/
Tartarus/
Tartarus/gods/
Tartarus/player/
#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


#$