#AREA arkham.are~ Arkham~ {15 up} Lillith Arkham~ 700 899 #MOBILES #874 mercenary~ a veteran mercenary~ A retired mercenary is resting by the fire. ~ He is old and covered with scars from head to toe, but he has grown rich during his career. He shouts at you to get out of his home. ~ human~ GT N 710 0 24 0 10d38+311 24d10+100 5d8+14 slash -5 -5 -5 2 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #702 doomsayer~ a doomsayer~ A doomsayer wanders around, shouting about the end of the world. ~ He walks about the streets, spouting prophecies from a tattered holy book. His filty rags are covered with lice and fleas. ~ human~ GQ N 710 0 16 0 5d34+175 16d10+100 4d7+8 slash 0 0 0 5 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #703 beggar~ a beggar~ A beggar sits here, begging. ~ He looks at you and and extends his flea-bitten arms. ~ human~ GHS N 310 0 16 0 5d34+175 16d10+100 4d7+8 punch 0 0 0 5 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #704 jed~ Brother Jed~ Brother Jed is here, ranting and raving. ~ Brother Jed, Bible in hand, is damning everyone to Hell. A group of university students mock and laugh at his foolishness. ~ human~ BHT N 1000 0 21 0 8d37+252 21d10+100 5d7+12 pound -3 -3 -3 3 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #705 guard~ an Arkham Guard~ An Arkham Guard is here, enforcing the law. ~ The guard keeps an eye out for lawbreakers, who will be punished swiftly and mercilessly. ~ human~ GT DN 700 0 30 0 10d60+426 30d10+100 5d10+17 slash -8 -8 -8 0 EFKNU 0 0 0 stand stand none 3 0 0 medium flesh #706 sweeper~ a street sweeper~ A street sweeper sweeps the streets. ~ The street sweeper sweeps the streets, pocketing anything that looks useful. ~ human~ CGS N 100 0 18 0 6d36+205 18d10+100 4d7+12 sting -1 -1 -1 4 EFKNU 0 0 0 stand stand none 500 0 0 medium flesh #707 hunter~ a hunter~ A hunter wanders through the woods. ~ The hunter flexes his burley muscles, making you reconsider attacking him. ~ human~ GT N 100 0 25 0 10d42+322 25d10+100 5d8+16 slap -5 -5 -5 2 EFKNU 0 0 0 stand stand none 10 0 0 medium flesh #708 rabbit~ a rabbit~ A rabbit hops along, unaware of your presence. ~ She stops to nibble on some grass, and then moves on. ~ rabbit~ GT N 100 0 50 0 10d162+893 49d10+100 5d17+25 bite -20 -20 -20 -5 ENR 0 0 0 stand stand none 500 0 0 medium flesh #709 student~ a student~ A university student rushes to class here. ~ A student rushes past you in a flurry of papers, almost knocking over a professor. ~ human~ BT N 100 0 15 0 4d37+162 15d10+100 4d6+9 punch 0 0 0 5 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #710 professor~ a professor~ A stern professor is standing here. ~ The professor scolds you for being late to class. ~ human~ BRT N 200 0 19 0 7d34+223 19d10+100 5d6+12 pound -1 -1 -1 4 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #711 librarian~ a librarian~ A librarian is stamping books. ~ The librarian yells at you to shut up. ~ human~ BRT N 300 0 23 0 9d39+290 23d10+100 5d8+11 slash -4 -4 -4 2 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #712 captain~ Gishka K'ahn, Captain of the Guard~ Gishka K'ahn, Captain of the Guard is here. ~ Gishka K'ahn's rock-hard muscles are protected by a layer of thick, black platemail. He scowls at you, but doesn't leave his post. ~ human~ BT HN 500 0 35 5 10d82+534 35d10+100 5d12+18 slash -11 -11 -11 0 CEFJKU 0 0 0 stand stand none 1 0 0 medium flesh #713 warden~ a warden~ A warden is here, checking on the inmates. ~ The warden paces back and forth, peeking in the patient's cells. ~ human~ BT N -200 0 22 0 9d36+270 22d10+100 5d7+14 pierce -3 -3 -3 3 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #714 inmate~ an inmate~ An inmate is here, coughing and acting loony. ~ This raving lunatic also has Captain Trips, a deadly plague! ~ human~ BT NX -300 0 18 0 6d36+205 18d10+100 4d7+12 pound -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #715 madman~ a madman~ A madman is here, acting crazy. ~ This crazy keeps repeating "Ia, Ia! Shub-Niggurath!" over and over again. ~ human~ BT N -400 0 19 0 7d34+223 19d10+100 5d6+12 slap -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #716 salty~ Old Salty~ Old Salty, the tavern owner, is here wiping off the bar. ~ Old Salty, retired from sailing, has opened this bar and now lives through the tales of his seabound patrons. ~ human~ BT HN -100 0 35 0 10d82+534 35d10+100 5d12+18 pierce -11 -11 -11 0 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #717 rogue~ an ugly rogue~ An ugly rogue lurks about, looking for a new crewmember. ~ This cretin is going to shanghai you if you don't watch out. ~ human~ BS N -400 0 22 0 9d36+270 22d10+100 5d7+14 pierce -3 -3 -3 3 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #718 spitfire~ Spitfire~ Spitfire the pirate is here, examining her ship. ~ She looks at you, or, rather, your moneybag. ~ human~ GS N -200 0 27 0 10d49+360 27d10+100 5d9+15 pound -6 -6 -6 1 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #719 mapmaker~ A mapmaker~ A mapmaker is drawing charts. ~ He seems too engrossed in his drawings to be of assistance to a customer. ~ human~ BT N 200 0 31 0 10d64+448 31d10+100 5d10+19 sting -9 -9 -9 0 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #720 potter~ Deborah~ Deborah, the potter, is making beautiful clay items. ~ She is obviously experienced, and her cups and pots are renowned throughout the world. ~ human~ BT N 400 0 30 0 10d60+426 30d10+100 5d10+17 charge -8 -8 -8 0 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #721 innkeeper~ Burl~ Burl, the inkeeper. ~ Burl runs the Elder God's Inn, a favorite resting place for weary travellers. ~ human~ BT N 300 0 31 0 10d64+448 31d10+100 5d10+19 smash -9 -9 -9 0 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #722 citizen~ a citizen of Arkham~ A citizen of Arkham looks depressed. ~ The citizen walks sluggishly down the gloomy cobbled streets. ~ human~ GT N 100 0 17 0 5d39+187 17d10+100 4d7+10 pierce 0 0 0 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #723 maid~ a maid~ A maid hurries about, cleaning rooms. ~ Feather duster in hand, she rushes around dusting everthing in sight. ~ human~ BT N 100 0 17 0 5d39+187 17d10+100 4d7+10 stab 0 0 0 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #724 baker~ Candi~ Candi the baker is making cookies. ~ Candi has a large sel ection of sweets, watch out if you're on a diet. ~ human~ BT HN 300 0 40 0 10d108+648 40d10+100 5d14+20 slice -15 -15 -15 -2 EFKNU 0 0 0 stand stand none 2 0 0 medium flesh #725 jack~ Jack~ Jack is here, looking suspicious. ~ Jack is one sick dude. Don't go near him. ~ human~ GS HQ -800 0 44 0 10d130+759 44d10+100 5d15+24 pierce -17 -17 -17 -3 EFJKNU 0 0 0 stand stand none 2 0 0 medium flesh #726 patch~ Patch~ Patch the barkeep is mixing drinks and telling tales. ~ Patch is entertaining, but watch your purse. ~ human~ BS H -400 0 44 0 10d130+759 44d10+100 5d15+24 pound -17 -17 -17 -3 EFKNU 0 0 0 stand stand none 2 0 0 medium flesh #727 thief~ a slimy thief~ A slimy thief is here trying to rob someone. ~ Yep, he's robbing you blind. ~ human~ BS N -300 0 23 0 9d39+290 23d10+100 5d8+11 stab -4 -4 -4 2 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #728 fence~ Juko the fence~ Juko the fence is here, buying and selling. ~ Juko the fence is making a tidy profit from his fencing operation. ~ human~ BT H -100 0 46 0 10d142+815 46d10+100 5d16+23 peck -18 -18 -18 -4 EFKNU 0 0 0 stand stand none 2 0 0 medium flesh #729 pickpocket~ a pickpocket~ A young pickpocket prowls the streets. ~ Watch your coin purse around this young lad. ~ human~ GST N -100 0 15 0 4d37+162 15d10+100 4d6+9 stab 0 0 0 5 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #730 sylvia~ Sylvia~ Sylvia the call girl is turning tricks here. ~ Sylvia tries to interest you in going upstairs with her... ~ human~ GT N -100 0 18 0 6d36+205 18d10+100 4d7+12 slice -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #731 peasant~ a peasant~ A peasant walks about gloomily. ~ She looks at you with sorrowful eyes, and then continues on her errands. ~ human~ GT N 200 0 16 0 5d34+175 16d10+100 4d7+8 slap 0 0 0 5 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #732 druggist~ a druggist~ A druggist is mixing potions here. ~ She carefully mixes ingredients and pours them into little jars. Many of the jars are for sale. ~ human~ BRT HN 400 0 60 0 10d243+1242 60d10+100 5d21+30 stab -27 -27 -27 -8 EFKNU 0 0 0 stand stand none 3 0 0 medium flesh #733 mage~ Artemus~ Artemus the mage is selling magic items. ~ This old, withered man is busy dusting off old wands or rearranging his scroll collection. ~ human~ BR HN 400 0 60 0 10d243+1242 60d10+100 5d21+30 chop -27 -27 -27 -8 EFKNU 0 0 0 stand stand none 3 0 0 medium flesh #734 abbot~ Alain Corbert, the abbot~ Alain Corbert, the abbot of Arkham Monastery. ~ A balding, elderly man, the abbot looks over the papers on his desk, a troubled expression on his brow. ~ human~ BQa H 1000 0 32 15 10d69+462 32d10+100 5d11+17 magic -10 -10 -10 0 FK 0 0 0 stand stand none 2 0 0 medium flesh #735 monk~ a monk~ A monk is chanting here. ~ A monk is here, reciting prayers to the Elder Gods. ~ human~ GQT N 600 0 22 0 9d36+270 22d10+100 5d7+14 punch -3 -3 -3 3 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #736 nun~ a nun~ A nun walks about burning incense here. ~ A nun walks about here to attend the needs of the worshippers. ~ human~ GQT N 600 0 22 0 9d36+270 22d10+100 5d7+14 punch -3 -3 -3 3 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #737 novice~ a novice~ A novice is here, learning how to be a cleric. ~ This young novice is about to take his vows of service to the Elder Gods. ~ human~ GQ N 400 0 19 0 7d34+223 19d10+100 5d6+12 pound -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #738 mummy~ a mummy~ A mummy of a dead saint rests here. ~ This was a cleric of great power, a saint whose body was mummified to preserve his greatness. ~ human~ BOQT N -600 0 27 0 10d49+360 27d10+100 5d9+15 claw -6 -6 -6 -3 EFKNU 0 0 0 stand stand none 1 I 0 medium flesh #739 skeleton~ a skeleton~ A skeleton stumbles about here. ~ This skeleton has been given life by a magic user. ~ unique~ FGOT N -400 0 23 0 9d39+290 23d10+100 5d8+11 shock -4 -4 -4 2 EFKNU 0 CD 0 stand stand none 0 HIMc 0 medium bone #740 member~ a cult member~ A cult member is chanting some perverse ritual. ~ This deranged person is performing ceremonies to revive an ancient demon. ~ human~ BFT N -600 0 19 0 7d34+223 19d10+100 5d6+12 punch -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium none #741 priest~ High Priest~ The evil High Priest is leading his flock in nasty ceremonies. ~ The evil priest is wearing flowing black and red robes. He is enraged that you have interrupted the ceremony. ~ human~ BFQT H -1000 0 29 0 10d56+405 29d10+100 5d10+15 magic -8 -8 -8 1 EFKNU 0 0 0 stand stand none 1 0 0 medium none #742 peasant~ a peasant~ A peasant is toiling here. ~ The peasant is carring heavy bags of produce to market. ~ human~ GT N 100 0 19 0 7d34+223 19d10+100 5d6+12 punch -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium none #743 housewife~ a housewife~ A housewife cleans the house here. ~ She's avoiding the window, trying to hide from those pesky Jehovah's Witnesses. ~ human~ BT N 100 0 14 0 4d33+145 14d10+100 4d6+7 pound 1 1 1 5 EFKNU 0 0 0 stand stand none 0 0 0 medium none #744 pilgrim~ a pilgrim~ A pilgrim is here, admiring Arkham. ~ This pilgrim is here to visit the chapel at Arkham Monastery. ~ human~ GT N 200 0 17 0 5d39+187 17d10+100 4d7+10 whip 0 0 0 4 EFKNU 0 0 0 stand stand none 0 0 0 medium none #745 ghost~ a ghost~ A ghost floats about solemly. ~ The ghost is barely visible, yet it's attacks are quite real. ~ shadow~ FGOT HNU -200 0 21 0 8d37+252 21d10+100 5d7+12 shock -3 -3 -3 3 EFKNU LQR HS NY stand stand none 0 ADHIKMVc 0 medium none #746 alleycat~ an alleycat~ An alleycat hisses at you. ~ It's an old, grey and black striped cat. It has a nametag that reads "Pippin". ~ human~ FGT N -1000 0 15 0 4d37+162 15d10+100 4d6+9 bite 0 0 0 5 EFKNU 0 0 0 stand stand none 0 0 0 medium none #747 mummy~ a mummy~ A mummy of a dead saint rests here. ~ This was a cleric of great power, a saint whose body was mummified to preserve his greatness. ~ human~ BOQT N -600 0 27 0 10d49+360 27d10+100 5d9+15 slime -6 -6 -6 1 EFKNU 0 0 0 stand stand none 1 I 0 medium flesh #748 mummy~ a mummy~ A mummy of a dead saint rests here. ~ This was a cleric of great power, a saint whose body was mummified to preserve his greatness. ~ human~ BOQT N -600 0 28 0 10d52+387 28d10+100 5d9+18 slime -7 -7 -7 1 EFKNU 0 0 0 stand stand none 1 I 0 medium flesh #749 cthul hu~ Cthulhu~ Cthulhu is here, weak and chained...he suddenly rises to attack you! ~ This looks like a bulky 200 foot man with an octopus for a head. ~ unique~ BFQRST DHN -1000 0 60 0 10d243+1241 60d10+100 5d21+30 claw -24 -24 -21 -5 CEFIKNU 0 0 0 stand stand none 1 AHMV ABCDEFGHIJK medium none #750 elder~ an Elder God~ An Elder God is here, absorbed in his creation...he destroys you for disturbing him. ~ He's very large and ancient, commanding powers undreamed of by mortals. ~ unique~ BFQRST DHN 1000 0 65 0 10d285+1420 65d10+100 5d22+36 magic -30 -30 -30 -10 EFKNU 0 0 0 stand stand none 1 AHMV ABCDEFGHIJK medium flesh #751 estelle~ Estelle~ Estelle is sitting here, getting drunk. ~ Estelle is a tall mercenary in battered red armor. She glares at you suspiciously. ~ human~ BT HN 0 0 34 0 10d78+505 34d10+100 5d11+21 pierce -11 -11 -11 0 EFKNU 0 0 0 stand stand none 1 0 0 medium none #752 quasimodo~ Quasimodo~ Quasimodo is here ringing bells and drooling. ~ Quasimodo is a large hunchback who is now deaf from ringing the bells all these years. His eyes bulge out at you expectantly. ~ human~ BT N -500 0 22 0 9d36+270 22d10+100 5d7+14 slap -3 -3 -3 3 EFKNU 0 0 0 stand stand none 1 0 0 medium none #753 fisherman~ fisherman~ A fisherman is here, casting his line and pulling it back in again. ~ He glares at you, jealously guarding his favorite spot, even though he hasn't caught a thing all day. ~ human~ GT N -500 0 24 0 10d38+311 24d10+100 5d8+14 pound -5 -5 -5 2 EFKNU 0 0 0 stand stand none 1 0 0 medium none #754 monster~ the monster~ A vaguely human monster stands here. ~ He stands nearly seven feet tall. His greenish skin is patched together with thick stitches, and two metal knobs stick out on either side of his head. ~ unique~ BT HN -300 0 43 0 10d124+733 43d10+100 5d15+21 claw -16 -16 -16 -3 EFKNU 0 0 0 stand stand none 1 AHMV ABCDEFGHIJK medium flesh #755 necromancer~ a necromancer~ A necromancer in dark robes wanders the streets. ~ She looks about intently, and asks you directions to the nearest cemetary. ~ human~ GRT HN -500 0 37 0 10d92+578 37d10+100 5d12+23 magic -13 -13 -13 -1 EFKNU 0 0 0 stand stand none 20 0 0 medium none #756 mercenary captain~ a mercenary captain~ A mercenary captain sits at a desk, filing papers and assigning warriors. ~ He is old and balding, but still a top-notch warrior. ~ human~ BGT HN 500 0 44 0 10d130+759 44d10+100 5d15+24 blast -17 -17 -17 -3 EFKNU 0 0 0 stand stand none 20 0 0 medium none #757 mage~ a mage~ A mage is concentrating on spells here. ~ She is young and full of talent. ~ human~ RT 0 0 0 10 0 2d33+96 10d10+100 3d5+7 magic 3 3 3 6 EFKNU 0 0 0 stand stand none 0 0 0 medium none #758 elf archer~ an elven archer~ An elven archer. ~ He is tall and lithe, his long fingers delicately enfolding his bow. A large quiver of arrows is strapped to his back. ~ elf~ T 0 0 0 12 0 3d32+120 12d10+100 3d7+6 thwack 2 2 2 6 EFNR 0 0 0 stand stand none 0 0 0 medium none #759 dwarf warrior~ a dwarven warrior~ A dwarven warrior. ~ His stout, muscular frame is encased in thick plate armor, and his war hammer is held ready to bash in his opponents. ~ dwarf~ T 0 0 0 11 0 3d27+107 11d10+100 3d6+6 slash 3 3 3 6 EFNR 0 0 0 stand stand none 0 0 0 medium none #760 stable-boy~ a stable-boy~ A stable-boy lovingly grooms the horses in here. ~ He brushes down the horses and cleans their hooves. He inquires if he can be of service. ~ human~ BGT N 500 0 18 0 6d36+205 18d10+100 4d7+12 scratch -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium none #761 rat~ a rat~ A rat is hiding here, nibbling on some corn. ~ He has pure black skin and beady black eyes. His scaly hairless tail swishes back and forth. ~ unique~ GT 0 -200 0 16 0 5d34+175 16d10+100 4d7+8 bite 0 0 0 5 EFKNU 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium flesh #762 weasel~ a weasel~ A weasel slinks in the shadows. ~ She glares at you with something like hatred, like there is more to her than one could suspect... ~ human~ GT 0 -300 0 18 0 6d36+20 18d10+100 4d7+12 slap -1 -1 -1 4 EFKNU 0 0 0 stand stand none 0 0 0 medium flesh #763 scarecrow~ a scarecrow~ A scarecrow stands guard over the corn. ~ He seems to be jittering about animatedly. It could be the wind, or it could be something much darker. ~ human~ GT N -500 0 20 0 7d38+238 20d10+100 5d7+10 bite -2 -2 -2 3 EFKNU 0 0 0 stand stand none 1 0 0 medium cloth #764 crow~ a crow~ A crow caws out to the wind. ~ This crow seems happy to find all this fresh, sweet corn unguarded. ~ song bird~ GT N -500 0 17 0 5d39+187 17d10+100 4d7+10 bite 0 0 0 4 NU 0 0 0 stand stand none 0 HMV BGIJ medium flesh #765 owl~ an owl~ An owl flutters through the trees. ~ She seems to swoop down at you, but she dives past you and snatches a nearby mouse. ~ song bird~ GT N 100 0 16 0 5d34+175 16d10+100 4d7+8 bite 0 0 0 5 KNU 0 0 0 stand stand none 1 HMV BGIJ medium flesh #766 deer~ a deer~ A deer is feeding on some leaves. ~ She stands, alert to your presence. ~ unique~ GT 0 -200 0 15 0 4d37+162 15d10+100 4d6+9 claw 0 0 0 5 EFKNU 0 0 0 stand stand none 0 AHMV ACDEFHK medium flesh #767 merchant~ a wandering merchant~ A wandering merchant pushes a cart along the street. ~ He is very ancient and his long white beard reaches all the way to the ground. He pushes a rickety wooden cart through the streets. ~ human~ CGRT HN 300 0 49 0 10d162+893 49d10+100 5d17+25 slash -20 -20 -20 -5 EFKNU 0 0 0 stand stand none 10 0 0 medium none #768 bear~ a bear~ A bear lumbers through the forest. ~ She bumbles along looking for some fresh meat for her cubs. ~ bear~ T N 100 0 17 0 5d39+187 17d10+100 4d7+10 claw 0 0 0 4 FKNR 0 0 0 stand stand none 0 0 0 medium flesh #769 wizard~ a wizard~ A wizard glares at you angrily. ~ Having disturbed his experiment, he is not terribly pleased by your presence. Watch out. ~ human~ BGRT HN -100 0 26 0 10d45+345 26d10+100 5d9+13 magic -6 -6 -6 1 EFKNU 0 0 0 stand stand none 1 0 0 medium flesh #770 witch~ a witch~ A witch dances wildly and chants a spell. ~ She capers about with a berserk glare in her eyes, as her incantation reaches a fevered level. ~ human~ BGQT HN 200 0 31 0 10d64+448 31d10+100 5d10+19 magic -9 -9 -9 0 EFKNU 0 0 0 stand stand none 1 0 0 medium none #771 wyrm~ a wyrm~ A wyrm slumbers here. ~ This 300 foot long dragon-like creature is still very young. It stirs a little, its black slimy scales contracting as it breathes. You can tell by its large fangs that it is capable of inflicting great misery. ~ wyvern~ BGT HN -1000 0 34 12 10d78+505 34d10+100 5d11+21 claw -11 -11 -11 0 ENQU 0 0 0 stand stand none 10 AHMV BGI medium flesh #772 blacksmith~ a blacksmith~ A blacksmith hammers a suit of armor. ~ She wipes a stray lock of hair from her sweaty brow as she pulls a hot iron ingot from a furnace. She regards you with a nod and goes back to her work. ~ human~ BGQRT HN 400 0 50 14 2d10+10 1d99+0 1d50+20 slash 40 40 40 40 CDEFHIJK 0 C 0 stand stand none 20000 0 0 medium none #0 #OBJECTS #701 helm darkened~ darkened helm~ A darkened helm.~ iron~ armor L AE 9 9 9 0 0 30 10 500 P A 13 5 E darkened helm~ The helm looks heavy and strong. ~ #702 plate darkened~ darkened platemail~ A suit of darkened platemail rests here.~ iron~ armor L AD 9 9 9 0 0 30 15 600 P A 13 20 A 5 1 E darkened platemail~ It is dark and heavy, but polished to a brilliant sheen. ~ #703 leggings darkened~ darkened leggings~ A pair of darkened leggings lie here.~ iron~ armor L AF 9 9 9 0 0 30 7 400 P A 13 8 E darkened leggings~ They appear to be excellent armor, strong but incredibly light. ~ #704 sword guardian~ guardian sword~ A guardian sword lies here.~ steel~ weapon L AN sword 5 6 slash 0 30 15 1100 P A 18 -2 A 19 7 E guardian sword~ This sword is heavy but deadly. ~ #705 cap~ abbot's cap~ An abbot's cap lies here.~ cloth~ armor K AE 9 9 9 9 0 32 2 320 P A 4 2 E abbot's cap~ It seems to be the cap of a very wise man. ~ #706 mace silver~ silver mace~ A silver mace.~ silver~ weapon K AN mace 5 6 crush 0 32 10 320 P A 18 5 A 19 2 E silver mace~ This mace seems deadly accurate. ~ #707 cookie~ werewolf cookie~ A werewolf cookie looks yummy.~ flesh~ food 0 A 24 0 0 0 0 0 1 110 P #708 truffle~ truffle~ A truffle.~ food~ food 0 A 12 0 0 0 0 0 1 170 P #709 cake~ chocolate cake~ A chocolate cake lies uneaten here.~ food~ food 0 A 30 0 0 0 0 0 2 140 P #710 helm~ helm of Kazzal-Bak~ The helm of Kazzal-Bak lies here.~ steel~ armor A AE 10 10 10 0 0 35 7 780 P A 1 1 A 18 1 E helm Kazzal- Bak~ This helm once belonged to a famous archer. ~ #711 sleeves bolted steel~ bolted steel sleeves~ A set of bolted steel sleeves rest here.~ steel~ armor K AI 10 10 10 0 0 35 7 550 P A 19 1 E bolted steel sleeves~ They appear quite heavy. ~ #712 plate bolted steel~ bolted steel plate~ A bolted steel breastplate sits unused.~ steel~ armor K AD 10 10 10 0 0 35 20 550 P A 19 1 E bolted steel plate~ It is covered with the dents and scratches of well used armor. ~ #713 bracer bolted steel~ bolted steel bracer~ A bolted steel bracer lies here.~ steel~ armor K AM 10 10 10 0 0 35 5 350 P A 19 1 E bolted steel bracer~ It looks tough and durable. ~ #714 sword bastard~ bastard sword~ A bastard sword sits here.~ steel~ weapon K AN sword 5 7 slash 0 35 15 1350 P A 18 3 A 19 5 E bastard sword~ A bringer of much sorrow to its wielder's enemies. ~ #715 dagger~ thief's dagger~ A thief's dagger lies in the dirt here.~ steel~ weapon J AN dagger 5 5 pierce 0 22 2 420 P A 18 3 A 19 1 E thief's dagger~ It has the sigil of the thieves guild embossed on the hilt. ~ #716 cloak nightwing~ cloak of Nightwing~ A cloak of Nightwing.~ cloth~ armor E AC 8 8 8 0 0 27 3 670 P A 2 2 E cloak nightwing~ Its transparent batlike wings look as light as the wings of night. ~ #717 compass~ compass~ A compass.~ steel~ weapon 0 AN dagger 5 6 pierce 0 31 1 310 P A 18 1 A 19 1 E compass~ Used in mapmaking, it is also a decent weapon. ~ #718 cookie cutter~ cookie cutter~ A cookie cutter is covered with dough.~ steel~ weapon T AN dagger 8 5 slash 0 38 1 100 P A 18 1 A 19 1 E cookie cutter~ It is shaped like a cute little werewolf. ~ #719 straight razor~ straight razor~ A straight razor covered with blood is here.~ steel~ weapon 0 AN dagger 13 3 pierce 0 44 10 7440 P A 18 -1 A 19 5 L 4 E straight razor~ Looks like something a psycho killer would use. ~ #720 thornblade dagger~ thornblade~ Thornblade rests here, light and elegant.~ steel~ weapon 0 AN dagger 5 8 pierce 0 34 20 2340 P A 18 4 A 19 2 L 20 E thornblade~ Thornblade's pommel and hilt ends are shaped like red rose buds, and the grip is wrapped in green silk. ~ #721 leather hotpants~ leather hotpants~ A pair of leather hotpants lie on the ground.~ leather~ armor B AF 5 5 5 0 0 10 4 100 P E hotpants~ They are bright pink and tacky looking. ~ #722 silver flail~ silver flail~ A silver flail.~ silver~ weapon 0 AN flail 5 5 smash 0 22 4 220 P A 18 2 A 19 2 E flail silver~ Every part of this flail is made of the same bright silver metal. ~ #723 silver longsword~ silver longsword~ A silver longsword.~ silver~ weapon 0 AN sword 5 4 cleave 0 17 15 370 P A 18 3 A 19 1 E longsword silver~ This solid silver longsword is the standard issue to all pilgrims. ~ #724 jar nectar~ jar of nectar~ A jar of nectar lies here.~ china~ drink 0 A 8 8 beer 0 0 27 10 270 P E nectar jar~ This jar looks like it hasn't been opened in eons. ~ #725 golden ring~ golden ring~ A golden ring lies in the dust here.~ gold~ armor 0 AO 8 8 8 0 0 27 1 270 P A 18 3 E ring golden~ It is carved with strange runes. ~ #726 star amulet~ star amulet~ An amulet in the shape of a star is here.~ cloth~ armor 0 AO 8 8 8 0 0 28 1 280 P A 4 2 E amulet star~ The star looks similar to the one worn by the monks and nuns at the abbey. ~ #727 sword two faith-healer~ a sword named "Faith-Healer"~ A sword named "Faith-Healer"~ iron~ weapon J AN sword 5 9 cleave F 29 20 12900 P A 2 -1 A 18 1 A 19 6 L 2 E faith-healer sword~ It looks incredibly heavy and evil. ~ #728 ghost ring~ ghost ring~ A ghost ring.~ energy~ armor 0 AB 7 7 7 0 0 21 1 210 P A 12 15 E ghost ring~ It seems to be made of a cloudy, wispy material. ~ #729 broom~ broom~ A broad street sweeper's broom.~ wood~ weapon 0 AN polearm 5 5 smash 0 18 7 180 P #730 letter~ letter~ A letter lies here on the desk.~ paper~ trash 0 0 0 0 0 0 0 30 200 300 P E letter~ "...and i can't sleep. I hear footsteps in the night and i get suspicious. Something strange is going on here and I can't put a finger on it. In my dreams I see a horrid goat-beast, with some of my own monks bowing down in praise to it." ~ #731 poster~ wanted-Information! poster~ Wanted-Information! poster.~ wood~ trash 0 0 0 0 0 0 0 33 500 330 P E poster~ We are looking for the culprit in a series of murders. The victims all had puncture wounds in their necks and drained completely of blood. It is suspected that a vampire is currently at large in our city. You assistance is appreciated. ~ #732 necronomicon~ necronomicon~ The Necronomicon~ paper~ trash 0 A 0 0 0 0 0 23 30 230 P E necronomicon~ This heavy book radiates pure evil. You read some of it-"And there is Cthulhu the massive, and the Elder Gods who are too bright to look upon. Shub-Niggurath, goat with a thousand young, is also waiting to retake claim upon all the lands..." ~ #733 poem~ poem~ A poem.~ paper~ armor 0 AO 9 9 9 0 0 30 1 300 P E poem~ This poem seems to be the work of a sick mind. Though most of it is burnt, part of it is still legible.- "...sweet nectar for a thousand young. Give us strength, you who resides where the sun sets And we shall overtake Arkham like a storm from Hell" ~ #734 vat blood~ vat of blood~ A huge vat of blood sits in the middle of this room.~ stone~ potion 0 0 20 curse '' '' '' 63 200 630 P E blood vat~ The vat is full of partially congealed blood. ~ #735 fork~ bloodstained fork~ A bloodstained fork lies here.~ iron~ weapon 0 AN 2 3 7 2 0 15 2 200 P E bloodstained fork~ This fork has bloodstains on its two prongs. ~ #736 belt~ thief's belt~ A thief's belt.~ cloth~ armor 0 AL 7 7 7 0 0 23 2 630 P A 2 1 A 14 30 #737 plaque~ a plaque~ A plaque.~ wood~ trash 0 0 0 0 0 0 0 33 0 330 P E plaque~ This area was created by Lillith. Permission to use on any Merc mud is granted. 1994 (c) ~ #738 shield darkened~ darkened shield~ A darkened shield.~ iron~ armor L AJ 9 9 9 0 0 30 10 600 P A 13 10 E darkened shield~ The shield looks heavy and strong. ~ #739 bracer darkened~ darkened bracer~ A darkened bracer.~ iron~ armor L AM 9 9 9 0 0 30 5 300 P A 13 5 E darkened bracer~ The bracer looks heavy and strong. ~ #740 water jug~ stoneware jug~ A stoneware jug.~ stone~ drink 0 A 20 20 0 0 0 0 6 100 P #741 bread~ loaf of bread~ A loaf of bread.~ food~ food 0 A 24 0 0 0 0 20 1 200 P #742 cheese~ wedge of cheese~ A wedge of cheese.~ food~ food 0 A 24 0 0 0 0 20 1 200 P #743 cap~ skull cap~ A cap made from a human skull.~ bone~ armor J AE 10 10 10 0 0 37 2 370 P A 3 2 A 12 20 E cap skull~ This cap is a brightly polished human skull with a small strap of leather inside to attatch it to the head. ~ #744 wand color~ wand of color spray~ A wand of color spray.~ wood~ wand 0 AO 16 5 5 'colour spray' 0 15 1 850 P E wand~ You see a thin wand wrapped in multicolored ribbons. ~ #745 scroll enchant~ scroll of enchant weapon~ A scroll of enchant weapon.~ vellum~ scroll 0 A 20 'enchant weapon' '' '' '' 10 1 12000 P #746 staff harm~ staff of harm~ A staff of harm.~ wood~ staff G AO 20 7 7 harm 0 20 5 5600 P #747 scroll alignment~ scroll of know alignment~ A scroll of know alignment~ vellum~ scroll G A 15 'know alignment' '' '' '' 10 1 300 P #748 potion evasion~ potion of evasion~ A potion of evasion.~ glass~ potion 0 A 17 fly bless '' '' 5 1 7900 P E potion evasion~ The contents of this slim vial will help one flee from persuers. ~ #749 potion preparation~ potion of preparation~ A potion of preparation.~ glass~ potion G AO 17 armor 'stone skin' sanctuary '' 5 1 14500 P E potion shielding~ This potion will make one ready for combat. ~ #750 oil lantern~ an oil lantern~ An oil lantern of clay.~ clay~ light 0 A 0 0 10 0 0 0 2 0 P #751 corpse~ a blood-drained corpse~ A blood-drained corpse.~ flesh~ npc_corpse 0 0 0 0 0 0 0 35 60 350 P E corpse blood~ This corpse is of a young woman dressed in silver robes. She is completely white, save for two blood-red pierce marks on her neck. ~ #752 fountain~ a fountain~ A large, ornate fountain is here.~ stone~ fountain 0 0 0 0 0 0 0 47 500 470 P #753 button~ a Cthulhu-for-President button~ A Cthulhu-for-President button lies here.~ wood~ armor T AO 15 15 15 0 0 60 2 21600 P A 4 -2 A 12 50 L 1 E button cthulhu~ A small white button with a green picture of Cthulhu smiling and waving. ~ #754 guitar~ a guitar~ A guitar rests unused here.~ wood~ armor K AO CE BD BD 3 0 14 5 140 P A 14 50 E guitar~ A golden brown acoustic guitar with silver strings rests here. ~ #755 chicken~ fried chicken~ A plate of fried chicken sits on the table.~ food~ food 0 A 30 0 0 0 0 14 2 140 P E chicken fried~ It seems to have been cooked recently, and its rich aroma fills the air. ~ #756 cowl~ a silver cowl~ A silver cowl lies crumpled on the floor.~ silver~ armor 0 AK 8 8 8 0 0 26 2 260 P A 12 40 E cowl silver~ This silver cowl is covered with tiny red runes. ~ #757 earrings~ a pair of jewel-encrusted earrings~ A pair of jewel-encrusted earrings rest on the ground.~ gem~ armor G AE 9 9 9 0 0 31 1 310 P A 2 1 A 12 10 E earrings~ They glow with a faint magical aura. ~ #758 rosary~ a rosary~ A rosary made of silver beads lies here.~ silver~ armor 0 AM 5 5 5 0 0 10 1 100 P A 12 10 A 13 1 E rosary~ Looking closer, you notice that each bead is carved with a tiny rune. ~ #759 beer~ a bottle of beer~ A bottle of beer sits here.~ glass~ drink 0 A 1 1 1 0 0 0 1 0 P #760 ale~ a mug of ale~ A large mug of dark ale.~ china~ drink 0 A 1 1 4 0 0 0 1 0 P #761 whiskey~ a shot of whiskey~ A shot of whiskey sits on a table here.~ glass~ drink 0 A 1 1 5 0 0 0 1 0 P #762 slime~ a shot of slime mold juice~ A shot of slime mold juice sits on a table here.~ glass~ drink 0 A 1 1 9 0 0 0 1 0 P #763 Blasphemy two-handed sword~ the two-handed sword named "Blasphemy"~ A two-handed sword with the word "Blasphemy" engraved on the blade.~ none~ weapon CEG AN sword 5 6 flbite AF 35 20 12000 P A 17 30 A 18 3 A 19 7 L 6 #764 chair~ the Arm-chair~ A big comfortable arm-chair is standing here.~ wood~ furniture 0 0 2 0 FIL 0 0 0 0 0 G E chair~ This is a big wooden arm-chair covered in white fur rug. ~ #765 bed~ the big bed~ A big wooden bed is waiting here.~ wood~ furniture 0 0 2 0 EHK 0 0 0 0 0 G #0 #ROOMS #701 The End of the Wharf~ This is the northernmost point of the wharf, where it buts up against the stone wall of a warehouse. A door to another warehouse lies to the east, and the wharf is packed with ships to the west. ~ 0 0 1 D1 You see the door to a warehouse. ~ ~ 0 0 751 D2 You see the rest of the wharf. ~ ~ 0 0 702 S #702 The Wharf~ The wharf is a very busy place, with sailors, passengers, and dock workers competing for space in this crowded place. The dock continues to the north and south. A warehouse lies to the east. ~ 0 0 1 D0 You see the end of the wharf. ~ ~ 0 0 701 D1 You see a warehouse. ~ ~ 0 0 752 D2 You see a wharf. ~ ~ 0 0 703 S #703 The Wharf~ This long strip of sturdy wooden planking bravely faces the tormented Dragon Sea. Sailors bustle about on their duties and the smell of the salty sea fills you to the very core. The rest of the town is to the east. ~ 0 0 1 D0 You see the wharf. ~ ~ 0 0 702 D1 You see Main Street. ~ ~ 0 0 706 D2 You see the wharf. ~ ~ 0 0 704 D3 You see the Dragon Sea. ~ ~ 0 0 726 S #704 The Wharf~ This stretch of wooden planks is lined with ships from all over Thera. Spice ships from New Thalos, weapons from Tar Valon, pipeweed bread from the Shire, and other treats from every port of call arrive here in the gloomy city of Arkham. ~ 0 0 1 D0 You see the wharf. ~ ~ 0 0 703 D2 You see the end of the wharf. ~ ~ 0 0 705 D3 You see the tempestuous Dragon Sea. ~ ~ 0 0 720 S #705 The End of the Wharf~ This is the southernmost point of the wharf. Ships are constantly arriving and departing to all parts of the world. Some of the new arrivals are foolish enough to step into the Wharfside Bar. The rest of the wharf lies north, and the Dragon Sea is to the west. ~ 0 0 1 D0 You see the wharf. ~ ~ 0 0 704 D1 You see a bar. ~ ~ 0 0 754 D3 You see the Dragon Sea. ~ ~ 0 0 750 S #706 Main Street~ This grim street is full of people arriving and departing from Arkham. The wharf lies to the west and Main Street continues to the east. A chartmaker's shop is to the south. ~ 0 S 1 D1 You see Main Street. ~ ~ 0 0 707 D2 You see a chartmaker's shop. ~ ~ 0 0 753 D3 You see the wharf. ~ ~ 0 0 703 S #707 Main Street~ This foggy lane leads east and west. The grim inhabitants of Arkham pace one end of it to the other on various errands and matters of business. Eldritch Lane wends its crooked way to the north and a snug alley lies dead south. ~ 0 S 1 D0 You see Eldritch Lane. ~ ~ 0 0 721 D1 You see Main street. ~ ~ 0 0 708 D2 You see an alley. ~ ~ 0 0 718 D3 You see Main street. ~ ~ 0 0 706 S #708 Main Street~ This street seems to be a bit lively. This part of town is a warrior's dream, with a mercenary employment office to the north and a weaponsmith to the south. ~ 0 S 1 D0 You see the Mercenary Employment office. ~ ~ 0 0 760 D1 You see Main Street. ~ ~ 0 0 709 D2 You see the weaponsmith. ~ ~ 0 0 835 D3 You see Main Street. ~ ~ 0 0 707 S #709 Main Street~ You casually stroll down the main thoroughfare of Arkham, which is filled with shops of all kinds and homes with steep roofs and broad porches. A cobbler's lies to the north and a large house sits silent to the south. ~ 0 S 1 D0 The cobbler's. ~ ~ 0 0 762 D1 Main Street. ~ ~ 0 0 710 D2 You see a house. ~ ~ 0 0 764 D3 Main Street. ~ ~ 0 0 708 S #710 Main Street~ Before you stands a titantic cathedral of smooth, solid grey stone. Its gothic peaks tower over all other structures in the city. Stained glass windows depicting the deeds of the Elder Gods shine brilliantly in the sun. The doorway lies to the south. ~ 0 S 1 D1 You see an intersection. ~ ~ 0 0 711 D2 You see the Cathedral. ~ ~ 0 0 765 D3 Main Street. ~ ~ 0 0 709 S #711 Town Square~ This is the intersection between Main Street and Dragon's Road. Pale citizens mill about a large statue of a warrior standing victoriously over a slain dragon. Main Street leads east and west and Dragon's Road runs north and south. A large cathedral stands to the southeast. ~ 0 S 1 D0 Dragon's Road ~ ~ 0 0 729 D1 Main Street ~ ~ 0 0 712 D2 Dragon's Road ~ ~ 0 0 728 D3 Main Street ~ ~ 0 0 710 S #712 Main Street~ You stand south of the city hall building, who's entrance lies on Dragon's Road. Main Street continues east and west. ~ 0 S 1 D1 Main Street. ~ ~ 0 0 713 D3 Main Street. ~ ~ 0 0 711 S #713 Main Street~ Several colorful and busy shops lie on this part of Main street. To the north is Candi's Confections, and a sign points south to the Potter's Guild Shop. ~ 0 S 1 D0 Candi's Confections. ~ ~ 0 0 769 D1 Main Street. ~ ~ 0 0 714 D2 Potter's Shop. ~ ~ 0 0 800 D3 Main Street. ~ ~ 0 0 712 S #714 Main Street~ The lanterns of the Bullhorn Inn shine from the north here as travellers arrive from all parts of the realm, seeking a haven from the nightmarish weather. To the south runs a smooth brick wall, and Main Street continues to the east and west. ~ 0 S 1 D0 Bullhorn Inn. ~ ~ 0 0 770 D1 Main Street. ~ ~ 0 0 715 D3 Main Street. ~ ~ 0 0 713 S #715 Main Street~ Main Street abruptly ends here at the base of a wall. It the mortar joining the bricks seems fresh, as if something were being walled out. It leads to the west, and Ipswich Row runs to the north and south. ~ 0 D 0 D0 Ipswich Row. ~ ~ 0 0 746 D1 ~ gate~ 1 -1 29400 D2 Ipswich Row. ~ ~ 0 0 744 D3 Main Street. ~ ~ 0 0 714 S #716 Dragon Sea~ The winds have turned into a full gale which batters your tiny craft. Giant waves drench you and the prospect of drowning becomes more and more realistic. ~ 0 S 7 D1 You see a stormy, dangerous Dragon Sea. ~ ~ 0 0 737 D2 You see the Dragon Sea. ~ ~ 0 0 730 D3 Dragon Sea. ~ ~ 0 0 740 S #717 Library~ This is the university's library. You nose is filled with the smell of ancient parchment. Tall, long shelves of ancient, arcane manuscripts are surrounded by sturdy oak reading desks. The door to the rest of the university is west. ~ 0 S 1 D3 Miskatonic University. ~ ~ 0 0 773 D5 ~ ~ 1 0 4600 S #718 Alley~ Rats run into their holes and cats hiss at you from atop piles of garbage as you meander through rubble and the soot-filled air. To the south the alley is a dead end. ~ 0 S 1 D0 You see Main Street. ~ ~ 0 0 707 D2 You see a dead end. ~ ~ 0 0 719 S #719 Dead End~ The alley dead ends here. You notice that the smell of the trash has gotten intolerable. You also notice that the rats aren't quite as scared... ~ 0 S 1 D0 You see an alley. ~ ~ 0 0 718 S #720 Harbor~ This is a small harbor. Arkham's wharves stand to the east. The Dragon Sea lies colds and grey to the west. ~ 0 0 7 D0 Harbor ~ ~ 0 0 726 D1 You see a wharf. ~ ~ 0 0 704 D2 Harbor. ~ ~ 0 0 750 D3 Dragon Sea. ~ ~ 0 0 734 S #721 Eldritch Lane~ The loose cobblestones lead you into the darkest corners of this very dark city. The houses here are more crowded and ancient, and all is covered with a thick veneer of grime and dust. This road continues to the north, and Main Street is directly to the south. ~ 0 S 1 D0 You see Eldritch Way. ~ ~ 0 0 722 D2 You see Main Street. ~ ~ 0 0 707 S #722 Eldritch Lane~ The grime and grease of this place seem to be permane ntly embedded in your skin as you traverse the crowded avenues. The foul odor of rotting garbage floats down from the north. To the east is Patch's Tavern, and a sign on a dusty storefront reads "Antiques Etc." ~ 0 S 1 D0 Eldritch Lane. ~ ~ 0 0 723 D1 Patch's Tavern. ~ ~ 0 0 758 D2 Eldritch Lane. ~ ~ 0 0 721 D3 Antiques Etc. ~ ~ 0 0 755 S #723 Eldritch Lane~ The old high-gabled houses seem to become more and more crowded as the street gets more narrow. Dark men tudge down the avenue, pained expressions in their eyes signal that all is not well here. A large mansion stands to the west. ~ 0 S 1 D1 Eldritch lane. ~ ~ 0 0 724 D2 Eldritch Lane. ~ ~ 0 0 722 D3 A decrepit mansion stands here. ~ ~ 0 0 756 S #724 Eldritch Lane~ You dare not stray from the streets, lest you find yourself consumed by the hordes of rats that must surely be lurking in the alleys. Old crones duck back behind tattered curtains as you meet their gaze. Eldritch lane continues east and west. ~ 0 S 1 D0 An old tenament house stands here. ~ ~ 0 0 757 D1 You see Eldritch Lane. ~ ~ 0 0 725 D3 You see Eldritch Lane. ~ ~ 0 0 723 S #725 Eldritch Lane~ This slim grimey avenue runs right past the Arkham Asylum for the Criminally Insane, which lies to the north. People hobble past fervently avoiding looking at the creatures staring back at them from the barred windows. No wonder this part of the street is empty. ~ 0 S 1 D0 You see Arkham Asylum. ~ ~ 0 0 832 D1 You see Dragon Road. ~ ~ 0 0 731 D3 You see Eldritch Lane. ~ ~ 0 0 724 S #726 Harbor~ This is a small harbor, dotted with small fishing craft and large trading vessels. Arkham's wharves stand to the east. The Dragon Sea lies colds and grey to the west. ~ 0 0 7 D1 You see a wharf. ~ ~ 0 0 703 D2 Harbor. ~ ~ 0 0 720 D3 Dragon Sea. ~ ~ 0 0 737 S #727 Dragon Road~ This road ends at a giant iron gate, which seems rusty from disuse. Dragon road leads to the north and to the east Corrine Way stretches past some houses. An awful stench comes from behind the gates. ~ 0 S 1 D0 You see Dragon Road. ~ ~ 0 0 728 D1 You see Corrine Way and a large number of homes. ~ ~ 0 0 741 S #728 Dragon Road~ You stand to the east of a massive cathedral of grey stone with large spires and beautiful stained glass windows. To the north is an intersection and Dragon Road continues south. ~ 0 S 1 D0 You see an intersection. ~ ~ 0 0 711 D2 Dragon Road. ~ ~ 0 0 727 D3 Cathedral. ~ ~ 0 0 765 S #729 Dragon Road~ You walk down a densely cobbled street sandwiched between two brick walls. To the east is the impressive City Hall building and to the east stand the stables. ~ 0 S 1 D0 You see Dragon Road. ~ ~ 0 0 731 D1 You see City Hall. ~ ~ 0 0 768 D2 You see an intersection of two busy streets. ~ ~ 0 0 711 D3 You see the stables. ~ ~ 0 0 763 S #730 Dragon Sea~ The winds have turned into a full gale which batters your tiny craft. Giant waves drench you and the prospect of drowning becomes more and more realistic. ~ 0 0 7 D0 You see the Dragon Sea, cast in the throes of a storm. ~ ~ 0 0 716 D1 You see a stormy, dangerous Dragon Sea. ~ ~ 0 0 734 D2 You see the Dragon Sea. ~ ~ 0 0 736 D3 Dragon Sea. ~ ~ 0 0 739 S #731 Dragon Road~ This is the juncture between Dragon's Road, Eldritch Lane to the west, and Arcanus Avenue to the east which is reflected in the variety of people milling about here. ~ 0 S 1 D0 You see Dragon's Road. ~ ~ 0 0 732 D1 You see Arcanus Avenue. ~ ~ 0 0 749 D2 You see Dragon's Road. ~ ~ 0 0 729 D3 You see Eldritch Way. ~ ~ 0 0 725 S #732 Dragon Road~ The number of people are starting to diminish as the road leads out of town. To your sides are the giant iron city gates, which are open. You see a large, untamed forest to the north. ~ 0 S 1 D0 You see Dragon's Road. ~ ~ 0 0 733 D2 You see Dragon's Road. ~ ~ 0 0 731 S #733 Dragon Road~ The trees are moderately thick here, though the stench of Arkham wafts faintly from the south. To the north the forest grows thicker, and to the east a castle is under construction. ~ 0 S 3 D0 You see a road through the forest. ~ ~ 0 0 836 D2 You see the city of Arkham. ~ ~ 0 0 732 D3 You see a castle being built. ~ ~ 0 0 745 S #734 Dragon Sea~ The Sea seems more violent in this part of the Dragon Sea. Through the tempestuous waves you can make out the grey stone towers and gothic cathedrals of the city of Arkham to the east. ~ 0 0 7 D0 The Dragon Sea. ~ ~ 0 0 737 D1 The Harbor. ~ ~ 0 0 720 D2 The Dragon Sea. ~ ~ 0 0 735 D3 The Dragon Sea. ~ ~ 0 0 730 S #735 Dragon Sea~ The Sea seems more violent in this part of the Dragon Sea. Through the tempestuous waves you can make out the grey stone towers and gothic cathedrals of the city of Arkham to the east. ~ 0 0 7 D0 The Dragon Sea. ~ ~ 0 0 734 D1 The Harbor. ~ ~ 0 0 750 D3 The Dragon Sea. ~ ~ 0 0 736 S #736 Dragon Sea~ The winds have turned into a full gale which batters your tiny craft. Giant waves drench you and the prospect of drowning becomes more and more realistic. ~ 0 0 7 D0 The Dragon Sea. ~ ~ 0 0 730 D1 You see a stormy, dangerous Dragon Sea. ~ ~ 0 0 735 D3 Dragon Sea. ~ ~ 0 0 738 S #737 Dragon Sea~ The Sea seems more violent in this part of the Dragon Sea. Through the tempestuous waves you can make out the grey stone towers and gothic cathedrals of the city of Arkham to the east. ~ 0 0 7 D0 The Dragon Sea. ~ ~ 0 0 738 D1 The Harbor. ~ ~ 0 0 726 D2 The Dragon Sea. ~ ~ 0 0 734 S #738 Dragon Sea~ There is a certain unrest to the sea here. The waves seem choppier, the clouds darker. A foul wind blows from the east as you hear a clap of thunder coming from that direction. ~ 0 0 7 D0 The Dragon Sea. ~ ~ 0 0 739 D1 The Dragon Sea. ~ ~ 0 0 736 D3 The Dragon Sea. ~ ~ 0 0 9796 S #739 Dragon Sea~ The sea seems calm enough, but something is amiss. The winds blow a little harder, and the waves slap your craft with a loud clap. You see a dark storm to the east. To the west, you can make out the towers of New Thalos. ~ 0 0 7 D0 The Dragon Sea. ~ ~ 0 0 740 D1 The Harbor. ~ ~ 0 0 730 D3 The Dragon Sea. ~ ~ 0 0 9789 S #740 Dragon Sea~ The winds blow swiftly from the east, buckling you r boat a little. Though it is still a little calm, a dark storm is brewing east of here, in the direction of Arkham. The waters seem navigable to the west. ~ 0 0 7 D1 You see a wharf. ~ ~ 0 0 716 D2 Harbor. ~ ~ 0 0 739 D3 The Dragon Sea. ~ ~ 0 0 9797 S #741 Corrine Way~ You are on the road in the middle of a pleasant if somewhat plain residential area. Two houses stand out from the rest to the north and south, and Corrine Way continues east and west. ~ 0 S 1 D0 You see a house. ~ ~ 0 0 775 D1 You see Corrine Way. ~ ~ 0 0 742 D2 You see a house. ~ ~ 0 0 778 D3 You see Dragon's Road. ~ ~ 0 0 727 S #742 Corrine Way~ You are on the road in the middle of a pleasant if somewhat plain residential area. Two houses stand out from the rest to the north and south, and Corrine Way continues east and west. ~ 0 S 1 D0 You see a house. ~ ~ 0 0 776 D1 You see Ipswich Row. ~ ~ 0 0 743 D2 You see a house. ~ ~ 0 0 779 D3 You see Corrine Way. ~ ~ 0 0 741 S #743 Ipswich Row~ You stand at the southern end of Ipswich Row, in a small area full of quiet homes and tidy flower gardens. You see a number of houses to the west along Corrine Way, and Ipswich Row continues north. ~ 0 S 1 D0 You see Ipswich Row. ~ ~ 0 0 744 D3 You see Corrine Way. ~ ~ 0 0 742 S #744 Ipswich Row~ This long, narrow, straight road is moderately full of people, who are on their way to work or on other errands. Few are out here to enjoy Arkham's dismal weather. An intersection lies to the north and Ipswich Row continues to the south. ~ 0 S 1 D0 You see Main Street. ~ ~ 0 0 715 D2 You see Ipswich Way. ~ ~ 0 0 743 S #745 Castle Grounds~ You walk through the construction site for a castle, barely dodging out of the way of a running errand boy and ducking just in time to avoid getting swatted by a swinging plank. Dragon's Road lies east of here. ~ 0 S 1 D1 ~ ~ 0 0 733 S #746 Ipswich Row~ This long, narrow, straight road is moderately full of people, who are on their way to work or on other errands. Few are out here to enjoy Arkham's dismal weather. Ipswi ch row continues to the north and Main Street lies to the south. ~ 0 S 1 D0 You see Ipswich Way. ~ ~ 0 0 747 D2 You see Main Street. ~ ~ 0 0 715 S #747 Ipswich Row~ You stand at the northern end of Ipswich Row, in a small area full of large homes and arcane shops. You see Miskatonic University to the west along Arcanus Avenue, and Ipswich Row continues south. ~ 0 S 1 D2 You see Ipswich Row. ~ ~ 0 0 746 D3 You see Arcanus Avenue. ~ ~ 0 0 748 S #748 Arcanus Avenue~ You walk along a broad avenue full of rich merchants, mages, professors, and the occasional student dashing off to classes at Miskatonic University which lies to the north. The old but well-kept store to the south is called the Magic Moon. ~ 0 S 1 D0 You see Miskatonic University. ~ ~ 0 0 773 D1 You see Ipswich Row. ~ ~ 0 0 747 D2 You see the Magic Moon. ~ ~ 0 0 771 D3 You see Arcanus Avenue. ~ ~ 0 0 749 S #749 Arcanus Avenue~ Along this road one can find anything magical or beautiful, but they'll also find a hefty price tag to accompany it. To the south stands a large, elegant mansion, full of rich treasures. An alchemist's shop lies to the north on this road, which continues east. Dragon's Road lies to the west. ~ 0 S 1 D0 You see an apothecary. ~ ~ 0 0 772 D1 You see Arcanus Avenue. ~ ~ 0 0 748 D2 You see a mansion with a well-kept lawn. ~ ~ 0 0 767 D3 You see Dragon's Road. ~ ~ 0 0 731 S #750 Harbor~ This is a small harbor. Arkham's wharves stand to the east. The Dragon Sea lies colds and grey to the west. ~ 0 0 7 D0 Harbor ~ ~ 0 0 720 D1 You see a wharf. ~ ~ 0 0 705 D3 Dragon Sea. ~ ~ 0 0 735 S #751 Warehouse~ Other than the rat scurrying past your feet, the warehouse looks abandoned. You see a door to the west that leads you out of here. ~ 0 S 0 D3 You see the wharf. ~ ~ 0 0 701 S #752 Warehouse~ Boxes and crates fill almost all of the space from floor to ceiling. You hear the occasional rat scratching behind a wall or from inside a crate. A door leads west out of here. ~ 0 S 0 D3 You see the wharf. ~ ~ 0 0 702 S #753 Chartmakers~ Large maps and charts are plastered all over the walls or lie strewn about or rolled up into canisters. A large map of the entire world is framed on the southern wall. The exit is north. ~ 0 S 0 D0 You see Main Street. ~ ~ 0 0 706 S #754 Wharfside Bar~ This rowdy, crowded dive is popular with the sailors. The dank smells of tobacco and cheap beer assail your nose, while the cretins that inhabit this bar look you over. If you aren't careful, you could wake up on the next ship out of here. The exit is west. ~ 0 S 0 D3 You see the wharf. ~ ~ 0 0 705 S #755 Antiques Etc.~ This dusty store is filled with varied and strange items, scattered or casually tossed into piles. The proprietor seems just as disheveled as his merchandise. The door out of here is east. ~ 0 S 0 D1 You see Eldritch Lane. ~ ~ 0 0 722 S #756 Abandoned Mansion~ Many fallen timbers lay amid broken furniture and musty tapestries in this once-fine home. Though most of the wood here is worm-eaten and rotting, a pair of useable stone stairs lead up into the darkness. A door outside lies east. ~ 0 S 0 D1 You see Eldritch Lane. ~ ~ 0 0 723 D4 You see a Laboratory. ~ ~ 0 0 780 S #7 Small chamber~ You in small but really comfortable place. Walls around you in a beautiful gobelens, on the flor lies a big carpet with a long worse. Giant fireplace give warm and light in this place. A long table of fresh vegetables has been set, and on it is an oranate chalice filled with red wine. A two big candle burns brightly and there is a two wooden arm-chair covered in white fur rug. Complete the interior a big feather bed which looks really comfortable. ~ 0 CDJK 0 E candle~ Its a big red candle. ~ E wine~ The wine has a nice dry aroma and a deep red color. ~ E bed~ The bed looks comfortable. Inviting. ~ S #757 Tenament House~ You are inside a filthy apartment building. Roaches scurry past you feet, chased by a greasy fat lady with a broom. Most of the doors look well-locked here and the exit is south. ~ 0 S 0 D2 You see Eldritch Lane. ~ ~ 0 0 724 S #758 Patch's Tavern~ This filthy excuse for a watering hole is full of dark, grinning, evil looking men and women. You notice a few people casually walking in and out of a door to the east. Rough wooden tables are surrounded by all manner of strange people, some of whom are absorbed in their card games or their drinking, others are planning thier next great criminal enterprise. An exit is to the west. ~ 0 S 0 D1 You see a Black Market. ~ ~ 0 0 759 D3 You see Eldritch Lane. ~ ~ 0 0 722 S #759 Black Market~ A number of people who look suspiciously like rogues stand about, haggling with a wiry man with wild hair. The shelves are filled with a vast assortm ent of valuables. A small door leads out of here to the west. ~ 0 S 0 D3 You see the tavern. ~ ~ 0 0 758 S #760 Mercenary's Guild~ This hall is bustling with men and women busily bouting, exercising, or polishing their weapons. A large desk occupied by a thin, balding man with glasses has lists of mercenaries that are currenty offering their services. ~ 0 MS 0 D2 You see Main Street. ~ ~ 0 0 708 S #761 Mercenary's Quarters~ Large bunks line the walls of this damp chamber. ~ 0 CMS 0 S #762 Cobbler's~ The smell of leather is thick in this shop. Shoes in various stages of completion litter the tables and walls, while large strips of leather hang down from the ceiling. The exit is south. ~ 0 S 0 D2 Main Street. ~ ~ 0 0 709 S #763 Stables~ These stinky stalls are inhabited by horses from many lands, who's masters are visiting Arkham. While they cannot yet sell horses here, they do offer to let you sleep in the hay if you cannot find a place to stay in town. A large exit leads east. ~ 0 S 0 D1 Dragon's Road. ~ ~ 0 0 729 S #764 Large House~ This house is well kept and clean. Weapons and momentos of war are mounted on the walls or rest on shelves. This must be the home of a successful mercenary. If he were home, you'd probably be dead now. A door leading out lies north. ~ 0 S 0 D0 You see Main Street. ~ ~ 0 0 709 S #765 Cathedral of the Elder Gods~ This high-ceilinged gothic cathedral is cavernous. Murals and stained glass windows depict the deeds of the Elder Gods in times past. This cathedral also houses a monestary, which lies west. A chapel is to the south, and a stone stairway rises up to a loft. ~ 0 S 0 D0 You see Main Street. ~ ~ 0 0 710 D2 You see a chapel. ~ ~ 0 0 781 D3 You see a hallway. ~ ~ 0 0 787 D4 You see a hallway. ~ ~ 0 0 796 S #766 Room~ This is a small but comfortable room. A pitcher rests by a chamberpot next to the cozy looking bed. A fireplace blazes on the north wall. You feel safe here, and a door leads back south when you're ready to face the world again. ~ 0 S 0 D2 You see the inn. ~ ~ 0 0 770 S #767 House~ You are inside a stately home full of guilded furnishings and thick plush carpeting. Ancient vases and fine textiles make this feel more like a museum than a real home. An oaken door leads back outside to the north. ~ 0 S 0 D0 You see Arcanus Avenue. ~ ~ 0 0 749 S #768 City Hall~ This fine stone building stands firm and strong. Inside, rooms lead to different departments of the city government. You notice a large amount of guards coming and going on unknown missions. Double doors lead west. ~ 0 S 0 D3 You see Dragon's Road. ~ ~ 0 0 729 S #769 Candi's Confections~ The sweet warmth of baking cookies fills the room. Cookies and candy of every kind are made here, and you cannot help but feel a little tempted. ~ 0 S 0 D2 You see Main Street. ~ ~ 0 0 713 S #770 Bullhorn Inn~ Two bullhorns mounted on a plaque are the namesake of this quiet, decent inn. Round tables for dining and the innkeeper's bar fill this part of the inn. A small room is available to the north, and the exit back to town is to the south. ~ 0 S 0 D0 You see a small, cozy room. ~ ~ 0 0 766 D2 You see Main Street. ~ ~ 0 0 714 S #771 Magic Moon~ You see magic items of all sorts in this shop. Prized magic wands sit under glass and amulets and charms lie ready to be purchased. ~ 0 S 0 D0 You see Arcanus Avenue. ~ ~ 0 0 748 S #772 Alchemist~ Potions in bottles, cures in glass vials, all manner of magic liquids are sold in this tiny shop. Several cauldruns are boiling in back, and seem to attract all of the proprietor's attention. The exit is south. ~ 0 S 0 D2 You see Arcanus Avenue. ~ ~ 0 0 749 S #773 Miskatonic University~ This university specializes in the arcane and mysterious. Grey-robed professors walk solemnly past while students sit around and study ancient texts. A lecture hall is to the north, the library is east, and Arcanus Avenue lies to the south. ~ 0 S 0 D0 You see a lecture hall. ~ ~ 0 0 799 D1 You see a library. ~ ~ 0 0 717 D2 You see Arcanus Avenue. ~ ~ 0 0 748 S #774 Dead End~ This is a dead end in the corridor. On the east wall some runes have been carved into the black stone. ~ 0 AS 0 D3 You see a intersection. ~ ~ 0 0 777 E runes rune wall~ Three together to the outer planes. One leads to the giant, One leads to the goat with a thousand young, And the last leads to the home of the Elder Ones. Three keys in three patriarch's hands, But beware! Choosing wrongly will lead to your demise. ~ S #775 House~ You are in an old, small, but nice house. There is little else of note about it. ~ 0 S 0 D2 You see Corrine Way. ~ ~ 0 0 741 S #776 House~ You are in an old, small, but nice house. There is little else of note about it. ~ 0 S 0 D2 You see Corrine Way. ~ ~ 0 0 742 S #777 Intersection~ This is the intersection of four corridors. The walls are constructed of rough, large black blocks. A stairway made of the same material as the walls leads up to a horizontal door. ~ 0 AS 0 D0 You see a corridor. ~ ~ 0 0 801 D1 You see a corridor. ~ ~ 0 0 774 D2 You see a corridor. ~ ~ 0 0 805 D3 You see a corridor. ~ ~ 0 0 808 D4 You see an altar, from the bottom. ~ ~ 1 0 781 S #778 House~ You are in an old, small, but nice house. There is little else of note about it. ~ 0 S 0 D0 You see Corrine Way. ~ ~ 0 0 741 S #779 House~ You are in an old, small, but nice house. There is little else of note about it. ~ 0 S 0 D0 You see Corrine Way. ~ ~ 0 0 742 S #780 Laboratory~ You are in a large laboratory full of bottled body parts and crude wires and glass bulbs. Atop a long wooden table human body assembled from the bodies of a number of different people. A stairway down is the only exit. ~ 0 S 0 D5 You see a decrepit hall. ~ ~ 0 0 756 S #781 Chapel~ This chapel is where most of the worship ceremonies are carried out. Rows of pews lie on either side of a red-carpeted walkway which leads up to an altar of solid silver. A corridor leads north to the rest of the cathedral A silver reliquary is behind a silver gate to the south. ~ 0 S 0 D0 You see the main cathedral chamber. ~ ~ 0 0 765 D2 You see the reliquary. ~ ~ 0 0 794 D5 You see a stairway made of black stone. ~ ~ 1 0 777 E altar silver~ You examine the altar and notice that it is cracked open a bit. Moving the lid aside, you see nothing inside bu t a handle, like the kind used for a door. It seems to lead downward. ~ S #782 Cell~ By the kind of clothes that lie neatly folded here, you guess that this cell belongs to a nun. Bet she wouldn't appreciate you snooping through her stuff. ~ 0 S 0 D0 You see a hallway. ~ ~ 0 0 787 S #783 Cell~ By the kind of clothes that lie neatly folded here, you guess that this cell belongs to a nun. Bet she wouldn't appreciate you snooping through her stuff. ~ 0 S 0 D0 You see a hallway. ~ ~ 0 0 786 S #784 Cell~ By the kind of clothes that lie neatly folded here, you guess that this cell belongs to a monk. Bet he wouldn't appreciate you snooping through his stuff. ~ 0 S 0 D2 You see a hallway. ~ ~ 0 0 786 S #785 Cell~ By the kind of clothes that lie neatly folded here, you guess that this cell belongs to a monk. Bet he wouldn't appreciate you snooping through his stuff. ~ 0 S 0 D2 You see a hallway. ~ ~ 0 0 787 S #786 Hallway~ This hall of silvery grey stone is flanked by sturdy, rough oak doors. Another door marked "Dining Hall" leads west, and the hallway continues east. ~ 0 S 0 D0 You see a monk's cell ~ ~ 0 0 784 D1 You see a hallway ~ ~ 0 0 787 D2 You see a nun's cell. ~ ~ 0 0 783 D3 You see the dining hall. ~ ~ 0 0 789 S #787 Hallway~ This hall of silvery grey stone is flanked by sturdy, rough oak doors. An open door leads east to the cathedral proper, and the hallway continues west. ~ 0 S 0 D0 You see a monk's cell. ~ ~ 0 0 785 D1 You see the main cathedral chamber. ~ ~ 0 0 765 D2 You see a nun's cell. ~ ~ 0 0 782 D3 You see the hallway. ~ ~ 0 0 786 S #788 Sepulchure~ This room is bare save for a clear glass coffin in a silver frame, inside of which is the mummified remains of a saint in rich garb. A corridor leads east. ~ 0 AS 0 D1 You see a corridor. ~ ~ 0 0 814 S #789 Dining Hall~ Two long oak tables lie parallel to each other, surrounded by crude oak chairs. Along the west wall is a finer table, with three silver chairs along its west side. A door leads east to a hallway, and corridor north leads to the kitchen. ~ 0 S 0 D0 You see the kitchen. ~ ~ 0 0 790 D1 You see a hallway. ~ ~ 0 0 786 S #790 Kitchen~ A large oven dominates the north wall. Cupboards surround the two flanking walls, and are filled with numerous meats, breads, and cheeses. The only exit is south back to the dining hall. ~ 0 S 0 D2 You see the dining hall. ~ ~ 0 0 789 S #791 Abbot's Chamber~ This simple yet tastefully decorated chamber is the abbot's living and working quarters. A large mahogany desk, cluttered with papers, sits in the middle of the room. ~ 0 S 0 D2 You see a hallway. ~ ~ 1 0 795 S #792 Priest's Chamber~ This lavish chamber belongs to the high priest, who assists in the ceremonies to the Elder Gods. It seems messy and decorated in a bizzare manner. Large red drapes hang down from the walls and strange tomes scribed in blood fill the room. A door leads east to a hallway. ~ 0 S 0 D1 You see a hallway. ~ ~ 1 0 795 S #793 Priestess' Chamber~ This chamber is decorated almost completely in silver. Silver curtains, silver candlesticks, and a small silver desk shine in the sunlight. You hear whispers in the halls that she has gone to slay the vampire that has been plaguing the city. A door leads west to the hallway. ~ 0 S 0 D3 You see a hallway. ~ ~ 1 0 795 S #794 Reliquary~ A silver gate protects a number of religious artifacts. You see a number of holy books, chalices, and talismans. A silver gate leads north to the chapel. ~ 0 S 0 D0 You see the chapel. ~ ~ 0 0 781 S #795 Hallway~ You stand in a hall of silvery grey stone. Three pine doors inlaid with silver stand to the north, east, and west. The hall leads south. ~ 0 S 0 D0 You see the abbot's chamber. ~ ~ 1 0 791 D1 You see the priestess' chamber. ~ ~ 1 0 793 D2 You see a landing. ~ ~ 0 0 796 D3 You see the priest's chamber. ~ ~ 1 0 792 S #796 Landing~ You stand above the cathedral floor, which you can see over the wooden rails to the west. A hallw ay leads north and south, and stairs lead down. ~ 0 S 0 D0 You see a hallway and several doors. ~ ~ 0 0 795 D2 You see a hallway and some stairs. ~ ~ 0 0 797 D5 You see the cathedral. ~ ~ 0 0 765 S #797 Bell Tower~ You hear birds chirping above you and you look up and see a titanic silver bell. Rickety wooden stairs lead up and a landing stands to the north. ~ 0 S 0 D0 You see a landing. ~ ~ 0 0 796 D4 You see a large silver bell. ~ ~ 0 0 798 S #798 Bell Tower~ You are at the top of the bell tower, next to a silver bell as tall as two tall men, from which hands a thick rope. You can see far from here, and you can make out New Thalos in the distance across the Dragon Sea. Rickety stairs lead back to the second floor. ~ 0 S 0 D5 You see the base of the bell tower. ~ ~ 0 0 797 S #799 Lecture Hall~ Numerous rows of desks rise steeply from a lecturers podium. The ceiling is curved in a strange manner to help broadcast the lecturers voice to the upper levels of the hall. A set of double doors lead south. ~ 0 S 0 D2 You see the main part of the campus. ~ ~ 0 0 773 S #800 Potter's Guild Store~ This is where some of the finest potters in Arkham sell their masterpieces. The shelves are lined with pots, cups, urns, and other utensils. A door out is north. ~ 0 S 0 D0 You see Main Street. ~ ~ 0 0 713 S #801 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 802 D2 You see a corridor. ~ ~ 0 0 777 S #802 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D2 You see a corridor. ~ ~ 0 0 801 D3 You see a corridor. ~ ~ 0 0 803 S #803 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 802 D3 You see a tomb of some sort. ~ ~ 0 0 804 S #804 Sepulchure~ This room is bare save for a clear glass coffin in a silver frame, inside of which is the mummifie d remains of a saint in rich garb. A corridor leads east. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 803 S #805 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 777 D2 You see a corridor. ~ ~ 0 0 806 S #806 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 805 D3 You see a dead end. ~ ~ 0 0 807 S #807 Dead End~ The black-flagged corridor comes to an end here. You can turn back and go east. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 806 S #808 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor and some stairs. ~ ~ 0 0 777 D3 You see a corridor. ~ ~ 0 0 809 S #809 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 808 D3 You see a corridor. ~ ~ 0 0 810 S #810 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 809 D3 You see an intersection. ~ ~ 0 0 811 S #811 Burial Chamber~ The walls in this room are lined with racks of well-polished skulls, which once belonged to monks and nuns from the monastery above. Passages lead in all directions. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 812 D1 You see a corridor. ~ ~ 0 0 810 D2 You see a corridor. ~ ~ 0 0 815 D3 You see a corridor. ~ ~ 0 0 824 S #812 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 813 D2 You see a corridor. ~ ~ 0 0 811 S #813 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 814 D2 You see a corridor. ~ ~ 0 0 812 S #814 Corridor~ This corridor is composed of large black crudely cut blocks . It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D2 You see a corridor. ~ ~ 0 0 813 D3 You see a corridor. ~ ~ 0 0 788 S #815 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 811 D2 You see a corridor. ~ ~ 0 0 816 S #816 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 815 D3 You see a corridor. ~ ~ 0 0 817 S #817 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 816 D3 You see a corridor. ~ ~ 0 0 818 S #818 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 817 D2 You see a corridor. ~ ~ 0 0 819 S #819 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor runs north and south, and branches off to the west. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 818 D2 You see a corridor. ~ ~ 0 0 820 D3 You see a corridor. ~ ~ 0 0 822 S #820 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D0 You see a corridor. ~ ~ 0 0 819 D1 You see a dead end. ~ ~ 0 0 821 S #821 Dead End~ The black-flagged corridor comes to an end here. You can turn back and go west. ~ 0 A 0 D3 You see a corridor. ~ ~ 0 0 820 S #822 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 819 D3 You see a burial chamber. ~ ~ 0 0 823 S #823 Sepulchure~ This room is bare save for a clear glass coffin in a silver frame, inside of which is the mummified remains of a saint in rich garb. A corridor leads east. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 822 S #824 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see an intersection. ~ ~ 0 0 811 D3 You see a corridor. ~ ~ 0 0 825 S #825 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 824 D3 You see a corridor. ~ ~ 0 0 826 S #826 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. ~ 0 A 0 D1 You see a corridor. ~ ~ 0 0 825 D3 You see a corridor. ~ ~ 0 0 827 S #827 Corridor~ This corridor is composed of large black crudely cut blocks. It is frighteningly dark in here. The corridor seems to turn a corner here. ~ 0 A 0 D0 You see a chamber with three doors. ~ ~ 0 0 828 D1 You see a corridor. ~ ~ 0 0 826 S #828 Portal Chamber~ Three solid silver doors glow faintly in the darkness here. The north door is engraved with a large silver star. The west door's markings have been chiseled out, and the east door bears the engraving of a monstrous octopoid creature. ~ 0 0 0 D0 You see a silver door. ~ ~ 2 726 831 D1 You see a silver door. ~ ~ 2 725 830 D2 You see a corridor. ~ ~ 0 0 827 D3 You see a silver door. ~ ~ 2 724 829 S #829 Ritual Hall~ Dark red tapestries hang over the walls. A large obsidian altar stands at the back of the room, atop which is a large green book. Hollow chants echo though the walls, and above this chamber a small portal has begun to form. A door lies east. ~ 0 0 0 D1 You see a room with a number of doors. ~ ~ 1 0 828 E altar~ The altar is carved from a smooth block of obsidian. ~ E book green~ This is a copy of the infamous Necronomicon. ~ E portal~ The portal begins to dematerialize since the ceremony was disturbed. ~ S #830 Cthulhu's Lair~ The ancient evil beast Cthulhu has been imprisoned in this completely black room. A large circle of stones surround the great creature, keeping it imprisoned for all time...until they are disturbed, that is. A door leads we st. ~ 0 0 0 D3 You see a hall with many doors. ~ ~ 1 0 828 E stone stones~ These greenish grey stones are embedded with the silver star of the Elder Gods. ~ S #831 Elder God's Chamber~ This silver-walled room is full of unusual objects and numerous scrolls. This is where the Elder Gods reside when they visit this plane, and they do not like to be disturbed. A door leads south. ~ 0 0 0 D2 You see a hall with numerous doors. ~ ~ 1 0 828 S #832 Arkham Asylum~ The rough brown walls of this hall lead to different cell blocks, each containing a large assortment of disturbed, deranged, and dangerous individuals. However, one can imagine that the guards here are more deranged than the inmates. ~ 0 S 0 D0 You see a cell. ~ ~ 0 0 834 D1 You see a cell. ~ ~ 0 0 833 D2 You see Eldritch Lane. ~ ~ 0 0 725 S #833 Cell~ A little light streams through the barred windows in this cramped room. Rusty chains clamped to the wall wait to hold the more violent prisoners. A barred door leads out of this filthy chamber. ~ 0 S 0 D3 You see the entrance to the asylum. ~ ~ 0 0 832 S #834 Cell~ A little light streams through the barred windows in this cramped room. Rusty chains clamped to the wall wait to hold the more violent prisoners. A barred door leads out of this filthy chamber. ~ 0 S 0 D2 You see the entrance to the asylum. ~ ~ 0 0 832 S #835 Blacksmith~ The owner of this fine shop is busily making some of the finest weapons in the land. This shop supplies the Arkham Guard with its special armor and weapons, but it also deals with the general public. The door out of here is north. ~ 0 S 0 D0 Main Street. ~ ~ 0 0 708 S #836 Forest Road~ Trees spring up around this hard-packed dirt trail, and their overhanging branches shade you from the worst of the sun's rays. North and south of you is more forest. ~ 0 0 3 D0 Forest Road. ~ ~ 0 0 837 D2 Forest Road. ~ ~ 0 0 733 S #837 Forest Road~ The road continues as a dirt trail, but the trees are a little less dense, and warm sunlight bleeds through the branches. The road continues north and sou th, and to the west you can make out a field of warm yellow corn. ~ 0 0 3 D0 Forest Road. ~ ~ 0 0 847 D2 Forest Road. ~ ~ 0 0 836 D3 You see a large field of corn. ~ ~ 0 0 838 S #838 A Corn Field~ You stand before a large field of ripe corn. However, no farm hands are there to pick this year's crop, no able hands to shuck the tender corn. But there are rats. And the rats are his. ~ 0 0 2 D1 You see a road wending through a dense forest. ~ ~ 0 0 837 D3 You see corn fields. ~ ~ 0 0 840 S #839 A Corn Field~ Forest borders the south and west sides of the field here. Tall green corn stalks shoot up into the sky above your head. Despite the large rodent and crow population, you are alone. ~ 0 0 2 D0 You see corn fields. ~ ~ 0 0 842 D1 You see corn fields. ~ ~ 0 0 840 S #840 A Corn Field~ The corn is tall and brilliant green, though the rodents have taken their toll on the crop. You can see a dense forest to the south, and the field continues to the north, east, and west. ~ 0 0 2 D0 You see corn fields. ~ ~ 0 0 843 D1 You see corn fields. ~ ~ 0 0 838 D3 You see corn fields. ~ ~ 0 0 839 S #841 A Corn Field~ The corn springs forth from the ground in neat, even rows. Rats and other rodents scurry past your feet, but do not dampen the sweet smells of ripening corn. the field is bordered to the north and east by trees, and continues to the south and west. ~ 0 0 2 D2 You see corn fields. ~ ~ 0 0 843 D3 You see corn fields. ~ ~ 0 0 844 S #842 A Corn Field~ The corn is tall and brilliant green, though the rodents have taken their toll on the crop. You can see a dense forest to the west, and the field continues to the north, east, and south. ~ 0 0 2 D0 You see corn fields. ~ ~ 0 0 844 D1 You see corn fields. ~ ~ 0 0 843 D2 You see corn fields. ~ ~ 0 0 839 S #843 A Corn Field~ The rows of corn are thick here, and you struggle to push your way through the dense green leaves and unyielding stalks. You see nothing but corn in all directions except east, where a large forest stands. ~ 0 0 2 D0 You see corn fields. ~ ~ 0 0 841 D2 You see corn fields. ~ ~ 0 0 840 D3 You see corn fields. ~ ~ 0 0 842 S #844 A Corn Field~ Forest borders the west side of the field here. Tall green corn stalks shoot up into the sky above your head. Despite the large rodent and crow population, you are alone...or so it seems. You see a small wooden dwelling to the north. ~ 0 0 2 D0 You see the front yard of a farmhouse. ~ ~ 0 0 845 D1 You see corn fields. ~ ~ 0 0 841 D2 You see corn fields. ~ ~ 0 0 842 S #845 Front Yard~ You are standing in front of a dilapidated peasant's home. The yard itself is overgrown with weeds, and if it were not for the smell of cooked food coming from the house to the north, you would think the place was abandoned. The fields lie back to the south. ~ 0 0 2 D0 You see inside of the farmhouse. ~ ~ 1 0 846 D2 You see corn fields. ~ ~ 0 0 844 S #846 Farm House~ The air here is rich with the smells of warm food and cool cider. The funiture is ancient, some of it is broken beyond repair, but this place feels like a comfortable home nonetheless. The door leads back south to the corn fields. ~ 0 0 0 D2 You see the front yard. ~ ~ 1 0 845 S #847 Forest Road~ The trees hang low over the road, and are quite dense. However, you can barely make out a farmhouse and a cornfield to the southwest, and this road continues north and south. ~ 0 0 3 D0 You see a long road stretching through the forest. ~ ~ 0 0 848 D2 You see a road winding through the forest. ~ ~ 0 0 837 S #848 Forest Road~ Trees spring up around this hard-packed dirt trail, and their overhanging branches shade you from the worst of the sun's rays. North and south of you is more forest. ~ 0 0 3 D0 Forest Road. ~ ~ 0 0 849 D2 Forest Road. ~ ~ 0 0 847 S #849 Forest Road~ Bird songs and the fleeting rustle of bushes greet you as the trees seem to close in on you more and more. The road can hardly be called a road- it is a bare thin strip of dirt mosty overgrown with grass. The road continues north and south, and a tiny trail leads east. ~ 0 0 3 D0 Forest Road. ~ ~ 0 0 858 D1 ~ ~ 0 -1 850 D2 Forest Road. ~ ~ 0 0 848 S #850 A Trail~ Trees spring up around this hard-packed dirt trail, and though it is tiny it seems to have been traveled recently. North and south of you is more forest, with its narrow trail the only sign of human life. ~ 0 0 3 D1 A tiny trail leads through the forest. ~ ~ 0 0 851 D3 Forest Road. ~ ~ 0 0 849 S #851 A Trail~ You find yourself deep in the middle of a very deep and dark forest. The only indication of a human presence seems to be an ancient tower to the east, but by the looks of it, it must have been abandoned long ago. ~ 0 0 3 D1 You see an abandoned tower. ~ ~ 0 0 852 D3 You see a trail in the forest. ~ ~ 0 0 850 S #852 The Tower~ You stand before a the crumbling remains of a stone tower. A number of the stones are missing, and all the rest of it is covered in ivy. However, you see a faint light though one of the windows near the top of the tower. The trail continues to the west and south, and a battered wooden door guards the tower to the north. ~ 0 0 3 D0 You see a door. ~ ~ 1 0 871 D2 You see a trail. ~ ~ 0 0 853 D3 You see a trail. ~ ~ 0 0 851 S #853 A Trail~ The trail curves around here, heading north and east. To the north you see a crumbling tower, while to the east there is only more forest. ~ 0 0 3 D0 You see a tower. ~ ~ 0 0 852 D1 You see a trail. ~ ~ 0 0 854 S #854 A Trail~ The hard dirt lies straight and smooth under your feet. However, to the east the forest seems to have taken over the trail. Here it is still calm and the birds overhead sing sweet songs of joy. ~ 0 0 3 D1 You see a wildly overgrown trail. ~ ~ 0 0 855 D3 You see a trail. ~ ~ 0 0 853 S #855 A Trail~ The trail here is wildly overgrown with all sorts of vegetation. It seems to have done so unnaturally, however. Maybe this is someone's polite way of telling you to keep out... The trail leads west and south. ~ 0 0 3 D2 You see a clearing in the woods. ~ ~ 0 0 856 D3 You see a trail. ~ ~ 0 0 854 S #856 A Clearing~ A large grassy circle lies here at the end of the trail. Standing in the clea ring is a circle of large stones about the hight of a man about fifty feet in diameter. A large slab lies flat at the center of the circle. A thin trail leads north through a thick span of woods. ~ 0 0 3 D0 You see a trail north. ~ ~ 0 0 855 D5 You pull back the stone and see a dark cavern. ~ ~ 1 0 857 S #857 The Wyrm's Lair~ This cavern is foul and dank with the smell of centuries-old excement. Roots hang down from the ceiling and earthworms and large beetles crawl through the bare soil. A hole up above is the only escape from this dark, hellish chamber. ~ 0 0 4 D4 You see a clearing surrounding a circle of stones. ~ ~ 1 0 856 S #858 Forest Road~ The forest is incredibly dark, and even in midday only bare specks of light may shine through. At night, the trees seem almost animated, stark against the pale moon light. The scent of death flows thick from the north. ~ 0 0 3 D0 You see a ruined village. ~ ~ 0 0 859 D2 You see the Forest Road. ~ ~ 0 0 849 S #859 A Ruined Village~ The forest falls back a little, revealing abandoned buildings and streets littered with rotting corpses. Peeking in some of the homes, you can see that a great many of them have been plundered. To the north lies the rest of the village, and south of here is the road back to Arkham. ~ 0 0 1 D0 You see the rest of the village. ~ ~ 0 0 860 D2 You see the Forest Road. ~ ~ 0 0 858 S #860 Main Street~ A fierce wind sweeps through the barren streets, which are congested with the dead and dying. Houses sit silent, with their curtains drawn, while the rats take the best of the baker's wares. You do notice two buildings that seem distict from the rest, which lie to the west and east. ~ 0 0 1 D0 You see the main street of the plague-ridden city. ~ ~ 0 0 863 D1 You see a building. ~ ~ 1 0 862 D2 You see a long road. ~ ~ 0 0 859 D3 You see a building. ~ ~ 1 0 861 S #861 Baker's~ The large stone ovens rest as cold as the flesh of the dead in this very dead village. What the rats haven't taken of the bread is slowly mouldering in the muggy heat. A wooden doo r leads back outside to the east. ~ 0 0 0 D1 You see the main street. ~ ~ 1 0 860 S #862 A House~ The stench of death clings to this dark house. The little light that peeks through the dark curtains falls on some crude furniture and rotting bodies. A small door leads west back onto the street. ~ 0 0 0 D3 You see the main street. ~ ~ 1 0 860 S #863 Main Street~ Except for the rats and the flies, this once busy part of the village is now deserted. The bodies that lie about here have one distinguishing feature-their throats are swollen and purple. You have to wonder what power created such a devastating plague. Two buildings lie to the east and west. ~ 0 0 1 D0 You see the outskirts of the village. ~ ~ 0 0 866 D1 You see a general store. ~ ~ 1 0 865 D2 You see the main street. ~ ~ 0 0 860 D3 You see a wooden house. ~ ~ 1 0 864 S #864 A Small House~ The stench of death clings to this dark house. The little light that peeks through the dark curtains falls on some crude furniture and rotting bodies. A small door leads west back onto the street. ~ 0 0 0 D1 You see the main street. ~ ~ 1 0 863 S #865 Abandoned General Store~ Although much of the stuff has been looted, a great deal of it remains on the shelves, as if the storekeeper had to leave suddenly. You do find that this place is pleasantly free of the death stench from outside, which is to the west. ~ 0 0 0 D3 You see the main street. ~ ~ 1 0 863 S #866 The Outskirts of the Village~ The number of houses along the road seem to be diminishing, along with the number of the dead. A sign at the end of town has been painted over with the words "All Dead Here". You can continue north or south. ~ 0 0 1 D0 You see a long road lined with crosses. ~ ~ 0 0 867 D2 You see a village. ~ ~ 0 0 863 S #867 A Long Road~ You are stuck by the sheer magnitude of people who are crucified alongside the road here. Though it is not apparent why this has happened to them, it is obvious that some dark and evil force is at work in the land, dark as the malevolent black clouds that swirl and c onvulse overhead. ~ 0 0 2 D0 A crossroads. ~ ~ 0 0 868 D2 A Village. ~ ~ 0 0 866 S #868 The Crossroads~ You stand at the intersection of two major roads. To the north and east they continue into rolling plains. To the south you see a dark road, and west is a sheer cliff, atop which is a black fortress. You seem to remember from somewhere that crossroads are strange things, full of black magic and evil. ~ 0 0 2 D0 You see a road. ~ ~ 0 0 869 D1 You see a road. ~ ~ 0 0 870 D2 You see a dark road. ~ ~ 0 0 867 D3 You see a fortress in the distance. ~ ~ 0 0 873 S #869 A Road~ This road winds through valleys and calm, grassy plains. It seems to lead to the dark forest to the north. You can return to civilization on the road south. ~ 0 0 2 D2 You see a crossroads. ~ ~ 0 0 868 D0 ~ ~ 0 -1 18000 S #870 A Road~ This road winds through valleys and calm, grassy plains. To the east you see an enormous gate cut from living rock. You can return to civilization on the road west. ~ 0 0 2 D3 You see a crossroads. ~ ~ 0 0 868 S #871 The Tower~ Crumbling brickwork surrounds you as you stand in the base of the tower. It seems that nature has been given run of the place, as mice scamper amid weeds and ivy. A delapidated wooden staircase leads upstairs, and a door leads south back outside. ~ 0 0 0 D2 You see a clearing in the woods. ~ ~ 1 0 852 D4 You see a wizard's chamber. ~ ~ 0 0 872 S #872 Laboratory~ This laboratory is a wizards dream. It contains all manner of glassware, animal parts, rare herbs, and ancient tomes. A large table is covered with an extensive pipework of tubes, bowls, and spheres. An ancient, creaky stairway leads back to the base of the tower. ~ 0 0 0 D5 You see the tower base. ~ ~ 0 0 871 S #873 The Dark Road~ Trees hang down low overhead. Stillness. Oppression. The sheer thickness of this darkness about you is stiffling. You can allow it to strangle you... or you can embrace it, wallow in it. You feel that, if that path i s one you choose, you will be quite welcome in the black, smokey castle which lies to the west. ~ 0 0 2 D1 You see a crossroads. ~ ~ 0 0 868 S #0 #RESETS D 1 717 5 1 D 1 715 1 1 D 1 777 4 1 D 1 781 5 1 D 1 791 2 1 D 1 792 1 1 D 1 793 3 1 D 1 795 0 1 D 1 795 1 1 D 1 795 3 1 D 1 828 0 2 D 1 828 1 2 D 1 828 3 2 D 1 829 1 1 D 1 830 3 1 D 1 831 2 1 D 1 845 0 1 D 1 846 2 1 D 1 852 0 1 D 1 856 5 1 D 1 857 4 1 ; The Wyrm's Lair Close Up D 1 860 1 1 D 1 860 3 1 D 1 861 1 1 D 1 862 3 1 D 1 863 1 1 D 1 863 3 1 D 1 864 1 1 D 1 865 3 1 D 1 871 2 1 M 1 717 1 702 1 E 1 715 -1 16 M 1 705 11 703 1 E 1 702 -1 5 E 1 701 -1 6 E 1 704 -1 16 M 1 729 3 703 1 M 1 753 3 703 1 M 1 718 1 704 1 E 1 716 -1 3 M 1 753 3 704 1 M 1 705 11 705 5 E 1 702 -1 5 E 1 701 -1 6 E 1 704 -1 16 M 1 705 11 705 5 E 1 702 -1 5 E 1 739 -1 15 E 1 704 -1 16 M 1 722 6 706 1 M 1 705 11 708 1 E 1 702 -1 5 E 1 739 -1 15 E 1 704 -1 16 M 1 706 1 709 1 E 1 729 -1 16 M 1 742 2 710 1 M 1 702 1 711 1 M 1 705 11 711 5 E 1 702 -1 5 E 1 703 -1 7 E 1 704 -1 16 M 1 722 6 711 3 M 1 744 3 711 1 E 1 723 -1 16 M 1 767 1 711 1 G 1 721 -1 G 1 758 -1 O 1 752 1 711 M 1 731 2 713 2 M 1 705 11 714 5 E 1 702 -1 5 E 1 703 -1 7 E 1 704 -1 16 M 1 709 3 717 1 M 1 711 1 717 1 E 1 732 -1 17 M 1 722 6 719 3 M 1 729 3 721 1 M 1 705 11 722 5 E 1 702 -1 5 E 1 701 -1 6 E 1 704 -1 16 M 1 725 1 722 1 E 1 719 3 16 * Straight Razor M 1 729 3 722 1 M 1 742 2 722 1 M 1 705 11 723 5 E 1 702 -1 5 E 1 703 -1 7 E 1 704 -1 16 M 1 705 11 723 5 E 1 702 -1 5 E 1 738 -1 11 E 1 704 -1 16 M 1 727 1 723 1 E 1 715 -1 16 E 1 736 -1 13 M 1 703 1 724 1 M 1 722 6 724 3 M 1 730 1 724 1 E 1 721 -1 7 M 1 731 2 725 1 M 1 705 11 727 5 E 1 702 -1 5 E 1 738 -1 11 E 1 704 -1 16 M 1 705 11 727 5 E 1 702 -1 5 E 1 738 -1 11 E 1 704 -1 16 M 1 705 11 731 5 E 1 702 -1 5 E 1 703 -1 7 E 1 704 -1 16 M 1 746 1 743 1 M 1 722 6 744 3 M 1 705 11 747 5 E 1 702 -1 5 E 1 701 -1 6 E 1 704 -1 16 M 1 704 1 748 1 M 1 755 1 749 1 E 1 743 -1 6 O 1 751 1 751 M 1 719 1 753 1 E 1 717 -1 16 M 1 716 1 754 1 G 1 759 -1 G 1 760 -1 M 1 726 1 758 1 E 1 715 -1 16 G 1 761 -1 G 1 762 -1 M 1 751 1 758 1 E 1 720 -1 16 M 1 728 1 759 1 E 1 715 -1 16 M 1 756 1 760 1 M 1 757 1 761 1 M 1 758 1 761 1 M 1 759 1 761 1 M 1 760 1 763 1 M 1 735 4 765 1 E 1 722 -1 16 M 1 737 3 765 1 M 1 737 3 765 1 M 1 744 3 765 1 E 1 723 -1 16 M 1 723 2 767 1 M 1 712 1 768 1 Gishka K'ahn, Captain of the Guard to City Hall E 1 710 -1 6 E 1 711 -1 10 E 1 712 -1 5 E 1 713 -1 15 E 1 714 -1 16 O 1 731 1 768 O 1 737 1 768 O 1 764 1 7 O 1 765 1 7 M 1 724 1 769 1 E 1 718 -1 16 G 1 707 -1 G 1 708 -1 G 1 709 -1 M 1 721 1 770 1 M 1 723 2 770 1 M 1 733 1 771 1 G 1 744 -1 G 1 745 -1 G 1 746 -1 G 1 747 -1 M 1 732 1 772 1 G 1 748 -1 G 1 749 -1 M 1 709 3 773 1 M 1 710 1 773 1 M 1 739 6 774 3 M 1 722 6 775 3 M 1 743 1 779 1 M 1 754 1 801 1 M 1 736 4 781 2 E 1 722 -1 16 M 1 744 3 781 1 E 1 723 -1 16 M 1 736 4 783 2 E 1 722 -1 16 M 1 737 3 784 1 M 1 735 4 785 2 E 1 722 -1 16 M 1 747 1 788 1 E 1 725 -1 17 M 1 735 4 789 2 E 1 722 -1 16 M 1 735 4 790 2 E 1 722 -1 16 O 1 741 1 790 O 1 742 1 790 M 1 734 1 791 1 E 1 705 -1 6 E 1 706 -1 16 O 1 730 1 791 O 1 733 1 792 O 1 735 1 792 M 1 736 4 796 2 E 1 722 -1 16 M 1 736 4 796 2 E 1 722 -1 16 M 1 752 1 798 1 M 1 709 3 799 1 M 1 720 1 800 1 G 1 740 -1 G 1 750 -1 M 1 739 6 801 3 M 1 745 3 803 1 M 1 738 1 804 1 E 1 724 -1 17 M 1 739 6 810 3 M 1 739 6 814 3 M 1 739 6 815 3 M 1 745 3 818 1 E 1 728 -1 1 M 1 748 1 823 1 E 1 726 -1 17 M 1 739 6 824 3 M 1 745 3 825 1 M 1 740 4 829 2 M 1 740 4 829 2 M 1 740 4 829 2 M 1 740 4 829 2 M 1 741 1 829 1 E 1 727 3 16 * a sword named "faith-healer" M 1 750 1 829 1 O 1 734 1 829 M 1 749 1 830 1 Cthulhu to Cthulhu's Lair E 1 753 -1 17 M 1 713 1 832 1 M 1 715 1 833 1 M 1 714 1 834 1 M 1 772 1 835 1 G 1 712 -1 G 1 713 -1 G 1 706 -1 M 1 761 4 839 2 M 1 761 4 839 2 M 1 762 2 840 1 M 1 761 4 841 2 M 1 762 2 841 1 M 1 763 1 842 1 M 1 764 2 842 1 M 1 761 4 843 2 O 1 754 1 846 O 1 755 1 846 M 1 765 2 849 1 M 1 768 1 850 1 M 1 707 1 851 1 M 1 766 2 852 1 M 1 708 2 853 1 M 1 765 2 854 1 M 1 770 1 856 1 E 1 757 -1 6 M 1 771 1 857 1 a wyrm to The Wyrm's Lair E 1 763 4 16 * sword Blasphemy M 1 708 2 858 1 M 1 766 2 859 1 M 1 764 2 860 1 M 1 769 1 872 1 E 1 756 -1 12 S #SHOPS 716 17 0 0 0 0 100 100 0 23 720 15 0 0 0 0 150 75 0 23 724 19 0 0 0 0 130 70 0 23 726 17 0 0 0 0 100 100 0 23 728 5 9 12 3 2 170 60 0 23 732 10 26 0 0 0 130 70 0 23 733 2 3 4 0 0 130 70 0 23 756 0 0 0 0 0 100 100 0 23 767 5 9 15 13 3 125 70 0 23 772 5 9 0 0 0 130 75 0 23 0 #SPECIALS M 705 spec_guard Load to: an Arkham Guard M 710 spec_cast_mage Load to: a professor M 711 spec_cast_mage Load to: a librarian M 712 spec_guard Load to: Gishka K'ahn, Captain of the Guard M 725 spec_thief Load to: Jack M 726 spec_thief Load to: Patch M 727 spec_thief Load to: a slimy thief M 729 spec_thief Load to: a pickpocket M 734 spec_cast_cleric Load to: Alain Corbert, the abbot M 735 spec_cast_cleric Load to: a monk M 736 spec_cast_cleric Load to: a nun M 738 spec_cast_cleric Load to: a mummy M 739 spec_cast_undead Load to: a skeleton M 741 spec_cast_cleric Load to: High Priest M 746 spec_fido Load to: an alleycat M 747 spec_cast_undead Load to: a mummy M 748 spec_cast_undead Load to: a mummy M 749 spec_breath_any Load to: Cthulhu M 750 spec_cast_adept Load to: an Elder God M 755 spec_cast_mage Load to: a necromancer S #$