
3 0 6123
D3
~
~
0 0 6119
S
#6121
Hallway of Obsidian~
~
~
The hallway moves around the exterior wings of the Keep.  This hall goes
to the west and east from here.  Prisoners are chained along the hallway. 
Some of the bodies are limp as they just dangle from their chains.  The
metal is slowly eating away at the wrists of the dead.  The flesh is being
knawed through by the metal.  The aroma is almost unbearable.  
~
0 134610954 0
Rd     0
D1
~
~
0 0 6122
D3
~
~
0 0 6120
S
#6122
Hallway of Obsidian~
~
~
The hallway makes a turn to the north and west.  A torch is attached to
the corner of the walls.  The torch spreads its light gently into the
darkness.  The shadows are ever present along the obsidian.  The shadows
appear to dance along the walls by themselves.  The snapping of the torch's
flickering is heard between the fits of yelling that erupt in the Keep.  
~
0 134610954 0
Rd     0
D0
~
~
0 0 6117
D3
~
~
0 0 6121
S
#6123
At the Gate of the Keep~
~
~
You stand before the Obsidian Keep.  Inside this Keep is the home of the
Red Order of Magic.  They are better known as Red Obsidian.  Their fortress
home was formed from a piece of obsidian that was pulled from the underbelly
of the land.  A shard of obsidian just from the Keep over the river of
blood.  The shard goes south to the end of the Keep's dock.  
~
0 134610950 0
Rd     0
D0
~
~
3 0 6120
D2
~
~
0 0 6125
S
#6124
At the End of the Dock~
~
~
A dock hovers above the Blood River allowing boats to land.  AA pole juts
out of the obsidian dock.  The pole has a long, thick rope tied to it.  The
obsidian dock goes off to the north towards the Obsidian Keep.  The river
continues to flow to oblivion.  Only the river can be seen in all
directions.  
~
0 134610946 0
Rd     0
D0
~
~
0 0 6125
S
#6125
On the Dock~
~
~
The obsidian dock stretches north and south.  To the north is the
infamous dwelling of the Red Order of Magic.  The dark, deathly construction
of obsidian sticks out above the savage flow of the Blood River.  The dock
hovers above the river allowing people to walk from the dock to the
fortress.  The screams of torture pierce the air as the Order torments their
prisoners.  
~
0 134610946 0
Rd     0
D0
~
~
0 0 6123
D2
~
~
0 0 6124
S
#6126
At the Bar~
~
~
A bar has been formed from the obsidian of the Keep.  A variety of
alcohol sits on the top of the bar.  Members walk up to the bar to fix
themselves a drink whenever they're empty.  Some stools sit in the front of
the bar.  The stools are topped with a red satin material.  The rest of the
lounge extends to the east and south.  
~
0 134619146 0
Rd     0
D1
~
~
0 0 6127
D2
~
~
0 0 6128
S
#6127
Part of a Lounge~
~
~
Large, plush sofas lie around the lounge.  Mages and warriors of the Red
Order walk around mingling with others.  Sometimes the people sit down to
rest their legs.  The plush sofas emit a cool breeze to those who sit upon
them.  The walls of the lounge are covered with famous masterpieces.  
~
0 134619146 0
Rd     0
D2
~
~
0 0 6129
D3
~
~
0 0 6126
S
#6128
Near a Large Wheel~
~
~
A large wheel is attached to the wall of the lounge.  Some mages are
gathered around the wheel.  Their laughter can be heard throughout the room.
As you get a peek of the wheel, you see what they are laughing at.  A
prisoner is tied to the wheel as someone spins it.  Someone tries to
mentally thrown knives at the wheel.  The crowd laughs loudly whenever the
prisoner is hit with a knife.  
~
0 134619146 0
Rd     0
D0
~
~
0 0 6126
D1
~
~
0 0 6129
S
#6129
Part of  Lounge~
~
~
A set of stairs runs into the lounge.  The lounge consists of sofas,
chairs, and a bar in the far corner.  The members of the Order come here to
relax between their adventures or experiments.  The sounds of laughter and
conversation resound from all corners of the room.  
~
0 134619146 0
Rd     0
D0
~
~
0 0 6127
D3
~
~
0 0 6128
D5
~
~
0 0 6101
S
#6130
Stairs to the Lab~
~
~
A bunch of spiraling stairs go down into the halls of the Keep.  This
room is almost entirely filled with smoke.  The smoke is coming from the
many bottles spread out on the tables.  The Red Order performs their
experiments in this smoke filled lab.  Bottles of specimems and mixtures are
spread on shelves and tables all over the area.  
~
0 134619150 0
Rd     0
D1
~
~
0 0 6131
D5
~
~
0 0 6105
S
#6131
Back of the Lab~
~
~
The tables from the rest of the lab stop a few feet short from the back
wall.  Along the wall, prisoners are kept chained.  Some have limbs missing
from the experiments performed upon them.  Scorch marks adorn the wall
behind them.  Even a coule of the prisoners have limbs or head from
different animals.  What kind of inhumane practices go on here?  
~
0 134619146 0
Rd     0
D3
~
~
0 0 6130
S
#6132
Office of the Arena Master~
~
~
You have entered a normal looking office.  The obsidan walls are adorned
with paintings of everyday occurances.  One picture is of a beautiful sunset
over a mountain range.  Underneath this painting is a large obsidian desk. 
The desk is covered with papers and books.  A large oval mirror is attached
to the wall.  The mirror does not show any reflections but instead is filled
with swirling colors.  
~
0 134610958 0
Rd     0
D5
~
~
0 0 6112
S
#6133
The Cellar~
~
~
Barrels are stacked on each other along the walls of the cellar.  One
barrel is tapped and ready for use by the Order.  A small puddle of ale has
formed under the tapped barrel as it drips slowly.  The air is stale and
damp within the cellar.  The noise from above does not penetrate into the
cellar.  The musty air must muffle the sound a little.  
~
0 143024142 0
Rd     0
D4
~
trapdoor~
627 0 6118
S
#6134
The Arena~
~
~
Since the beginning of time, magic has existed.  With the experimentation
in magic, there will be mishaps.  Over time there have been mistakes that
have ripped through the essence of time itself.  Through their own mistakes,
the Red Order accidently created this point where time has no meaning.  This
is the battle arena of the Red Order.  
~
0 401422 0
Rd     0
S
#6135
Behind the Barrels~
~
~
The lanky thief has taken you behind a stack of barrels.  He carefully
places himself between you and a small door in the floor.  
~
0 134619151 0
Rd     0
S
#6151
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610959 0
Rd     0
D2
~
~
0 0 6158
S
#6152
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D2
~
~
0 0 6159
S
#6153
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D2
~
~
0 0 6160
S
#6154
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  There is a crack in the obsidian ground.  The
sound of running water is heard through the crack.  
~
0 134610955 0
Rd     0
D2
~
~
0 0 6161
D5
~
~
0 0 6100
S
#6155
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6156
D2
~
~
0 0 6162
S
#6156
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6157
D2
~
~
0 0 6163
D3
~
~
0 0 6155
S
#6157
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D2
~
~
0 0 6164
D3
~
~
0 0 6156
S
#6158
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6151
D1
~
~
0 0 6159
D2
~
~
0 0 6165
S
#6159
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6152
D1
~
~
0 0 6160
D2
~
~
0 0 6166
D3
~
~
0 0 6158
S
#6160
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6153
D1
~
~
0 0 6161
D2
~
~
0 0 6167
D3
~
~
0 0 6159
S
#6161
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6154
D3
~
~
0 0 6160
S
#6162
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6155
S
#6163
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6156
D1
~
~
0 0 6164
S
#6164
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6157
D2
~
~
0 0 6171
D3
~
~
0 0 6163
S
#6165
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6158
S
#6166
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6159
D2
~
~
0 0 6173
S
#6167
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6160
S
#6168
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6169
D2
~
~
0 0 6175
S
#6169
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D2
~
~
0 0 6176
D3
~
~
0 0 6168
S
#6170
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6171
S
#6171
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6164
D2
~
~
0 0 6178
D3
~
~
0 0 6170
S
#6172
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6173
D2
~
~
0 0 6179
S
#6173
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6166
D1
~
~
0 0 6174
D2
~
~
0 0 6180
D3
~
~
0 0 6172
S
#6174
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D3
~
~
0 0 6173
S
#6175
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610959 0
Rd     0
D0
~
~
0 0 6168
S
#6176
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6169
D1
~
~
0 0 6177
D2
~
~
0 0 6183
S
#6177
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D3
~
~
0 0 6176
S
#6178
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6171
D2
~
~
0 0 6185
S
#6179
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6172
S
#6180
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6173
D2
~
~
0 0 6187
S
#6181
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6182
D2
~
~
0 0 6188
S
#6182
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D3
~
~
0 0 6181
S
#6183
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6176
D1
~
~
0 0 6184
S
#6184
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6185
D2
~
~
0 0 6191
D3
~
~
0 0 6183
S
#6185
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6178
D3
~
~
0 0 6184
S
#6186
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6187
D2
~
~
0 0 6193
S
#6187
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6180
D3
~
~
0 0 6186
S
#6188
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6181
D1
~
~
0 0 6189
S
#6189
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D2
~
~
0 0 6196
D3
~
~
0 0 6188
S
#6190
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6191
D2
~
~
0 0 6197
S
#6191
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6184
D2
~
~
0 0 6198
D3
~
~
0 0 6190
S
#6193
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6186
D1
~
~
0 0 6194
S
#6194
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6195
D3
~
~
0 0 6193
S
#6195
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D1
~
~
0 0 6196
D3
~
~
0 0 6194
S
#6196
Caves of Obsidian~
~
~
The light from the world above reflects off the walls of the cave.  The
caves stretch off in every direction.  You can feel your feet slip a little
on the cave's surface.  As you look around, the caves are created out of
pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6189
D1
~
~
0 0 6197
D3
~
~
0 0 6195
D4
~
chasm~
576 0 6053
S
#6197
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
~
0 134610955 0
Rd     0
D0
~
~
0 0 6190
D3
~
~
0 0 6196
S
#6198
Caves of Obsidian~
~
~
The caves stretch off in every direction.  You can feel your feet slip a
little on the cave's surface.  As you look around, the caves are created out
of pure obsidian.  The shiny, slick surface makes movement slow as you make
sure not to lose balance.  An aura of uncertainty fills these caves as they
appear to shift in position.  
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0 134610955 0
Rd     0
D0
~
~
0 0 6191
S
#0



#SPECIALS
M 6002 spec_guard
M 6005 spec_healer
M 6016 spec_cast_mage
M 6017 spec_guard
M 6018 spec_cast_mage
M 6019 spec_assassin
M 6020 spec_cast_psionicist
M 6021 spec_thief
M 6024 spec_cast_undead
S



#GAMES
S



#RESETS
M 0 6002 5 6004
E 0 6008 0 5
E 0 6009 0 20
E 0 6012 0 13
O 0 6010 0 6010
M 0 6000 5 6011
E 0 6001 0 6
E 0 6003 0 12
M 0 6004 5 6014
E 0 6004 0 17
E 0 6006 0 11
M 0 6001 5 6017
E 0 6000 0 6
E 0 6002 0 22
E 0 6003 0 12
M 0 6008 1 6019
G 0 6036 0
G 0 6037 0
G 0 6038 0
M 0 6009 1 6020
G 0 6039 0
G 0 6040 0
G 0 6041 0
M 0 6010 1 6022
G 0 6042 0
G 0 6043 0
M 0 6007 1 6023
M 0 6030 1 6024
M 0 6031 1 6024
M 0 6032 1 6024
O 0 6025 0 6025
M 0 6003 5 6025
E 0 6005 0 0
E 0 6006 0 11
E 0 6007 0 20
M 0 6004 5 6028
E 0 6004 0 17
E 0 6006 0 11
M 0 6002 5 6028
E 0 6008 0 5
E 0 6009 0 20
E 0 6012 0 13
O 0 6028 0 6028
M 0 6003 5 6031
E 0 6005 0 0
E 0 6006 0 11
E 0 6007 0 20
M 0 6002 5 6038
E 0 6008 0 5
E 0 6009 0 20
E 0 6012 0 13
M 0 6005 1 6045
M 0 6006 1 6047
G 0 6047 0
G 0 6046 0
G 0 6045 0
G 0 6044 0
M 0 6029 1 6048
M 0 6027 1 6050
M 0 6013 5 6051
E 0 6011 0 11
M 0 6013 5 6055
E 0 6011 0 11
M 0 6012 5 6060
E 0 6013 0 16
M 0 6012 5 6063
E 0 6013 0 16
M 0 6011 8 6072
M 0 6011 8 6093
M 0 6011 8 6099
M 0 6026 1 6100
M 0 6017 4 6101
M 0 6017 4 6105
M 0 6019 1 6106
E 0 6014 0 20
E 0 6015 0 5
E 0 6016 0 7
O 0 6035 0 6106
M 0 6016 5 6107
E 0 6020 0 3
M 0 6016 5 6109
E 0 6020 0 3
M 0 6016 5 6115
E 0 6020 0 3
M 0 6016 5 6117
E 0 6020 0 3
M 0 6017 4 6118
M 0 6017 4 6122
M 0 6016 5 6126
E 0 6020 0 3
M 0 6020 1 6130
E 0 6023 0 20
E 0 6022 0 8
E 0 6021 0 19
G 0 6033 0
M 0 6028 1 6131
M 0 6018 1 6132
E 0 6017 0 11
E 0 6018 0 14
E 0 6019 0 20
G 0 6034 0
M 0 6021 1 6133
M 0 6022 1 6134
M 0 6025 1 6135
G 0 6048 0
G 0 6029 0
G 0 6030 0
G 0 6031 0
O 0 6024 0 6151
M 0 6014 9 6166
M 0 6015 9 6166
M 0 6014 9 6168
M 0 6015 9 6168
O 0 6026 0 6175
M 0 6014 9 6198
M 0 6015 9 6198
S



#SHOPS
6006 19 17 0 0 0 100 85 9 17
6008 5 4 3 0 0 100 85 9 17
6009 9 1 35 0 0 100 85 9 17
6010 10 2 0 0 0 100 85 9 17
6025 2 4 3 5 9 100 45 0 23
0



#$