eldhamud/boards/
eldhamud/clans/
eldhamud/classes/
eldhamud/councils/
eldhamud/deity/
eldhamud/doc/
eldhamud/doc/DIKU/
eldhamud/doc/MERC/
eldhamud/doc/mudprogs/
eldhamud/gods/
eldhamud/houses/
eldhamud/lockers/
eldhamud/player/a/
#AREA   UnderDark~



#VERSION 2
#AUTHOR Silence~

#RANGES
20 50 0 115
$

#SPELLLIMIT 0
#RESETMSG ~

#FLAGS
0 20

#ECONOMY 0 33276664

#CONTINENT continent1~

#CLIMATE 2 2 2

#MOBILES
#51400
enforcer eye~
the enforcer eye~
A large eye watches all your moves.
~
These eyes are all over the Under dark, they make sure all the rules are
obeyed.  They are just that, huge eyes that float above the ground.  The
eye has a dark brown shell, with a huge pupil that never seems to blink.
The pupil is a very dark green and takes in every action you do.
~
1 0 0 C
32 22 0 32d32+480 3d6+7
416 0
112 112 0
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51401
floating eye~
the floating eye~
A floating eye drifts in and out of the shadows.
~
The eye flies at about your head level watching everything that happens.
These eyes have been known to steal from people and to play "jokes" on
others.  The eye's pupil is a very dark grey and you can't tell where it is
focused.
~
1 0 -350 C
18 22 0 18d18+90 1d2+2
234 0
112 112 1
9 9 9 8 8 7 7
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51402
prisoner~
the prisoner~
A prisoner stares at you from the back of the cell.
~
You look at this prisoner disgusted, how could anyone be put in a jail in this
city? This fellow must have committed the ultimate in crimes. He stares at you
and does nothing else.  It looks as if he has lost the will to live,
you wonder what the enforcers did to him.
~
3 0 -200 C
18 22 0 18d18+90 1d2+3
234 0
112 112 1
8 9 7 8 8 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51403
great enforcer eye~
the great enforcing eye~
A huge eye floats in the air here, ready to punish all.
~
This eye is the right hand of the Beholder who is in charge of the
enforcers.  The shell of this eye is brown and crusty, almost like scales.
The pupil of this eye is a very deep red.  Looking at it makes you slightly
dizzy.
~
1 0 0 C
43 22 0 43d43+860 3d7+8
559 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51404
beholder eye~
the huge beholder~
A huge beholder watches over the other enforcers.
~
A globular body greets your curious gaze.  This beholder is the head of the
enforcers of the Underdark.  The enforcers keep a tenuous peace, keeping
prolonged fights from occurring but allowing stealing and assassinations.
This body is a sphere with ten eyestalks ontop.  A huge eleventh eye
resides in the central area.  A large mouth with razor sharp teeth lies below
this huge eye.  The body is protected by a hard chitinous covering.
~
3 0 0 C
50 22 0 50d50+1000 5d8+11
650 0
112 112 0
16 16 16 16 16 16 16
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51405
beholder~
the beholder~
A beholder of incredible size floats here scheming against the world.
~
A huge spherical body floats in the air here.  Ontop of the sphere reside 10
moving eyestalks.  A huge eye is in the centre of the sphere.  This huge eye
seems to disrupt your casting abilities.  This beholder lives in this city and
masterminds many evil operations.
~
7 0 -1000 C
49 22 0 49d49+980 5d7+10
637 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51406
svirfneblin deep gnome~
the svirfneblin~
A brownish grey gnome watches you warily.
~
Before you stands a svirfneblin, a deep gnome.  Much like a regular gnome
the only real difference is the fact that this gnome's skin is a brownish grey
and he is going slightly bald.
~
5 0 -500 C
19 22 0 19d19+95 2d2+3
247 0
112 112 1
9 8 9 8 9 7 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51407
drow trader~
the drow trader~
A drow trader goes about his business.
~
A black-skinned and pale-haired elf stands before you heading somewhere
with a purpose to sell his goods.  Although he looks skinny he looks very
deadly and quick.
~
1 0 -750 C
16 22 0 16d16+80 2d2+3
208 0
112 112 1
9 8 8 8 9 9 7
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51408
dwarf duergar~
the duergar~
A dark dwarf wanders about.
~
Before you stands an emaciated, evil-visaged dwarf.  His skin is dark grey.
He wears clothing that is a dark grey, he seems to blend into his surroundings.
~
1 0 -600 C
21 22 0 21d21+210 3d2+4
273 0
112 112 1
9 9 9 9 10 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51409
necromancer mage~
the necromancer~
A necromancer dressed in flowing dark robes is here.
~
You turn your gaze on a necromancer who seems to have power flowing through
every one of her movements.  Her visage is gaunt and strained, it seems as
if at every moment she is concentrating on a spell of some sort.
~
3 0 -150 C
43 22 0 43d43+860 4d7+9
559 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51410
behir~
the behir~
A behir stands here waiting for orders from it's master.
~
Before you stands a snake-like reptilian monster with a dozen legs that
must allow it to move with considerable speed, you recall that you once
heard stories of these creatures climbing walls.  The head is more
crocodilian than snake-like.  The scales are ultramarine with bands of
grey-brown.  The belly is pale blue.
~
3 0 -100 C
38 22 0 38d38+570 2d7+6
494 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51411
fighter~
the fighter~
A very evil looking fighter chats with his companions.
~
This fighter looks like a bounty hunter who has had some luck.  Your mind
goes wild imagining the many possibilities of why he is in the Under Dark,
perhaps there is some creature that has had a reward placed on it's head,
whatever the reason is the fighter doesn't seem that happy that you are
staring at him.
~
3 0 -750 C
43 22 0 43d43+860 2d8+8
559 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51412
high priest xevior~
a high priest of Xevior~
A priest of Xevior stands with his fellow group members.
~
Before you stands a cleric of Xevior.  He is tall and lanky, he seems to
shimmer in and out of existence much like a mirage.  He bears the design
of Xevior on his forehead.
~
3 0 -666 C
43 22 0 43d43+860 6d7+6
559 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51413
lizard man~
the lizard man~
A reptilian man stands in the shadows off to the side.
~
A figure of muscular build who looks vaguely human. He is covered in little
scales and seems to be light green in colour. He stares at you as you look
at him. Ready for any move you may make on him.
~
1 0 -600 C
16 22 0 16d16+80 3d5+2
208 0
112 112 1
9 9 7 8 7 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51414
purple worm~
the purple worm~
A purple worm bursts from the ground before you.
~
Before you lies a worm of incredible size and power.  The worm is about 40 feet
long and is purple in colour.  The worm has huge teeth which it uses to slowly
crush it's prey if they are unlucky enough not to be swallowed whole.
~
35 0 -100 C
44 22 0 44d44+880 4d6+7
572 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51415
purple worm huge~
the huge purple worm~
A huge purple worm erupts from the earth before you.
~
This worm is almost 60 feet long and 13 feet in diameter.  It is a very dark
purple and has teeth about 4 inches long each.  The mouth is so large that
it looks like a small cavern.  You can only see the front of the worm since
it's whole mass can not possibly fit in the corridor.
~
35 0 -250 C
48 22 0 48d48+960 6d7+8
624 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51416
underling beholder~
the beholder's underling~
An underling of the beholder carries out it's malicious plans.
~
Before you stands a human who takes orders from the beholder. His life goal is
to serve the beholder. He is dressed in green and black. On his hands he wears
a pair of gauntlets that bear the beholders symbol, an eye with ten eyestalks
around it.
~
65 0 -750 C
43 22 0 43d43+860 4d7+9
559 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51417
beholder legionnaire~
the beholder legionnaire~
A robed legionnaire bearing the emblem of the beholder stands alert.
~
You see before you a robed figure who looks vaguely human. You've heard stories
that the beholder's forces weren't human now you know they aren't, you look
closer to see just what type of humanoid he is. Then he looks straight at you
and you see glowing red eyes.  This figure is a githzerai!  You wonder how that
happened.
~
65 0 -850 C
46 22 0 46d46+920 4d9+9
598 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51418
beholder attendant~
the supreme attendant~
A robed attendant seems mildly annoyed with your intrusion.
~
This figure is robed and looks almost human.  Then you notice his eyes, they
glow green in this light.  His gaze challenges you to either attack or leave
him in peace.  He holds himself with confidence and you realise it would no
easy matter to defeat him.
~
3 0 -900 C
48 22 0 48d48+960 6d8+8
624 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51419
grell brain~
the grell~
A large ugly floating brain with a beak wants to be fed
~
The appearance of this dreadful creature is fearsome indeed: a body like a
giant exposed brain approximately five feet in diameter and with a frontal
beak, below which trail ten six foot long tentacles hang.  The body of the
grell is a drab olive colour streaked with white; the tentacles are pale
olive-green.  This grell is the beloved pet of the beholder.
~
35 0 -750 C
46 22 0 46d46+920 4d6+9
598 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51420
barkeep bartender~
the barkeep~
The barkeep stands here ready to help you if you can pay
~
You are looking at the barkeep of the gemstone.  This is his establishment,
and you get the feeling if you do anything destructive or stupid he will
make you pay.
~
3 0 0 C
60 22 0 60d60+1500 7d9+12
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51421
patron duergar~
the duergar patron~
A duergar sits here drinking ale while staring at you.
~
This duergar stares right back at you as you check him over. He would stand
about four feet tall at max you figure.  Built like an ox this guy could
easily pick you up.  You figure he frequents the Gemstone since he just
seems to fit in.
~
65 0 -500 C
11 22 0 11d11+55 1d1+3
143 0
112 112 1
7 7 6 8 7 7 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51422
patron drow~
the drow patron~
A drow sits here quietly minding his own business.
~
The drow doesn't seem to be looking at anything at all.  His dark skin
blends in with the murky lighting.  The drow looks quick and deadly.
~
3 0 -600 C
13 22 0 13d13+65 2d1+1
169 0
112 112 1
7 6 7 7 7 7 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51423
patron human~
the human patron~
A human is sitting here very drunk and very loud.
~
This drunk is a slob, he has no life.  You can tell that he is fat and out of
shape, the only thing going for him is the fact that he looks strong.  He has
a gut that hangs out right over his belt, and a few scars on his face
~
65 0 -250 C
14 22 0 14d14+70 2d2+2
182 0
112 112 1
6 7 6 8 6 8 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51424
adventurer caris~
Caris~
Caris the experienced adventurer sits here watching you.
~
Caris looks to be a well seasoned adventurer, he has much equipment that he
has taken care of.  Caris is human and has dark brown hair, he is quite good
looking.  His eyes are green and seem to hold the key to power in them.
~
3 0 0 C
22 22 0 22d22+220 3d5+4
286 0
112 112 1
10 8 8 10 9 9 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51425
adventurer antryg~
Antryg~
Antryg sits here sipping on his beer.
~
Antryg is dressed in long robes that cover up his body.  You can't tell how
built he is, but you do know he looks very deadly and dangerous.
~
3 0 0 C
22 22 0 22d22+220 2d4+4
286 0
112 112 1
9 10 9 9 9 10 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51426
gremlin form dark~
the gremlin~
A small dark form jeers at you from the shadows.
~
You are looking at a small ugly creature. It is staring right at you, with
beady yellow eyes. It's skin is a dark greenish colour and looks to be slimy.
This little fellow has nasty little teeth and questing hands that pick up
anything.
~
69 0 -50 C
17 22 0 17d17+85 2d2+3
221 0
112 112 0
8 8 7 9 8 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51427
creature slime~
the slime creature~
A weird shape made of slime flows along the wall.
~
The slime is green and oozes slowly down the wall onto the floor. You look
closely and notice with a start that it seems to be alive. The slime is slowly
eating it's way through the wall and floor.
~
65 0 0 C
20 22 0 20d20+100 2d3+4
260 0
112 112 0
9 9 8 8 9 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51428
huge rat~
the huge rat~
A huge rat about five feet long stares right at you.
~
This is an incredibly huge rat, you have never seen anything comparable
on the surface.  The rat has green eyes that seem to shimmer with hatred.
The rat's fur is black and brown and very dirty.
~
65 0 0 C
19 22 0 19d19+95 3d3+5
247 0
112 112 0
7 8 9 9 8 8 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51429
jinxkin humanoid~
the jinxkin~
A small dirty humanoid form peers down at you from the rafters.
~
Before you stands what looks like a diminutive human wearing baggy
clothing and an ill-fitting leather helmet.  You realise right away, this is
one of the "little people" who cause trouble.  You then notice this jinxkin
has dirty but sharp nails.
~
69 0 -400 C
22 22 0 22d22+220 2d2+3
286 0
112 112 1
9 10 8 10 9 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51430
jermlaine human form~
the jermlaine~
A short human form watches you from the shadows.
~
You see a small ugly human form.  It is wearing baggy clothing and an ill-
fitting leather helmet.  The jermlaine is close enough to notice that the
clothing isn't actually clothing but it is folds of skin and the helmet is just
the head, all leathery and smooth.  The limbs of this creature are knotty
and bowed, with hands and feet tipped with thick nails which are filthy.
~
69 0 -600 C
21 22 0 21d21+210 1d4+5
273 0
112 112 1
9 10 10 8 10 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51431
bodak humanoid~
the bodak~
A grey skinned demonic humanoid sits on the throne waiting for you.
~
Before you stands a bodak, rarely seen on this plane.  The bodak you
figure was summoned by a mage and quickly defeated him.  The bodak
has dark grey, pearly skin.  It's muscular body has no hair, and the head is
long with oddly distorted features.  The eyes are milky-white, vertical
ovals of large size.
~
3 0 -999 C
45 22 0 45d45+900 3d6+10
585 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51432
mage corpse powerful mage~
the mage~
The sucked corpse of a once powerful mage rises to attack.
~
This mage once summoned a bodak, his greatest achievement. The mage then found
out just how little his own power was. The bodak sucked his life away and left
him as this husk, skin that clings to the bones.  The mage stares at you, his
eyes bloodshot and sunken into their sockets.
~
35 0 -500 C
38 22 0 38d38+570 5d8+5
494 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51433
iron golem statue human~
the iron golem~
A huge iron statue of a human stands to the side.
~
This looks to be an iron statue of a human.  The statue stands a good
fifteen feet tall.  In fact it almost looks as if it can move.  You then glance
at it's eyes and notice with a shock that they are watching you.
~
3 0 0 C
40 22 0 40d40+600 4d6+9
520 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51434
stone golem statue large~
the stone golem~
A large stone statue stands waiting next to the wall.
~
This is a large stone statue of a man.  The statue stands ten feet tall and
looks powerful enough to rip off your head without straining.  The statue
looks as if it is watching you.
~
3 0 0 C
39 22 0 39d39+585 5d5+6
507 0
112 112 0
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51435
human warlord itreres huge man~
Itreres~
A huge man rests here watching you as your barge into his room.
~
This is Itreres, a guest of the bodak.  He comes here hoping to forge an
alliance with one of the most powerful figures in the underdark.  Itreres is
a bear of a man, he ripples with muscles.  He has scars all over his arms
and you are pretty sure all over his body.
~
3 0 -500 C
42 22 0 42d42+840 3d8+9
546 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51436
imp small~
the imp~
A small imp is here spying for the bodak.
~
This is a small imp who has become the familiar of the bodak.  He is the
eyes and ears of the bodak, if the bodak so desires.
~
67 0 -750 C
39 22 0 39d39+585 5d7+6
507 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51437
minor demon babau dark twisted form~
the babau~
A dark twisted form a demon is ready to devour you.
~
Before you stands a demon of incredible horror.  The demon has a horn-like
growth that projects from the back of the skull.  The demon is tall and
appears much as a skeleton in form-fitting black leather.  Its extremities
are larger than normal, however.  Its feet, hands, and head are the size of
a hill giant's.  The taloned fingers are deadly.  This is the babau.
~
37 0 -1000 C
40 22 0 40d40+600 5d8+8
520 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51438
servant~
the servant~
A servant stands off to the side ready to serve his master.
~
This is a servant.  He is ready to serve whomever his current master is.
~
67 0 0 C
10 22 0 10d10+30 1d2+3
130 0
112 112 1
8 6 8 7 6 6 6
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51439
gibbering mouther lump~
the gibbering mouther~
A lump of earthy material lies in the corner.
~
The so called lump is in fact a gibbering mouther.  The gibbering mouther
is an amoeboid-like form of life, composed of all mouths and eyes.  The
thing looks like a large blob that has eyes and mouths all over it, the blob
is basically earthy in colour.
~
37 0 -1000 C
41 22 0 41d41+820 5d4+9
533 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51440
worker luscious female~
the worker of the night~
A luscious female offers her services to you.
~
You behold a beautiful girl who is yours to command.. for a price.  You
realise if you touch the goods her "boss" will be mighty upset.
~
5 0 0 C
12 22 0 12d12+60 3d1+1
156 0
112 112 2
7 7 7 6 6 8 6
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51441
maid beautiful woman~
a maid of passion~
A truly beautiful woman offers to serve your every desire.
~
This woman is dressed in what you think is a maid's costume.  She is very
beautiful and her shape awakens your desire.  She looks disappointed when s
he realises that you haven't paid for her services and ignores you from
then on.
~
5 0 0 C
13 22 0 13d13+65 3d2+2
169 0
112 112 2
6 7 7 7 6 7 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51442
granter handsome man~
a granter of pleasure~
A very handsome man stands ready to grant you anything you want.
~
This man is truly amazing.  He is muscular and well built.  Everything about
him is perfect.  He looks you over and licks his lips indicating he's ready
when you have paid up.
~
5 0 0 C
11 22 0 11d11+55 1d2+3
143 0
112 112 1
7 7 7 7 6 7 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51443
noble customer~
a preferred customer~
A slobbering man of noble birth has obviously been here before.
~
This a noble who has a bit too much time on his hands.  He has spent quite
a fortune in this establishment.  He is a little overweight and his belly
spills over his pants.
~
5 0 0 C
14 22 0 14d14+70 3d2+1
182 0
112 112 1
7 7 8 7 8 6 6
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51444
man pimp~
the pimp~
A man sits behind the desk waiting for you to pay for the services.
~
This the pimp of the girls and guys of this establishment.  He wears
expensive jewellery and has a few gold teeth.  He seems nice enough here
but you realise that he must be a terror to his underlings.
~
5 0 -1000 C
16 22 0 16d16+80 2d3+1
208 0
112 112 1
9 9 7 9 9 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51445
halfling patron~
the halfling patron~
A halfling sits here drinking ale watching the crowd carefully.
~
This halfling is just like any other, short and diminutive.  The only
difference being this halfling looks to be very dangerous.  He seems to
have the confidence that one could only find if he had been brought up on
the streets of this foul city.
~
3 0 -500 C
13 22 0 13d13+65 1d2+2
169 0
112 112 1
6 8 6 7 8 7 6
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51446
half-orc patron~
the half-orc~
A half-orc sits here leering at all who pass.
~
This half-orc is extremely built with many scars over it's ugly visage.  The
half-orc has a huge nose and it's teeth are yellow and fang like.  The
half-orc is guzzling down the ale looking for trouble.
~
3 0 -900 C
11 22 0 11d11+55 1d2+4
143 0
112 112 1
6 7 6 7 8 6 8
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51447
gnome svirfneblin patron~
the svirfneblin patron~
A deep gnome sits here watching his back.
~
This deep gnome sits at the table watching for suckers to prey upon.  His
skin is grey and his eyes are also grey.  He looks to be very dangerous.
~
3 0 -750 C
12 22 0 12d12+60 2d2+2
156 0
112 112 1
7 7 7 7 8 8 6
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51448
inn keeper~
the inn keeper~
The inn keeper stands ready behind the bar for your order.
~
The inn keeper is huge and looks to be very very deadly should you not pay up
for food eaten.  Apart from that the inn keeper is a very kind person who
listens patiently to the stories of the adventurers that pass through here.
~
3 0 0 C
60 22 0 60d60+1500 6d8+11
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51449
duergar limbeck adventurer~
Limbeck~
A duergar adventurer sits here telling his heroic tales to those around.
~
Before you sits a duergar of impressive build.  From the mutterings around
you know his name is Limbeck, a hero down here.  He has reputedly killed
a purple worm single handed.
~
3 0 -500 C
33 22 0 33d33+495 3d5+4
429 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51450
gnome geg adventurer~
Geg~
A deep gnome adventurer is resting on the bed.
~
This deep gnome goes by the name Geg, which you overheard while
walking through the inn.  He is one of the heroes of this city, and for that
reason many people are after his life.
~
3 0 -600 C
30 22 0 30d30+300 4d3+7
390 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51451
drow drevlin warrior~
Drevlin~
A drow warrior sits here watching you carefully.
~
This is Drevlin, one of the drow's most powerful warrior.  He once
defeated the drow weapon's master without a weapon.  He is very ruthless
and quick. His dark skin and pointed ears makes him look like a demon.
~
3 0 -999 C
31 22 0 31d31+465 4d7+6
403 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51452
half-orc jarre~
Jarre~
A half-orc of incredible size growls a challenge at you.
~
This half-orc goes by the name Jarre.  He is huge and very very ugly.  He is
the champion of this facility, although the inn keeper doesn't allow him to
fight inside the inn, Jarre has crushed many an opponents skull just outside
the door.
~
3 0 -999 C
30 22 0 30d30+300 3d4+6
390 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51453
serving wench~
the serving wench~
A serving wench hurries from table to table fulfilling orders.
~
Tired and exhausted, this girl is not that pretty to look at.  You wonder what
she would be like if hadn't been worked to the bone for about three years now.
Her hair you figure hasn't been washed for a few days now, although that is
better than you yourself.
~
3 0 0 C
13 22 0 13d13+65 1d1+2
169 0
112 112 2
8 8 6 6 6 7 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51454
slave dealer~
the Slave Dealer~
The slave dealer stands ready to sell you slaves.
~
The slave dealer is huge and looks mighty mean.  He patiently waits for
you to decide on which slave you wish to buy.
~
3 0 900 C
60 22 0 60d60+1500 5d10+13
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51455
slave trader~
the slave trader~
A slave trader wonders if you are a perspective buyer.
~
The slave trader deals in slaves.  This trader is obviously very wealthy
sporting much jewellery that he has garnished from this prosperous
trading.
~
5 0 -500 C
23 22 0 23d23+230 3d5+5
299 0
112 112 1
9 9 9 9 9 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51456
merchant slave buyer~
a slaver buyer~
A merchant looks ready to buy all the slaves he sees.
~
The merchant has a cruel look in his eye, he looks like the type of master
that any slave would dread.
~
5 0 -900 C
21 22 0 21d21+210 3d5+5
273 0
112 112 1
9 9 9 10 8 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51457
orc slave~
the orc slave~
An orc slave stands here waiting for orders.
~
The orc slave looks none to pleased about being a slave.
~
7 0 0 C
18 22 0 18d18+90 3d2+4
234 0
112 112 1
9 9 8 8 8 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51458
goblin slave~
the goblin slave~
A goblin slave waits for his orders.
~
The goblin slave watches you with distrust and hatred.
~
7 0 0 C
18 22 0 18d18+90 2d4+2
234 0
112 112 1
8 8 8 8 8 8 7
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51459
male human slave~
a male human slave~
A male human slave waits for his orders.
~
A male human slave stands before you with his back rigid, his spirit hasn't
been broken... yet.
~
7 0 0 C
19 22 0 19d19+95 2d4+4
247 0
112 112 1
9 7 8 9 9 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51460
female human slave~
the female human slave~
A female human slave waits for her orders.
~
A female human slave stands before you watching you carefully.
~
7 0 0 C
11 22 0 11d11+55 2d2+1
143 0
112 112 2
7 7 8 7 7 8 7
0 0 0 0 0
3 3 0 1 1 2 0
0 0 0 0 0 0 0 0
#51461
kobold slave~
The kobold~
A small kobold stands ready.
~
A small kobold looks like a strong fierce fighter.
~
7 0 0 C
20 22 0 20d20+100 2d4+4
260 0
112 112 1
9 10 9 9 10 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51462
elf slave~
the elven slave~
An elven slave stands ready for orders.
~
The elven slave looks as if he would defend his master, if he had to.
~
7 0 0 C
24 22 0 24d24+240 4d4+4
312 0
112 112 1
9 9 9 9 9 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51463
dwarf slave~
the dwarven slave~
A dwarven slave stands ready for his orders.
~
The dwarven slave looks outright rebellious, but you realise he would fight
if ordered to.
~
7 0 0 C
26 22 0 26d26+260 3d5+5
338 0
112 112 1
10 9 9 11 9 10 11
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51464
bar tender large man~
the bartender~
A large man stands behind the counter ready to take your order.
~
Before you stands a large man who has seen everything in his life.  He is a
retired adventurer and can defeat any mortal who would be idiotic enough
to attack him.
human~
3 0 0 C
60 22 0 60d60+1500 5d9+12
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51465
drow adventurer prax~
drow adventurer Prax~
A drow adventurer sits with his party watching you.
~
This adventurer's name is well known in this establishment, he goes by the
name Prax.  He is an accomplished mage, and seems to breathe magic.
~
3 0 -500 C
28 22 0 28d28+280 3d6+6
364 0
112 112 1
11 11 11 10 9 11 11
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51466
drow warrior thespan~
Thespan~
A drow warrior watches you keenly while sipping his ale.
~
This drow is a very strong warrior.  He has never been defeated in his
entire career.  He goes by the name Thespan.
~
3 0 -600 C
26 22 0 26d26+260 5d5+5
338 0
112 112 1
11 11 10 9 10 10 11
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51467
drow thief endolar~
Endolar~
A drow thief sits at the table with his companions watching you.
~
This drow is not to be trusted, he has a well earned reputation of being
able to steal anything off of anyone.  Maybe you should check your gold.
~
3 0 -600 C
26 22 0 26d26+260 2d2+4
338 0
112 112 1
10 10 11 9 11 9 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51468
gnome mage snaromba~
Snaromba~
A deep gnome mage sits quietly watching you with disinterest.
~
This gnome has just begun to build herself a reputation.  She is has just on
the threshold of becoming powerful, no easy feat in the Underdark.  She is
clearly very intelligent and cunning.
~
3 0 -600 C
16 22 0 16d16+80 3d2+2
208 0
112 112 1
8 7 7 8 9 8 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51469
gnome thief anmictes~
Anmictes~
A deep gnome thief sits back guzzling ale and chats with his companions.
~
This gnome is a part of this adventuring group that is just on the verge of
becoming a powerful force in the Underdark, given a few more years and they
will be a force to be reckoned with.  Knowing this one of the city's
beholder's has outfitted them and protects them.
~
3 0 -700 C
15 22 0 15d15+75 1d3+3
195 0
112 112 1
7 8 8 9 7 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51470
duergar warrior emba~
warrior Emba~
A duergar warrior drains his ale with his fellows.
~
This warrior's name is Emba. Although this group is a strange sight in the
Underdark due to their different races they work well together. You wonder
if this group is an indication that the under world races may be getting
closer together, which would be a very bad thing for the surface races.
~
3 0 -800 C
17 22 0 17d17+85 1d3+4
221 0
112 112 1
7 9 8 8 9 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51471
drow thief shillikif~
Shillikif~
A drow thief sits with his companions and watches you.
~
This drow thief has just begun to give himself a name in the Underdark.
From the conversations around you, you figure his name is Shillikif.  This
group has reputedly found a way into the githzerai keep from the Underdark.
~
3 0 -700 C
16 22 0 16d16+80 2d3+4
208 0
112 112 1
9 8 7 8 8 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51472
drow yie'stei watchful mage~
drow Yie'Stei~
Yie'Stei the watchful mage waits for you to buy something.
~
Yie'Stei is a drow mage of some repute, he's been able to maintain this shop
even while others have tried to take it from him.  He has a very profitable
business going.
~
3 0 0 C
50 22 0 50d50+1000 5d9+11
650 0
112 112 1
16 16 16 16 16 16 16
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51473
drow zae'tres~
drow Zae'tres~
Zae'tres watches you, waiting for you to buy something.
~
Zae'tres is a drow merchant who has a booming trade here in the
Underdark.  When the town was first established he quickly realised that
there would be a profitable trade in selling arms, especially drow arms to
those who visit this unique city.
~
3 0 0 C
60 22 0 60d60+1500 6d10+12
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51474
duergar raesarnt~
duergar Raesarnt~
Raesarnt the duergar armourer waits patiently on you.
~
Raesarnt is a duergar who is now making a bundle in dealing with armour and
selling it at a ridiculous price.  Raesarnt is a stocky little fellow who
obviously has been through a lot in his life.  He walks with a quiet
confidence of one who has seen everything and knows nothing can best him.
~
3 0 0 C
60 22 0 60d60+1500 5d9+12
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51475
satori human jeweller~
human Satori~
Satori the jeweller waits to buy what you have to offer her.
~
Satori is one of the few female merchants of the Underdark.  It is rumoured
that she killed all her rivals by murdering them while they slept.  She is
a beautiful lady who always gets her way.
~
3 0 -999 C
40 22 0 40d40+600 5d5+9
520 0
112 112 2
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51476
jiestis svirfneblin deep gnome~
Jiestis~
Jiestis watches you to see that you steal nothing and pay for all.
~
Jiestis is a svirfneblin, a deep gnome.  He sells many varieties of roots and
mushrooms to those of the Underdark.  It is rumoured that some of his food has
healing properties.  Jiestis is a small figure who is easy to overlook, yet he
seems to be very very powerful, not a person to mess with.
~
3 0 0 C
49 22 0 49d49+980 4d6+9
637 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51477
svirfneblin gnome~
the svirfneblin~
A svirfneblin looks at you with hatred and mistrust.
~
This svirfneblin or deep gnome has taken sanctuary in the embassy. By the way
he is acting you figure he is running from something. He is dressed is dark grey
clothing and stands a good five feet tall.
~
67 0 -500 C
17 22 0 17d17+85 2d2+4
221 0
112 112 1
8 8 8 9 8 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51478
svirfneblin dignitary~
the svirfneblin dignitary~
A svirfneblin dignitary looks up surprised by your entry.
~
This is a svirfneblin dignitary who is using the embassy as a place of rest.
He has just been rather shaken up by his visit to the drow city and has come
here to find comfort in the safe walls of this building. He is dressed in
different shades of grey and sports a nice looking necklace.
~
67 0 -500 C
16 22 0 16d16+80 2d3+3
208 0
112 112 1
8 8 8 8 8 7 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51479
svirfneblin caretaker~
the caretaker~
The caretaker of the embassy watches you with mistrust.
~
This is the caretaker of the embassy.  It is his duty to make sure that the
building is kept clean and open all year round.  He was once a powerful figure
in his homeland, but he fell out of favour and was sent here.  He does his
duty with a fanatic pride.
~
3 0 -700 C
17 22 0 17d17+85 2d2+4
221 0
112 112 1
8 7 8 7 8 8 7
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51480
footpad~
the footpad~
A footpad slinks through the shadows.
~
This is one of the younger thieves of the guild.  He has considerable
experience, like all the thieves in the Underdark.  Although he has plenty
of experience his skills aren't refined like those of his superiors.
~
1 0 -450 C
16 22 0 16d16+80 3d3+3
208 0
112 112 1
8 8 9 9 8 7 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51481
cutpurse~
the cutpurse~
A cutpurse moves silently through the shadows.
~
This thief has begun his climb to the top.  He has just begun to prove himself
to the guild, by working the streets he is looking for that perfect steal
or kill.
~
129 0 -600 C
17 22 0 17d17+85 3d4+4
221 0
112 112 1
7 8 8 7 9 7 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51482
filcher~
the filcher~
A filcher walks silently along the street.
~
This figure is a thief of minor repute.  He's been in the city for awhile now
and knows who to pick on.  He is lean but covered in muscles, with many scars
from countless fights.
~
129 0 -600 C
18 22 0 18d18+90 3d1+2
234 0
112 112 1
7 9 8 7 7 8 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51483
rogue~
the rogue~
A rogue disappears amongst the shadows.
~
This thief is on the threshold of becoming a high ranking member of the
guild.  He only has to make his name even and bigger, and thus he is
willing to take greater risks.
~
129 0 -700 C
19 22 0 19d19+95 3d4+5
247 0
112 112 1
8 9 9 9 8 7 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51484
sharper~
the sharper~
A sharper guards the entrance to the guild.
~
This thief has finally made it into the guild itself.  Although just a guard,
he is proud to be in the guild's main building.  He will defend the guild
with his life.
~
35 0 -500 C
21 22 0 21d21+210 2d3+5
273 0
112 112 1
10 8 9 9 9 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51485
magsman thief~
the magsman~
A thief rests in the comfort of the guild.
~
This thief is dressed richly and has lots of money.  He is very confident in
his ability to both kill and steal.  He lives in the guild where the head thief
can watch him.
~
3 0 -500 C
23 22 0 23d23+230 3d6+3
299 0
112 112 1
9 9 8 9 8 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51486
master thief~
the master thief~
A master thief sits here watching you carefully.
~
This thief is one of the most powerful figures of the guild.  He is dressed in
silk and has many items of jewellery.  The thief movements are as fluid as
water, he seems to flow rather than move.
~
3 0 -700 C
25 22 0 25d25+250 3d3+7
325 0
112 112 1
10 11 10 11 9 11 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51487
head thief~
the head thief~
The head thief stares at you daring you to challenge him.
~
This is the head of the guild.  He isn't that tall nor impressive in size.  But
he has a quiet certainty about him, all his movements are precise and
calculated.  The thief has a cunning that made him the head of this guild,
and he makes sure non of the other thieves gets near him in power.
~
3 0 -1000 C
47 22 0 47d47+940 6d6+9
611 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51488
guild's mage medalius~
mage Meliadus~
The guild's mage is resting here.
~
This is the thieve's guild main mage.  He is the only one who power
anywhere near that of the head's.  Meliadus is dressed in a long flowing
robe and lights the room with a rob shaped like a hand holding an orb.
~
3 0 -500 C
40 22 0 40d40+600 3d5+8
520 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51489
trainer~
the trainer~
The trainer of the thieve's guild stands here.
~
This is the trainer of the thieve's guild.  He is the one that helps the
thieves increase in ability and skill.  He is also the only member of the
guild who is stronger than the leader.
~
1027 0 0 C
50 22 0 50d50+1000 5d8+9
650 0
112 112 1
16 16 16 16 16 16 16
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51490
bravo assassin~
the bravo~
A bravo flits from shadow to shadow, ready to strike.
~
Before you stands a human of extreme danger, he is an assassin.  He is dressed
in black.  He is very skilled at the art of hitting the critical spot, so watch
your back.
~
67 0 -900 C
20 22 0 20d20+100 1d3+4
260 0
112 112 1
10 9 9 9 10 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51491
drow murderer assassin~
the murderer~
A drow murderer blends into the shadows watching for an opening.
~
This is a drow assassin, he blends into the shadows on each side of the
street.  You can barely make out his form as he moves silently, looking for
the opening.
~
67 0 -999 C
21 22 0 21d21+210 4d4+4
273 0
112 112 1
9 9 10 9 10 10 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51492
thug assassin~
the thug~
A thug looks at you looking to kill you.
~
This assassin is very dangerous, he is built and strong.  He flits in and out
of the shadows.  As an assassin he has the capability of nailing you with a
critical hit, watch your back and don't hang around.
~
67 0 -999 C
22 22 0 22d22+220 1d4+2
286 0
112 112 1
9 9 8 8 9 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51493
killer assassin~
the killer~
A killer steps in and out of the shadows.
~
Before you stands a killer of extreme power and might, although if you can
survive the first hit, you may be able to kill him.  Do not be deceived by
the match up, his strike is deadly.
~
67 0 -999 C
23 22 0 23d23+230 1d3+4
299 0
112 112 1
9 10 9 10 8 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51494
assassin~
the assassin~
An assassin dressed in black appears from the shadows.
~
This assassin is very dangerous.  There are very few creatures out there
who match up with the power of the assassin.  Should you take the time to
read all of this, I caution you to move right away.
~
67 0 -999 C
25 22 0 25d25+250 3d4+5
325 0
112 112 1
11 10 9 10 10 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51495
expert assassin~
the expert assassin~
An expert assassin watches you calmly, ready to strike.
~
This assassin has become extremely powerful and dangerous.  The assassin
is sheathed completely in black.  Wearing a mask you can not tell what this
assassin really looks like.
~
67 0 -999 C
27 22 0 27d27+270 4d4+6
351 0
112 112 1
10 10 10 9 10 10 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51496
senior assassin~
the senior assassin~
An assassin of extreme beauty and power waits for the perfect moment.
~
This assassin is ready to kill you if need be.  His list of victims is way too
long to write out.  One of the most powerful assassins of the land, he can
take out almost foe.
~
67 0 -999 C
29 22 0 29d29+290 4d3+5
377 0
112 112 1
10 11 9 9 11 11 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51497
prime assassin~
the prime assassin~
An assassin of exceptional power waits calmly to kill you.
~
This is one of the most powerful assassins in the realm.  His power goes
beyond just fighting, he is versed in the art of death.  He has practised
many long hours to learn how to hit the critical spot.
~
67 0 -999 C
31 22 0 31d31+465 3d4+8
403 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51498
guildmaster assassin~
the guildmaster~
An assassin of awesome repute stands here debating to kill you.
~
This is the most powerful assassin in the realm, he has the ability to kill
any mortal.  His price is extremely high, but he has never failed.
~
67 0 -999 C
46 22 0 46d46+920 5d7+8
598 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51499
assassin trainer~
the trainer~
The assassin's trainer stands here ready to help you progress.
~
This is a figure of extreme power.  He can defeat anything that walks the
land and is mortal.
~
1027 0 0 C
50 22 0 50d50+1000 6d7+9
650 0
112 112 1
16 16 16 16 16 16 16
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51500
darken beast large bat weasel~
the darken beast~
A disfigured cross between a large bat and a weasel screams at you.
~
This is creature is about five feet tall with wings that spread out ten feet
wide.  The wings are membrane and you can see the sickly green blood pulsating
through them.  The beast's eyes are a dirty reddish colour and the focus right
at you.
~
67 0 -500 C
44 22 0 44d44+880 6d8+7
572 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51501
skyzorr'n~
the skyzorr'n~
A skyzorr'n wanders about.
~
A skyzorr'n is a race of insectoid beings.  The skyzorr'n looks rather like a
large bipedal ant.  Its head is rather small but with two large compound eyes
and fair-sized mandibles.  No ears, as such, are present, but there are three
tiny, well covered holes on either side of the head.  The body is thin and
stick-like.  It has four arm/claw appendages, with reasonably developed
pincer-hands on the two uppermost and dagger-like claws on the two lower ones.
~
67 0 -600 C
45 22 0 45d45+900 6d7+8
585 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51502
dretch demon~
the dretch~
A dretch preforms the tasks Eurandus asks of it.
~
Before you stands a creature with a round, rubbery body and thin, spindly arms
and legs.  It has a small head set squarely on it's shoulders.  The hair is
sparse and bristly, the ears are lopped and they stick out.  The eyes are
slanted downward and the nose appears to be squashed.  The mouth is slack and
slobbering with many small fangs.
~
67 0 -800 C
46 22 0 46d46+920 6d5+9
598 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51503
platinum golem huge statue~
the platinum golem~
A huge statue made of platinum watches you as if it were alive.
~
This is a huge golem, but not like any you have seen before.  This golem is
made out of platinum and it looks to be very strong.  You wouldn't want to
end up in a battle with a foe like this if you were weak.
~
3 0 0 C
47 22 0 47d47+940 4d8+9
611 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51504
duergar merchant gulthac~
merchant Gulthac~
A powerful duergar merchant is here to buy weird creatures.
~
This is Gulthac who has a booming trade dealing with all sorts of grotesque
creatures, like the ones that Eurandus creates.  He is a powerful warrior and
is rarely beaten in a fight.
~
67 0 -800 C
46 22 0 46d46+920 5d8+8
598 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51505
mage eurandus~
mage Eurandus~
Eurandus stands before you in all his might...
~
Before you stand a figure who is very impressive.  He looks to be as strong
as the stronger fighter and as quick as any thief.  He has jet black hair
which he holds back in braids.  He is very handsome, but his eyes give
away his insanity.
~
3 0 -999 C
47 22 0 47d47+940 4d7+10
611 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51506
keeper~
the Keeper~
The Keeper stands here watching over his wards.
~
This man seems as if he comes from the earth, his visage seems to be
carved from the very stones of the underdark.  His gaze pierces through the
darkness between you and him and penetrates into your mind.  You can
tell that this man is extremely powerful.
~
3 0 0 C
49 22 0 49d49+980 4d8+9
637 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51507
xaren~
the xaren~
A xaren blends into the surrounding rock making it very hard to see.
~
The xaren is a relative of the xorn. The creature before you has three legs
and three appendages which serve as arms. Each of the appendages has three
large claws on them. On the top of the creature, where the head should be is
a huge gaping mouth. On both sides of the appendage facing you are two large
eyes. The skin of this creature looks just like rock and thus it seems to
fade into the background.
~
3 0 -500 C
48 22 0 48d48+960 6d8+10
624 0
112 112 0
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51508
cloaker cloak~
the cloaker~
A cloak rises off the floor and stares at you with two glowing eyes.
~
This is a cloaker, a shadow-dwelling, unearthly creature.  A cloaker resembles
a large semicircular cloak or blanket with two claw-like appendages at the
tips and a long, mace-like tail.  Black eyespots cover its back like buttons
on a cloak, and when the tail is hidden it is almost impossible to distinguish
from a real cloak. In the middle of the front is a large gaping mouth and two
glowing eyespots.
~
3 0 -999 C
48 22 0 48d48+960 6d6+10
624 0
112 112 1
15 15 15 15 15 15 12
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51509
human fighter rygar~
Lord Rygar~
A human fighter sits at a table minding his own business.
~
Before you sits Lord Rygar, a fighter of some repute.  People have said that
he once killed a wrym single handed.  He is a brute of a man, with muscles
rippling all over his body.  He sports a long black beard and his hair is
black. He looks very evil.
~
3 0 -800 C
25 22 0 25d25+250 3d4+4
325 0
112 112 1
9 11 11 10 10 9 11
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51510
half-orc thief orak~
half-orc Orak~
A half-orc sits with a human discussing terms for a job.
~
This is Orak, a half-orc thief. A member of the thieves guild, he operates
freely. Orak has a great name, although slow at times his remarkable dexterity
and intelligence has helped him become one of the leading thieves in the
Underdark.
~
3 0 -500 C
26 22 0 26d26+260 2d5+5
338 0
112 112 1
10 11 11 9 11 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51511
drow mage sabrakarn~
mage Sabrakarn~
A drow mage lies on the bed meditating.
~
This is Sabrakarn a drow mage. He has become a powerful force in the politics
of his homeland.  He is here to learn new destructive spells so he can become
the most feared drow in the land.
~
3 0 -700 C
26 22 0 26d26+260 3d3+5
338 0
112 112 1
11 9 9 11 10 11 11
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51512
svirfneblin fighter hangharid~
svirfneblin Hangharid~
A svirfneblin fighter rests on the bed.
~
This is Hangharid, a svirfneblin fighter.  He has vanquished many foes and
all his enemies fear him.  Even though he is a gnome, he has strength that
rivals that of an ogre.
~
3 0 -500 C
24 22 0 24d24+240 3d5+6
312 0
112 112 1
10 8 9 9 9 9 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51513
drow cleric sifrim~
cleric Sifrim~
A drow cleric sits cross legged on the ground.
~
Sifrim is one of the few powerful drow clerics.  He is dressed all in black
and stares at your with glowing eyes.  A dangerous fellow by far.
~
3 0 -800 C
25 22 0 25d25+250 2d4+6
325 0
112 112 1
11 10 10 11 10 10 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51514
duergar fighter wismarel~
duergar Wismarel~
A duergar fighter polishes his sword.
~
This is Wismarel, a duergar fighter.  Wismarel is here to find his fortune
and hopes to find many powerful magical items.
~
3 0 -500 C
26 22 0 26d26+260 3d5+5
338 0
112 112 1
10 10 9 10 10 9 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51515
human mage methuen~
mage Methuen~
A human mage opens his eyes as you barge into his room.
~
This is Methuen, a mage.  Methuen has come to the Underdark in search
of magical items to enhance his considerable magical prowess.
~
3 0 -400 C
27 22 0 27d27+270 1d5+6
351 0
112 112 1
10 10 10 10 10 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51516
human fighter cedrena~
fighter Cedrena~
A human fighter lies on her bed deep in thought.
~
This is Cedrena, a fighter. She seeks items of power and might to enhance
her fighting abilities. She is also seeking the fabled purple worms of
the Underdark.
~
3 0 -250 C
25 22 0 25d25+250 3d3+5
325 0
112 112 2
10 11 10 10 10 10 11
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51517
inn keep~
the inn keep~
The inn keep stands ready to take your order.
~
This is the inn keep of the Traveller's Den.  He makes sure everyone gets
what they want and provides soft beds for those who wish to stay here.
~
3 0 0 C
60 22 0 60d60+1500 7d9+12
780 0
112 112 1
17 17 17 17 16 17 17
0 0 0 0 0
3 3 0 1 1 5 0
0 0 0 0 0 0 0 0
#51518
clan member demon~
the demon clan member~
A member of the demon clan watches you warily.
~
Before you stands a human who is dressed in black and red.  He has dedicated
his life to serving the demons of the abyss.  His eyes glow with fanatical
desire to be one with the demons.
~
67 0 -500 C
17 22 0 17d17+85 4d3+1
221 0
112 112 1
7 9 8 8 9 8 7
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51519
demon clan mage~
a demon clan mage~
A clan mage walks about lost in thought.
~
This is one of the clan mages, he is dressed in flowing red and black robes.
He is also wearing red and black bracers.
~
67 0 -600 C
21 22 0 21d21+210 3d4+5
273 0
112 112 1
9 9 10 10 10 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51520
demon clan fighter~
a demon clan fighter~
A fighter dressed in black and red platemail watches you.
~
Before you stands an impressive fighter who is sheathed completely in
black and red platemail.  He wields a glowing blade that seems to be
possessed by an evil force.
~
3 0 -900 C
23 22 0 23d23+230 1d4+5
299 0
112 112 1
10 9 9 9 8 8 8
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51521
demon summoner~
the demon summoner~
A summoner stands here chanting to bring a demon to this plane.
~
This mage is dressed in a flowing black and red robe.  His eyes glow with
the power that is coursing through his body as he attempts to bring demons
to this plane of existence.
~
3 0 -600 C
27 22 0 27d27+270 3d5+4
351 0
112 112 1
11 10 11 11 10 9 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51522
cambion~
the cambion~
A cambion stands off to the side watching carefully.
~
Before you stands a cross between a demon and a human.  His build is stocky and
strong.  He has scaly skin and fangs.  Small fangs protrude from his head.
~
67 0 -999 C
30 22 0 30d30+300 3d6+7
390 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51523
noble cambion~
a noble cambion~
A cambion dressed richly stares right at you.
~
Before you stands a noble cambion.  These happen when a human female mates
with a demon lord.  He looks very human, just the glowing red eyes and dark
skin give him away.  He opens his mouth and you notice small red fangs
instead of teeth.
human~
67 0 -999 C
35 22 0 35d35+525 2d5+5
455 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51524
clan head irmugar~
Irmugar~
The head of the clan stands here devising a plan to rule the world.
~
This is Irmugar the clan leader.  He got to this position by killing the
former leader and conspiring with many of the demon lords.  With their support
he took control of the clan and now is attempting to open permanent gates
to the abyss so the demons can come and go as they please.
~
67 0 -999 C
37 22 0 37d37+555 3d7+8
481 0
112 112 1
14 14 14 14 14 14 14
0 0 0 0 0
3 3 0 1 1 4 0
0 0 0 0 0 0 0 0
#51525
large demon hezron~
the hezron~
A large demon springs at you.
~
Before you stands an ugly demon.  His skin is dark green with splashes of red.
His eyes glow green in the light. His skin is smooth and shimmers in the light.
He stands about six feet tall and four feet across.  Down his back he has
spikes and his hands end with large claws.
~
33 0 -999 C
25 22 0 25d25+250 4d4+5
325 0
112 112 1
11 9 10 9 11 10 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51526
eye of fear and flame~
an eye of fear and flame~
A weird hooded human stares at your a large glowing red eye.
~
The eye of fear and flame is a hooded man-sized figure.  You can't see the
face since the interior of the hood is an opaque black screen.  You can sense
an aura of pure evil emanating from this creature.
~
67 0 -999 C
25 22 0 25d25+250 5d3+6
325 0
112 112 1
10 11 10 10 10 11 9
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51527
revenant~
the revenant~
A revenant wanders the street searching for revenge.
~
This humanoid figure presents a pale, corpse-like appearance, with pallid
skin drawn tightly over hollow cheekbones; its flesh is unusually cold and
clammy.  Its eyes - sunken in the face - are dull and heavy lidded.
~
67 0 -500 C
25 22 0 25d25+250 4d4+5
325 0
112 112 1
11 10 10 11 11 11 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#51899
eye killer~
the eye killer~
An eye killer rests in the shadows.
~
This creature has a bat-like upper torso on the body of a large snake.  Its
stunted wings cannot support flight.  The upper part of its body is a dark
grey-green while the lower part is a medium green flecked with dull yellow.
Its eyes are disproportionably large and apparently lidless.
~
67 0 -700 C
24 22 0 24d24+240 4d4+4
312 0
112 112 1
9 9 10 10 9 9 10
0 0 0 0 0
3 3 0 1 1 3 0
0 0 0 0 0 0 0 0
#0


#OBJECTS
#51400
scale eye~
scale of the enforcer~
A brown scale glitters somewhat in the lighting.~
~
9 4 9
0 0 9 13 3 0
240 8619 861
A
1 1
A
13 1
#51401
blood eye~
blood shot eye~
A blood shot eye that looks half mad.~
~
3 1 16385
22 2 2 -1
20 2399 239
'NONE'
#51402
eye slime~
slime of the enforcing eye~
Brown putrid slime lies here.~
~
10 64 1
23 -1 -1 -1 78 0
50 13400 1340
'protection' 'poison' 'continual light'
#51403
eye justice~
a huge eye of justice~
The ripped out eye of the enforcer beholder.~
~
4 1 16385
20 2 2 -1
120 3400 340
'NONE'
#51404
eye stalk beholder~
beholder's eyestalk~
An eyestalk of a beholder.~
~
4 1 16385
20 2 2 -1
110 3400 340
'cure poison'
#51405
gnome mace~
glinting gnome mace~
A dull greyish mace of gnomish design.~
~
5 256 8193
13 0 0 4 5 0
210 1200 120
A
13 1
A
18 1
A
19 1
#51406
drow sword darkness~
sword of darkness~
A drow blade seems to cast a shadow of darkness around it.~
~
5 4 8193
13 0 0 6 1 0
170 1050 105
A
1 1
A
18 2
#51407
grey helm~
dark grey helm~
A helm of duergar make lies abandoned off to the side.~
~
9 64 17
0 0 7 13 2 0
120 3840 384
A
1 1
A
19 1
#51408
sleeves knowledge~
sleeves of knowledge~
Sleeves that bear many arcane signs rest here.~
~
9 96 257
0 0 11 13 2 0
50 18940 1894
A
3 1
A
12 15
#51409
blood stone~
a piece of polished blood stone~
A small polished stone that has flecks of red in a dark green base.~
~
8 4 1
124 13 0 0
1 1000 100
#51410
breast plate~
breast plate of strength~
A breast plate emits an aura of power.~
~
9 65 9
0 0 11 13 4 0
95 15640 1564
A
1 2
A
13 20
A
18 1
A
19 1
#51411
holy symbol xevior~
a shining holy symbol of Xevior~
A holy symbol of Xevior floats above the ground.~
~
9 898 16385
0 0 12 13 2 0
20 17559 1755
A
4 2
#51412
leather pants~
ripped leather pants~
A pair of dirty ripped leather pants lies abandoned on the floor.~
~
9 4 33
0 0 6 13 2 0
120 2380 238
#51413
purple worm scale~
small purple worm scale~
A small scale from a purple looks as if it can be worn on the arm.~
~
9 128 4097
0 0 11 13 2 0
10 16641 1664
A
13 25
A
18 4
#51414
huge purple worm scale~
huge purple worm scale~
A huge purple worm scale lies discarded off to the side.~
~
9 4 513
0 0 12 13 2 0
20 18743 1874
A
12 20
A
13 15
A
19 4
#51415
gauntlet eye~
gauntlets of the eye~
A pair of gauntlets with the design of an eye on them rest here.~
~
9 1 129
0 0 12 13 2 0
259 18499 1849
A
13 10
A
18 2
#51416
helm eye~
helm of the eye~
A helm lies here with a huge eye centred on it.~
~
9 1 17
0 0 12 13 3 0
30 19858 1985
A
5 2
A
12 15
A
13 15
A
17 -5
A
24 -2
#51417
pin~
a very sharp pin~
A small pin glints in the light.~
~
5 32 8193
13 0 0 2 8 0
20 4666 466
A
1 -3
A
13 -15
A
18 2
A
19 1
#51418
muck branch~
very muddy branch~
A branch covered in muck lies discarded off to the side.~
~
5 2178 8193
13 0 0 7
150 300 30
A
2 -2
A
18 -5
A
19 2
#51419
dart~
a small deadly dart~
A little dart lies on the ground.~
~
5 32 8193
13 0 0 2
30 3008 300
A
1 -2
A
3 1
A
18 2
#51421
girth~
girth of protection~
A girth lies here glowing softly with power.~
~
9 4161 2049
0 0 11 13 2 0
300 19999 1999
A
13 10
A
17 -10
#51422
eyes~
dull eyes~
Two small eyes that have lost their shine wait to be used.~
~
9 4227 17
0 0 10 13 2 0
100 12652 1265
A
4 -3
A
24 -1
#51423
iron sword~
an Iron Sword~
A very large sword made out of iron lies ready.~
~
5 2 8193
13 0 0 1 1 0
150 18200 1820
A
1 2
A
13 10
A
18 2
A
19 4
#51424
stone mace~
a Huge Stone Mace~
A large mace made completely of stone waits to be used.~
~
5 2 8193
13 0 0 3 5 0
240 13542 1354
A
1 1
A
18 2
A
19 3
#51425
shield~
Black Shield of Protection~
A black shield waits to protect it's owner.~
~
9 4354 513
0 0 11 13 4 0
300 18450 1845
A
17 -15
#51426
stone~
a small black stone~
A very small black stone almost escapes your notice.~
~
9 6244 65537
0 0 0 13 1 0
10 12000 1200
A
1 -3
A
5 -3
A
14 -150
A
18 -5
A
19 -5
#51427
horn~
Demon Horn~
A glowing demon horn waits to be wielded.~
~
5 513 8193
13 0 0 11
120 15400 1540
A
17 -10
A
18 1
A
19 4
#51428
translucent robe~
Translucent Robe~
A semi-transparent robe lies on the floor.~
~
9 256 1025
0 0 5 13 1 0
10 899 89
A
5 1
A
13 10
#51429
belt~
Belt of Pleasure~
A thin belt lies on the ground offering you much joy.~
~
9 256 2049
0 0 4 13 1 0
120 999 99
A
2 1
#51430
noble ring~
Ring of Nobility~
A small beautiful ring is ready to worn.~
~
9 256 3
0 0 6 13 1 0
20 1099 109
A
3 -2
A
13 5
A
19 1
#51431
gold teeth~
Gold Teeth~
A couple golden teeth wait to be used.~
~
9 256 17
0 0 6 13 1 0
70 3405 340
A
1 -1
A
19 2
#51432
broken bottle~
a broken bottle~
A broken bottle lies on the ground.~
~
5 4 8193
13 0 0 0
20 1642 164
A
2 -1
A
19 2
#51433
dusty boots~
a pair of dusty boots~
A pair of dusty boots lie forgotten on the ground.~
~
9 4100 65
0 0 9 13 2 0
80 8699 869
A
2 -3
A
14 -50
A
19 -3
#51434
gnome hat~
a gnome hat~
A gnome hat rests here just waiting to be taken.~
~
9 2 17
0 0 9 13 1 0
20 8669 866
A
2 2
A
18 2
#51435
boots of flying~
Boots of Flying~
A pair of boots hover just above the ground.~
~
9 4192 65
0 0 9 13 2 0
250 9850 985
A
14 500
#51436
bracer strength~
Bracer of Strength~
A very powerful looking bracer hums on the ground.~
~
9 66 2049
0 0 10 13 64 0
120 8699 869
A
1 4
#51437
slaver whip~
Slaver's Whip~
A long dangerous looking whip waits to used against a slave.~
~
5 2 8193
13 0 0 4
30 4005 400
A
4 -4
A
5 -2
A
18 -4
A
19 5
#51438
manacles~
a pair of manacles~
A pair of manacles waits to be worn.~
~
9 4098 129
0 0 7 13 2 0
40 4400 440
A
1 -3
A
5 -3
A
13 -25
#51439
cloak~
a mage cloak~
A long flowing cloak that glows lies here.~
~
9 1 5
0 0 8 13 2 0
20 7503 750
A
12 25
#51440
jagged long sword~
a jagged long sword~
A jagged long sword rests on the ground.~
~
5 2 8193
13 0 0 1 1 0
140 6728 672
A
17 -10
A
18 4
#51441
ebony dagger~
an ebony dagger~
An ebony dagger lies off to your side.~
~
5 2 8193
13 0 0 2
30 7333 733
A
17 -10
A
18 3
A
19 3
#51442
glowing sphere~
a glowing sphere~
A glowing sphere lights up the room.~
~
1 1 1
13 0 -1 0
1 3000 300
A
12 20
#51443
blue bracer~
a midnight blue bracer~
A dark blue bracer lies on the ground.~
~
9 2 4097
0 0 6 13 2 0
80 1780 178
A
2 1
#51444
ebony morning star~
an ebony morning star~
An ebony morning star rests on the ground.~
~
5 2 8193
13 0 0 6
40 3400 340
A
5 1
A
18 2
A
19 2
#51445
drow chainmail~
Black drow chainmail~
A black suit of chainmail lies ready to be taken.~
~
9 2 9
0 0 6 13 2 0
150 2150 215
A
2 1
A
13 4
#51446
drow sword~
a drow sword~
A dark sword lies on the ground.~
~
5 64 8193
13 0 0 1 1 0
120 4185 418
A
18 1
A
19 1
#51447
drow dagger~
a drow dagger~
A dark dagger lies on the ground.~
~
5 64 8193
13 0 0 2 2 0
30 4630 463
A
18 2
A
19 1
#51448
drow mace~
a drow mace~
A dark mace lies on the ground.~
~
5 64 8193
13 0 0 3 5 0
150 3040 304
A
18 1
A
19 2
#51449
duergar breastplate~
Duergar Breastplate~
A breastplate of duergar make lies ready.~
~
9 64 9
0 0 7 13 4 0
300 5684 568
A
17 -5
#51450
duergar helm~
a Duergar Helm~
A helm of duergar make lies ready.~
~
9 64 17
0 0 7 13 3 0
250 6590 659
A
17 -3
#51451
duergar shield~
a Duergar Shield~
A shield of duergar designs lies ready.~
~
9 64 513
0 0 7 13 4 0
320 8904 890
A
17 -2
#51452
duergar leggings~
Duergar Leggings~
A pair of leggings lie ready.~
~
9 64 33
0 0 7 13 13 0
225 7650 765
A
17 -2
#51453
duergar bracer~
a Duergar Bracer~
A bracer of duergar design lies ready.~
~
9 64 4097
0 0 7 13 13 0
150 7744 774
A
17 -2
#51454
brown mushroom~
a brown mushroom~
A brown mushroom lies here looking tasty.~
~
19 256 1
12 12 0 0
10 90 9
#51455
large mushroom~
a large mushroom~
A large mushroom lies on the ground.~
~
19 256 1
25 25 0 0
10 130 13
#51456
red moss~
red moss~
Some red moss lies on the ground.~
~
26 256 1
12 -1 -1 -1 56 0
10 2150 215
'enchant weapon' 'enchant weapon' 'NONE'
#51457
dirty root~
a dirty root~
A dirty root lies on the ground.~
~
26 256 1
15 -1 -1 -1 81 0
20 2200 220
'teleport' 'NONE' 'create fire'
#51459
hand shocking grasp~
Hand of Shocking Grasp~
A hand lies on the ground.~
~
3 67 16385
55 4 4 -1
20 5300 530
'NONE'
#51461
svirfneblin leggings~
Svirfneblin Leggings~
A pair of svirfneblin leggings lies on the ground waiting to be taken.~
~
9 64 33
0 0 6 13 4 0
205 3207 320
A
1 1
A
17 -5
#51462
necklace nobility~
Necklace of Nobility~
A beautiful necklace waits to be worn.~
~
9 64 5
0 0 6 13 2 0
75 2300 230
A
1 1
A
3 -1
A
4 -1
A
5 1
A
17 -4
#51463
broadsword vision~
A broadsword named 'Vision'~
A beautifully crafted broadsword lies on the ground.~
~
5 3 8193
13 0 0 6 1 0
190 3560 356
A
1 1
A
13 10
A
18 2
A
19 2
#51464
thieve's patch~
Thieve's patch~
A small patch lies on the ground.~
~
9 32 4097
0 0 6 13 2 0
20 690 69
A
2 2
A
18 4
#51465
thieve's gloves~
Thieve's gloves~
A pair of thin leather gloves rests on the ground.~
~
9 64 129
0 0 6 13 2 0
30 989 98
A
2 2
A
18 2
#51466
gold chain~
a Gold Chain~
A gold chain glints in the light.~
~
9 64 5
0 0 6 13 1 0
40 1299 129
A
18 1
A
20 -1
A
21 -2
A
22 -2
A
23 -1
A
24 -2
#51467
lucky dice~
Lucky Dice~
A pair of dice glow softly.~
~
9 64 65537
0 0 7 13 1 0
25 2700 270
A
13 20
A
18 1
A
20 -1
A
21 -1
A
22 -1
A
23 -2
A
24 -1
#51468
dark cloak~
a dark cloak~
A very dark cloak lies in the shadows.~
~
9 68 5
0 0 7 13 2 0
35 3299 329
A
2 2
A
17 -4
A
18 3
#51469
golden earring~
Golden Earring~
A small golden earring glints softly in the light~
~
9 64 17
0 0 8 13 2 0
30 3670 367
A
2 1
A
3 1
A
13 10
#51470
jewelled dagger amargadeon~
a Jewelled Dagger named 'Amargaddeon'~
A jewelled dagger looks as if it could cut through anything.~
~
5 66 8193
13 0 0 2 2 0
60 25400 2540
A
2 2
A
17 -5
A
18 8
A
19 2
#51471
hand~
a hand grasping an orb~
A hand grasping an orb lies on the ground.~
~
1 65 1
13 0 -1 0
20 14380 1438
A
12 50
A
19 1
#51472
robe~
a long flowing robe~
A beautiful robe lies pooled on the ground.~
~
9 64 1025
0 0 11 13 2 0
50 17560 1756
A
12 50
A
3 2
#51473
blade of poison~
a Blade of Poison~
A dark blade rests here humming quietly.~
~
5 70 8193
13 0 0 1 1 0
30 2930 293
A
18 1
A
19 3
#51474
assassin's sleeves~
Assassin's Sleeves~
A pair of black sleeves rests here.~
~
9 68 257
0 0 7 13 2 0
30 3280 328
A
18 1
A
19 1
#51475
skull tattoo~
Skull Tattoo~
A weird glimmer lies on the ground, shaped like a skull.~
~
9 64 4097
0 0 7 13
1 10 1
A
13 5
A
19 2
#51476
choke wire~
a choke wire~
A thin wire lies on the ground humming.~
~
5 6 8193
13 0 0 0
100 3900 390
A
18 -5
A
19 4
#51477
assassin's mask~
an assassin's mask~
A mask keep changing on the ground.~
~
9 68 17
0 0 8 13
20 4599 459
A
1 1
A
5 -1
A
13 20
#51478
flaming dagger tattoo~
Flaming Dagger Tattoo~
A weird glimmer lies on the ground, shaped like a dagger.~
~
9 64 4097
0 0 8 13
1 20 2
A
19 2
#51479
wyvern tattoo~
Wyvern Tattoo~
A weird glimmer lies on the ground, shaped like a wyvern.~
~
9 64 4097
0 0 9 13
1 30 3
A
18 1
A
19 2
#51480
dragon tattoo~
Dragon Tattoo~
A weird glimmer lies on the ground, shaped like a dragon.~
~
9 64 257
0 0 12 13
1 40 4
A
19 4
#51481
diamond helm~
a Diamond Helm~
A helm sparkles and glints in the light.~
~
9 64 17
0 0 12 13 4 0
150 21577 2157
A
13 25
A
19 2
#51482
keeper's shield~
the Keeper's Shield~
A large shield that looks as if it were made of stone lies here.~
~
9 64 513
0 0 12 13 5 0
250 22459 2245
A
13 35
A
17 -10
A
20 -2
A
21 -2
A
23 -2
#51483
clan ring signet~
a Demon Clan Signet~
A red and black ring glows and hums softly on the ground.~
~
9 83 3
0 0 6 13 1 0
10 1903 190
A
12 10
A
13 15
A
18 1
#51484
demon bracer~
Demon Bracer~
A black and red bracer lies on the ground.~
~
9 83 4097
0 0 7 13 2 0
30 2300 230
A
12 15
#51485
demon blade~
a Demon Blade~
A black blade hums on the ground.~
~
5 594 8193
13 0 0 3 4 0
190 3219 321
A
17 -5
A
18 3
A
19 3
#51486
gem gate~
Gem of Gate~
A large black gem lies on the ground.~
~
3 81 16385
35 5 5 -1
120 12880 1288
'refresh'
#51487
demon plate~
Demon Plate~
A black suite of plate mail rests on the ground.~
~
9 594 9
0 0 9 13 4 0
300 13666 1366
A
17 -5
A
19 1
#51488
demon fire~
Demon Fire~
A weird flame burns here.~
~
9 82 513
0 0 9 13
1 10 1
A
17 -8
A
19 4
#51489
fire gem~
a Fire Gem~
A large red gem seems to be on fire.~
~
3 65 16385
35 5 5 -1
30 11900 1190
'acid blast'
#51490
stealth~
Statue of the a God~
A statue of a god stands off to the side~
~
12 32 0
1000 4 0 0
1 0 0
#51491
brains~
brains of the god~
A foul greyish mush sits here~
~
20 1 1
1000 0 0 0
1 0 0
#51492
gold pile merchants~
merchant's gold~
Merchant's gold sits here in a pile~
~
20 0 1
10000 0 0 0
1 0 0
#51899
gold pile~
not so rich merchant gold~
A small pile of gold~
~
20 0 1
5000 0 0 0
1 0 0
#0


#ROOMS
#51400
Chamber of Silence~
You are standing in Silence's relaxation room.  The walls are pitch black
while the floor flows from one colour to another causing weird shadows
and colours to bounce off the walls.  Against the wall is a large map.
On the south wall stands a large window.
~
0 8 1 
D5
~
floor~
3 -1 51882 0 0 0

E
map~
The map sits against the north wall.  It is a rough sketch of the Underdark,
showing only the lay out of the streets.  It looks as follows.
Well once it looked as follows :)
   ############################################
   #******************************************#
   #*/---------\*/---\*/--------------------\*#
   #*! beholder!*!   !*|  gremlins          !*#
   #*\---_-----/*\-_-/*\--------------------/*#/----------\
   #******************************************#!demon     !
   #HHHHHHHHH*/------\*/----\*/-------------\*#!  clan    !
   ##########*! bodak!*!    !*! inn         !*#!          !
   #HHHHHHHHH*\_-----/*\_---/*\_------------/*#\-----_----/
   #*****************************************|**************
   #HHHHHH***/-----\***/--------------_-\    *##############
   #HHHHHH***\-----]***\-------!        !*****#   #####
   #***************************! eyes   !*/_-\#   #***#
   #/--\*SSSSSSSSSS*/_-------\*|        |*\--/#####* *#
   #   |*  Stores  *\--------/*\--------/*********** *#
   #   !**********************************/---------\*#
   #   !*##########*/-----_-----------\***\-----!ma !*#
   #*##\--/*#######*!                 !*********!ge !*#
   #**|**********##*!                 !*/-----\*!   |*#
   ####*/---------\*! thieves         !*!ass  |*\---/*#
   #*!         !*##*|                 !*! ass !*******#
   #*! inn     |*##*\-----------------/*!  ins----!####
   #*\---------/*##*********************\_----    --\#
   #*************######################******!------/#
   #########################################*#########
                                           #-#
~

E
mirror~
The mirror offers a view of the world, constantly changing with such
complexity that only a god could understand what is being shown. ~

S
#51401
Corner of Wyrm Street and Sunset~
You stand in the north western corner of the Underdark.  The bustling
streets sound distant and the hum of people moving and talking barely reaches
your ears.  The only light in this section of the city comes from your light
source.  You stands against the huge cavern's walls.  Water glints in the
light on the walls. Worm Street goes east, and Sunset goes south.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51402 0 0 0

D2
Sunset road goes onwards
~
~
0 -1 51422 0 0 0

S
#51402
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51403 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51401 0 0 0

S
#51403
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51404 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51402 0 0 0

S
#51404
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51405 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51403 0 0 0

S
#51405
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51406 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51404 0 0 0

S
#51406
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51407 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51405 0 0 0

S
#51407
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51408 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51406 0 0 0

S
#51408
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves.  The floating orbs flicker on and off creating a chaotic lighting.
Wyrm streets goes east and west. Ruby Avenue lies to the south
~
0 9 1 
D1
Wyrm street goes on
~
~
0 -1 51409 0 0 0

D2
Ruby Avenue goes south
~
~
0 -1 51426 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51407 0 0 0

S
#51409
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51410 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51408 0 0 0

S
#51410
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51411 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51409 0 0 0

S
#51411
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves.  The orbs flicker on and off chaoticly. Wyrm streets continues to
the east and west.
~
0 9 1 
D1
Wyrm street goes on
~
~
0 -1 51412 0 0 0

D2
Moonlight Ave heads back to the centre of the city
~
~
0 -1 51431 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51410 0 0 0

S
#51412
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51413 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51411 0 0 0

S
#51413
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51414 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51412 0 0 0

S
#51414
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51415 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51413 0 0 0

S
#51415
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51416 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51414 0 0 0

S
#51416
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51417 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51415 0 0 0

S
#51417
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51418 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51416 0 0 0

S
#51418
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves. Wyrm streets continues to the east and west.
~
0 8201 1 
D1
Wyrm street goes on
~
~
0 -1 51419 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51417 0 0 0

S
#51419
Wyrm street~
This part of the city is rarely travelled.  Wyrm street continues along the
cavern wall.  You hear the muffled shouts of the merchants and screams of
slaves.  The floating orbs at this section of the road flicker on and off.
Wyrm streets continues to the east and west.
~
0 9 1 
D1
Wyrm street goes on
~
~
0 -1 51420 0 0 0

D3
Wyrm street goes on
~
~
0 -1 51418 0 0 0

S
#51420
North east corner on Wrym and Sunrise~
You stand in the north east corner of the city. There is an eerie calm here,
muffled echoes bounce off the cavern walls and into your ear. You can hear the
screams of the slave, the talking of adventurers. The cavern walls loom up to
the east and north of you. You light doesn't even illuminate up to the ceiling.
Darkness surrounds you. The ground is hard and grey. The walls are grey, and
glint with wetness. You wish you could recall to Midgaard, but alas, that is
impossible. Wyrm street goes to the west and Sunrise lies to the south.
~
0 8201 1 
D2
Sunrise will eventually lead to the way out
~
~
0 -1 51433 0 0 0

D3
Wyrm street stretches to the west end of the city
~
~
0 -1 51419 0 0 0

S
#51421
Moonlight ave~
You stand on Moonlight avenue, thinking the name is a cruel joke on surface
dwellers for you wish you could see the moon, not the continuous darkness that
lives in this city.  Everywhere darkness creeps, even with the lights that
adorn some of the streets, it is still dark. To your east lies the entrance
to a dark building and it see to just disappear into the night. The door seems
to be rusted shut. North and south moonlight continues, east is the door.
~
0 8201 1 
D0
Moonlight continues
~
~
0 -1 51431 0 0 0

D1
A door bars your entry to this dark building.
~
door~
3 -1 51674 0 0 0

D2
Moonlight goes on and on
~
~
0 -1 51432 0 0 0

E
door~
The door is old and is beginning to rust.  You notice what you think are
little scratch marks near the bottom of the door.  You bend down and look,
seeing that there is a vague outline of a small door in the large door.~

S
#51422
North end of sunset~
You stand almost in the very north west corner of the city.  The streets up
here are not as used as those towards the centre of the city.  To the south
you see some of the dwellings of the creatures that inhabit this gloomy
city.  There is nothing of note that you can see here, but then again it could
just be the darkness that lies just beyond your insignificant circle of light.
To the north is the corner of the city, to the south sunset continues
~
0 8201 1 
D0
The northwest corner of the city is there
~
~
0 -1 51401 0 0 0

D2
Sunset continues
~
~
0 -1 51423 0 0 0

S
#51423
Sunset~
You wonder who it was that named these dreadful streets such cheery
names.  The street upon which you stand is nothing like sunset, the only
reason you can even think up is the fact that sunset if on the west side of
the city.  Screams echo towards you from all sides assaulting your senses.
You eyes hurt from trying to pierce the darkness that lies everywhere.  The
ground is rough through your boots.  The air is cool, and the cavern wall to
your west glints with wetness. Sunset continues north and south
~
0 8201 1 
D0
Sunset goes north
~
~
0 -1 51422 0 0 0

D2
Sunset continues
~
~
0 -1 51424 0 0 0

S
#51424
Sunset~
You stand on sunset.  There is little that you can see here, your light just
fades into darkness without illuminating anything.  For some reason this
section of the city is very quiet.  The silence here in fact is over powering,
you can barely stand it after all the noises of the city.  The single floating
orb flickers on and off. Sunset goes on to the north and south
~
0 9 1 
D0
Sunset continues
~
~
0 -1 51423 0 0 0

D2
Sunset continues
~
~
0 -1 51436 0 0 0

S
#51425
Before a huge dwelling~
You stand before of what seems to be a house.  It seems to be made up of a
dark blue rock.  The house, if that is what it is, seems to be very dark with
no windows.  The house stretches to the east and west.  The walls are very
smooth and glint in your light.  The entrance is to the north.
To the north is a door, to the south is sunset
~
0 8201 1 
D0
A large door stands before you
~
door~
3 -1 51628 0 0 0

D2
The road sunset lies there
~
~
0 -1 51439 0 0 0

E
door~
This is a huge door with nothing of note on it.  The door is very polished
and reflects your light back into your eyes.  You test the handle and notice
that the door is unlocked.
~

S
#51426
Ruby Street~
You stand on ruby street, probably named so because of the faint reddish
tinge of the street itself. You look around you trying to see anything, but
the only thing that greets your gaze is pitch black. To the north is Wyrm
street, to the south ruby street
~
0 8201 1 
D0
Wyrm street
~
~
0 -1 51408 0 0 0

D2
Ruby street
~
~
0 -1 51427 0 0 0

S
#51427
Ruby Street~
This is ruby street, where the shadows seem to come alive.  Everything
seems to crawl and move in the darkness that your light does not pierce.
The glow of your light attracts the attention of everything around you, you
feel as if things are watching you, sizing you, seeing if you are weak.
Ruby street continues north and south
~
0 8201 1 
D0
Ruby street
~
~
0 -1 51426 0 0 0

D2
Ruby street
~
~
0 -1 51428 0 0 0

S
#51428
Ruby Street~
You stand on Ruby street, one of the streets of gems.  You heard a voice
while walking through the Underdark that these streets were named so
because they were once veins of gems.  The were hollowed out after years
of struggle leaving tunnels all over this area, a mage cast a very powerful
spell and created this section of the cavern.  The air is stuffy and moist
here. Ruby street goes on north and south, east is Sapphire street
~
0 8201 1 
D0
Ruby street
~
~
0 -1 51427 0 0 0

D1
Sapphire street
~
~
0 -1 51429 0 0 0

D2
Ruby street
~
~
0 -1 51443 0 0 0

S
#51429
Sapphire Street~
Sapphire street is a very short street.  The ground here is greenish in your
light.  The darkness seems to fade some here.  To the east you see a light
burning on a building. Ruby street is to the west, Sapphire continues east.
~
0 8201 1 
D1
Sapphire street
~
~
0 -1 51430 0 0 0

D3
Ruby street
~
~
0 -1 51428 0 0 0

S
#51430
Sapphire street before the tavern~
You stand on sapphire street just before a tavern.  A ball of light floats
out of your reach above you.  It illuminates a sign that says 'The Gemstone.'
The door has been painted many different colours, you figure they were trying
to catch the colours of all the gems.  From behind the door you can make out
bits and pieces of conversation. To the east is Moonlight Avenues,
to the west Sapphire.
~
0 8201 1 
D0
The door to The Gemstone
~
door~
3 -1 51646 0 0 0

D1
Moonlight Ave
~
~
0 -1 51432 0 0 0

D3
Sapphire street
~
~
0 -1 51429 0 0 0

E
door~
The door to the Gemstone seems to be well used.  The paint is beginning
to flake off, there are little cuts in the door itself.  The handle has been
shaped into what seems to be a miner's pick. ~

S
#51431
Moonlight Avenue~
You stand on moonlight avenue... and you realise the name given to this
street is totally wrong. There is nothing of beauty on this street. The ground
is a bleak grey. The only redeeming feature of this street is the fact that
there are little glowing balls of light above your head illuminating the
street somewhat. To the north is Wyrm street, moonlight stretches south.
~
0 8201 1 
D0
Wyrm street
~
~
0 -1 51411 0 0 0

D2
Moonlight Avenue
~
~
0 -1 51421 0 0 0

S
#51432
Moonlight Avenue~
Small balls of light illuminate a grey street.  There is really nothing of note
on this street.  The ground seems to be slightly wet, but then the air is also
moist and cool. Moonlight continues north and south. Sapphire street is west.
~
0 8201 1 
D0
Moonlight avenue
~
~
0 -1 51421 0 0 0

D2
Moonlight avenue
~
~
0 -1 51444 0 0 0

D3
Sapphire Street
~
~
0 -1 51430 0 0 0

S
#51433
Sunrise~
You stand at the northern end of sunrise. The cavern walls rise above the
edge of your light and you figure they rise even farther than that. The sounds
of the city are distant here, although you can hear them echoing off the cavern
walls. North is the northeastern corner of the city,  south Sunrise goes on.
~
0 8201 1 
D0
The northeastern corner of the Underdark
~
~
0 -1 51420 0 0 0

D2
Sunrise
~
~
0 -1 51434 0 0 0

S
#51434
Sunrise~
You stand on sunrise, the eastern most street in the Underdark.  The east
wall is actually the cavern wall.  Every ten feet or so a small ball of light
floats in the air above your head. Sunrise continues to the north and
south.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51433 0 0 0

D2
Sunrise
~
~
0 -1 51435 0 0 0

S
#51435
Sunrise~
You stand on sunrise, the eastern most street in the Underdark.  The east
wall is actually the cavern wall.  Every ten feet or so a small ball of light
floats in the air above your head. Sunrise continues to the north and south.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51434 0 0 0

D2
Sunrise
~
~
0 -1 51458 0 0 0

S
#51436
Sunset~
You stand at the west end of the cavern.  The street here is illuminated by
small glowing orbs that are above your head.  The street is level and a nice
grey colour, not depressing.  To the south lies a home of a resident of this
dark city. Sunset continues north and east, to the south is a door.
~
0 8201 1 
D0
Sunset
~
~
0 -1 51424 0 0 0

D1
Sunset
~
~
0 -1 51437 0 0 0

D2
Door blocking your way into a home
~
door~
3 -1 51884 0 0 0

E
door~
The door is made of a dark metal.  The handle seems to be regular.  The
door has nothing of interest on it.  A rather boring door it is. ~

S
#51437
Sunset~
You stand along Sunset at part of the residential area of the city.  A little
glowing orb hovers above your head.  The floor is flat and nondescript.  To
the south lies one of the residential homes  Sunset goes on to the east and
west.  To the south is a door
~
0 8201 1 
D1
Sunset
~
~
0 -1 51438 0 0 0

D2
Door blocking your way into a home
~
door~
3 -1 51885 0 0 0

D3
Sunset
~
~
0 -1 51436 0 0 0

E
door~
The door is made of a dark metal.  The handle seems to be regular.  The
door has nothing of interest on it.  A rather boring door it is.~

S
#51438
Sunset~
You stand along Sunset at part of the residential area of the city.  A little
glowing orb hovers above your head.  The floor is flat and nondescript. To the
south lies one of the residential homes  Sunset goes on to the east and west.
To the south is a door.
~
0 8201 1 
D1
Sunset
~
~
0 -1 51439 0 0 0

D2
Door blocking your way into a home
~
door~
3 -1 51886 0 0 0

D3
Sunset
~
~
0 -1 51437 0 0 0

E
door~
The door is made of a dark metal.  The handle seems to be regular.  The
door has nothing of interest on it.  A rather boring door it is.~

S
#51439
Sunset~
You stand on sunset, named so for the simple fact that it is on the western
side of the city.  To the north is a large house, much like a mansion.  An
entrance to a home is to the south. Sunset goes east and west.  To the north
is a walkway, south is a door
~
0 8201 1 
D0
Before the huge dwelling
~
~
0 -1 51425 0 0 0

D1
Sunset
~
~
0 -1 51440 0 0 0

D2
Door to a home
~
door~
3 -1 51887 0 0 0

D3
Sunset
~
~
0 -1 51438 0 0 0

E
door~
A simple door made of a grey material serves as the entrance to this house.
There are no marks on this door.
~

S
#51440
Sunset~
You stand at a junction of streets.  There is a large glowing orb that floats
in the air, lighting the way east, west and south.  The ground is even and
well travelled. Sunset goes south and west.  Ruby street is west.
~
0 8201 1 
D1
Ruby street
~
~
0 -1 51441 0 0 0

D2
Sunset~
~
0 -1 51461 0 0 0

D3
Sunset~
~
0 -1 51439 0 0 0

S
#51441
Ruby Street~
You stand on Ruby street.  An orb lights the way as it floats above you
head.  The ground is reddish and well travelled.  Shadows lie on either side
of you and they seem to breath with their own life. Ruby continues to the east,
to the west is Sunset.
~
0 8201 1 
D1
Ruby street
~
~
0 -1 51442 0 0 0

D3
Sunset
~
~
0 -1 51440 0 0 0

S
#51442
Ruby Street~
You stand on Ruby street.  An orb lights the way as it floats above you head.
The ground is reddish and well travelled.  Shadows lie on either side of you
and they seem to breath with their own life. Ruby continues to the east, to
the west is Sunset.
~
0 8201 1 
D1
Ruby street
~
~
0 -1 51443 0 0 0

D3
Sunset
~
~
0 -1 51441 0 0 0

S
#51443
Ruby Street~
Ruby street goes on.  The red on the ground is beginning to annoy you.
Shadows dance all around you as your light and the floating orbs pierce the
blackness.  The air is cold and damp here. Ruby street continues north and
west.
~
0 8201 1 
D0
Ruby street
~
~
0 -1 51428 0 0 0

D3
Ruby street
~
~
0 -1 51442 0 0 0

S
#51444
Moonlight Avenue~
Moonlight avenue is a really boring street.  Nothing of interest lies
anywhere in your view.  Of course, the dark prevents you from seeing far
anyways.  Little orbs of light float above your head. Moonlight continues
north and south.
~
0 8201 1 
D0
Moonlight Avenue
~
~
0 -1 51432 0 0 0

D2
Moonlight Avenue
~
~
0 -1 51445 0 0 0

S
#51445
Moonlight Avenue~
Moonlight avenue is a boring street.  Nothing exciting happens here, you
wonder if it is the name.  The street is clean and well travelled.  You seem
oddly at ease on this street.  The shadows seem less dangerous here.  The
light of the floating orbs is unsure and insecure, they seem to flicker in and
out. Moonlight Avenues goes north and south, to the east is Diamond street.
~
0 9 1 
D0
Moonlight avenue
~
~
0 -1 51444 0 0 0

D1
Diamond street
~
~
0 -1 51446 0 0 0

D2
Moonlight avenue
~
~
0 -1 51465 0 0 0

S
#51446
Diamond Street~
You stand on diamond street, another of the gem streets. The ground  glitters
in the light. There are fewer orbs of light in the air here, causing more
shadows to fall everywhere and to invade all. The sounds of laughter and
screaming reach your ears. Diamond street continues east, to the west is
Moonlight Avenue.
~
0 8201 1 
D1
Diamond street
~
~
0 -1 51447 0 0 0

D3
Moonlight Avenue
~
~
0 -1 51445 0 0 0

S
#51447
Diamond Street~
The street glitters in the light cast from your light source and from the
orbs above.  You look up and see only blackness.  You can't pierce the
darkness. Screams from the slaves reach your ears. Diamond streets
continues east and west.
~
0 8201 1 
D1
Diamond street
~
~
0 -1 51452 0 0 0

D3
Diamond street
~
~
0 -1 51446 0 0 0

S
#51448
Diamond Street~
Diamond street is wide here.  For what reason, that lies beyond your grasp.
There are little bits of stone and wood that lie scattered across your path.
Only a few glowing orbs shine here. Diamond street lies east and south.
~
0 8201 1 
D1
Diamond street
~
~
0 -1 51449 0 0 0

D2
Diamond street
~
~
0 -1 51452 0 0 0

S
#51449
Diamond Street~
The ground shines in your light.  Only a single glowing orb casts it's eerie
light to make the shadows fade. Diamond street lies east, south and west.
~
0 8201 1 
D1
Diamond street
~
~
0 -1 51450 0 0 0

D2
Diamond street
~
~
0 -1 51453 0 0 0

D3
Diamond street
~
~
0 -1 51448 0 0 0

S
#51450
Diamond Street~
The ground shines in your light.  Only a single glowing orb casts it's eerie
light to make the shadows fade. Diamond street lies east, south and west.
~
0 8201 1 
D1
Diamond street
~
~
0 -1 51451 0 0 0

D2
Diamond street
~
~
0 -1 51454 0 0 0

D3
Diamond street
~
~
0 -1 51449 0 0 0

S
#51451
Diamond Street~
Diamond street is wide here.  For what reason, that lies beyond your grasp.
There are little bits of stone and wood that lie scattered across your path.
Only a few glowing orbs shine here. Diamond street lies west and south.
~
0 8201 1 
D2
Diamond street
~
~
0 -1 51455 0 0 0

D3
Diamond street
~
~
0 -1 51450 0 0 0

S
#51452
Diamond Street~
You stand on Diamond street. A few orbs float above your head dissipating
the darkness to some extent. The shadows seem to dance all around you. Every
once in awhile a scream reaches your ears, a frightening hollow scream of
shear horror and pain. Diamond street goes east, north, west.
Emerald street is south.
~
0 8201 1 
D0
Diamond street
~
~
0 -1 51448 0 0 0

D1
Diamond street
~
~
0 -1 51453 0 0 0

D2
Emerald street
~
~
0 -1 51468 0 0 0

D3
Diamond street
~
~
0 -1 51447 0 0 0

S
#51453
Diamond Street~
The ground shimmers and shines in your light.  A few orbs float above your
head, glowing softly.  You look up and just see darkness, as if the orbs
didn't do anything.  An impenetrable field of black. Diamond street  lies
north, east and west.
~
0 8201 1 
D0
Diamond street
~
~
0 -1 51449 0 0 0

D1
Diamond street
~
~
0 -1 51454 0 0 0

D3
Diamond street
~
~
0 -1 51452 0 0 0

S
#51454
Diamond Street~
You stand in a dark area of the city.  There are very few glowing orbs
along this street. You wonder what the shadows hide here. For some reason this
section of the city is quiet. No sound reaches your ears. You begin to see
shapes forming in the shadows. Diamond street continues north, east and west.
~
0 8201 1 
D0
Diamond street
~
~
0 -1 51450 0 0 0

D1
Diamond street
~
~
0 -1 51455 0 0 0

D3
Diamond street
~
~
0 -1 51453 0 0 0

S
#51455
Diamond Street~
Diamond street is larger here.  The ground glitters in the light.  Muffled
cries of anguish reverberate off the walls of the buildings around you.  The
air is cool, and shadows seem to cling to everything. Diamond street continues
north, east and west
~
0 8201 1 
D0
Diamond street
~
~
0 -1 51451 0 0 0

D1
Diamond street
~
~
0 -1 51456 0 0 0

D3
Diamond street
~
~
0 -1 51454 0 0 0

S
#51456
Diamond Street~
You stand on diamond street.  The glowing orbs that frequent the city are
visibly reduced here.  The shadows are more apparent and the darkness that
you know fills the whole cavern seems to press down on you.  The street
sparkles in the vague light. Diamond Street continues to the east and west.
~
0 8201 1 
D1
Diamond street
~
~
0 -1 51457 0 0 0

D3
Diamond street
~
~
0 -1 51455 0 0 0

S
#51457
Diamond Street~
You stand on Diamond street, one of the gemstone streets.  You have heard
that these streets got their names because they were once large veins of gems
in the cavern.  You don't know if this is true, but the floor glitters as if
it were covered in diamonds. Sunrise is to the east, Diamond street to
the west.
~
0 8201 1 
D1
Sunrise
~
~
0 -1 51459 0 0 0

D3
Diamond street
~
~
0 -1 51456 0 0 0

S
#51458
Sunrise~
You are travelling on Sunrise, the road that travels along the eastern side
of the cavern.  There are little orbs of light that float a few feet above your
head and illuminate the road.  The road is soft and moist.  You do not
really fear of being attacked from the east, but some of the shadows on
your western side seem menacing, anything could be hiding in them.
Sunrise continues north and south.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51435 0 0 0

D2
Sunrise
~
~
0 -1 51459 0 0 0

S
#51459
Junction of Sunrise and Diamond~
You stand where Diamond street meets Sunrise.  You look down Diamond
street and see very few glowing orbs to illuminate the street.  Shadowy
figures walk down the road doing their thing.  The sounds of the city are
quite audible here bouncing off the cavern wall into your ear.
Sunrise goes north and south, Diamond goes west.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51458 0 0 0

D2
Sunrise
~
~
0 -1 51471 0 0 0

D3
Diamond street
~
~
0 -1 51457 0 0 0

S
#51461
Sunset~
You stand on Sunset, the street that travels along the western end of the of
Underdark.  The sounds of the market reach you ears here.  Small glowing
orbs light the way every ten feet giving everything around you a faint glow.
You feel as if you are walking in a dream.
Sunset continues north and south.
~
0 8201 1 
D0
Sunset
~
~
0 -1 51440 0 0 0

D2
Sunset
~
~
0 -1 51462 0 0 0

S
#51462
Sunset~
Sunset is a road that is very well travelled.  Glowing orbs float in the air
every ten feet lighting your path.  Although the orbs light most of the street,
off to the side the street remains shrouded in black. Sunset continues north
and south.
~
0 8201 1 
D0
Sunset
~
~
0 -1 51461 0 0 0

D2
Sunset
~
~
0 -1 51463 0 0 0

S
#51463
Sunset~
Sunset is a road that is very well travelled.  Glowing orbs float in the air
every ten feet lighting your path.  Although the orbs light most of the
street, off to the side the street remains shrouded in black. Sunset continues
north and south.
~
0 8201 1 
D0
Sunset
~
~
0 -1 51462 0 0 0

D2
Sunset
~
~
0 -1 51464 0 0 0

S
#51464
Sunset~
You stand on Sunset, to your north glowing orbs light a long street.  Every
ten feet a small orb glows in the air.  The bustling market area is to the
south.  The name sunset is a strange name for a road under ground.  There
is not even the slightest ray of sunlight that reaches this dark place.  The
only light is cast by the lights creatures carry and the glowing orbs that
have been set up in most places.
South is Sunset and Slaver's Route, north Sunset stretches on
~
0 8201 1 
D0
Sunset
~
~
0 -1 51463 0 0 0

D2
Slaver's and Sunset
~
~
0 -1 51478 0 0 0

S
#51465
Moonlight Avenue~
You stand on Moonlight Avenue.  A clean basically well lit street.  Orbs
float closer together here than on most street and they seem just to be a bit
brighter.  It's almost as if you are walking in moonlight here.  You look up
just to see what you can see, and notice that you can't see anything, just a
barrier of black. Moonlight lies to the north and south.
~
0 8201 1 
D0
Moonlight Avenue
~
~
0 -1 51445 0 0 0

D2
Moonlight Avenue
~
~
0 -1 51466 0 0 0

S
#51466
Moonlight Avenue~
You stand on a clean street.  Although screams reach your ears they don't
seem to be as bad.  This street almost seems to be a happy place.  The
shadows are few, and the lighting is good.  Although you still can't see
what it above you, you can see quit well in your immediate surroundings.
Moonlight avenue continues north and south.
~
0 8201 1 
D0
Moonlight Avenue
~
~
0 -1 51465 0 0 0

D2
Moonlight Avenue
~
~
0 -1 51467 0 0 0

S
#51467
Moonlight Avenue~
You stand between two large buildings.  To the east you know is the whore
house and to your west is a large residence.  You are close to the market area,
very close.  You see people walking to your south through the Slaver's Square
inspecting the goods. Moonlight avenue continues north, to the south is the
Slaver's Route.
~
0 8201 1 
D0
Moonlight Avenue
~
~
0 -1 51466 0 0 0

D2
Slaver's Route
~
~
0 -1 51484 0 0 0

S
#51468
Emerald Street~
You stand on Emerald street, a quiet street.  Glowing orbs float in the air
every 15 feet or so.  Shadows form anywhere they can.  The ground on this
street is greenish. To the north is Diamond street, Emerald continues south.
~
0 8201 1 
D0
Diamond street
~
~
0 -1 51452 0 0 0

D2
Emerald street
~
~
0 -1 51469 0 0 0

S
#51469
Emerald Street~
Emerald street is a short street compared to the other streets in this city.
There is little of note on this street, it just passes between the whore house
and the inn.  The ground is greenish and sparkles gently in the light.
Emerald street continues north and south.
~
0 8201 1 
D0
Emerald street
~
~
0 -1 51468 0 0 0

D2
Emerald street
~
~
0 -1 51470 0 0 0

S
#51470
Emerald Street~
You stand on emerald street, a small shadowy street.  Shadows obscure
everything that is even remotely far away.  Flickering glowing orbs light
the way every fifteen feet.  Darkness forms at the edge of the circles of
light formed by these orbs.  It's almost as if the darkness down here has
form.  This street is rarely used, 'cept by those fleeing.
Emerald street continues north, the Slaver's Route is south.
~
0 9 1 
D0
Emerald street
~
~
0 -1 51469 0 0 0

D2
Slaver's Route
~
~
0 -1 51487 0 0 0

S
#51471
Sunrise~
You wander Sunrise, see that is stretches far off in both directions.  Small
glowing orbs cast light a flickering light in circles every ten feet.  To the
east side of the street is the cavern wall, to the west the city stretches out.
Sunrise continues north and south.
~
0 9 1 
D0
Sunrise and Diamond
~
~
0 -1 51459 0 0 0

D2
Sunrise
~
~
0 -1 51472 0 0 0

S
#51472
Sunrise~
Sunrise hugs the cavern wall here.  The cavern wall sparkles with little
droplets of water that cling to it.  Muffled shouts and screams bounce of the
wall surround you.  Darkness hovers above your head seeming ready to snuff out
the little orbs that glow every ten feet.Sunrise continues north and south.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51471 0 0 0

D2
Sunrise
~
~
0 -1 51473 0 0 0

S
#51473
Sunrise~
You stand on Sunrise, the eastern most street of the Underdark.  The street
stretches to the north.  Glowing orbs float above your head every ten feet.
Even with the orbs, darkness seems to eat the light with an appetite.  The
air is moist and warm.  The smells of the city strike your nose as
repugnant. Sunrise continues north, to the south is The Slaver's Route.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51472 0 0 0

D2
Slaver's Route
~
~
0 -1 51493 0 0 0

S
#51474
Slaver's Route~
You stand at the end of the Slaver's route.  This is part of the residential
area of the Underdark.  For some reason the screams of the slaves do not
reach you ears.  The road is well lit with the little floating orbs.
Residential homes lie north and south.  The route stretches west.
~
0 8201 1 
D0
A door blocks your entry
~
door~
3 -1 51888 0 0 0

D1
The Slaver's Route
~
~
0 -1 51475 0 0 0

D2
A door blocks your entry
~
door~
3 -1 51892 0 0 0

E
door~
A relatively common door stand before you.~

S
#51475
Slaver's Route~
You stand along the residential section of the Slaver's Route.  It is here
where the citizens of the Underdark live, well some of them at least.  The
street is well lit compared with the rest of the city.  The street seems
slightly less menacing here.  Somehow the screams of the slaves does not
penetrate to this section of the street. Houses are the north and south.
The Slaver's Route is east and west.
~
0 8201 1 
D0
A door blocks your entry
~
door~
3 -1 51889 0 0 0

D1
The slaver's route
~
~
0 -1 51476 0 0 0

D2
A door hinders your passage
~
door~
3 -1 51893 0 0 0

D3
The slaver's route
~
~
0 -1 51474 0 0 0

E
door~
A small regular looking door, it has all the normal door stuff~

S
#51476
Slaver's Route~
You stand on the Slaver's Route along the residential area.  The faint
aroma of smoke filters through the air mingling with the smell of sweat of
thousands of bodies. The little orbs that fly above your head shed an almost
friendly light over the area.  You think you here the cry of a baby off in the
distance. The Slaver's Route is east and west.
Doors are to the north and south.
~
0 8201 1 
D0
A door blocks your passage
~
door~
3 -1 51890 0 0 0

D1
The slaver's route
~
~
0 -1 51477 0 0 0

D2
A door is in your way
~
door~
3 -1 51894 0 0 0

D3
The slaver's route
~
~
0 -1 51475 0 0 0

E
door~
A normal wooden door stands before you, nothing special about it~

S
#51477
Slaver's Route~
You stand on the western side of the business area of the Underdark.  The
hum of people buy, selling and trading is overwhelming.  Everywhere you look
you see people.  Above your head, the floating orbs generate their soft light
to basically illuminate everything. To the east and west the route goes on. To
the south is gathering space, and to the north is a door to a home.
~
0 8201 1 
D0
A door to a home blocks your way
~
door~
3 -1 51891 0 0 0

D1
The slaver's route
~
~
0 -1 51478 0 0 0

D2
The gathering space
~
~
0 -1 51494 0 0 0

D3
The slaver's route
~
~
0 -1 51476 0 0 0

E
door~
A simple metal door with bars over the windows~

S
#51478
Slaver's Route~
You stand on the slaver's route.  The darkness of the city seems to descend
upon you here.  It's as if the floating orbs don't do their job.  The screams
of slaves assault your ears.  The ground is charred and you see little bits of
what was once a humanoid. The slaver's route is east and west. To the north
lies Sunset, south is the gathering space.
~
0 9 1 
D0
Sunset
~
~
0 -1 51464 0 0 0

D1
The slaver's route
~
~
0 -1 51479 0 0 0

D2
The gathering space
~
~
0 -1 51495 0 0 0

D3
Slaver's route
~
~
0 -1 51477 0 0 0

E
charred bits humanoid~
On the ground here lie little burnt chunks of what was probably some
person trying to escape this place.  While investigating the remains you
realize that not only is the light slightly different here so is the ground.
Perhaps you would be able to recall from this zone here. ~

S
#51479
Slaver's Route~
You stand along the slaver's route.  The road is well worn and clean.
Screams of slaves surround you.  The orbs glow brightly and illuminate almost
everything around you. To the north is the entrance to Bodak's residence.
The slaver's route continues east and west.
~
0 8201 1 
D0
A massive door blocks your entry to Bodak's residence
~
door~
3 -1 51675 0 0 0

D1
Slaver's route
~
~
0 -1 51480 0 0 0

D3
Slaver's route
~
~
0 -1 51478 0 0 0

E
door~
This door is highly ornate and covered with many magical symbols.  The
handle has been moulded to look like a human body with scars all over it.
~

S
#51480
Slaver's Route~
You are walking along the slaver's route.  Screams of the slaves that walked
this road echo in the air.  You can hear the whip of the slave master as he
screams at the slaves to keep on moving.  With a jolt, you realise those sounds
were just not your imagination, you can hear them coming from all around you.
The slaver's route goes on east and west.
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51481 0 0 0

D3
Slaver's route
~
~
0 -1 51479 0 0 0

S
#51481
Slaver's Route~
You stand along the Slaver's route, it is here that most slave flocks travel
to their destinations, be their destination the drow cities, New Thalos, or
the mines under midgaard.  The floating orbs cast their eerie glow on
everything. Slaver's routes continues east and west.
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51482 0 0 0

D3
Slaver's route
~
~
0 -1 51480 0 0 0

S
#51482
Slaver's Route~
You are walking along the slaver's route.  The slaver's route was developed
to generate trade, which it did.  In fact, it did such a good job that the
Underdark became a power in the politics of the world.  You can get
basically anything you want in the Underdark.  The glowing orbs light up
the many opportunities that a person can have down here...
The slaver's route continues east and west.
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51483 0 0 0

D3
Slaver's route
~
~
0 -1 51481 0 0 0

S
#51483
Slaver's Route~
This is the slaver's route, the same as the rest of the this road.  All around
you people move around on their respective duties.  The shadows seem to
breath and hide all sorts of unknown dangers.  Floating orbs that are
evenly spaced light the way, well they sorta light the way.
Slaver's route continues east and west, south is the Slave's square
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51484 0 0 0

D2
Slave's square
~
~
0 -1 51498 0 0 0

D3
Slaver's route
~
~
0 -1 51482 0 0 0

S
#51484
Slaver's Route (midtown)~
You are currently along the slaver's route where it meets Moonlight
avenue.  Yells of slaves surround you once again.  The sounds of the
market reverberate in your mind.  You stand along the northern edge of the
market, dead centre of the Underdark.
East and west is the slaver's route.  North is moonlight avenue, to the south
is the slave's square and beyond that the market area.
~
0 8201 1 
D0
Moonlight avenue
~
~
0 -1 51467 0 0 0

D1
Slaver's route
~
~
0 -1 51485 0 0 0

D2
Slave's square
~
~
0 -1 51499 0 0 0

D3
Slaver's route
~
~
0 -1 51483 0 0 0

S
#51485
Slaver's route, before the Whore House~
The slaver's route, almost everyone in the Underdark has walked along
these famous stones.  It was along this road that the city was made.
Without the slave trade, the city would not have expanded as fast as it did
when the city was first built.  The Underdark has since become a trade
centre where those who dwell beneath the ground and those above can
interact in relative safety. To the north is the whore house, east and
west the Slaver's route.
~
0 8201 1 
D0
A door blocks your way to the whore house
~
~
3 -1 51699 0 0 0

D1
Slaver's route
~
~
0 -1 51486 0 0 0

D3
Slaver's route
~
~
0 -1 51484 0 0 0

E
door~
This door has carved into it a naked female human in the act of making
love to a naked female drow.  The carving is quite intricate and leaves
nothing to the imagination.  Enter at your own risk.
~

S
#51486
Slaver's Route~
You walk along the main trade route of the city, the slaver's route.  As you
walk, you listen to the buzz of creatures interacting with one another.  You
have hear blades clanging in a heated battle, the yells of the shop keepers
trying to sell their wares, the ultimate silence that only death can bring
about. The slaver's route continues east and west
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51487 0 0 0

D3
Slaver's route
~
~
0 -1 51485 0 0 0

S
#51487
Slaver's Route at Emerald~
As you walk deeper into the city, you realise that this city is huge and
therefore confusing.  It's seems lawless, but then you see a floating eye
teleport a person to their jails.  You wonder what laws a city like this has,
then you see a person in a fight being taken away also.  Maybe there are rules
after all... To the north is Emerald street, Slaver's goes east and west.
~
0 8201 1 
D0
Emerald street
~
~
0 -1 51470 0 0 0

D1
Slaver's route
~
~
0 -1 51488 0 0 0

D3
Slaver's route
~
~
0 -1 51486 0 0 0

S
#51488
Slaver's Route before the Inn~
You stop for a second to look around.  You take in everything you can
about this weird and twisted underground city.  The sounds of thousands
fills your ears.  The smell of sweat and blood forces you to wheeze.  The
dim glow of the orbs makes you squint to see shapes that are beyond your
light source.  A dangerous city indeed, made even more so be the fact that
you CAN'T RECALL...
To the north is The Floating Eye (an inn).  Slaver's does east and west.
~
0 8201 1 
D0
A door stands in the doorway to The Floating Eye
~
door~
3 -1 51705 0 0 0

D1
Slaver's route
~
~
0 -1 51489 0 0 0

D3
Slaver's route
~
~
0 -1 51487 0 0 0

E
door~
This is the door to The Floating Eye, in the dead centre of it is has a large
painted eyeball.  From behind the door you can hear the sounds of laughter
and talking.
~

S
#51489
Slaver's Route Before the Prisons~
You stand on the slaver's route.  The road stretches on between two huge
buildings.  The building to the south is the head quarters for the guardian
eyes and to the north is the inn.  The road here is very clean and better lit
then most of the city.  The shadow's seem less ominous here.  A couple
orbs seem to have stopped functioning here.
South is the entrance to the Guardian Eye's headquarters and the prisons.
Slaver's route continues east and west
~
0 9 1 
D1
Slaver's route
~
~
0 -1 51490 0 0 0

D2
Door to the guardian eye's H.Q.
~
door~
3 -1 51727 0 0 0

D3
Slaver's route
~
~
0 -1 51488 0 0 0

E
door~
This door is massive and seems to be extremely strong.  There is no handle
of the door all you have to do is push it open.~

S
#51490
Slaver's Route~
You are walking along the slaver's route.  The slaver's route is a wide
street with plenty of room for flocks of slaves.  The street is well worn,
worn down by the feet of the enslaved and imprisoned.  To the west you
can hear a slave master shouting at his slaves.  Small glowing orbs light
the way for you. The slaver's route continues east and west
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51491 0 0 0

D3
Slaver's route
~
~
0 -1 51489 0 0 0

S
#51491
Slaver's Route~
You walk along the slaver's route.    The sounds of people living, dying,
fighting threatens to overwhelm your senses.  The smell of human and non-human
bodies irritates your nose. The sweet, tangy smell of sweat and blood causes
your stomach to turn. Squinting in the dim light, you think you see a huddled
form lying off to the side of the road.
The slaver's route continues east and west.
~
0 8201 1 
D1
Slaver's route
~
~
0 -1 51492 0 0 0

D3
Slaver's route
~
~
0 -1 51490 0 0 0

E
form body huddled~
You see a huddled form of what seems to be a slave.  It is dressed in dirty
rags and stares blankly into the distance.  With your knowledge and
experience with death, you realise that this form fits in quite well with all
the other dead bodies you have encountered in your life.  The body seems
to have been beaten and whipped 'till the slave died. ~

S
#51492
Slaver's Route~
You stand on the slaver's route, so named for the simple reason that the
slaver's use this road to transport their merchandise. The slaver's in the
Underdark are renowned for their cruelty, you can tell that this rumour is
true by all the screams of pain and horror that seem to come from all around
you. The shadows of the city seem to live and breed by themselves.
Above your head are small floating orbs that bathe the street with a dim light.
To the east is the eastern entrance, to the west, the slaver's route.
~
0 8201 1 
D1
Before the eastern entrance
~
~
0 -1 51493 0 0 0

D3
Slaver's route
~
~
0 -1 51491 0 0 0

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51493
Before the east entrance~
You stand just at the east entrance to the Underdark.  Before you looms a
huge cavern, or so you think, since you can't tell with your eyes.  Darkness
is everywhere, there is a layer of light that has been formed by a series of
floating orbs that rest above your head.  Above this layer of light, darkness
lies.  It is because of this that you think you stand in a huge cavern.  The
air smells of thousands living in a confined space with little fresh air.  The
air itself is moist and warm.  Sounds assault your ears, not just the buzzing
of people. but also agonized screams.  The shadows seems to speak of
death.  Welcome to the Underdark.
The north and south is Sunrise, to the east is the entrance and to the west is
the Slaver's route and farther down, the market area.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51473 0 0 0

D1
A huge door blocks the way out
~
door~
3 -1 51627 0 0 0

D2
Sunrise
~
~
0 -1 51502 0 0 0

D3
Slaver's route
~
~
0 -1 51492 0 0 0

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

E
door entrance~
An enormous door that is covered with arcane symbols.  There seem to be
scratch marks on the door.  You wonder if the warning about being unable
to recall from this place is true...
~

S
#51494
The Gathering Place~
You are in the north west corner of the gathering place.  It is here that the
denizens of the Underdark come to meet to discuss business.  The lighting
here is dimmer than in most places.  Dark shapes seem to blend in and out
of the shadows.  Somehow the sounds of the city do not invade this place
so it is quiet enough to discuss without shouting.  The square is basically
clear but the dimness makes it impossible to see farther than 10 feet, thus
making it perfect for meetings of a discrete manner.  It seems as if some
orbs have stopped working.
North is the Slaver's Route, the meeting place continues east and south
~
0 9 1 
D0
Slaver's route
~
~
0 -1 51477 0 0 0

D1
Gathering place
~
~
0 -1 51495 0 0 0

D2
Gathering place
~
~
0 -1 51496 0 0 0

S
#51495
The Gathering Place~
You stand at the north east corner of the gathering place.  Around you is a
mist that seems to come from nothing.  The mist limits your vision to
about 7 feet in any direction.  The only sounds that reach you ears are
muffled and distorted making it impossible to understand them.  Dark
forms wander at the edge of your vision, you can't tell if it your
imagination or reality.
North is the Slaver's route, west and south the gathering place lies
~
0 8201 1 
D0
Slaver's route
~
~
0 -1 51478 0 0 0

D2
Gathering place
~
~
0 -1 51497 0 0 0

D3
Gathering place
~
~
0 -1 51494 0 0 0

S
#51496
The Gathering Place~
You stand in the south west corner of the gathering place.  All around you
the air seems to be distorted, sounds that should be close sound far away.
Shapes have no tangible form.  Some mage spent a lot of time setting up
this area for discrete meetings.
North and east the place goes on.  South is the street of the gods
~
0 8201 1 
D0
The gathering place
~
~
0 -1 51494 0 0 0

D1
The gathering place
~
~
0 -1 51497 0 0 0

D2
The street of the Gods
~
~
0 -1 51511 0 0 0

S
#51497
The Gathering Place~
You are in the south east corner of the gathering place.  There are no
lights here.  The only illumination is from your light source. No sounds reach
your ears only your breathing and the blood gushing through your body.
Everything seems to be distance, nothing looks real.  You feel isolated from
society as a whole, ignored, worthless.  There is nothing to live for, people
whisper in the shadows, plotting the downfall of the world. Nothing can stop
it, there is no point.  How can you as an individual make a difference? For a
moment, these words form in the air "Welcome to the darkside" you feel empty
and drained.  No life stirs within, a chill threatens to overcome your entire
being. The gathering place continues north and west.  To the south lies the
street of the Gods
~
0 8201 1 
D0
The gathering place
~
~
0 -1 51495 0 0 0

D2
The street of the gods
~
~
0 -1 51512 0 0 0

D3
The gathering place
~
~
0 -1 51496 0 0 0

S
#51498
The Slave's Square~
You are in one of the most oppressed regions of the Underdark.  It is here
that the capitalist dream has become totally realised.  The oppression and
repression of those who should be free is evident in everything that stands
in this square.  Stocks to hold the bad slaves, a guillotine to kill the slaves
that stand up for their rights.  The slaves are reduced to animals in this
square. To the north is the Slaver's route, east and south lies the square.
~
0 8201 1 
D0
The slaver's route
~
~
0 -1 51483 0 0 0

D1
The slave's square
~
~
0 -1 51499 0 0 0

D2
The slave's square
~
~
0 -1 51500 0 0 0

E
stocks~
You see before the symbol of pure oppression.  Blood stained and well
used, it stands empty but not for long.
~

E
guillotine~
This is the guillotine, it is used to dispose of the mischievous slaves who
for some mistaken reason thought they were actually free to do what they
wanted.  The blade is rusted with dried up blood.  A faint aroma or death
emanates from the basket that holds the heads of the chopped bodies. ~

S
#51499
The Slave's Square~
You are in the north east corner the slave's square.  The name is a cruel
slavers joke, they have given the slaves this square.  The square is the only
thing the slaves have, and it is used for their maiming, sentencing and
execution.  The ground is clean, with dark brown spots here and there.
The dark brown stains are stains of blood.
North is the slaver's route, west and south lies the slave's square.
~
0 8201 1 
D0
Slaver's route
~
~
0 -1 51484 0 0 0

D2
The slave's square
~
~
0 -1 51501 0 0 0

D3
The slave's square
~
~
0 -1 51498 0 0 0

S
#51500
The slave's square~
You stand in the south west corner of the slave's square.  Here you can
clearly hear the screams of slaves dying, from the past, the present and the
future.  Some twisted mage made it possible to hear these screams. The smell of
decaying corpses reaches your nostrils every now and then.  The ground has dark
brown stains on it.  The cruel reality of slavery can be felt by your soul,
causing is to ache to own and manipulate other beings.  You can realise this
desire to the west. The slave's square continues north and east. South is the
street of the Gods and to the west is the entrance to the Slave Market.
~
0 8201 1 
D0
The slave's square
~
~
0 -1 51498 0 0 0

D1
The slave's square
~
~
0 -1 51501 0 0 0

D2
The street of the gods
~
~
0 -1 51517 0 0 0

D3
The door to the slave market
~
door~
1 -1 51719 0 0 0

E
door~
A great iron door that has a huge stock engraved into it.~

S
#51501
The slave's square~
You stand in the south east corner of the slave's square.  It is here that the
slaves are brought to be sold and destroyed.  All around you are signs of
oppression.  On the ground is a stained mosaic.  The screams of hatred and
pain fill your being with pity and excitement.
North and west is the square, south is the street of the gods.
~
0 8201 1 
D0
The slave's square
~
~
0 -1 51499 0 0 0

D2
The street of the gods
~
~
0 -1 51518 0 0 0

D3
The slave's square
~
~
0 -1 51500 0 0 0

E
mosaic stain~
A mosaic of a large whip striking a defiant slave lies on the ground here.
The little stones have been stained with the blood of many slaves who may
or may not have done something wrong. ~

S
#51502
Sunrise~
You stand on sunrise the eastern most street in the Underdark.  The street
name is a joke on those surface dwellers who may crave the sun.  Sunrise
travels along the eastern cavern wall.  The Underdark is a huge city
compared to midgaard.  The city that was founded has grown to fill the
cavern and thrives in the dark.  Over half the people who live here can see
in the dark, the floating orbs were placed for the surface dwellers so they
could kinda see.
North is the eastern entrance, south Sunrise continues.
~
0 8201 1 
D0
The eastern entrance to the Underdark
~
~
0 -1 51493 0 0 0

D2
Sunrise
~
~
0 -1 51503 0 0 0

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51503
Sunrise before the cages~
You are walking along Sunrise, a clean and broad street.  Small floating
orbs light the way, casting a surrealistic haze on all around you.  The
sounds of the city bounce of the cavern wall to the east and find their way
into your ears.  The smell of sweat engages your nose.  A dark forbidding
enters your head, the shadows begin to come alive.  Always, just out of
your sight, a shape flits in and out of the shadows.
North and west sunrise goes on.  South is the entrance to the cages.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51502 0 0 0

D2
The cages
~
door~
3 -1 51838 0 0 0

D3
Sunrise
~
~
0 -1 51504 0 0 0

E
door~
A huge oaken door stands in your way.  Emblazed on it is sketch of an iron
cage containing many weird and exotic creatures.
~

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51504
Sunrise~
You are walking down sunrise.  Glowing orbs light the way into dimness.
You can make out very few features of the city here.  Only the muffled
agonized cries and the hum of thousands talking indicate that this is a huge
city.  Built in the recent past, the city has undergone major growth and
now is about 2 times larger than Midgaard.  This is the meeting place of
the rogues and thieves from the world of sun and moon and those who
dwell beneath the earth. Sunrise continues east and west.
~
0 8201 1 
D1
Sunrise
~
~
0 -1 51503 0 0 0

D3
Sunrise
~
~
0 -1 51505 0 0 0

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51505
Sunrise~
You are walking down the east side of the Underdark.  This huge dark city
hides all sorts of criminal activity.  But at the surface, the city is calm, no
fighting on the streets.  The only reason there is no fighting is that fact that
huge guardian eyes float through the city preventing open fights.  Glowing
orbs float in the air, casting their dim glow on all around.  Illuminating
basically nothing but giving some light. Sunrise goes east and south
~
0 8201 1 
D1
Sunrise
~
~
0 -1 51504 0 0 0

D2
Sunrise
~
~
0 -1 51506 0 0 0

S
#51506
Sunrise~
You are walking down Sunrise.  Sunrise runs down the east side of the
city.  The name comes from the humour of the founder of this city.  A joke
on the surface dwellers, causing them, hopefully, to ache for the sun.  The
smell of sweat has begun to recede, soon you probably won't be able to
smell it at all. Sunrise continues east and south
~
0 8201 1 
D1
Sunrise
~
~
0 -1 51505 0 0 0

D2
Sunrise
~
~
0 -1 51507 0 0 0

S
#51507
Sunrise before the Prisons~
You are standing on Sunrise just before the Guardian Prisons.  The door to
this huge building is to the west.  You can clearly hear voices pleading for
their lives.  You wonder if the voices you hear are from the past, the
present or the future.  Some mages in this city have twisted tastes and have
cast spells to allow you to hear the past, the present and the future.
Sunrise goes north and south, a door to the prisons is west
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51506 0 0 0

D2
Sunrise
~
~
0 -1 51544 0 0 0

D3
The door to the guardian prisons
~
door~
3 -1 51737 0 0 0

E
door~
A huge door stands before you.  There is no handle on this door, all you
have to do is push on it and it opens.  Small scratches cover this side of the
door, they look like claw marks.~

S
#51508
Street of the Gods, Silence~
You are standing at the western edge of the city just before the cavern
wall.  The buzz of the people is almost non-existent here.  This part of the
city like most of the city isn't very well lit.  A solitary glowing orb floats
casting a thin circle of light on the ground.  As with all sections of this
street, this part has been dedicated to a god, Silence.  As soon as you
realise this, you understand why this section of the city is so quiet. A statue
of a githzerai seems to be kneeling to a statue of Silence.
To the North lies an entrance to a house, east the street goes onwards
~
0 8201 1 
D0
A door blocks the way into the home
~
door~
3 -1 51897 0 0 0

D1
The street of the Gods
~
~
0 -1 51899 0 0 0

E
door~
The regular looking door, decorated with the symbol of Silence. ~

E
statue githzerai~
The githzerai is humanoid.  Dressed in a monastic robe there is a sense of
power that flows from his pose.  The githzerai are a race of humanoids that
were enslaved by the mind flayers, there they were scarred for all eternity.
The githzerai is human in height and weight.  Most githzerai are strong,
and very capable with mental powers.  This statue is very lifelike, and it's
eyes seem to glow in the weird lighting of the orb.~

E
statue silence~
This is a statue of the god of agility and speed.  He is dressed totally in a
black ninja outfit.  In one hand he wields a tiger's claw the other hand
seems to glow.  You tap the hand and no sound comes out.  On pedestal
there is a note that reads

    Silence is both provider and destroyer, to be blessed by him is to
be blessed indeed.

You take one final look at this impressive almost life like representation of
Silence and notice that it's eyes glow purple and seem to be watching your
every move.
~

S
#51509
Street of the Gods, Snikt~
You are standing along the street of the Gods.  This section has been
devoted to Snikt.  The lighting here is clear, and very different from the
rest of the city.  To the side of the street stands a statue of a weird alien.
The street continues east and west, to the north is a door to a home
~
0 9 1 
D0
A doorway to a house
~
door~
3 -1 51896 0 0 0

D1
The street of the Gods
~
~
0 -1 51510 0 0 0

D3
The street of the Gods
~
~
0 -1 51899 0 0 0

E
door~
A regular looking door with a huge symbol of Snikt emblazed onto it.~

E
statue alien~
This is a statue of the queen alien.  The queen is a true monstrosity with
triple jaws, a bony, black head frill, and a spike on her tail about the size
of your thigh.  She seems to be deep in meditation.
~

S
#51510
Street of the Gods, Ironhand~
You are walking along the street of the Gods.  This section has been
dedicated to Ironhand.  The street is clean and lit with the same dim light
as the rest, 'cept here it reminds you of the light cast from a monitor late at
night.  On the ground are seem to be  a series of confusing symbols which you
presume are mystic symbols of some sort.  The street of the gods continues east
and west, north is the entrance to a home.  South Sunset goes on.
~
0 8201 1 
D0
A door to a home
~
door~
3 -1 51895 0 0 0

D1
The street of the Gods
~
~
0 -1 51511 0 0 0

D2
Sunset
~
~
0 -1 51524 0 0 0

D3
The street of the Gods
~
~
0 -1 51509 0 0 0

E
symbols ground~
The symbols are as follows.  They stand out because they glow in a deep
blue and seem to pulsate.

    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    int sn;

    if ( ch->position != POS_FIGHTING )
        return FALSE;

The go on, but you can't make much sense of them.  Obviously Ironhand
was way beyond this mortal world and was involved in the workings of the
world.
~

E
door~
A plain and simple door, with the symbol of Ironhand engraved into it.~

S
#51511
Street of the Gods, Strahd~
This segment of the street honours Strahd, known to few as the mighty
coder. The street has all sorts of arcane symbols on it.  Orbs have been
spaced every ten feet, lighting your way.  To the side of the street stands a
statue of a martial artist. The street of the gods goes east and west, north is
the gathering place.  To the south is the entrance to the darkened root.
~
0 8201 1 
D0
The gathering place
~
~
0 -1 51496 0 0 0

D1
The street of the Gods
~
~
0 -1 51512 0 0 0

D2
The darkened root
~
~
0 -1 51760 0 0 0

D3
The street of the Gods
~
~
0 -1 51510 0 0 0

E
statue martial artist~
Before you stands a statue of a martial artist.  He is dressed in long robes
and holds his hands up in a defensive posture.
~

E
arcane symbols street~
The following has been engraved into the ground with great care.
bool spec_kungfu_poison( CHAR_DATA *ch )
{
    CHAR_DATA *victim;

    if ( ch->position != POS_FIGHTING
    || ( victim = ch->fighting ) == NULL
    ||   number_percent( ) > 2 * ch->level )
        return FALSE;

And it goes on, but you can't make much sense of it.  Strahd is one of the
true gods of merc, knowing enough to alter the very fabric of the mortal
realms.
~

S
#51512
Street of the Gods, Lenny~
You wander down the only truly holy street of the Underdark.  Each
section of this street has been dedicated to a different god from the
different realms of some MUDs.  Here the street has been dedicated to Lenny,
the immortal with a twisted sense of humour. A list of his creations floats in
the air along with the flickering floating orbs.  To the side of the street is
a statue of a monkey. East and west the street of the gods continues, north is
gathering place To the south is the entrance to the Sparkling Jewel
~
0 9 1 
D0
The gathering place
~
~
0 -1 51497 0 0 0

D1
The street of the gods
~
~
0 -1 51513 0 0 0

D2
The entrance to the Sparkling Jewel
~
~
0 -1 51759 0 0 0

D3
The street of the gods
~
~
0 -1 51511 0 0 0

E
list~
A list floats above the ground showing off all of Lenny's creations.  These
creations include his marvellous house, Gilligan's island and Sesame
Street. Each of the creations being truly unique.
~

E
statue monkey~
Before you stands a statue of a monkey.  The monkey looks like a cute
little bugger with very sharp little teeth.
~

S
#51513
Street of the Gods, Jhaele~
You walk down the street of the gods, where a few of the gods from the
realms of mud are being honoured.  The ground is jet black and so is the
wall to the north, the orbs here glow blue.  A sense of complete despair
and oppression fills your being.  The true might of the gods dawns upon you.
East and west the street continues, south is the Dented Shield.
~
0 8201 1 
D1
The street of the gods
~
~
0 -1 51514 0 0 0

D2
The Dented Shield
~
~
0 -1 51758 0 0 0

D3
The street of the gods
~
~
0 -1 51512 0 0 0

S
#51514
Street of the Gods, Reflection~
This segment of the Underdark has been dedicated to Reflection, the goddess
of beauty and love.  All around you the golden light of the orbs illuminates
objects of sheer beauty.  The beauty of Reflection comes out in all the
objects along this road.  You feel the need to stop and just let all this
beauty into your soul.

The street of the gods goes east and west, south is the Cracked Sword
~
0 8201 1 
D1
The street of the gods
~
~
0 -1 51515 0 0 0

D2
The Cracked Sword
~
~
0 -1 51757 0 0 0

D3
The street of the gods
~
~
0 -1 51513 0 0 0

S
#51515
Street of the Gods, Dizzy~
You have entered the section of the street of gods that has been obviously
dedicated to Dizzy.  The reason why this is obvious is the fact that you feel
very nauseous and confused.  You are having problems figuring out up and
down, left and right.  The ground seems to be rising up to your face.

The street of the gods continues east and west, south is the Glowing Hand
~
0 8201 1 
D1
The street of the gods
~
~
0 -1 51516 0 0 0

D2
The glowing hand
~
~
0 -1 51756 0 0 0

D3
The street of the gods
~
~
0 -1 51514 0 0 0

S
#51516
Street of the Gods, Raptor~
You walk along the part of the street of the gods that honours Raptor.
Raptor is one of those all powerful immortals who has figured out the very
fabric of the worlds.  On the ground lie a bunch of arcane and mystic
symbols.

The street goes on east and west, to the north is the entrance to the slave
market, and south is Jasper avenue
~
0 8201 1 
D0
A door blocks your entry to the slave's market
~
door~
1 -1 51719 0 0 0

D1
The street of the gods
~
~
0 -1 51517 0 0 0

D2
Azurite street
~
~
0 -1 51526 0 0 0

D3
The street of the gods
~
~
0 -1 51515 0 0 0

E
door~
A simple wooden door, with a guillotine engraved into it~

E
arcane mystic road symbols~
The following symbols rest on the road here.

    number = number_argument( argument, arg );
    count  = 0;
    for ( obj = object_list; obj != NULL; obj = obj->next )
    {      if (can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
     {   if (++count == number )
          return obj;
     }
    }

The presence of Raptor can be felt keenly in Farside
~

S
#51517
Street of the Gods, RoX~
This section of the street has been dedicated to RoX.  The street is clean
and well built, no bugs in it.  Orbs float every ten feet, although the street
is clean, the shadows are darker than they should be and whisper of assassins.
The lighting cast from the orbs is not white, it's cobalt blue.  The screams
of the city do not penetrate into this section.  On the ground lie holy
symbols of Farside, RoX's playground. East and west the street continues,
north is the slave's square and south is the entrance to Shadow's Shadow
(a tavern).
~
0 8201 1 
D0
The slave's square
~
~
0 -1 51500 0 0 0

D1
The street of the gods
~
~
0 -1 51518 0 0 0

D2
The door to Shadow's Shadow
~
door~
1 -1 51748 0 0 0

D3
The street of the gods
~
~
0 -1 51516 0 0 0

E
door~
A well built oaken door.  On the door is an engraving of a person walking.
Behind and below the person is his shadow, and beyond this is yet another
shadow.
~

E
symbols ground~
The follow has been carefully written into the ground.

{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
         int rnd_say;

    if ( ch->fighting != NULL )
                return FALSE;

And on the gibberish goes.  Below all of this, the following has been
written.

    RoX, the leader of Farside.  May he live in peace and harmony.
All praises go out to RoX

~

S
#51518
Street of the Gods, Soapbox~
This street has been built to honour the gods of the realms.  Since the
street was built, the Underdark has flourished.  You have heard rumours
that at certain sections on this street, you can actually recall.  The street
has been indeed blessed by the gods.  On the ground are a series of arcane
symbols. The street goes on east and west, to north is the gathering place.
~
0 8201 1 
D0
The gathering place
~
~
0 -1 51501 0 0 0

D1
The street of the gods
~
~
0 -1 51519 0 0 0

D3
The street of the gods
~
~
0 -1 51517 0 0 0

E
ground arcane symbols~
The following glows green on the ground:

   We praise Soapbox in all his might and wisdom.  His open minded
 thoughts on how the realms should work.  One of the greatest immortals
 that have ever ruled a realm.

~

S
#51519
Street of the Gods, Garion~
You are standing on the street of the gods.  Instead of building a temple,
the denizens of the Underdark built a road dedicated to them. This section
of the road honours Garion and his true understanding of the fabric of life.
Garion with his foresight to bring people together so they can defend
themselves from their enemies and unite for a common goal.  The street
goes on east and west.
~
0 8201 1 
D1
The street of the gods
~
~
0 -1 51520 0 0 0

D3
The street of the gods
~
~
0 -1 51518 0 0 0

S
#51520
Street of the Gods, Calliope~
You are walking along the street of the gods.  The street is of exquisite
craftsmanship.  The road turns to cobble stones, which are bright red and
yellow, in honor of Calliope.  You can feel a reasuring presence that surrounds
you with happiness and delight.  In the middle of the street there lies
a huge black obsidian ball. The street goes on south and west.
~
0 8201 1 
D2
The street of the gods
~
~
0 -1 51521 0 0 0

D3
The street of the gods
~
~
0 -1 51519 0 0 0

E
ball~
This ball reflects your light as you come closer to get a better look.
The ball looks to be flawless and perfect, much like the immortal who
it was crafted for.  The blackness of the obsidian is so deep that it
causes your light to be absorded dimming the street.
~

S
#51521
Street of the Gods, Garth~
You stand along the street of the gods.  This section has been dedicated to
Garth.  The road here has been polished so it shines as you pass by.  The
glowing orbs seem to flicker on and off here.  You've heard stories about
Garth's love for the day lit world, maybe this space provides the access?

The street continues west and south
~
0 9 1 
D0
~
~
0 -1 51520 1 0 0

D2
The street of the gods
~
~
0 -1 51522 0 0 0

S
#51522
Street of the Gods, Varcel, before the prisons~
You are walking along the street of the gods.  It is here that the citizens of
the Underdark present their worship.  The gods of the realms have blessed
the Underdark as a whole with great karma for this ingenious way of showing
their devotion. The street continues south and north. To the east is the
entrance to the guardian prisons.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51521 0 0 0

D1
The door to the guardian prisons
~
door~
3 -1 51738 0 0 0

D2
The street of the gods
~
~
0 -1 51523 0 0 0

E
door~
A huge iron bound door sits in this doorway.  There is one item of note
about this door, it has no handle.  All you have to do is push on it and it
opens.
~

S
#51523
Street of the Gods, Etaine~
You stand at the beginning of the street of the gods, this street has been
dedicated to the many gods of different realms of mud.  The road here has
been polished and the glowing orbs seem to glow a little bit brighter here.
Although different then having a temple in the city to worship the gods in,
the gods have come to accept the street. To the south is the road of shadows,
north the street continues
~
0 8200 1 
D0
The street of the gods
~
~
0 -1 51522 0 0 0

D2
The road of shadows
~
~
0 -1 51539 0 0 0

S
#51524
Sunset~
You are walking along sunset.  The screams of the slaves reaches your ears
quite clearly here.  The awful stench of a rotting corpse causes your eyes to
water.  There are glowing orbs floating in the air every ten feet or so,
casting everything in a dim light, like the light of the predawn.

North is the street of the gods, south lies sunset
~
0 8201 1 
D0
Street of the gods
~
~
0 -1 51510 0 0 0

D2
Sunset
~
~
0 -1 51525 0 0 0

S
#51525
Sunset~
This is Sunset, the street of the west.  This street makes it's way down the
west side of the Underdark.  Scream find their way to your ears, and the
murky dark seems to overpower your soul here.  As the rest of the city,
there a little floating orbs that float in the air, giving the area a dim look.
Sunset continues north and south.
~
0 8201 1 
D0
Sunset
~
~
0 -1 51524 0 0 0

D2
Sunset at the road of shadows
~
~
0 -1 51528 0 0 0

S
#51526
Azurite Street~
This is azurite street.  The street is modest, with very little to note.  The
street itself seems to be a deep blue.  The glowing orbs float in the air
illuminating very little.  The hustling market area can be seen to the north.
North is the street of the gods, south azurite continues
~
0 8201 1 
D0
Street of the gods
~
~
0 -1 51516 0 0 0

D2
Azurite street
~
~
0 -1 51527 0 0 0

S
#51527
Azurite Street~
You are walking along azurite street.  Azurite street, like the rest of the
gemstone streets was named after the mineral that was mined there.  Before the
Underdark was built, the entire area was a huge mine of different precious
stones.  Azurite has left it's mark on the street. The street still seems to
be blue in colour.  The glowing orbs illuminate next to nothing.
North and south Azurite street continues.
~
0 8201 1 
D0
Azurite street
~
~
0 -1 51526 0 0 0

D2
Azurite and the road of shadows
~
~
0 -1 51534 0 0 0

S
#51528
Road of Shadows at Sunset~
You are standing at the beginning of the road of Shadows.  The reason for
this name is very obvious.  All around you more shadows then there should
be form.  Everything seems to be cloaked in it's own shadow.  The light of
the orbs and from your light source does nothing to illuminate the area.
Sunset goes north and south.  The road of shadows heads east.
~
0 8201 1 
D0
Sunset
~
~
0 -1 51525 0 0 0

D1
Road of shadows
~
~
0 -1 51529 0 0 0

D2
Sunset
~
~
0 -1 51598 0 0 0

S
#51529
Road of Shadows~
You are walking down the road of shadows.  Everything seems to be
distorted because they are enveloped in shadows.  Shapes seem to filter in
and out of the shadows.  The glowing orbs fail to pierce the darkness of
the shadows.  The hum of the city buzzes constantly in your ears.
The road of shadows continues east and west
~
0 8201 1 
D1
Road of shadows
~
~
0 -1 51530 0 0 0

D3
Road of shadows
~
~
0 -1 51528 0 0 0

S
#51530
Road of Shadows~
You wander down this road of shadows.  Everything is covered by
shadows.  You have an uneasy feeling about what could be hiding in the
shadows of this city.  Every now and then a scream pierces through the
regular hum of the city.  From all around you, you feel creatures watching
you... The road of shadows continues east and west
~
0 8201 1 
D1
Road of shadows
~
~
0 -1 51531 0 0 0

D3
Road of shadows
~
~
0 -1 51529 0 0 0

S
#51531
Road of Shadows~
There is very little of note at this point on the road.  Everything is obscure
to your view.  Nothing seems to be natural, with very little light penetrating
down to the street.  The glowing orbs, although glowing as they normally do,
don't give off enough light here to light up the area.  The road of shadows
continues east and west.
~
0 8201 1 
D1
Road of shadows
~
~
0 -1 51532 0 0 0

D3
Road of shadows
~
~
0 -1 51530 0 0 0

S
#51532
Road of Shadows~
You are walking along the road of shadows.  You can barely see the ground
you are walking on.  It's as if you are walking in every shadow ever created.
The glowing orbs glow as the regularly do but the light itself seems to cast
a shadow on everything.  The road of shadows continues east and west.
~
0 8201 1 
D1
The road of shadows
~
~
0 -1 51533 0 0 0

D3
The road of shadows
~
~
0 -1 51531 0 0 0

S
#51533
Road of Shadows~
This is the road of shadows, a place where thieves walk unmolested.  You
carefully peer around you hoping to pierce the shadows with your gaze, but
you fail miserably.  The road of shadows allows straight passage from the
east side of the city to the west.  Very little lives along this street,
but from all around you, you feel you are being sized up and inspected...
The road of shadows continues east and west
~
0 8201 1 
D1
The road of shadows at Azurite street
~
~
0 -1 51534 0 0 0

D3
The road of shadows
~
~
0 -1 51532 0 0 0

S
#51534
Road of Shadows at Azurite~
You are standing at the junction of Azurite and the road of shadows. The
blue road of azurite is covered by a layer of shadow. The shadows deepen
to the east and west, north and south they seem to clear up some. To the
north and south Azurite runs, to the east and west the road of Shadows seems
to disappear into darkness.
~
0 8201 1 
D0
Azurite street
~
~
0 -1 51527 0 0 0

D1
The road of shadows
~
~
0 -1 51535 0 0 0

D2
Azurite street
~
~
0 -1 51579 0 0 0

D3
The road of shadows
~
~
0 -1 51533 0 0 0

S
#51535
Road of Shadows~
You are walking along the road of shadows, a road travelled by many in
this city.  You realise if you were on the surface, only thieves and assassins
would wander a road like this, but down here, many of the denizens of the
Underdark like the shadows thus they walk this road frequently.
East the road of shadows goes on.  West the road of shadows meet Azurite.
~
0 8201 1 
D1
Road of shadows
~
~
0 -1 51536 0 0 0

D3
Road of shadows at azurite street
~
~
0 -1 51534 0 0 0

S
#51536
Road of Shadows~
You walk down the road of shadows wondering how all these shadows are formed.
In the air above your head, the glowing orbs shed light, but even the light
itself seems to give off shadows.  Perhaps some deranged mage cast a huge
spell along this road to give it this affect.  Whatever the reason is, you can
barely see anything around you. The road of shadows continues east and west.
~
0 8201 1 
D1
The road of shadows
~
~
0 -1 51537 0 0 0

D3
The road of shadows
~
~
0 -1 51535 0 0 0

S
#51537
Road Of Shadows~
You are walking down the road of shadows.  The whole length of this
street is dark, as if you are walking in a huge shadow.  Every now and then
a scream pierces through the darkness.  Glowing orbs float above your
head, but they don't seem to shed much light and they flicker on and off.
The road of shadows continues east and west.  South stand a shadowy door.
~
0 9 1 
D1
The road of shadows
~
~
0 -1 51538 0 0 0

D2
A shadowy door stands in the dark
~
~
3 -1 51769 0 0 0

D3
The road of shadows
~
~
0 -1 51536 0 0 0

E
door~
A door stands here, partially obscured by shadows.  You see small scribble
engraved into it.  Staring at it for awhile, you think you make out the
following

     Only the true and strong may enter this building,
      for it is protected by the gods.

You have heard rumours that a very strong group of worshippers live in
the Underdark, and you also heard that they attack any who enter their
place of worship....
~

S
#51538
Road of Shadows~
This is the road of shadows, a road where thieves and assassins wander
freely, but then again, they do so in the whole of the Underdark.  All around
you darkness blocks your vision.  The glowing orbs don't shed any light onto
the street.  Everything is dark. The road of shadows continues east and west.
~
0 8201 1 
D1
The road of shadows
~
~
0 -1 51539 0 0 0

D3
The road of shadows
~
~
0 -1 51537 0 0 0

S
#51539
Road of Shadows~
You travel down the road of shadows.  There is nothing that you can see
clearly through the veil of darkness.  Everything is covered by a blanket of
grey, the lighting is that of being in a shadow.  The darkness here seems to
be so thick that even the noise of the city does not penetrate it.  To the
north, the darkness clears up considerably. North is the beginning of the
street of Gods.  East and west the road of shadows stretches onwards.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51523 0 0 0

D1
The road of shadows
~
~
0 -1 51540 0 0 0

D3
The road of shadows
~
~
0 -1 51538 0 0 0

S
#51540
Road of Shadows~
You walk along this dark and gloomy road.  The shadows seem to live and
breed here, they cover everything and get stronger in every crack.  Glowing
orbs float above you but shed no light, just more shadows it seems. Everything
seems to be black, grey and white.  Colour does not exist on this road.
The road of shadows continues east and west
~
0 8201 1 
D1
The road of shadows
~
~
0 -1 51541 0 0 0

D3
The road of shadows
~
~
0 -1 51539 0 0 0

S
#51541
Road of Shadows~
You stand on the road of shadows.  This road clearly takes it name by the
simple fact that everything is covered by shadows.  Even the floating orbs
seems to radiate not light, but the grey of shadows.  Along this street,
everything loses it's colour and becomes black and white.
The road of shadows continues east and west.
~
0 8201 1 
D1
The road of shadows
~
~
0 -1 51542 0 0 0

D3
The road of shadows
~
~
0 -1 51540 0 0 0

S
#51542
Road of Shadows~
You stand at the beginning of the road of shadows.  Darkness surrounds
you and all your equipment.  Everything has a shadow, including your light
source.  It's as if you left the world and came to a place where colour and
light does not exist.  Nothing has colour, just a different shade of grey.
The road of shadows travels west.  East and south is Sunrise
~
0 8201 1 
D1
Sunrise
~
~
0 -1 51543 0 0 0

D2
Sunrise
~
~
0 -1 51574 0 0 0

D3
The road of shadows
~
~
0 -1 51541 0 0 0

S
#51543
Sunrise~
You are standing along Sunrise.  The floating orbs glow merrily in the
dark, shedding their dim glow over the road.  Screams from the city centre
reach your ears occasionally.  The air is stuffy and warm, it seems to press
down on you. Sunrise goes north and south.  West is the road of shadows.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51544 0 0 0

D2
Sunrise
~
~
0 -1 51573 0 0 0

D3
Road of shadows
~
~
0 -1 51542 0 0 0

S
#51544
Sunrise~
You are walking along Sunrise, the road of the east.  This road travels the
length of the city along the eastern side.  Glowing orbs float in the air
every ten feet casting an eerie dim on all the light strikes. Sunrise goes
north and south, to the east the forgotten alley begins.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51507 0 0 0

D1
The forgotten alley
~
~
0 -1 51545 0 0 0

D2
Sunrise
~
~
0 -1 51543 0 0 0

S
#51545
Forgotten Alley~
You stand at the beginning of the forgotten alley.  There is very little along
this small dark street. Thieves and assassins often use this dark little street
as a meeting place. Floating orbs hang in the air every fifteen feet, making
the street darker than most. To the east they alley leads into darkness.
West is Sunrise.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51546 0 0 0

D3
Sunrise
~
~
0 -1 51544 0 0 0

S
#51546
Forgotten Alley~
This street is narrow and dark.  There are many crevices to the side that
are pitch black.  You think you are being watched as you walk carefully
down this street.  Your light source only illuminates the ground directly
ahead of you, while the floating orbs barely light up anything.
The alley continues east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51547 0 0 0

D3
The forgotten alley
~
~
0 -1 51545 0 0 0

S
#51547
Forgotten Alley~
You are walking along the forgotten alley, named this just for the fun of it.
Most people in the Underdark know of this dark side street, but most have never
travelled it. The floating orbs glow dimly every fifteen feet. The alley goes
on east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51548 0 0 0

D3
The forgotten alley
~
~
0 -1 51546 0 0 0

S
#51548
Forgotten Alley~
This little dark street is the forgotten alley.  As you walk down it you being
to realise that there really is little of note on it.  The street is dark, and
dirty.  The only good thing about this little alley is the fact that the hum of
the city has died down. The alley continues east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51549 0 0 0

D3
The forgotten alley
~
~
0 -1 51547 0 0 0

S
#51549
Forgotten Alley~
You are walking down the forgotten alley.  The only sounds that reach you
are the soft murmurs of people talking in quiet voices.  Darkness surrounds
you and the floating orbs are spaced ever twenty feet here.  The orb above
you flickers in and out chaotically. The alley continues east and  west.
~
0 9 1 
D1
The forgotten alley
~
~
0 -1 51550 0 0 0

D3
The forgotten alley
~
~
0 -1 51548 0 0 0

S
#51550
Forgotten Alley~
You have come to a bend in the forgotten alley.  It is very dark in this
corner as there are no glowing orbs around you, there is one to the north
and one to the west.  You think you hear the soft thud of footsteps behind
you... The alley goes north and west.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51551 0 0 0

D3
The forgotten alley
~
~
0 -1 51549 0 0 0

S
#51551
Forgotten Alley~
You are walking along the forgotten alley.  It is very quiet in this part
of the alley. A single glowing orb lights the area around you with a dim glow.
The ground seems to pitch black, not even your own light source makes it any
colour. The alley goes north and south
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51552 0 0 0

D2
The forgotten alley
~
~
0 -1 51550 0 0 0

S
#51552
Forgotten Alley~
It is very dark here as the only orb you can see is to the south.  The
darkness bears down on you.  Your light source can only show you what is
ahead of you for five feet. The alley continues north and south.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51553 0 0 0

D2
The forgotten alley
~
~
0 -1 51551 0 0 0

S
#51553
Forgotten Alley~
You stand at a turn in the alley.  It is very very dark here, you can barely
make out a glowing orb far to the south and nothing to the east.  The alley
goes east and south.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51554 0 0 0

D2
The forgotten alley
~
~
0 -1 51552 0 0 0

S
#51554
Forgotten Alley~
You are walking along a small alley way, away from the rest of the city. It
is very quiet and very dark here.  You can't make out the ground or the walls
that rise up to the north and east of you. The alley continues south and west.
~
0 8201 1 
D2
The forgotten alley
~
~
0 -1 51555 0 0 0

D3
The forgotten alley
~
~
0 -1 51553 0 0 0

S
#51555
Forgotten Alley~
You are walking down the forgotten alley.  A place where darkness hides
anything that happens. All around you the darkness hovers, and hides
anything that may be dangerous.The alley continues north and south.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51554 0 0 0

D2
The forgotten alley
~
~
0 -1 51556 0 0 0

S
#51556
Forgotten Alley~
This is the forgotten alley, a small dark street that goes nowhere.  Glowing
orbs float here and there sporadically. The alley goes north and south.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51555 0 0 0

D2
The forgotten alley
~
~
0 -1 51557 0 0 0

S
#51557
Forgotten Alley~
This is the forgotten alley, a small dark street that goes nowhere.  Glowing
orbs float here and there sporadically. The alley continues north and south.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51556 0 0 0

D2
The forgotten alley
~
~
0 -1 51559 0 0 0

S
#51559
Dark Entrance Way~
You are standing on a dark walkway before a huge house.  It is this house
that the alley goes around.  You wonder what sort of maniac would live in
a dark, quiet and dangerous place like this.  There are no lights around.
To the east is the forgotten alley, west is the door in.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51560 0 0 0

E
door~
This is a huge black door. There is little of note on the door, 'cept that it
seems to be very very old.
~

S
#51560
Forgotten Alley~
You are walking along a dark small street.  It is very dark here, with a
flickering floating orb that floats high above you being the only point of
light apart from your light source. The alley goes south, to the west is a
dark entrance way.
~
0 9 1 
D2
The forgotten alley
~
~
0 -1 51561 0 0 0

D3
A dark entrance way
~
~
0 -1 51559 0 0 0

S
#51561
Forgotten Alley~
You are walking along the forgotten alley.  It is quiet at this section of the
alley, but if you listen carefully you think you can hear the soft thuds of a
person walking behind you. The alley continues north and south.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51560 0 0 0

D2
The forgotten alley
~
~
0 -1 51562 0 0 0

S
#51562
Forgotten Alley~
You stand at a corner in the alley.  To the west you can see a dim point of
light in the air.  It is very dark and you can't make out much of the street
that you are travelling along. The alley goes north and west.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51561 0 0 0

D3
The forgotten alley
~
~
0 -1 51563 0 0 0

S
#51563
Forgotten Alley~
You wander along the forgotten alley.  It is dark and silent here.  The alley
seems to exude an aura of death.  No wonder the regular citizens of the
Underdark do not venture into this area. The alley goes east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51562 0 0 0

D3
The forgotten alley
~
~
0 -1 51564 0 0 0

S
#51564
Forgotten Alley~
You walk down the forgotten alley.  Everything is dark, and there is little
light.  A solitary orb floats above your head casting it's glow on the street.
The alley goes east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51563 0 0 0

D3
The forgotten alley
~
~
0 -1 51565 0 0 0

S
#51565
Forgotten Alley~
There is a strong sense of death here. It seems to be living in the dark that
surrounds you.  There are no sounds here, not even the tread of a mouse. It is
so quiet that it seems as if it is the silence of death.  The alley continues
east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51564 0 0 0

D3
The forgotten alley
~
~
0 -1 51567 0 0 0

S
#51566
Forgotten Alley~
You are walking down through the forgotten alley.  The sounds of the city
are dim here.  Very little can be heard from the city.  A sense of death
hangs in the air.  A solitary glowing orb floats in the air, flickering
on and off giving off a little illumination so you can barely see the road.
The alley goes north and south.
~
0 9 1 
D0
The forgotten alley
~
~
0 -1 51569 0 0 0

D2
The forgotten alley
~
~
0 -1 51568 0 0 0

S
#51567
The Forgotten Alley~
You stand at a turning point of the alley.  It is deathly quiet here.  The
darkness bears down on you.  The air is cool and moist causing you to shiver.
You have heard that death lives in this alley, one of the reasons why the
citizens of the Underdark do not venture here. To the east and north the
alley continues, west is a dark door.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51568 0 0 0

D1
The forgotten alley
~
~
0 -1 51565 0 0 0

D3
A dark door
~
door~
3 -1 51797 0 0 0

E
door~
A dark door stands here.  A dark dagger has been engraved deep into the
wood.  The door seems to be rotting a little.
~

S
#51568
Forgotten Alley~
You are walking in the forgotten alley.  It is very quiet here, no sounds
from the city touch this region.  Death seems to be living in the darkness
that is all around you. The alley continues north and south.
~
0 8201 1 
D0
The forgotten alley
~
~
0 -1 51566 0 0 0

D2
The forgotten alley
~
~
0 -1 51567 0 0 0

S
#51569
Forgotten Alley~
You stand at a corner in the forgotten alley.  Darkness surrounds you very
being.  Your light source does little to relieve the dark.  The alley goes
west and south.
~
0 8201 1 
D2
The forgotten alley
~
~
0 -1 51566 0 0 0

D3
The forgotten alley
~
~
0 -1 51570 0 0 0

S
#51570
Forgotten Alley~
You are walking down the forgotten alley.  There is a floating orb that
lights the way somewhat.  You can hear the faint hum of the city coming
from the west. The alley continues east and west.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51569 0 0 0

D3
The forgotten alley
~
~
0 -1 51572 0 0 0

S
#51572
Forgotten Alley~
You stand at the beginning of the forgotten alley.  It is dark here, and a
floating orb lights up very little.  The sounds of the city reach your ears.
Rumours that death lives in this alley have reached your ears as you travelled
through the Underdark. To the east the forgotten alley disappears into
darkness.  West is Sunrise.
~
0 8201 1 
D1
The forgotten alley
~
~
0 -1 51570 0 0 0

D3
Sunrise
~
~
0 -1 51573 0 0 0

S
#51573
Sunrise~
You are walking along Sunrise.  There are glowing orbs spaced every ten
feet along this long road.  Everything is bathed in the soft glow of the orbs.
To the east lies the forgotten alley.  North and west is Sunrise.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51543 0 0 0

D1
The forgotten alley
~
~
0 -1 51572 0 0 0

D3
Sunrise
~
~
0 -1 51574 0 0 0

S
#51574
Sunrise~
You are walking down Sunrise.  Sunrise runs along the east side of the
Underdark.  Glowing orbs float in the air every ten feet.  The sounds of the
city reach you ears clearly. Sunrise continues east and south.
North is the road of shadows.
~
0 8201 1 
D0
The road of shadows
~
~
0 -1 51542 0 0 0

D1
Sunrise
~
~
0 -1 51573 0 0 0

D2
Sunrise
~
~
0 -1 51575 0 0 0

S
#51575
Sunrise~
You are heading along Sunrise.  This street is relatively well lit compared
to the rest of the city.  Floating orbs float every five feet in the air.
Sunrise continues north and south.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51574 0 0 0

D2
Sunrise
~
~
0 -1 51576 0 0 0

S
#51576
Sunrise~
You are walking on Sunrise.  This street gets it's name from the fact that it
is on the east side of the city, and the founder of the city had a twisted
sense of humour.  Floating orbs have been placed every five feet.
Sunrise goes on north and south
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51575 0 0 0

D2
Sunrise
~
~
0 -1 51577 0 0 0

S
#51577
Sunrise~
You are on sunrise.  The sounds of the city strike your ears as a harsh
rumble.  The smell of thousands living in a confined space with little fresh
air assaults your nose.  Small glowing orbs float in the air every five feet.
The orbs here don't seem to be working properly since they flicker on and
off. Sunrise continues north and south
~
0 9 1 
D0
Sunrise
~
~
0 -1 51576 0 0 0

D2
Sunrise
~
~
0 -1 51578 0 0 0

S
#51578
Sunrise~
You are standing at the true beginning of Sunrise.  This street runs from
here all the way to the northern edge of the cavern.  The street is well
travelled.  You stand in the southern end of the city, it is here that the
thieves and assassins live out most of their existence.  There are floating
orbs that shed light on this street.  These orbs have been placed every five
or so feet in the air above your head. Sunrise continues to the north, south
is Death's lane.
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51577 0 0 0

D2
Death's lane
~
~
0 -1 51592 0 0 0

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51579
Azurite Street~
You wander down azurite street.  The actual street has a tinge of blue, the
colour of azurite.  The screams from the slaves far to the north of you can
be heard clearly here. To the north azurite meets the road of shadows and
south it continues.
~
0 8201 1 
D0
Azurite at road of shadows
~
~
0 -1 51534 0 0 0

D2
Azurite street
~
~
0 -1 51580 0 0 0

S
#51580
Azurite Street~
This is azurite street, a gemstone street.  Once long ago it is said that
this entire cavern was filled with veins of gems and precious metals. It was
first mined by the duergar who lost it to the drow.  Much later a mighty
wizard came to the area and created a huge cavern from the many tunnels.
Where the mighty veins once were now only roads exist. North and south azurite
street stretches onwards.
~
0 8201 1 
D0
Azurite street
~
~
0 -1 51579 0 0 0

D2
Azurite street
~
~
0 -1 51581 0 0 0

S
#51581
Azurite Street~
You are on azurite street.  You can basically see very little, but you do
notice that the ground of this street is blueish.  The glowing orbs here
flicker on and off.  Because of this flickering the normally dull and dim
lighting is very erratic and strange. Azurite continues north and south
~
0 9 1 
D0
Azurite street
~
~
0 -1 51580 0 0 0

D1
~
wall~
3 -1 51774 0 0 0

D2
Azurite street
~
~
0 -1 51582 0 0 0

E
wall~
The wall at this section of the street seems to have a very very faint outline
to it. The only reason why you even notice this is because you are taking
the time to examine the wall here.
~

S
#51582
Azurite Street~
You wander along azurite street.  There is little of note along this section
of the street.  The hum of the city seems to be distant, the smell of it's
citizens seems to have diminished.  The only minor interest is the fact that
the street is slight blueish. Azurite continues north and south.
~
0 8201 1 
D0
Azurite
~
~
0 -1 51581 0 0 0

D2
Azurite
~
~
0 -1 51583 0 0 0

S
#51583
Azurite Street~
You are walking along azurite street.  Azurite street, like the rest of
the gemstone streets was named after the mineral that was mined there.
Before the Underdark was built, the entire area was a huge mine of different
precious stones.  Azurite has left it's mark on the street.  The street still
seems to be blue in colour.  The glowing orbs illuminate next to nothing.
North Azurite street continues, south is the start of Death's lane.
~
0 8201 1 
D0
Azurite street
~
~
0 -1 51582 0 0 0

D2
Death's lane
~
~
0 -1 51584 0 0 0

S
#51584
Death's Lane~
You stand at the beginning of death's lane.  The main reason for this is the
fact that there have been many deaths along this street.  The lighting here
is less than it normally is.  Glowing orbs seem to be placed every fifteen
feet.  The sounds of the city are very low here, only a faint murmur reaches
your ears. To the east death's lane stretches, north azurite street begins.
~
0 8201 1 
D0
Azurite street
~
~
0 -1 51583 0 0 0

D1
Death's lane
~
~
0 -1 51585 0 0 0

D9
~
~
0 -1 3090 1 0 0

S
#51585
Death's Lane~
You are walking down one of the most dangerous streets in the Underdark.
Thieves, rogues and assassins meet here to settle disputes.  The air is cool
and dry.  The street is basically quiet with the sounds of the city but a faint
memory. Glowing orbs grow more scarce to the east. East and west death's lane
continues.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51586 0 0 0

D3
Death's lane
~
~
0 -1 51584 0 0 0

S
#51586
Death's Lane~
You are heading along death's lane, the playground for assassins and
thieves.  The street seems to be permanently stained a dark brown, the
colour of dried blood.  Silence reigns here.  No sounds but the sound of
your blood rushes through you head. Death's lane goes on east and west.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51587 0 0 0

D3
Death's lane
~
~
0 -1 51585 0 0 0

S
#51587
Death's Lane~
You are walking down death's lane.  No sounds escape this street.  Even
the sound of your foot steps is non-existent here.  Darkness surrounds you,
your light source barely pierces the veil that shrouds all in a blanket.
East and west death's lane stretches onwards.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51588 0 0 0

D3
Death's lane
~
~
0 -1 51586 0 0 0

S
#51588
Death's Lane~
You stand at the darkest section of death's lane.  It is here that most of
the killings have occurred.  The ground is permanently stained with blood.
You realise that there is no law here.  Your light barely illuminates the
ground and doesn't cut through the darkness past four feet.  You are
surrounded by a solid wall of darkness. Death's lane continues east and west.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51589 0 0 0

D3
Death's lane
~
~
0 -1 51587 0 0 0

S
#51589
Death's Lane~
You are walking through one of the deadliest regions of the Underdark.
Here assassins can strike without fear of their victims screaming.  The
shadows are so deep that even a person wearing white could hide without
being seen. Death's lane goes east and west.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51590 0 0 0

D3
Death's lane
~
~
0 -1 51588 0 0 0

S
#51590
Death's Lane~
This is death's lane, where the assassins and thieves come to settle old
scores.  The sounds of the city are very faint here.  The lighting is non-
existent.  The air seems to whisper of death. Death's lane continues east
and west.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51591 0 0 0

D3
Death's lane
~
~
0 -1 51589 0 0 0

S
#51591
Death's Lane~
You are walking down death's lane.  The street seems to be a dark brown,
very much like the colour of dried blood.  The sounds of the city are a dim
murmur in the background.  A solitary glowing orb spreads it's dim light in
a small circle a little to the east. Death's Lane continues east and west.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51592 0 0 0

D3
Death's lane
~
~
0 -1 51590 0 0 0

S
#51592
Death's Lane~
This is death's lane.  A most dangerous street that even the people of the
Underdark will not go near. The only reason to travel along this deadly
street is when a person is trying to find an assassin to either kill or hire.
East and south death's lane continues, north is Sunrise begins
~
0 8201 1 
D0
Sunrise
~
~
0 -1 51578 0 0 0

D2
Death's lane
~
~
0 -1 51593 0 0 0

D3
Death's lane
~
~
0 -1 51591 0 0 0

S
#51593
Death's Lane~
You are travelling along death's lane.  The light is very dim here coming
for two glowing orbs.  The sounds of the city seem very distant and the air
is cool.  Darkness seems to pool in every crevice.
Death's lane heads north and east.
~
0 8201 1 
D0
Death's lane
~
~
0 -1 51592 0 0 0

D1
Death's lane
~
~
0 -1 51594 0 0 0

S
#51594
Death's Lane~
You stand along the southern edge of the Underdark.  The huge city
spreads out to the north, of course you are just guessing this fact since
there is a wall directly to your north.  It is very dark here, the darkness
seems to weigh down on you. Death's lane continues east and west.
~
0 8201 1 
D1
Death's lane
~
~
0 -1 51595 0 0 0

D3
Death's lane
~
~
0 -1 51593 0 0 0

S
#51595
Death's Lane~
You are walking along death's lane, the most dangerous street in the
Underdark.  The building to your north, you have heard, is the assassin's
guild.  The darkness seems to hold your fate with a concealed dagger.
West and east the lane continues.
~
0 8201 1 
D0
A wall
~
wall~
3 -1 51814 0 0 0

D1
Death's lane
~
~
0 -1 51596 0 0 0

D3
Death's lane
~
~
0 -1 51594 0 0 0

E
wall~
The wall is grubby and slimy.  But as you inspect it, it seems as if there is
a small crease in the wood.  You look even closer and you think you can
see the outline of a door.
~

S
#51596
Death's Lane~
You are walking down death's lane.  The sounds of the city are very dim
here.  The light here is caused by you, no other light penetrates into this
section of the city.  Death seems to walk in the shadows and thus it seems
to be surrounding you. West and south the lane goes onwards
~
0 8201 1 
D2
Death's lane
~
~
0 -1 51597 0 0 0

D3
D1
Death's lane
~
~
0 -1 51595 0 0 0

S
#51597
Beginning of Death's Lane~
You stand at the most southern end of the Underdark.  There are a few
glowing orbs that have been set up here.  The orbs seem to flicker on and
off.  From this point you can hear, by some fluke of acoustics, the loud
buzz of the city.  The smell of the city's denizens reaches your nose with
painful clarity.  The cavern walls rise up all around you but north.
Death's lane goes on to the north.
   There is a small (Glowing) (Humming) tablet.
~
0 9 1 
D0
Death's lane
~
~
0 -1 51596 0 0 0

E
wall~
This is the cavern wall. It is wet and glistens in your light source.
On the ground there seem to be footsteps that go right up to the cavern wall.
Once you realise this, you look at the wall more carefully.  You now notice
that there seems to be a rock that could act like a door handle..
~

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head. The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

E
small tablet~
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                    +
+   This area has been groked, modified, debugged (?:) and adapted   +
+                      in borring week, june'96                      +
+                            by jaceks                               +
+                                                                    +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
~

S
#51598
Beginning of Sunset~
You are standing at the beginning of Sunset a street that travels along the
west side of the Underdark.  This street is very busy are this point.  It
seems as if the inn that lies to your south is very popular.  The sounds of
the city press down on you, blocking out all else.  A scream barely pierces
through the loud hum of the city. North sunset meets the road of shadows.
South is traveller's crescent.
~
0 8201 1 
D0
Sunset at the road of shadows
~
~
0 -1 51528 0 0 0

D2
Traveller's crescent
~
~
0 -1 51601 0 0 0

S
#51599
Traveller's Crescent~
You stand at the west side of the city along traveller's crescent.  You have
heard rumours that githzerai have been seen walking around this part of the
road. Glowing orbs in the air light the area around you.  The orbs seem to be
flickering on and off.  Screams reach your ears here, the screams of slaves
being whipped.  The smell of sweat and perspiration is sickly sweet to your
nose, and tangy to your taste. Traveller's crescent goes east and south.
~
0 8 1 
D1
Traveller's crescent
~
~
0 -1 51600 0 0 0

D2
Traveller's crescent
~
~
0 -1 51618 0 0 0

D3
~
wall~
3 -1 51622 0 0 0

E
wall~
The cavern wall looms above you to the west.  The wall is covered with
water that glistens in your light.  Fascinated you look at the reflected light
and notice that there seems to be an outline of a door on the wall.  You
look carefully and you are rewarded with a handle to this door. ~

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51600
Traveller's Crescent~
You are walking along traveller's crescent.  Compared to the rest of the
city this street is well kept, neat, tidy and well lit.  The glowing orbs seem
to glow stronger along this street.  You can hear the sounds of the city no
problem here. The crescent continues east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51601 0 0 0

D3
Traveller's crescent
~
~
0 -1 51599 0 0 0

E
floating orbs orb light~
A small glowing orb of light is floating a few feet above your head.  The
orb gives out a dim light that barely illuminates everything around you.
These orbs seem to be along all the streets in the Underdark.  The orb
itself is about 4 inches wide and is spherical.
~

S
#51601
Traveller's Crescent~
This is the traveller's crescent.  Named so because of the inn that lies to
your south.  The Traveller's Den is the name of the inn, thus the name of
the crescent.  This street basically heads around in a circle, cut off from
the rest of the city, the inn provides a secluded spot to conduct business.
North is Sunset, east and west the crescent continues.
~
0 8200 1 
D0
Sunrise
~
~
0 -1 51598 0 0 0

D1
Traveller's crescent
~
~
0 -1 51602 0 0 0

D3
Traveller's crescent
~
~
0 -1 51600 0 0 0

S
#51602
Traveller's Crescent~
You are wandering down the traveller's crescent.  A nice secluded section
of the Underdark.  The light for once is nice on the eyes and you don't have
to squint.  The sounds of the city buzz at a bearable level.  East and west
the crescent stretches.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51603 0 0 0

D3
Traveller's crescent
~
~
0 -1 51601 0 0 0

S
#51603
Traveller's Crescent~
You are walking along the side of the traveller's den.  The glowing orbs
light the way with an almost cheerful glow.  The sounds of the city are a
nice background hum. The crescent continues east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51604 0 0 0

D3
Traveller's crescent
~
~
0 -1 51602 0 0 0

S
#51604
Traveller's Crescent~
You walk down traveller's crescent.  The light of the orbs lights the path
with a beautiful glow.  Shadows exist where they should not everywhere.
You hear laughter dancing through the air. The crescent goes on east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51605 0 0 0

D3
Traveller's crescent
~
~
0 -1 51603 0 0 0

S
#51605
Traveller's Crescent~
The crescent beckons to you, it seems to glow with joy and happiness.
This is a total change from the rest of the city, where the city is normally
dark and obscure, the street here is well lit and bright.  Nothing seems
menacing here. The crescent continues south and west.
~
0 8200 1 
D2
Traveller's crescent
~
~
0 -1 51606 0 0 0

D3
Traveller's crescent
~
~
0 -1 51604 0 0 0

S
#51606
Traveller's Crescent~
You stroll along the crescent with a bounce in your step.  The light here
glows merrily causing your equipment to glint brightly.  The air itself
seems to be charged with excitement and joy.  Every now and then
laughter drifts past your ears. The crescent continues north and south.
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51605 0 0 0

D2
Traveller's crescent
~
~
0 -1 51607 0 0 0

S
#51607
Traveller's Crescent~
You are walking down the traveller's crescent.  This clean and bright street
makes it's way in a circle like fashion.  You can almost imagine trees
standing at the edge of the street.  The glowing orbs float brightly in the
air. South and north the crescent continues.
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51606 0 0 0

D2
Traveller's crescent
~
~
0 -1 51608 0 0 0

S
#51608
Traveller's Crescent~
You stand just before the traveller's inn.  The inn stands to your west and
the crescent goes all the way around it.  The bright and happy floating orbs
hang in the air merrily casting there glow on all the beautiful objects that
lie around this area. Traveller's crescent goes north and south, to the west
is the inn.
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51607 0 0 0

D2
Traveller's crescent
~
~
0 -1 51609 0 0 0

D3
The entrance to the traveller's den
~
door~
3 -1 51842 0 0 0

E
door~
The large purple door stands just before you.  Upon the door you see a
beer mug with a huge head of foam.
~

S
#51609
Traveller's Crescent~
You wander along traveller's crescent.  The glowing orbs flicker on and off
strongly casting their light on everything around.  Your equipment glints
and sparkles in the light.  Somehow there is a slight breeze here that
caresses your face and cools you down. Traveller's crescent heads north and
west.
~
0 8 1 
D0
Traveller's crescent
~
~
0 -1 51608 0 0 0

D3
Traveller's crescent
~
~
0 -1 51610 0 0 0

S
#51610
Traveller's Crescent~
You are walking down traveller's crescent.  The street is a light grey and
seems to glow in the beautiful light from the orbs.  The dark grey wall of
the inn rises up to your north.  The crescent travels along the wall.
The crescent goes east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51609 0 0 0

D3
Traveller's crescent
~
~
0 -1 51611 0 0 0

S
#51611
Traveller's Crescent~
You are heading along traveller's crescent.  The air itself seems to glow
with life, no shadows press down on you.  It's as if the area has been lit by
the midday sun. The crescent travels east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51610 0 0 0

D3
Traveller's crescent
~
~
0 -1 51612 0 0 0

S
#51612
Traveller's Crescent~
You are wandering down traveller's crescent.  You can almost imagine
birds singing in the background.  The sounds of the city are virtually non-
existent.  A quiet sanctuary in the southwest end of the Underdark.
Traveller's crescent continues east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51611 0 0 0

D3
Traveller's crescent
~
~
0 -1 51613 0 0 0

S
#51613
Traveller's Crescent~
This is traveller's crescent, a quiet serene place.  It stands out in this city of
darkness and death.  Although death is still easy to come by, the lighting
here brighten everything up.  The street is clean and glows in the light.
Traveller's crescent heads east and west.
~
0 8200 1 
D1
Traveller's crescent
~
~
0 -1 51612 0 0 0

D3
Traveller's crescent
~
~
0 0 51614 0 0 0

S
#51614
Traveller's Crescent~
You head down traveller's crescent.  No shadows lie off to the side of the
road, so there is no hidden threat (unless invisible).  The glowing orbs here
seems to flicker on and off, but even with this inconsistent lighting, the
street seems to glow with life. The crescent continues east and west.
~
0 8 1 
D1
Traveller's crescent
~
~
0 -1 51613 0 0 0

D3
Traveller's crescent
~
~
0 -1 51615 0 0 0

S
#51615
Traveller's Crescent~
You are standing at the southwest corner of the Underdark.  The cavern
walls loom up to the south and west.  The lighting here reflects off the
walls into your eyes.  It's a blinding effect and forces you to squint.
The crescent continues north and east
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51616 0 0 0

D1
Traveller's crescent
~
~
0 -1 51614 0 0 0

S
#51616
Traveller's Crescent~
You stroll down traveller's crescent.  The air here is warm and dry.  The
light is bright and causes the cavern wall to your west to sparkle.  The
street is clean and a light grey. The crescent continues north and south.
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51617 0 0 0

D2
Traveller's crescent
~
~
0 -1 51615 0 0 0

S
#51617
Traveller's Crescent~
You are walking along the eastern cavern wall.  The wall glistens in the
bright crisp light.  No shadows form against the walls and the screams of
the city do not exist here.  You stop for a second to reflect on this amazing
part of the Underdark. The crescent heads north and south.
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51618 0 0 0

D2
Traveller's crescent
~
~
0 -1 51616 0 0 0

S
#51618
Traveller's Crescent~
You travel along the crescent.  The light is bright and seems to give off
life.  You wonder if there is any hope for the Underdark to become a place
of life rather than death.  Death is a part of the Underdark no matter where
you are, you realise that when you notice the blood stain on the road.
The crescents goes north and south
~
0 8200 1 
D0
Traveller's crescent
~
~
0 -1 51599 0 0 0

D2
Traveller's crescent
~
~
0 -1 51617 0 0 0

S
#51619
Dark Tunnel~
You stand in a dark tunnel.   You light source illuminates a cleanly cut
tunnel.  You seem to be standing where it ends. On the wall you see
scribbled in blood:

 Progress only if thee canst be seen or if thou art powerful.

The air is dry but cold. The floor is even without any marks of tools. The
walls are straight without any indication that mining tools have carved this
tunnel, only to the north are there any marks at all.
The tunnel plunges into darkness to the south.
~
0 9 1 
D2
To dark to see
~
~
0 -1 51620 0 0 0

E
marks wall north panel~
The north wall seems to have a small handle on it, you look carefully and
think you see a panel of rock that can be moved out of the way. ~

S
#51620
Destroyed Section of the Tunnel~
You stand in the midst of ruin and destruction.  The floor seems to have
been totally demolished.  Your light shows you a seen of pure destruction
that could only have been caused by something huge.  Bones lie scattered
around and you even see one imbedded into the ceiling.  You realise you
better move before you get nailed. The tunnel heads north and east.
~
0 9 1 
D0
Your light does not shed any clue as to what lies there
~
~
0 -1 51619 0 0 0

D1
You cannot pierce the darkness
~
~
0 -1 51621 0 0 0

E
bones~
Bones lie scattered everywhere.  It seems as if they have all been broken
by a tremendous force.  You notice that there seems to be a white powder
on the ground, by the destruction you figure it is crushed bone.
~

S
#51621
Quiet Desolation~
This whole section of the tunnel has been destroyed.  The ground lies in
shambles, you notice huge slabs of rock that jut out into you circle of light.
The walls that should be smooth, have scratches all over them even
sections of the ceiling are missing.  An incredible force has passed through
this section of the tunnel. The tunnel continues east and west.
~
0 9 1 
D1
You can not see what lies in that direction
~
~
0 -1 51622 0 0 0

D3
Your light cannot pierce the veil of darkness
~
~
0 -1 51620 0 0 0

S
#51622
The Hidden Way~
You stand at the end of the tunnel.  To the east is a smooth wall with
markings.  The tunnel has been well built, in fact very well built.  There
are no scratches in the walls, floor or ceiling.  The air is dry and cool.
The tunnel plunges into darkness to the west
~
0 9 1 
D1
~
door~
3 -1 51599 0 0 0

D3
The tunnel heads into pure darkness
~
~
0 -1 51621 0 0 0

E
door wall markings~
On the east wall you see the following

Beware, you are about to enter the Underdark.  Remember to honour thy
oath and to progress the cause.  Watch your back if you wish to survive.
The great lord cannot help you escape if you find trouble.

You think for a bit then realize that it means you cannot recall from the
Underdark.  You then see the outline of the door into the Underdark.
~

S
#51623
Vast Corridor~
You stand on a huge corridor that runs steeply upwards and downwards.
There is room enough in this corridor for ten humans to walk abreast.
The corridor seems to descend into darkness. Up leads to the sewers of
Midgaard, down the corridor continues.
   There is a small (Glowing) (Humming) tablet.
~
0 13 1 
D4
~
~
536870912 -1 51623 1 602 508

D5
The corridor descends
~
~
0 -1 51624 0 0 0

E
small tablet~
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+                                                                    +
+   This area has been groked, modified, debugged (?:) and adapted   +
+                      in borring week, june'96                      +
+                            by jaceks                               +
+                                                                    +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
~

S
#51624
Vast Corridor~
You are walking down through a huge corridor.  The walls are dark grey.
The floor of the corridor has been worn down by the feet of many.  You
are walking along the path that connects the Underdark to the surface
world.  An series of uninteresting scribbles sit on the walls.
The corridor heads up and down
~
0 9 1 
D4
The corridor
~
~
0 -1 51623 0 0 0

D5
The vast corridor
~
~
0 -1 51625 0 0 0

E
scribbles~
You see the following written in a glowing blue:

The city of the Underdark has been written by Silence.  You may not like
the fact that most of the city has no recall, but it's worth it and there
a few are places that you can recall, just look for them.
~

S
#51625
Vast Corridor~
This is a huge corridor with room for ten humans to walk side by side.
The walls are a very deep dark grey, with the north wall being even darker
than the south wall.  The floor has been worn down by the feet of the
oppressed.  This is the way the slaver's take their slaves from the surface
world. The corridor continues down and up.
~
0 9 1 
D0
~
wall~
3 -1 51856 0 0 0

D4
The vast corridor
~
~
0 -1 51624 0 0 0

D5
The vast corridor
~
~
0 -1 51626 0 0 0

E
wall~
The northern wall is almost black in colour.  It's as if it has been burnt by a
powerful spell.  The wall has small cracks along it.  In the middle of this
section of the wall is a small symbol, it looks like a demon's claw.
~

S
#51626
Vast Corridor~
You are walking through a huge corridor, the corridor that connects the
Underdark to the surface.  You can feel a breeze coming from above you.
The walls are basically black to your eyes.  The only light comes from
your light source. The corridor heads downwards and up.
~
0 8201 1 
D4
The vast corridor
~
~
0 -1 51625 0 0 0

D5
The vast corridor
~
~
0 -1 51627 0 0 0

S
#51627
Before the entrance to the Underdark~
You stand before a huge door.  The corridor can easily fit fifteen humans
standing side by side here.  The floor has levelled off and has been worn
smooth by the dragging feet of the slave flocks. You stand just before the
Underdark.  The Underdark is a huge city that rivals it's surface counterpart,
Midgaard.  From what you have heard, anything goes in the Underdark.
A dangerous place at best, only those who have had at least ten levels of
experience should venture into it.  On the wall to the north are a series of
markings that you can't make out at this distance.
A huge door stands to the west, the way to the surface is up.
~
0 9 1 
D3
A huge door blocks your way into the Underdark.
~
door~
3 -1 51493 0 0 0

D4
The huge corridor leads upwards to freedom
~
~
0 -1 51626 0 0 0

E
markings wall~
The following has been scratched into the wall:

This is the city named the Underdark.  It was created by a crazy mage
years ago, and has prospered here below Midgaard.  For some reason, the
mage cast a mighty spell that cursed the entire city preventing people from
recalling out of it.  This makes it a perfect place to sell slaves and buy
slaves.  Although most think it as being lawless, there is a code and this
code is enforced by huge floating eyes.

Good luck,
          Silence
~

E
door~
This door is just incredible in it's size, ten people can easily walk through
it at a time.  The door is made of steel and glint dully in the light.
Although huge, the door is well oiled and will open smoothly.
~

S
#51628
Entry Hall~
You are standing in a large spacious hallway.  The floor is made of a
polished black marble that catches the light and disperses it around.  The
walls are made of what you think is jade, but it could just be a thin layer of
jade.  The green seems to fade to black as it goes lower to the ground. There
is a large fur skin that lies right next to the door.  The west wall has a
small closet in it. The hall delves further into the house to the north.
South is the door.
~
0 8201 1 
D0
The hall goes on
~
~
0 -1 51631 0 0 0

D2
The a door stands there
~
~
3 -1 51425 0 0 0

E
fur skin~
The fur of this skin is a very dark red, so dark that it seems black.  The fur
is soft and very smooth.  You have no idea as to what animal has this
colour and texture of fur.  Certainly nothing on the surface.
~

E
closet~
This is a spacious closet, with hooks and hangers to clothing.  There are
also shelves that can hold helms and helmets.  One the north wall of the
closet are a series of small nails, you realise these provide a place for
weapons.  The closet is currently empty.
~

E
door~
The door is large with no obvious handle.  All you have to do to open this
door is push on it.  There is a round hole high up on it that you can look
out onto to the street with.
~

S
#51629
Jaded Hall~
You stand at the west end of this beautiful hall.  The walls are a deep
shade of green, the colour of pure jade.  The walls seem to be made of jade
which would explain the colour.  The soft glint of your light plays on the
floor.  The floor is clean and so are the walls.  Everything is neat.  The hall
is about twenty feet wide and stretches above your head about twenty feet.
The scope of these halls just takes your breath away. The hall stretches to
the east.
~
0 8201 1 
D1
The hall goes onwards
~
~
0 -1 51630 0 0 0

S
#51630
Jaded Hall Before a Beautiful Door~
You are in a large spacious hall.  The north wall has been covered with
jade and every once in awhile your light dances off the wall into your eye.
The hall has been lit, but the light that is already there is murky and your
light source seems harsh compared to the soft light that fills the hall.
The hall continues east and west, south is a beautiful door
~
0 8201 1 
D1
The hall continues
~
~
0 -1 51631 0 0 0

D2
A beautiful door
~
beautiful door~
3 -1 51637 0 0 0

D3
The hall goes on
~
~
0 -1 51629 0 0 0

E
door beautiful~
The door seems to have been made of pure onyx.  It is a black so deep that
it absorbs your light.  A huge eye made of gold stands in the centre of the
door, the gold sparkle and glints in the light.  The pupil of the eye looks to
be a huge ruby.  There is no apparent handle on this door.
~

S
#51631
Jaded Hall~
You stand in a large spacious hall.  The lighting in this hall causes your
metal equipment to glint softly.  You detect the faint aroma of a subdued
incense. The floor is made of onyx. The entrance lies to the south, the hall
goes east and west.
~
0 8201 1 
D1
The hall goes on
~
~
0 -1 51632 0 0 0

D2
The entrance lies in this direction
~
~
0 -1 51628 0 0 0

D3
The hall continues
~
~
0 -1 51630 0 0 0

S
#51632
Jaded Hall~
You are walking in a large hall, the hall is about twenty feet wide and the
ceiling floats way above your head.  The walls glint in your light, while the
murky soft light permeates everywhere else.  You think the soft light is
coming from the ceiling although you can't be sure.  The floor is very smooth
and polished. Along the north wall stands a statue. The hall continues east
and west.
~
0 8201 1 
D1
The hall stretches onwards
~
~
0 -1 51633 0 0 0

D3
The hall heads on
~
~
0 -1 51631 0 0 0

E
statue~
This looks to be a statue of a githzerai.  The githzerai, a humanoid race
that fought the mind flayers and won their freedom with their win over the
mind flayers.  This githzerai stands about seven feet tall and three feet
wide.  He holds a huge silver sword that glows red.  On the pedestal you
read the following:

    Our paths are entwined in this enterprise, never forget the power
          of the githzerai.  We will win against all odds.
~

S
#51633
Jaded Hall~
You are walking through a huge hall.  The hall has not grown smaller in
anyway, in fact it almost looks as if the ceiling has become higher.  The
walls are bare, but even though they are bare, they are beautiful and
captivating.  Your light seems to play with the jade and cause many colours
to come scintillating out of the wall. South stretches a corridor, west the
hall goes onwards.
~
0 8201 1 
D2
A corridor makes it's way south
~
~
0 -1 51634 0 0 0

D3
The hall stretches on
~
~
0 -1 51632 0 0 0

S
#51634
Jaded Corridor~
You are walking down a jaded corridor, the walls are a deep green.  The
floor is polished onyx.  A soft glow lights everything around you while you
light creates a circle of bright light.  The corridor is about fifteen feet
across and to the ceiling it is about twenty feet. East and west are doors,
north and south the corridor goes on.
~
0 8201 1 
D0
The jaded hall
~
~
0 -1 51633 0 0 0

D1
A door
~
door~
3 -1 51640 0 0 0

D2
The jaded corridor
~
~
0 -1 51635 0 0 0

D3
A door
~
door~
3 -1 51641 0 0 0

E
door~
This door is regular sized and has a handle on it.  The door is made of a
very dark wood that compliments the jaded walls.
~

S
#51635
Jaded Corridor~
You are standing at the south end of this green and black corridor.  You
have noticed that in these halls there are few decorations.  A soft flickering
glow lights everything around you chaotically.  You light dances of the floor
and onto the walls.  The walls are a deep green and the floor is polished onyx.
East and west are doors, the corridor heads north.
~
0 9 1 
D0
The jaded corridor
~
~
0 -1 51634 0 0 0

D1
A door
~
door~
3 -1 51642 0 0 0

D3
A door
~
door~
3 -1 51643 0 0 0

E
door~
This door is regular sized and has a handle on it.  The door is made of a
very dark wood that compliments the jaded walls.
~

S
#51636
Vast Hall~
You stand in a large hall. The ceiling stands about thirty feet overhead
and shimmers and sparkles. The floor is made of onyx and is polished. The
north and west walls are jade, but covered with tapestries. The tapestries
depict many different figures, but prominent is a huge githzerai wielding
a flawing silver sword defending a huge beholder. The hall stretches south
and east.
~
0 8201 1 
D1
The vast hall stretches onwards
~
~
0 -1 51637 0 0 0

D2
The vast hall continues
~
~
0 -1 51638 0 0 0

S
#51637
Entrance to the Vast Hall~
You stand just inside an enormous hall.  The floor is a polished onyx and
reflects your light.  The ceiling stands an incredible thirty feet above your
head.  The wall to the east is a deep green with a large tapestry that has a
large glowing eye woven into it. A beautiful door stands to the north, south
and west the hall lies.
~
0 8201 1 
D0
A beautiful door
~
beautiful door~
3 -1 51630 0 0 0

D2
The hall stretches
~
~
0 -1 51639 0 0 0

D3
The hall stretches onwards
~
~
0 -1 51636 0 0 0

E
beautiful door~
This door seems to have been made of pure onyx.  It is a black so deep that
it absorbs your light.  A huge eye made of gold stands in the centre of the
door, the gold sparkle and glints in the light.  The pupil of the eye looks to
be a huge ruby.  There is no apparent handle on this door.
~

S
#51638
Vast Hall~
You are standing in the south west corner of this huge hall.  The walls are
covered with tapestries.  The tapestries add flashes of colour to the
normally green wall, the folds of clothing seem to muffle all sounds you
make.  The ceiling floats about thirty feet above your head. The hall
continues to the north and east.
~
0 8201 1 
D0
The hall stretches onwards
~
~
0 -1 51636 0 0 0

D1
This huge hall spans farther in this direction
~
~
0 -1 51639 0 0 0

E
tapestries~
The tapestries on the wall depict a strange scene.  There are two tapestries,
each one complimenting the other.  In one, there is a mind flayer who
seems to be controlling a huge beholder.  In the other, the beholder has this
mind flayer in it's huge gaping mouth and there is a large githzerai
wielding a flaming silver sword to the side watching in awe.
~

S
#51639
Vast Hall~
This section of the hall is much like the rest with one major difference
there is an incredibly detailed mosaic on the floor.  The mosaic depicts a
huge beholder floating above a large gathering of githzerai.  The githzerai
seem to be paying homage to the beholder, and a large githzerai stands off
to the side watching.  The eyes of all the figures in the mosaic seem to
glow green. The hall goes north and to the west.
~
0 8201 1 
D0
The vast hall
~
~
0 -1 51637 0 0 0

D3
The vast hall
~
~
0 -1 51638 0 0 0

S
#51640
Guest Chamber~
You are standing in a well furnished room.  There is a bed against the far
wall and a small table next to it.  The walls are jaded and very clean.  The
room is about fifteen feet wide.  The ceiling is about ten feet off the
ground. The only exit is the door to the west.
~
0 8201 1 
D3
A door stands here
~
door~
3 -1 51634 0 0 0

E
door~
This door is regular sized and has a handle on it.  The door is made of a
very dark wood that compliments the jaded walls.
~

S
#51641
Guest Chamber~
You stand in a neat and tidy room.  There is a very comfortable looking
bed against the south wall.  On the floor there is a nice fur matt that is
dark brown in colour and very soft.  This room is not currently being used
thus you  fear to tread here in case you mess it up. The sole exit is the
door to the east.
~
0 8201 1 
D1
A door blocks the way
~
door~
3 -1 51634 0 0 0

E
door~
This door is regular sized and has a handle on it.  The door is made of a
very dark wood that compliments the jaded walls.
~

S
#51642
Guest Chamber~
This is a beautiful guest room.  This room is reserved for dignitaries and
those very special guests to this house.  The floor is deep blue with twirls
of red in it.  The bed looks extremely comfortable, so comfy that you wish
you could just lie down on it and fall asleep.  The walls are the same deep
green but here they have thin veins of gold in them.  The only way out is the
door to the west
~
0 8201 1 
D3
A well crafted door stands here
~
door~
3 -1 51635 0 0 0

E
door~
This door is regular sized and has a handle on it.  The door is made of a
very dark wood that compliments the jaded walls. ~

S
#51643
The Supreme Attendant's Chamber~
You have stumbled into the chamber that houses the supreme attendant of
the beholder.  On the north wall a large painted eye stares down at you.
The ceiling is about thirty feet off the ground in here.  The bed is simple
and there is no other furniture.  A large flaming silver sword has been
painted onto the south wall. The solitary exit is the door to the east.
~
0 8201 1 
D1
A door stands here
~
door~
3 -1 51635 0 0 0

E
door~
This door is regular sized and has a handle on it.  The door is made of a
very dark wood that compliments the jaded walls.
~

S
#51644
The Gemstone~
You are standing in the midst of a crowded tavern, at the north east side.
A bard sits on a stool playing his lute.  The lute is just a tad out of tune and
every now and then a cord causes you to cringe.  Laughter and shouting
surrounds you.  Tables stand where there is room, and over half of them
are occupied.  The table tops are covered with empty and half filled
tankards of ale. The tavern continues south and west.
~
0 8201 1 
D2
The tavern lies there
~
~
0 -1 51646 0 0 0

D3
The tavern continues
~
~
0 -1 51647 0 0 0

S
#51645
The Gemstone~
You are surrounded by people drinking and chatting.  The people aren't
just human, there are a bunch of other humanoid races.  The strong aroma
of hard alcohol stings your nose.  The tavern itself is dark with little
lighting.  One the walls are small cases of different gemstones.
The tavern continues east and north
~
0 8201 1 
D0
The tavern goes on in this direction
~
~
0 -1 51647 0 0 0

D1
The tavern continues
~
~
0 -1 51646 0 0 0

S
#51646
The Gemstone~
You are standing just before the entrance to the Gemstone.  In the dim
light you can make out the huddled forms of people are tables.  The air is
thick with smoke, and smells of alcohol.  The floor remarkably is clean and so
are the walls, the tables are another story.  It seems to be a friendly enough
place, well as friendly as you can get in the Underdark.  The exit is a door
to the south, the tavern lies to the north and west.
~
0 8201 1 
D0
The tavern continues
~
~
0 -1 51644 0 0 0

D2
A door blocks the way out
~
door~
3 -1 51430 0 0 0

D3
The tavern continues
~
~
0 -1 51645 0 0 0

E
door~
The door on this side is scratched and has many sword marks in it.  You
look carefully and notice a few jagged edges of glass still stuck into the
wood.
~

S
#51647
The Gemstone~
You are standing at the bar of the Gemstone.  The counter of the bar is
covered with glasses and bottles.  A still lit pipe sits on the counter off to
the side.  People seem to just be hanging around with nowhere to go.  The
floor is sticky here, you figure someone spilt their drink not long ago.  A
slumped form lies against the north wall. The tavern goes east and south.
~
0 8201 1 
D1
The tavern goes on
~
~
0 -1 51644 0 0 0

D2
The tavern continues
~
~
0 -1 51645 0 0 0

E
form slumped~
This is the body of a very very drunk duergar.  So drunk that he has passed
out.  Just looking at him you can smell the alcohol that covers his clothing.
He seems to be sleeping with his mouth open and little droplets of droll
escape from this open passage and drip onto his tunic.
~

S
#51648
Deserted Warehouse~
You are standing in the so called deserted warehouse and you are
beginning to wonder if it really is that deserted.  You keep hearing weird
noises from behind the walls and above your head.  It is dark in here and
there is no light.  Your circle of light illuminates debris on the ground and
walls that look as if they will fall over with even the slightest pressure.
West goes towards the entrance and you can go north, east and south
~
0 8201 1 
D0
You can't tell
~
~
0 -1 51649 0 0 0

D1
You can't tell
~
~
0 -1 51654 0 0 0

D2
You can't tell
~
~
0 -1 51651 0 0 0

D3
The entrance is this way
~
~
0 -1 51674 0 0 0

S
#51649
Confusing Passage~
You are walking along a very small passage that barely has room for your
body to squeeze through.  The passage keeps twisting and turning, with walls
that seem to spring out of nowhere.  You keep hearing a knocking sound from
the rafters and walls.  The walls are made of wood and seem to have been
erected by chance rather than by planning. There is a small door to the west,
the warehouse continues south.
~
0 8201 1 
D2
The main corridor of the warehouse
~
~
0 -1 51648 0 0 0

D3
A small door
~
door~
3 -1 51650 0 0 0

E
door~
This is a small wooden door
~

S
#51650
Cluttered Room~
You step into a room that looks like it is a disaster site.  Broken boards lie
scattered all along the ground.  The room is about ten feet by ten feet.  It's
almost impossible to walk thanks to all the broken wood on the ground.  A
few rafters are broken and touch the floor near the middle of this room.
The sole exit is east
~
0 8201 1 
D1
A small door
~
door~
3 -1 51649 0 0 0

E
door~
This is a small wooden door
~

S
#51651
Twisting Passage~
You slowly make your way through a very cluttered passage.  The passage
keeps twisting and goes seemingly in a full circle.  The passage is dark and
almost every three feet it turns.  The walls are made of wood, and are very
thin. The main corridor is to the north, west is a small wooden panel that
looks as if it can be opened.  South is a small door.
~
0 8201 1 
D0
The main passage of the warehouse
~
~
0 -1 51648 0 0 0

D2
A small door blocks your way
~
door~
3 -1 51653 0 0 0

D3
A wooden panel
~
panel~
3 -1 51652 0 0 0

E
door~
This is a small wooden door
~

E
panel~
A panel on the west wall looks as if it can easily be moved. ~

S
#51652
Small Dusty Enclave~
You stand in a small space between walls.  You see dust all over the floor.
The walls are rough and have nails sticking out of them.  The floor is
cluttered with broken table legs.  The rafters hang low in the air easily
within hands reach. The only exit is the panel to the east.
~
0 8201 1 
D1
A wooden panel
~
panel~
3 -1 51651 0 0 0

E
panel~
A panel on the east walls looks as if it can easily be moved.
~

S
#51653
Chaotic Cluttered Room~
You step into a room of pure disorder and chaos.  Wooden beams lie
strewn across the floor.  A few rafters hang down from the ceiling and
touch the ground.  The ground is messy and covered with dust.  The walls
are rough and are in shambles. The solitary exit it to the north.
~
0 8201 1 
D0
A small wooden door
~
door~
3 -1 51651 0 0 0

E
door~
A small wooden door~

S
#51654
Dark Chaotic Corridor~
You have to carefully step through this section of the main corridor.  You
wonder what happened here, it looks as if a hurricane has come through and
thrown everything onto the floor and broken it all. You light illuminates the
destruction all around you.  The walls are made of a dark wood with panels
here and there. The corridor continues east and west, panels to the north and
south offer exits.
~
0 8201 1 
D0
A sliding panel
~
panel~
3 -1 51656 0 0 0

D1
The dark main corridor plunges deeper into this building
~
~
0 -1 51657 0 0 0

D2
A broken wooden panel offers entry into a small room
~
panel~
3 -1 51655 0 0 0

D3
The corridor leads eventually out
~
~
0 -1 51648 0 0 0

E
panel~
This is a wooden panel about three feet wide, it would barely allow you to
push your way through into the next room.
~

S
#51655
Dark Small Room~
You are standing in a circle of light that is caused by your light source.
The floor is covered with dust and little foot marks in the cover of dust.
The rafters reach the ground and the walls seem to be leaning in to one
side.The sole exit is north, through the panel.
~
0 8201 1 
D0
A broken wooden panel allows you to pass into the main corridor
~
panel~
3 -1 51654 0 0 0

E
panel~
This panel is made of a dark brown wood, and has a huge crack right down
the middle.  The crack is so large your light source passes through it and
illuminates a narrow band beyond the panel.
~

S
#51656
Cramped Room~
You are standing in a very small room with very little room to manoeuvre.
The ceiling stand in easy reach of your grasping hand.  The wooden floor
is covered with dust and broken bits of furniture. The sole exit is the
panel to the south.
~
0 8201 1 
D2
A wooden panel slides to give an exit
~
panel~
3 -1 51654 0 0 0

E
panel~
This is a wooden panel that slides to give access to what is beyond it.  The
panel is about three feet wide and six feet tall.
~

S
#51657
Twisting Dark Corridor~
You are walking through a very twisty corridor.  The walls are made of
wood and seem to lean inwards.  The whole building from this location
seems as if it should fall down into a heap, and yet it manages to remain
standing. The corridor goes west and south to the north is a small door.
~
0 8201 1 
D0
A small dark wooden door
~
door~
3 -1 51658 0 0 0

D2
The cluttered way goes on
~
~
0 -1 51659 0 0 0

D3
The corridor heads out
~
~
0 -1 51654 0 0 0

E
door~
This is a small wooden door that looks very old, the wood is beginning to
crack and the door seems to be stuck.~

S
#51658
Damp Cluttered Room~
You are standing in a small room that has planks covering the floor.  You
light source causes the walls to gleam in their wetness.  The floor seems to
be covered with a very thin layer of water.  The planks allow you to stand
without getting wet. The sole exit is the door to the south.
~
0 8201 1 
D2
A door blocks the way out
~
door~
3 -1 51657 0 0 0

E
door~
This is a very old door, it shows it's age with a series of cracks that run
down the length of the door
~

S
#51659
Very Cluttered Corridor~
You find it difficult to step and actually have your foot touch the ground
here.  The wooden floor is literally covered by about a foot of junk.
Broken boards and furniture cover the floor.  The walls are well ventilated.
The corridor continues north and east
~
0 8201 1 
D0
The dark corridor continues
~
~
0 -1 51657 0 0 0

D1
The corridor seems to clear up some
~
~
0 -1 51660 0 0 0

S
#51660
Dark Corridor~
This part of the corridor to your surprise is relatively neat.  There are no
boards or smashed pieces of wood lying on the floor.  The only covering
that the wooden floor has is a layer of dust.  The walls are basically
complete, with only the odd hole here and there. The corridor continues
north and west.  A door stands to the east.
~
0 8201 1 
D0
The dark corridor becomes very chaotic
~
~
0 -1 51662 0 0 0

D1
A door stands ready to be used
~
~
3 -1 51661 0 0 0

D3
The corridor goes on
~
~
0 -1 51659 0 0 0

S
#51661
A Dim Room~
You stand in a room that has a large hole in the ceiling, with a floating orb
above it that casts a thin light into this small room.  The ceiling is
scattered on the floor in a large jumble of wooden beams and planks.
A door stands to the west
~
0 8201 1 
D3
A door lies here
~
door~
3 -1 51660 0 0 0

E
door~
This is a smallish door that is made of old dark wood.
~

S
#51662
Shadowy Jumbled Corridor~
You are walking through a corridor that is strewn with wood and broken
beams.  Every second step you take you step on a broken item.  You also hear
knocking on the wood every once in awhile. The corridor continues north and
south, to the east is a door.
~
0 8201 1 
D0
The corridor continues in disarray
~
~
0 -1 51664 0 0 0

D1
A door stands here
~
door~
3 -1 51663 0 0 0

D2
The corridor seems to clear in this direction
~
~
0 -1 51660 0 0 0

E
door~
This door was once painted, and now the black paint is peeling off.  The
paint has left a small pile at the bottom of the door. ~

S
#51663
A Gloomy Room~
Your light fails to pierce the darkness in this room completely causing it to
seem like a dream.  You can make out the shapes of broken items on the
floor, and you see dark areas on the wall. A door stands to the west.
~
0 8201 1 
D3
A door is here
~
door~
3 -1 51662 0 0 0

E
door~
This door was once painted black, now the paint lies in a pile on the floor.
There seem to be small scratch marks on the door. ~

S
#51664
The Corridor in the Abandoned Warehouse~
You are walking along the corridor.  The floor is slightly clearer here, with
only a couple wooden beams lying on it.  You think you here scratching
beyond the walls. The corridor continues east and south.
~
0 8201 1 
D1
The corridor goes onwards
~
~
0 -1 51665 0 0 0

D2
The corridor stretches
~
~
0 -1 51662 0 0 0

S
#51665
The Corridor is Bathed in a Weird Light~
The corridor here is light.  An eerie glow seems to emanate from the walls
and floor.  Everything is bathed is the soft green glow.  The floor here is
basically spotless and the walls are holeless.  You feel as if the gods are
with you. The corridor continues east and west.
~
0 8 1 
D1
The corridor plunges into darkness
~
~
0 -1 51666 0 0 0

D3
The corridor disappears into the dark
~
~
0 -1 51664 0 0 0

S
#51666
Corridor in the Warehouse~
You are walking in a very dark section of the warehouse.  The darkness is
so complete that your light barely pierces the darkness.  The darkness
clings to everything you own.  You almost trip as your foot catches a
hidden beam lying on the ground. The corridor goes south and west.
To the east is a door.
~
0 8201 1 
D1
A door stands here
~
door~
3 -1 51667 0 0 0

D2
The corridor goes on
~
~
0 -1 51668 0 0 0

D3
A weird glow comes from this direction
~
~
0 -1 51665 0 0 0

E
door~
The door is a door, small but you can pass through it.
~

S
#51667
Cramped Dim Room~
You are standing in cramped quarters, just barely enough for you and a
few others.  The walls are whole, except a large hole in the west wall.
Through the hole you can hear the faint sounds of the city that lies outside
this building. A door allows passage to the west.
~
0 8201 1 
D3
A door stands here
~
door~
3 -1 51666 0 0 0

E
door~
This is a small door, but it is large enough for you to pass through it.~

S
#51668
The Corridor~
You are standing in the corridor of the abandoned warehouse.  It is
basically quiet here, except for the persistent tapping that seems to come
from the rafters and the walls. The corridor goes north and west, to the
south a door stands.
~
0 8201 1 
D0
The corridor meanders through the building
~
~
0 -1 51666 0 0 0

D1
The corridor continues on it's merry course
~
~
0 -1 51670 0 0 0

D2
A door blocks your way
door~
~
3 -1 51669 0 0 0

E
door~
This is a regular door that is very old.
~

S
#51669
The Old Office~
You are standing in the old office of this warehouse.  A broken desk still
rests against the east wall.  The chair has long since crumbled with age.
The floor is covered with dust, but has many foot prints in it.
A door stands to the north.
~
0 9 1 
D0
A door stands here
~
door~
3 -1 51668 0 0 0

E
desk~
The desk is very old and you are afraid to touch it lest it fall apart.  The
surface of the desk has all sort of scratch marks and there seems to be
teeth marks on one of the legs.
~

E
door~
This door is just a very old door that is made of oak.
~

S
#51670
Corridor of Darkness~
The corridor seems to breed darkness here, you wonder how this place
could have become so dark.  Your light surrounds you with a bubble of light,
beyond which you can't see a thing. The corridor continues west and south.
~
0 8201 1 
D2
The corridor is there also
~
~
0 -1 51671 0 0 0

D3
The corridor plunges into the warehouse.
~
~
0 -1 51668 0 0 0

S
#51671
End of the Corridor~
You have reached the end of the corridor that wanders through the
warehouse.  Like most of the corridor, this section has broken beams and
wood scattered along the floor.  It's as if a tornado came through and
deposited these items. The corridor heads north, to the south lies a door.
~
0 8201 1 
D0
The corridor goes on
~
~
0 -1 51670 0 0 0

D2
A door stands here
~
door~
3 -1 51672 0 0 0

E
door~
This door is very old, and the hinges are rusty.  There is a large crack that
has formed by the age of the oak.
~

S
#51672
Old Recreation Area~
You are standing in what was once the area that the workers came to relax
in.  By the wreckage on the floor, you figure there was once a table and
a bunch of chairs.  The room has been ravaged by, what you think,
thousands of little hands. A door lies to the north and to the west.
~
0 8201 1 
D0
The door to the corridor
~
door~
3 -1 51671 0 0 0

D3
A door blocks your entry
~
door~
3 -1 51673 0 0 0

E
door~
The door is just your regular very old door
~

S
#51673
Abandoned Rest Room~
You are standing in what was once the washroom for the workers in this
warehouse.  The stall that was here has long since been destroyed and it's
wreckage lies on the floor.  Where the toilet was is quite obvious, there is
a round hole in the ground. The door to the rec room is to the east.
~
0 8201 1 
D1
A door stands here
~
door~
3 -1 51672 0 0 0

E
door~
The door is just your typical door.
~

E
hole~
This is the hole where people used to deposit their waste.  It no longer
smells, and you thankfully can't see the bottom. ~

S
#51674
Entrance To An Abandoned Warehouse~
You are standing just inside what was once a large warehouse.  For a long
time it has been abandoned.  The walls now have holes in them and the floor
has dust and broken beams.  You hear a faint knocking that comes from above
you and around you.  Perhaps this building isn't that abandoned...
A corridor that leads into the building heads east, west is a door to the city.
~
0 8201 1 
D1
The corridor plunges deep within the building
~
~
0 -1 51648 0 0 0

D3
The exit door
~
door~
3 -1 51421 0 0 0

E
door~
The door on this side has many small scratch marks and it looks as if
someone or something took a hammer to it and tried to break it down.
~

S
#51675
Entrance Hall~
You are standing in a very neat and ornate entrance hall.  The inhabitants
of this large manor are obviously very rich.  The floor is a polished white
marble and the walls azure in colour.  You detect the faint aroma of incense
filtering through the air. To the east lies the main hall, south is the door
out.
~
0 8201 1 
D1
The main hall
~
~
0 -1 51678 0 0 0

D2
A door blocks your passage out
~
door~
3 -1 51479 0 0 0

E
door~
The door on this side has many designs carved into it.  The handle seems
to be made of pure gold and has been designed like a dragon.
~

S
#51678
Main Hall~
You are standing in the main hall of this beautiful mansion.  Although very
simple, the beauty of the hall is striking.  The pure white of the floor
contrasts with the azure walls.  You notice that you are not making any marks
on the white marble, must be some spell that keeps the floor perfectly white.
The hall splits north and east, to the west is the entrance hall.
~
0 8201 1 
D0
The hall heads onwards
~
~
0 -1 51679 0 0 0

D1
The hall delves further into the mansion
~
~
0 -1 51690 0 0 0

D3
You see the entrance hall
~
~
0 -1 51675 0 0 0

S
#51679
Hallway in the mansion~
You are walking down a hallway in this huge mansion.  The ceiling lies
above your head about twenty feet.  The walls are slowly changing colour,
from azure to a deep crimson. A door lies to the west, the hallway
continues north and south.
~
0 8201 1 
D0
The hallway continues
~
~
0 -1 51681 0 0 0

D2
You see the main hall
~
~
0 -1 51678 0 0 0

D3
A door rests here
~
door~
3 -1 51680 0 0 0

E
door~
The door is a simple wooden door.
~

S
#51680
Guest Room~
You are standing in a finely furnished guest room.  The floor here is
wooden and well polished.  A rug lies in the centre of the chamber, a bear
skin at that.  The walls are also made of wood.  A large bed lies against the
far wall and on the south wall is a desk.  With the desk a chair stands ready
to be used.

The sole exit is to the east.
~
0 8201 1 
D1
A door stands ready
~
door~
3 -1 51679 0 0 0

E
door~
The door is a simple wooden door.
~

S
#51681
Hallway in the Mansion~
You are standing on the fine white floor.  The faint aroma of incense
filters to your nose.  The ceiling lies way above your head.  The west wall
is crimson a striking contrast against the white floor. The hallway heads
north, east and south, along the west wall a door stands.
~
0 8201 1 
D0
The hallway continues
~
~
0 -1 51686 0 0 0

D1
The hallway goes
~
~
0 -1 51683 0 0 0

D2
The hallway continues
~
~
0 -1 51679 0 0 0

D3
A door stands here
~
door~
3 -1 51682 0 0 0

E
door~
The door is highly ornate~

S
#51682
Guest Chamber~
You stand within a well furnished room.  This chamber has everything you
would expect from a guest room.  Nothing of real interest lies in this room.
The floor is wooden and the walls are also wooden. The sole exit is the door
to the east.
~
0 8201 1 
D1
A door stands in your way
~
door~
3 -1 51681 0 0 0

E
door~
The door is very ornate~

S
#51683
A Hallway in the Mansion~
The walls in this section of the mansion are dark forest green.  The floor is
still pure white without a trace of dirt.  Against the east wall a huge mural
has been painted.  The mural depicts a luscious forest filled with many
exotic plants and animals. A door stands to the south, and to the west the
hallway stretches.
~
0 8201 1 
D2
A door stands ready
~
door~
3 -1 51687 0 0 0

D3
~
~
0 -1 51681 0 0 0

E
door~
The door is ornate with a large tree that has been carved onto it~

S
#51684
Washroom~
You are standing in what is obviously a washroom.  There is a basin with a
faucet on it.  As you bring your hand near it water starts to flow.  There is
a stool with a hole in the middle of it against the south wall.  And against
the west all is a shower head. A door stands to the east.
~
0 10249 1 
D1
A door waits to be used
~
door~
3 -1 51686 0 0 0

E
door~
The door is a simple wooden door~

S
#51685
Small Well Furnished Chamber~
You stand in a small room.  The floor here is grey marble and polished
with a large glowing red pentagon in the middle of the room.  A small cot
lies against the south wall and a table rests against the north wall.  A small
candle burns low on the table. A door is to the west.
~
0 8200 1 
D3
A door blocks the way out
~
door~
3 -1 51686 0 0 0

E
door~
A well made door of oak.  There are many mystic symbols inlaid with
silver that run the length of the door.~

S
#51686
End of Hall in the Mansion~
This is the end of the hall.  On the north wall is a large painting of many
exotic and weird creatures locked in combat.  A dragon seems to be
coming overhead of the weird creatures.  The floor is white and the ceiling
is crimson. Doors are to the east and west.  The hall heads south.
~
0 8201 1 
D1
A door stands here
~
door~
3 -1 51685 0 0 0

D2
The hall goes on
~
~
0 -1 51681 0 0 0

D3
A door stands here
~
door~
3 -1 51684 0 0 0

E
door~
The door is oaken and well made.~

S
#51687
Dining Hall~
You are in the dining hall of this mansion.  A long table stretches east.
The wall is dark grey and the walls are sky blue.  The table is large enough
for fifteen people no problem.  You are standing at the west end of the
table. The hall stretches to the east.  To the north is a door.
~
0 8201 1 
D0
A door waits to be used
~
door~
3 -1 51683 0 0 0

D1
~
~
0 -1 51688 0 0 0

E
door~
A simple wooden door~

S
#51688
Dining Hall~
You stand at the east end of the dining hall.  The table stretches to the
west.  The floor is dark grey and against the north wall stands a painting.
The painting depicts a cavern entrance and has two glowing red eyes that
seems to be staring right at you. The dining hall stretches to the west.
~
0 8201 1 
D0
~
painting~
3 -1 51689 0 0 0

D3
The dining hall goes on
~
~
0 -1 51687 0 0 0

E
painting~
As you look closely at the painting you think you notice a small knob that
you could push to open up a secret way.
~

S
#51689
Secret Chamber~
You are standing in a sparse chamber.  The floor is black and the walls are
dark grey.  There seems to be no furniture in this room although there are a
series of mystic symbols on the floor and the walls around you.
There are no obvious exits...
~
0 8201 1 
D0
~
wall~
3 -1 51696 0 0 0

D2
~
wall~
3 -1 51688 0 0 0

S
#51690
Main Hall~
You are walking down a beautifully striking hall.  The floor is pure white
and glows in your light source.  The walls are azure.  Along the sides of
the hall stand statues of different creatures, perhaps of arcane design.
The hall continues east and west.
~
0 8201 1 
D1
The hall goes on
~
~
0 -1 51691 0 0 0

D3
The hall goes on
~
~
0 -1 51678 0 0 0

E
statue statues~
These statues are of different creatures.  They all look weird and fierce,
you recognize a sphinx and what looks like a huge purple worm.  The rest
are unknown to you.
~

S
#51691
The Main Hall~
You feel as if you are walking down an art gallery.  There are statues that
line both sides of this hall.  The ceiling rests way above your head and the
floor is pure white. The hall continues east and west.
~
0 8201 1 
D1
The hall continues
~
~
0 -1 51692 0 0 0

D3
The hall continues
~
~
0 -1 51690 0 0 0

E
statues statue~
The statues are of many different creatures.  Some seem to be of arcane
design.  There are also some statues of small devilish creatures, jermlaine
and gremlins.
~

S
#51692
Main Hall~
You are heading along the main hall to the audience chamber of this
impressive mansion.  The floor is pure white without a single blemish. The
walls are azure and seem to glow in this section.  The ceiling is way above
your head.  A statue stands in the southeast corner.  The hall goes north and
west.
~
0 9 1 
D0
The hall goes on
~
~
0 -1 51693 0 0 0

D3
The hall continues
~
~
0 -1 51691 0 0 0

E
statue~
This is a statue of a demon.  The demon seems to have no sex and looks
very strong.  The workmanship of the statue is so great that you can almost
feel the evil and cunning of this creature.
~

S
#51693
Main Hall~
You are walking down the main hall of this residence.  The floor continues
to be spotless and white.  The walls are azure while statues stand along
both sides of the hall. The hall continues north and south.
~
0 8201 1 
D0
The hall goes on
~
~
0 -1 51694 0 0 0

D2
The hall continues
~
~
0 -1 51692 0 0 0

E
statues statue~
The statues are those of many different exotic birds.  You see many of the
different flying creatures that roam this land.  A few of the statues hang in
the air above the ground.  The greatest statue is that of a silver dragon who
flies above your head.
~

S
#51694
Main Hall~
You stand before large double doors to the north.  The floor is white and
two large statues stand to either side of the doors.  The walls are azure and
the ceiling is way above your head. A large door stands to the north, the hall
continues south.
~
0 8201 1 
D0
Huge double doors wait to be used
~
door~
3 -1 51695 0 0 0

D2
The hall continues
~
~
0 -1 51693 0 0 0

E
door~
Before you stand two huge doors made of oak.
~

S
#51695
Audience Chamber~
You stand in the southeast corner of a vast audience chamber.  The floor
here is dark grey and the walls are midnight blue.  The ceiling lies about
twenty feet from the floor.  Your nose catches the faint smell of incense.
You see a throne in the northwest corner of the chamber.
The chamber goes on north and west.  A door stands to the south
~
0 8201 1 
D0
The audience chamber
~
~
0 -1 51697 0 0 0

D2
Huge double doors wait to be used
~
door~
3 -1 51694 0 0 0

D3
The audience chamber
~
~
0 -1 51696 0 0 0

E
door~
Before you stand two huge doors made of oak.
~

S
#51696
Audience Chamber~
You are in the southwest corner of the audience chamber.  On the south
wall is a huge painting of a cave entrance with two glowing red eyes
staring right at you.  The floor is dark grey and the west wall is midnight
blue.  You notice the lack of any furniture except the throne to the north.
The chamber continues north and east.
~
0 8201 1 
D0
The audience chamber
~
~
0 -1 51698 0 0 0

D1
The audience chamber
~
~
0 -1 51695 0 0 0

D2
~
painting~
3 -1 51689 0 0 0

E
painting~
As you look carefully at this painting you notice that there seems to be a
small button that you can press.  Your experience with secret doors makes
you pretty certain that this is yet another one.
~

S
#51697
Audience Chamber~
You are standing in the north east corner of the audience chamber.  The
walls are midnight blue without anything on them.  The floor is a dark
grey and the ceiling floats way above your head.  The only furniture in this
room is the throne to the west. The chamber continues south and west.
~
0 8201 1 
D2
The audience chamber
~
~
0 -1 51695 0 0 0

D3
The audience chamber
~
~
0 -1 51698 0 0 0

S
#51698
Audience Chamber~
You stand at the north west corner of the chamber.  It is here that the
throne stands.  The throne is pitch black and seems to trap your light.
The floor here seems to change from light grey to dark grey continuously.
The walls remain constant with the midnight blue. The chamber continues
south and east.
~
0 8201 1 
D1
The audience chamber
~
~
0 -1 51697 0 0 0

D2
The audience chamber
~
~
0 -1 51696 0 0 0

E
throne~
The throne is very black, so black that is catches and keeps the light that
hits it.  On the arm rests are written many arcane symbols in gold.  The
throne seems exude an aura of power and evil.
~

S
#51699
Entrance to the Whore House~
You stand just before the entrance door.  You can clearly smell incense that
makes you just a little bit dizzy.  The place is lit by a few candles that
have been placed in holders that stand off against the walls.  Doors stand
north, east and south.
~
0 8200 1 
D0
A door blocks your way into the whoring area
~
door~
3 -1 51701 0 0 0

D1
A door stands in the way to the paying room
~
door~
3 -1 51700 0 0 0

D2
A door offers the way out
~
door~
3 -1 51485 0 0 0

E
door~
The door is a simple wooden door.~

S
#51700
Paying Room~
This is the room where one pays for the services of the women and men of
this establishment.  A desk rests in the middle of the room and a chair sits
behind it.  A candle rests of the desk spreading it's soft circle of light
around most of the room leaving only the corners of the room dark. You
notice a sign on the wall. The sole exit is the door to the west.
~
0 8200 1 
D3
The door stands ready to be used
~
door~
3 -1 51699 0 0 0

E
door~
The door is a simple wooden door.~

E
sign~
The sign reads as follows:

     This building should only be entered if you are over 18 years
          of age.  All minors shall be persecuted.
~

S
#51701
Whoring Area~
You are standing in a large room that is dimly lit.  There are small beds
and cushions spread all about the room.  A couple incense burners have
been placed against the walls and their scent awaken certain feelings in
you. The room spreads out north and east, and a door lies to the south.
~
0 8200 1 
D0
The whoring area
~
~
0 -1 51703 0 0 0

D1
The whoring area
~
~
0 -1 51702 0 0 0

D2
The door that leads out
~
door~
3 -1 51699 0 0 0

E
door~
A simple wooden door.
~

S
#51702
Whoring Area~
You are standing in the south eastern section of this large spacious room.
The dim light allows to see figures that are embraced in various positions
among the cushions.  Along the walls are many murals that depict many
interesting couples engaged in one of life's greatest experiences. The room
continues north and west.
~
0 8200 1 
D0
The room goes on
~
~
0 -1 51704 0 0 0

D3
The room continues
~
~
0 -1 51701 0 0 0

S
#51703
Whoring Area~
You stand in the northwest corner of the whoring room.  The floor is
covered with cushions and beds.  Intermingled with the aroma of incense you
can detect the faint smell of perfume.  The walls are covered with paintings
of couples in all sorts of positions, including ones you never thought
possible. The room continues east and south.
~
0 8200 1 
D1
The room goes on
~
~
0 -1 51704 0 0 0

D2
The room continues
~
~
0 -1 51701 0 0 0

S
#51704
Whoring Area~
This is the northeast corner of the room.  Soft cushions still cover the floor
as do all kind of beds.  In some of these beds you can see the movements of
couples in the act of reproduction.  You also hear faint moans coming from
all around.  Intermingled with the smell of incense is the smell of sweat.
The room goes on south and west.
~
0 8200 1 
D2
The room continues
~
~
0 -1 51702 0 0 0

D3
The room goes on
~
~
0 -1 51703 0 0 0

S
#51705
Entrance to the Traveller's Den~
You are standing at the entrance of the traveller's den.  You can hear the
din of people chatting and eating in this dim establishment.  You can smell
fresh food being cooked for all the patrons. The door out is to the south,
the way into the inn is north.
~
0 8200 1 
D0
The inn is this way
~
~
0 -1 51706 0 0 0

D2
A door stands here
~
door~
3 -1 51488 0 0 0

E
door~
The door is large and well built~

S
#51706
Entrance Hall to the Inn~
You are walking down the entrance way of the inn.  The walls are wooden
and you can smell the faint scent of pine emanating from the wood.  You
can hear the buzz of many conversations coming from the east. A door stands
to the north, east is the common room.
~
0 8200 1 
D0
Door to the washroom
~
door~
3 -1 51707 0 0 0

D1
The common room
~
~
0 -1 51708 0 0 0

D2
The entrance hall
~
~
0 -1 51705 0 0 0

E
door~
This is obviously the door to the washroom.  The words "rest room"
indicate this fact.
~

S
#51707
Rest Room~
You are standing in the rest room of the inn.  There is a basin to wash your
hands and face, done magically.  There is a small bowl that you relieve
yourself in.  All in all, this washroom is very clean and neat.  The sole
exit is the door to the south.
~
0 10248 1 
D2
The door out
~
door~
3 -1 51706 0 0 0

E
door~
On this side, the door is a regular door
~

S
#51708
Common Room~
You are standing in the common room of the inn.  You can see the counter
in the north east corner of this room.  Tables are scattered around the room.
Patrons fill the room and there is some smoke in the air. The common room
continues north and east, west is the hall, and south is a door to a room.
~
0 8200 1 
D0
The common room
~
~
0 -1 51710 0 0 0

D1
The common room
~
~
0 -1 51711 0 0 0

D2
A door to a room
~
door~
3 -1 51709 0 0 0

D3
The entrance way
~
~
0 -1 51706 0 0 0

E
door~
The door is a simple wooden door
~

S
#51709
Inn Room~
You are standing in one of the guest rooms of the inn.  From this room you
can tell that this inn is a high quality inn.  The floor is clean and the bed
is made. The way out if the door to the north.
~
0 8201 1 
D0
The door leads out to the common room
~
door~
3 -1 51708 0 0 0

E
door~
The door is a simple wooden door
~

S
#51710
Common Room~
You are in the north western corner of this large common room.  Tables sit
scattered around without apparent order.  You catch snatches of the many
conversations that are going on.  The atmosphere is merry and happy, as it
normally is in a place where they serve many alcoholic beverages.
The common room continues east and south
~
0 8200 1 
D1
The common room and bar
~
~
0 -1 51714 0 0 0

D2
The common room
~
~
0 -1 51708 0 0 0

S
#51711
Common Room~
You are in the south eastern corner of the common room.  Tables and chairs
lie all about.  The floor is clean and well swept.  In the dim lighting you
can see figures huddled over their mugs of ale discussing business.  The
common rooms goes on north and west.  A door stands to the east and leads to
more rooms.  There is also a door to the south.
~
0 8200 1 
D0
The common room
~
~
0 -1 51714 0 0 0

D1
A door stands ready to be used
~
door~
3 -1 51713 0 0 0

D2
A door waits to be used
~
door~
3 -1 51712 0 0 0

D3
The common room
~
~
0 -1 51708 0 0 0

E
door~
The door is a normal wooden door~

S
#51712
Inn Room~
You stand in a well furnished and neat room where the many travellers
who pass through the den stay.  The room is spacious enough and has a
bed and a chester drawers. The sole exit is the door to the north.
~
0 8201 1 
D0
The door waits to be used
~
door~
3 -1 51711 0 0 0

E
door~
The door is a normal wooden door~

S
#51713
Hall to the Inn Rooms~
You are standing in a dimly lit hallway with doors on either side.  The
floor is hard wood and the walls are also made of wood.  Along the walls
torches burn to light the area, although they don't do a very good job.
To the west is a door, north and south are doors to room and the hall
continues to the east.
~
0 8200 1 
D0
A door waits to be used
~
door~
3 -1 51715 0 0 0

D1
The hallway continues
~
~
0 -1 51717 0 0 0

D2
A door stands ready
~
door~
3 -1 51716 0 0 0

D3
The door is ready to be used
~
door~
3 -1 51711 0 0 0

E
door~
The door is regular wooden door~

S
#51714
Common Room~
The north eastern corner of the common room.  This is where the Inn
Keeper sells his wares.  A few patrons sit along the bar sipping their drinks
watching alertly for trouble. The common room continues south and west.
~
0 8200 1 
D2
The common room
~
~
0 -1 51711 0 0 0

D3
The common room
~
~
0 -1 51710 0 0 0

S
#51715
Inn Room~
You stand in a tidy and neat room.  The floor is clean and the bed is made.
This room has all the marks of a good inn.  There are no holes in the wall
either. The door is the to south.
~
0 8201 1 
D2
A door waits to be used
~
door~
3 -1 51713 0 0 0

E
door~
The door is a simple wooden door~

S
#51716
Inn Room~
You are standing in one of the guest rooms of the inn.  From this room you
can tell that this inn is a high quality inn.  The floor is clean and the bed
is made. The way out if the door to the north.
~
0 8201 1 
D0
The door leads out to the hallway
~
door~
3 -1 51713 0 0 0

E
door~
The door is a simple wooden door
~

S
#51717
Traveller's Den Hallway~
You are at the end of the hall to the rooms of this fine inn.  The hall is lit
by a few torches that hang off between the doors. A Door leads to a room to
the south, the hallway heads west.
~
0 8200 1 
D2
A door waits to be used
~
door~
3 -1 51718 0 0 0

D3
The hallway heads back towards the common room
~
~
0 -1 51713 0 0 0

E
door~
The door is of the simple wooden variety~

S
#51718
Inn Room~
You stand in a well furnished and neat room, the kind that you would
expect from a god quality inn.  As with all the other rooms in this room, the
bed has been made ready to be slept in. The sole exit is the door to the north.
~
0 8201 1 
D0
The door stands ready
~
door~
3 -1 51717 0 0 0

E
door~
The door is a simple wooden door~

S
#51719
Entrance to the Slaver's Market~
You stand within the halls of one of the most oppressing buildings of all
the realms.  It is here that people come to buy and sell slaves as if they
were pets.  The floor in this section is actually tidy, but you can here the
screams of the slaves from behind the bars or their cages. North a door offers
a way into the dirty cages of the slaves, you can leave by going east or south
and west goes further into this building.
~
0 8201 1 
D0
The bars can be opened like a door
~
bars~
3 -1 51720 0 0 0

D1
A door waits to be used
~
door~
1 -1 51500 0 0 0

D2
A door waits to be used
~
door~
1 -1 51516 0 0 0

D3
The slave hall goes on
~
~
0 -1 51721 0 0 0

E
bars~
These bars have the shape of a door in them~

E
door~
The door is huge and made of oak~

S
#51720
Slave Cage~
You are standing in the eastern end of the slave cage, it is here that the
slaves are kept for their perspective buyers.  The conditions are terrible,
rags lie in the corner and the smell is truly oppressive and disgusting, it
threatens to release your last meal. The cages continues west, a door in the
bars is to the south.
~
0 8201 1 
D2
The bars wait to allow you to leave
~
bars~
3 -1 51719 0 0 0

D3
The cage continues
~
~
0 -1 51722 0 0 0

E
bars~
These bars have the shape of a door in them~

S
#51721
Slave Hall~
You are standing in the slave hall, it is here that the buyers stand to inspect
the slaves that lie or stand safely through the bars to the north.  You can
see the dirt and terrible conditions through the bars, yet you can't smell the
scents that should accompany this scene. The hall continues east and west.
~
0 8201 1 
D1
The slave hall
~
~
0 -1 51719 0 0 0

D3
The slave hall
~
~
0 -1 51723 0 0 0

S
#51722
Slave Cage~
You are currently in the slave cage, the smell is incredible.  At times your
stomach threatens to rebel and release it's latest meal.  The sounds of the
slaves crying and cursing fill your ears.  The ground is covered in dirt and
some hay, it's as if these slaves are not humanoids. The cage continues east
and west.
~
0 8201 1 
D1
The cage continues
~
~
0 -1 51720 0 0 0

D3
The cage goes on
~
~
0 -1 51724 0 0 0

S
#51723
Slave Hall~
You continue to walk down this exhibition hall.  The bars continue along
the north wall.  You can see slaves staring at your with anger and some seem
resigned to their fate.  The floor in this hall has gold inlaid in it,
a blatant statement of wealth in the midst of this oppression. The hall
continues east and west.
~
0 8201 1 
D1
The slave hall
~
~
0 -1 51721 0 0 0

D3
The slave hall
~
~
0 -1 51725 0 0 0

S
#51724
Slave Cage~
You are in the area where the slaves are kept.  The floor is covered with
rags and hay. The sounds of slaves crying and screaming assault you with each
step you take. On the north wall here is a large painting of a black barbed
whip, to remind the slaves that they are slaves. The cage continues east and
west.
~
0 8201 1 
D1
The cage continues
~
~
0 -1 51722 0 0 0

D3
The cage continues
~
~
0 -1 51726 0 0 0

S
#51725
Slave Hall~
This is the west side of the slave hall.  The bars still travel along to the
north of you.  You can see slaves huddled in the corner fearing for their
lives.  You feel a surge of lust to own one of your fellow humanoids, to
control it and make it suffer.  Then you realise that you can fulfil this
desire by simply buying a slave from the Slave Dealer.  The hall continues
to the east, a door through the bars is north.
~
0 8201 1 
D0
A door leads through the bars
~
door~
3 -1 51726 0 0 0

D1
The slave hall
~
~
0 -1 51723 0 0 0

E
door~
The door offers an entrance to the slave cage
~

S
#51726
Slave Cage~
This is the western side of the slave's "living" quarters.  It is no better
than the rest of the cage.  The floor is covered with old and smelly hay
intermingled with rags and other things you don't want to think about. The
smell of sweat, garbage and death hang in the air. The cage continues to the
east, south is a door through the bars.
~
0 8201 1 
D1
The slave cage
~
~
0 -1 51724 0 0 0

D2
A door offers entrance to the slave hall
~
door~
3 -1 51725 0 0 0

E
door~
This door has been placed between the bars and seems to be solid enough~

S
#51727
Before the Northern Entrance of the Prisons~
You are standing just before the north entrance to the prisons of the
Underdark.  This is where all those who have disobeyed the few rules of this
city are brought to be punished.  The head guardian eye is also located in
this huge building.  You figure this is the reason why the ceiling is a good
thirty feet above your head. A door exits north, a prison cell is east, the
hall continues south and west.
~
0 8200 1 
D0
A huge door that has no handle leads out
~
door~
3 -1 51489 0 0 0

D1
A barred door allows you into a prison cell
~
barred door~
3 -1 51728 0 0 0

D2
The prison hall goes on
~
~
0 -1 51730 0 0 0

D3
The prison hall goes on
~
~
0 -1 51729 0 0 0

E
door~
This door is huge and has no handle on it.  The door is large enough to
allow the spherical bodies of the guardian eyes to pass freely.
~

E
barred door~
This is the prison door.  It is made of bars like the rest of the way into this
prison cell
~

S
#51728
Prison Cell~
This is a dark cramped cell.  The only good thing about it is the that fact
that it is clean.  You notice that you can't hear a single noise, not even the
sound of your own breathing. The sole exit is through the door to the west.
~
0 10249 1 
D3
The prison door
~
door~
3 -1 51727 0 0 0

E
door~
The door is a solid series of bars that allow only your arm to pass while
closed.
~

S
#51729
Prison Hall~
You are standing in the hallway of the prison.  You can hear agonized
screams of prisoners.  The hall is about fifteen feet wide and the ceiling
rests far above your head.  The walls are grey and the ground is black.
The hall continues east and west.
~
0 8201 1 
D1
Before the northern entrance
~
~
0 -1 51727 0 0 0

D3
The prison hall
~
~
0 -1 51742 0 0 0

S
#51730
Prison Hall~
You are walking through a large spacious hallway.  The muffled cries of
the prisoners reach your ears.  The floor is pitch black and the walls are
grey. The hall continues north and south, east and west are doors to cells.
~
0 8201 1 
D0
Before the northern entrance
~
~
0 -1 51727 0 0 0

D1
A prison door
~
door~
3 -1 51731 0 0 0

D2
The prison hall
~
~
0 -1 51733 0 0 0

D3
A prison door~
door~
3 -1 51732 0 0 0

E
prison door~
The door is made out of solid iron.  It is huge and extremely hard to budge.
You figure nothing could dent this door.
~

S
#51731
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey. There is no light in this little room. There is a bench against the
far wall and a hole in the ground in the corner. The sole exit is the door to
the west.
~
0 8201 1 
D3
The prison door
~
door~
3 -1 51730 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51732
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey. There is no light in this little room. There is a bench against the
far wall and a hole in the ground in the corner. The sole exit is the door to
the east.
~
0 8201 1 
D1
The prison door
~
door~
3 -1 51730 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51733
Prison Hall~
You are walking down the prison hallway.  This is where the eyes bring
the ones who break their code of living.  You see no signs of struggle and
nothing is broken.  The eyes also make this building their home base and
you know that somewhere in it rests the enforcer beholder, the leader of
the eyes. The hall continues north and south, prison cells lie east and west.
~
0 8201 1 
D0
The prison hall
~
~
0 -1 51730 0 0 0

D1
A prison door
~
door~
3 -1 51735 0 0 0

D2
The prison hall
~
~
0 -1 51736 0 0 0

D3
A prison door
~
door~
3 -1 51734 0 0 0

E
door~
The door is made of solid iron and looks as if nothing could dent or break
it.
~

S
#51734
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey. There is no light in this little room. There is a bench against
the far wall and a hole in the ground in the corner.  The sole exit is the
door to the east.
~
0 8201 1 
D1
The prison door
~
door~
3 -1 51733 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51735
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey.  There is no light in this little room.  There is a bench against
the far wall and a hole in the ground in the corner.  The sole exit is the
door to the west.
~
0 8201 1 
D3
The prison door
~
door~
3 -1 51733 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51736
Prison Hall~
You are standing in the hall of this prison.  From this position you can see
the hall stretching north with the doors to the cells on either side.  A few
enforcer eyes patrol the hall.  You can hear the screams of the prisoners
coming from the cells. The hall continues north, east and west.  South is
a prison cell.
~
0 8201 1 
D0
The prison hall
~
~
0 -1 51733 0 0 0

D1
Before the eastern entrance
~
~
0 -1 51737 0 0 0

D2
A prison door
~
door~
3 -1 51739 0 0 0

D3
Before the western entrance
~
~
0 -1 51738 0 0 0

E
door~
The door is made of solid iron and looks as if nothing could harm it ~

S
#51737
The eastern entrance~
You stand just before the eastern entrance to the prisons of the underdark.
It is here that the enforcer eyes bring those who have broken the few rules
of this city.  The screams of the prisoners echo through the hall.  The floor
is black and the walls are dark grey.  The hall is about fifteen feet wide and
the ceiling lies about thirty feet above your head.  The door out is east, to
the south is a prison cell guarded by an iron door and west the hall continues.
~
0 8201 1 
D1
The entrance door
~
door~
3 -1 51507 0 0 0

D2
A prison door
~
prison~
3 -1 51741 0 0 0

D3
The prison hall
~
~
0 -1 51736 0 0 0

E
door~
This door is huge and has no handle, it allows the enforcer eyes to come in
and out of the building without a problem.
~

E
prison~
The prison door is made completely of iron.  The door is about four inches
thick and looks as if nothing could even dent it.
~

S
#51738
Western Entrance~
You stand before the western entrance to the prisons of the underdark.
This building is where all those who have broken the few rules of the
underdark are brought to serve sentences.  The fact that this building exists
proves that the Underdark is not a lawless city, but that it in fact has a few
laws that are kept. The hall continues east, there is a prison cell to the
south, and the exit to the Underdark is west.
~
0 8201 1 
D1
The prison hall
~
~
0 -1 51736 0 0 0

D2
A prison door
~
prison~
3 -1 51740 0 0 0

D3
The entrance door
~
door~
3 -1 51522 0 0 0

E
prison~
This door is built completely of iron.  It is huge and very very hard to
budge.
~

E
door~
The entrance door is huge.  The door has no handle and to open it all you
have to do is push it open.
~

S
#51739
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey.  There is no light in this little room. There is a bench against the
far wall and a hole in the ground in the corner. The sole exit is the door to
the north.
~
0 8201 1 
D0
The prison door
~
door~
3 -1 51736 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51740
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey.  There is no light in this little room.  There is a bench against
the far wall and a hole in the ground in the corner.  The sole exit is the
door to the north.
~
0 8201 1 
D0
The prison door
~
door~
3 -1 51738 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51741
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey.  There is no light in this little room.  There is a bench against
the far wall and a hole in the ground in the corner.  The sole exit is the
door to the north.
~
0 8201 1 
D0
The prison door
~
door~
3 -1 51737 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51742
Prison Hall~
You are standing is a huge hall.  The walls are bare and the floor is solid
black.  The muffled screams of terror come from the prison cells.  The hall
is about fifteen feet wide and the ceiling rests about thirty feet above your
head. The hall continues east and west.  To the south is a prison cell.
~
0 8201 1 
D1
The prison hall
~
~
0 -1 51729 0 0 0

D2
A prison door
~
~
3 -1 51743 0 0 0

D3
The prison hall
~
~
0 -1 51744 0 0 0

E
door~
The door is made of solid iron.
~

S
#51743
Prison Cell~
This is a dark cramped cell.  The only good thing about it is the that fact
that it is clean.  You notice that you can't hear a single noise, not even the
sound of your own breathing.  You notice a cot against the far wall and a
hole in the corner. The sole exit is through the door to the north.
~
0 8201 1 
D0
The prison door
~
door~
3 -1 51742 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51744
Prison Hall~
You are walking through a large undecorated hall.  The walls are a dismal
grey and the floor is black.  The screams of horror come from the prison
cells. The hall continues east and west, to the south is a prison cell.
~
0 8201 1 
D1
The prison hall
~
~
0 -1 51742 0 0 0

D2
A prison door
~
door~
3 -1 51745 0 0 0

D3
The prison hall
~
~
0 -1 51746 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.~

S
#51745
Prison Cell~
You stand in a cramped prison cell.  The walls are black and the floor is
dark grey.  There is no light in this little room.  There is a bench against
the far wall and a hole in the ground in the corner. The sole exit is the door
to the north.
~
0 8201 1 
D0
The prison door
~
door~
3 -1 51744 0 0 0

E
door~
The door is made of solid iron.  You strain against it and it finally gives
way after placing your entire weight and strength against it.
~

E
hole~
This is hole is used for bodily functions.  You can detect the putrid smell
of raw faeces coming from the hole.
~

S
#51746
The end of the prison hallway~
You are standing at the end of the hallway.  The floor has changed to a
dark grey and the walls have become light grey.  You can hear the agonized
screams of the prisoners. The hall stretches east, to the south is a large
iron door.
~
0 8201 1 
D1
The prison hall
~
~
0 -1 51744 0 0 0

D2
A huge iron door
~
door~
3 -1 51747 0 0 0

E
door~
This door is made of iron and has no handle.  You apply a little force on it
and it swings open.
~

S
#51747
Chamber of the Beholder~
You are standing in a large room.  This is where the beholder that controls
the eyes has made his home.  The floor is grey and the walls are also grey.
There is no furniture or any other comfort.  The huge shape of the beholder
hovers in the air way above your head. The sole exit is the door to the north.
~
0 8201 1 
D0
A huge iron door
~
door~
3 -1 51746 0 0 0

E
door~
This door is made of iron and has no handle.  You apply a little force on it
and it swings open.
~

S
#51748
The entrance to the Shadow's Shadow~
You stand just inside the Shadow's Shadow.  The Shadow's Shadow is a
tavern where many of the denizens of the Underdark meet to discuss
various topics.  The tavern is dark and smells of smoke and alcohol.
The tavern lies to the south, north is the entrance.
~
0 8201 1 
D0
The door out
~
door~
1 -1 51517 0 0 0

D2
The tavern entrance hall
~
~
0 -1 51749 0 0 0

E
door~
The door is a simple wooden door~

S
#51749
Entrance Hall of the Shadow's Shadow~
You are walking through the entrance hall of this tavern.  To the east you
hear the hum of people chatting and talking.  The walls are covered with
animal heads, stuffed trophies of the tavern's owner.  The smell of smoke and
alcohol permeates everything here. The tavern hall goes east and the entrance
is to the north.
~
0 8201 1 
D0
Before the entrance door
~
~
0 -1 51748 0 0 0

D1
The entrance hall
~
~
0 -1 51750 0 0 0

E
heads~
These are all stuffed heads of many different animals.  You see the head of
a red dragon and realise that the owner of this place is not one to fight
with.
~

S
#51750
Entrance Hallway~
You are standing just before the eating and drinking room of the tavern.
You notice that this hall is used by many to fight and for others to talk
without having to sit.  The floor is sticky and the walls have little cracks in
them. The common room is to the east, the hall goes west.
~
0 8201 1 
D1
The common room
~
~
0 -1 51751 0 0 0

D3
The entrance hall
~
~
0 -1 51749 0 0 0

S
#51751
Dining Area~
You are standing in the dining area of the Shadow's Shadow.  There are
many tables scattered about this large room.  You stand in the south
western corner and you see the bar to the east.  The air is thick with smoke
and smells deeply of alcohol. The dining area continues north and east, the
entrance hall is west.
~
0 8201 1 
D0
The dining area
~
~
0 -1 51754 0 0 0

D1
The dining area
~
~
0 -1 51752 0 0 0

D3
The entrance hall
~
~
0 -1 51750 0 0 0

S
#51752
The Dining Area~
You are standing in the south eastern corner of this large room.  The bar
stands here and many patrons sit at the bar drinking deeply from their
mugs of ale.  You can see the faint forms of others sitting at the many
tables. The area continues north and west.
~
0 8201 1 
D0
The dining area
~
~
0 -1 51753 0 0 0

D3
The dining area
~
~
0 -1 51751 0 0 0

E
bar~
The bar is long and covered with glasses of ale and other alcohols.  The
bar is dirty and cluttered with stools on this side of it.~

S
#51753
Dining Area~
You are standing in the north eastern corner of the dining area.  There are
tables all around you and many of the tables have people sitting at them
eating away.  The air is heavy with smoke and the smell of alcohol.  You
can see the bar to the south. The area continues to the south and west.
~
0 8201 1 
D2
The dining area
~
~
0 -1 51752 0 0 0

D3
The dining area
~
~
0 -1 51754 0 0 0

S
#51754
Dining Area~
You are standing in the north western corner of the dining area.  Tables
have been placed where ever they fit.  People sit at the tables slobbering
over the steaming plates of food that are brought to them by the serving
wenches.  The air is thick with smoke. The dining area continues east and
south, the washroom is west.
~
0 8201 1 
D1
The dining area
~
~
0 -1 51753 0 0 0

D2
The dining area
~
~
0 -1 51751 0 0 0

D3
The door to the washroom
~
door~
3 -1 51755 0 0 0

E
door~
The door is a simple wooden door with the words "rest room" engraved
into it.~

S
#51755
Washroom of the Shadow's Shadow~
This room is damp and disgusting.  The floor is wet with... well you don't
want to know.  The toilet bowl is wooden and has begun to rot.  The
metallic smell of piss irritates your nose.  A cracked mirror lies on the
northern wall. The sole exit is the door to the east.
~
0 10249 1 
D1
A door stands ready
~
door~
3 -1 51754 0 0 0

E
door~
The door is a simple wooden door~

S
#51756
The Glowing Hand~
You are standing in the magic shop of the Underdark.  The shop is about
twenty feet by twenty.  There are shelves along all the walls and a few
counters that hold different items of magic.  The shopkeeper stands at the
far side of the shop behind a counter. The only way out is north.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51515 0 0 0

S
#51757
The Cracked Sword~
You are standing in the weapon shop of the Underdark.  The shop is about
twenty feet by thirty.  The walls are lined with assorted weapons hanging
by pins, a few counters provide space for daggers and other assorted small
arms.  The shopkeeper walks around the shop watching you and ready to
buy and sell merchandise. The sole way out is north.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51514 0 0 0

S
#51758
The Dented Shield~
This is the armour shop for the Underdark.  The shop is about thirty feet by
thirty.  The walls are covered with shields and helms.  There are full suits
of armour that form rows in the centre of the shop.  This is a shop where
you can get any sort of armour you wish.  The shopkeeper wanders about
waiting for you to buy something. The sole exit is to the north.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51513 0 0 0

S
#51759
The Sparkling Jewel~
You are standing in the jewellers.  This shop is only fifteen feet by fifteen.
There is a large counter along the southern portion of the store.  The counter
is see through and beneath the barrier lie many different gems and stones.
A large wizard eye floats in the air watching you to make sure you do not
steal anything. The only exit is north.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51512 0 0 0

S
#51760
The Darkened Root~
You are standing in a food shop.  This shop is about twenty feet by twenty
feet.  The shop is dark and the air is musty.  The air smells heavily of
spice.  There are many counters with all sorts of spices and foods on them.
The sole exit is to the north.
~
0 8201 1 
D0
The street of the gods
~
~
0 -1 51511 0 0 0

S
#51761
Foyer of Svirfneblin Embassy~
You are standing the foyer of the deep gnome presence in the Underdark.
The svirfneblin maintain this building for their own merchants and people
should they come into trouble here.  The building has a low ceiling, about
seven feet off the ground.  The walls and ground are earthy in colour and
texture. The door out is east, and the hallway goes west.
~
0 8201 1 
D1
The door out waits to be used
~
door~
1 -1 51524 0 0 0

D3
The hallway
~
~
0 -1 51762 0 0 0

E
door~
The door is short and made of oak reinforced with bands of iron. ~

S
#51762
Svirfneblin Hallway~
You are standing in the hallway of this building.  The floor in this section
is a polished stone.  The walls have been carved out of solid rock. It is dark
in the hallway and cool. The entrance is to the east, the hallway continues
south.
~
0 8201 1 
D1
The foyer
~
~
0 -1 51761 0 0 0

D2
The hallway
~
~
0 -1 51763 0 0 0

S
#51763
Svirfneblin Hallway~
You are walking down a small hallway.  The ceiling is only seven feet off
the floor.  The hallway has been carved out of rock and thus the colour here
is grey.  The air is cool and moist, with the sounds of the city a distant
memory. The hallway continues north and south, to the east is a door.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51762 0 0 0

D1
A door
~
door~
3 -1 51764 0 0 0

D2
The hallway
~
~
0 -1 51765 0 0 0

E
door~
The door is small and made out of oak
~

S
#51764
Svirfneblin Chamber~
You are standing in the sleeping quarters of this building.  This is where
those who are in need of the help this building offers sleep.  There is a
simple bed against the far wall and a mirror on the southern wall.  It is
obvious that people are not meant to stay here long. The only way out is the
door to the west.
~
0 8201 1 
D3
A door
~
door~
3 -1 51763 0 0 0

E
door~
The door is small and made out of oak
~

S
#51765
Svirfneblin Hallway~
You are walking down a small hallway.  The hallway is only about six feet
wide and six feet high.  The walls and floor are all made out of the same
rock, as this entire structure was carved out of the living rock years ago.
The hallway continues north and south, there is a door to the east.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51763 0 0 0

D1
A door
~
door~
3 -1 51766 0 0 0

D2
The hallway
~
~
0 -1 51767 0 0 0

E
door~
The door is small and stout
~

S
#51766
Svirfneblin Chamber~
You are standing in a well maintained chamber.  This is where the more
important guests of the gnome community stay.  The bed looks comfortable even
if it only five feet long.  The ceiling is a mere six and a half feet high
here.  There is a large rug that covers the floor. The sole exit is the door
to the west.
~
0 8201 1 
D3
A door
~
door~
3 -1 51765 0 0 0

E
door~
The door is small and stout
~

E
rug~
The rug is that of a bear, the fur is dark brown and clean. ~

S
#51767
Svirfneblin Hallway~
You stand at the end of the hallway, the ceiling here has dropped to a mere
six feet.  The walls are still bare rock and the floor is well polished.  The
air is cool and moist. The hallway goes north and there is a door to the east.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51765 0 0 0

D1
A door
~
door~
3 -1 51768 0 0 0

E
door~
The door is small, wooden and looks to be very strong
~

S
#51768
Svirfneblin Chamber~
This is the room that the caretaker of this building stays.  The room has all
the comforts of home, a bed, a desk, and a chester drawers.  There is a chair
propped up against the desk. The ceiling is about six feet off the ground. The
room is about fifteen feet by fifteen. The sole exit is the door to the west.
~
0 8201 1 
D3
A door
~
door~
3 -1 51767 0 0 0

E
door~
The door is small, wooden and looks to be very strong
~

S
#51769
Entrance to the Thieve's Guild~
You are standing just inside the thieves guild.  The hallway is large and
spacious.  There are many statues and other objects that have been stolen
from the various rich members of the world.  The floor is dark green and
polished.  The walls are white marble. The hall continues to the south,
there are doors east and west.
~
0 8200 1 
D0
The exit to the city
~
exit~
3 -1 51537 0 0 0

D1
A door
~
door~
3 -1 51770 0 0 0

D2
The hallway
~
~
0 -1 51772 0 0 0

D3
A door
~
door~
3 -1 51771 0 0 0

E
exit~
The exit door is huge and well built.  There is little else to say about it
~

E
door~
The door is a beautiful oak door
~

S
#51770
Thieve's Guard Room~
You are standing in the eastern guard room.  There are a couple bunks
along the walls and a table that has dice on it in the middle of the room.
The room is about fifteen feet by fifteen feet.  The floor is black and the
walls are grey.  Small rods that are held in little holders along the walls
light the room. The sole exit it the door to the west.
~
0 8200 1 
D3
A door
~
door~
3 -1 51769 0 0 0

E
door~
The door is a beautiful oak door
~

S
#51771
Thieve's Guard Room~
You are standing in the western guard room.  There are a couple bunks
along the walls and a table in the middle.  There are a few chair around the
table and on the table is a deck of cards.  The floor is grey and the walls
are black.  Small rods light the room. The only exit it the door to the east.
~
0 8200 1 
D1
A door
~
door~
3 -1 51769 0 0 0

E
door~
The door is a beautiful oak door
~

S
#51772
Hallway in the Thieve's Guild~
You are standing at a junction of hallways.  The floor is dark green and
on the ceiling is a large chandelier.  The thieves have surrounded
themselves with the most expensive of all they have stolen.  You figure
that the thieve's guild is probably richer than most kingdoms.
The hallway branches north, east, south and west.
~
0 8200 1 
D0
The entrance hall
~
~
0 -1 51769 0 0 0

D1
The hallway
~
~
0 -1 51782 0 0 0

D2
The hallway
~
~
0 -1 51778 0 0 0

D3
The hallway
~
~
0 -1 51773 0 0 0

S
#51773
Hallway in the Thieve's Guild~
You stand in a hallway in the thieve's guild.  The floor is a beautiful dark
green that has been polished.  The walls are covered in white marble and
you see little rivulets of gold creating chaotic patterns in the marble.
Small rods that are being held on the walls light the way.  The hallway
continues east and west.
~
0 8201 1 
D1
The hallway
~
~
0 -1 51772 0 0 0

D3
The hallway
~
~
0 -1 51774 0 0 0

S
#51774
Hallway in the Thieve's Guild~
You are standing at the western end of the thieve's guild.  On the west wall
is a large mural of a thief picking the gate to a palace.  The floor is dark
green and glints in the light.  Next to the door on the north wall is a
pedestal with a large glowing hand. Door lie north and south, the hallway
continues east.
~
0 8200 1 
D0
A door
~
door~
3 -1 51775 0 0 0

D1
The hallway
~
~
0 -1 51773 0 0 0

D2
A door
~
door~
3 -1 51776 0 0 0

D3
~
mural~
3 -1 51581 0 0 0

E
door~
The door is a solid oaken door~

E
hand~
The hand is the amputated hand of some prince that the thieves collected
while robbing his palace, they cut off his hand so he would always
remember the thieve's guild.~

E
mural~
Looking closely at this mural you notice the faint outline of a door where
the gate has been painted, then you notice that the gate's handle looks
real.~

S
#51775
Thieve's Guard Room~
This is a guard room.  There are daggers and short swords scattered on the
floor and on the table.  The floor is crimson red and the walls are black.
There is a rod that give off light sticking off of the northern wall. A couple
bunks lie against the north and east wall respectively.  The sole exit is the
door to the south.
~
0 8200 1 
D2
A door
~
door~
3 -1 51774 0 0 0

E
door~
The door is a solid oaken door~

S
#51776
Thieve's Guard Room~
You are standing in a guard room.  The floor here is crimson red and the
walls are a very dark grey.  There are two bunks, one against the southern
wall and the other against the western wall.  There is a small round table in
the centre of the room with four chairs around it.  On the table is a deck of
cards. The sole exit is the door to the north.
~
0 8200 1 
D0
A door
~
door~
3 -1 51774 0 0 0

E
door~
The door is a solid oaken door~

S
#51777
Storage Room~
You are standing in a storage room.  It is here that the thieves keep extra
lock picks, daggers, swords, darts and anything else they would need to rob
the world blind.  The room is ten feet by ten feet and the walls are covered
with shelves.  The shelves are lined with these items. The sole exit is the
door to the east.
~
0 8201 1 
D1
A door waits to be used
~
door~
3 -1 51778 0 0 0

E
door~
The door is a simple wooden door~

S
#51778
Hallway in the Thieve's Guild~
You are standing in the hallway of the guild.  The floor here gradually
changed from dark green to dark red.  The walls are pure white and seem to
create an atmosphere of good and well being.  The walls glitter with gold
since there are little rivulets of gold that create many chaotic patterns.
The hallway continues north and south, there is a door to the west.
~
0 8200 1 
D0
The hallway
~
~
0 -1 51772 0 0 0

D2
The hallway
~
~
0 -1 51779 0 0 0

D3
A door waits to be used
~
door~
3 -1 51777 0 0 0

E
door~
The door is a simple wooden door
~

S
#51779
Hallway in the Thieve's Guild~
You are standing at the southern end of the thieve's guild.  The floor here
is dark red and the walls are white.  You notice the faint aroma of incense.
You also hear the fain melodious sounds of music.  The whole effect of the
white walls, soft music and incense makes you feel at ease as if you were in
a holy place of worship. The hallway heads north, there is a door to the west.
~
0 8200 1 
D0
The hallway
~
~
0 -1 51778 0 0 0

D3
A door waits to be used
~
door~
3 -1 51780 0 0 0

E
door~
The door is a simple wooden door~

S
#51780
Practice Room~
You are standing in a practice room.  Along the walls are shelves that
contain many different containers, each of the containers is locked with a
different kind of lock.  The floor is dark red and the walls are dark grey.
Small rods provide a soft glow that lights everything in the room.
There are doors to the east and west.
~
0 8200 1 
D1
A door waits to be used
~
door~
3 -1 51779 0 0 0

D3
A door stands ready
~
door~
3 -1 51781 0 0 0

E
door~
The door is a simple wooden door~

S
#51781
Training Room~
You stand in the training room of the thieve's guild.  It is here that thieve's
can train and practice their skills.  A dummy stands against the north wall,
with his back facing you.  There is a large rip down the middle of the back
where thieves have practised their backstabbing abilities.  The floor here is
black and the walls are dark blue. The sole exit is the door to the east.
~
0 8200 1 
D1
A door waits to be used
~
door~
3 -1 51780 0 0 0

E
door~
The door is a simple wooden door
~

S
#51782
Hallway in the Thieve's Guild~
You are walking down a very beautiful hallway.  The floor is a deep green
and the walls are covered with white marble.  Along the sides of the
hallway are statues in the design of many different creatures.
The hallway continue east and west, to the south is a door.
~
0 8200 1 
D1
The hallway
~
~
0 -1 51787 0 0 0

D2
A door waits to be used
~
door~
3 -1 51783 0 0 0

D3
The hallway
~
~
0 -1 51772 0 0 0

E
door~
The door is a simple wooden door~

S
#51783
Thieve's Council Chamber~
You are standing in the room that the thieves use to discuss their plans and
to reward themselves for good jobs.  There is a long table in the middle of the
room.  At the head of the table the head thief sits and delegates work and
rewards. There is a door to the north, the chamber continues east and south.
~
0 8200 1 
D0
A door waits to be used
~
door~
3 -1 51782 0 0 0

D1
The council chamber
~
~
0 -1 51784 0 0 0

D2
The council chamber
~
~
0 -1 51786 0 0 0

E
door~
The door is a simple wooden door.~

S
#51784
Thieve's Council Chamber~
This is where the thieves decide what to do in the future.  You can see why
the thieve's guild has become so powerful, with this type of organization,
which is better than some kingdoms, the thieves easily control their members
and orchestrate them as a single entity.  The large table has enough room for
about twenty people, and at the head sits the master thief. The chamber
continues west and south.
~
0 8200 1 
D2
The council chamber
~
~
0 -1 51785 0 0 0

D3
The council chamber
~
~
0 -1 51783 0 0 0

S
#51785
Thieve's Council Chamber~
You are standing in the south eastern corner of the council chamber.  It is
in this part of the chamber that the head of the table is located.  The
thieves guild is a very potent force throughout the underworld, their power
stretching far out of the Underdark into adjacent regions.  The thieve's
guild is more powerful than that of their rival the assassin's guild.
The chamber continues north and west
~
0 8200 1 
D0
The council chamber
~
~
0 -1 51784 0 0 0

D3
The council chamber
~
~
0 -1 51786 0 0 0

S
#51786
Thieve's Council Chamber~
You are standing the south western end of the council chamber.  The chamber
is large and spacious with great acoustics.  A large table dominates the room,
it is here that the thieves make their decisions on whom to rob and plunder.
The thieve's guild continues to grow even while the assassin's guild attempts
to prevent it's growth. The chamber continues to the north and east.
~
0 8200 1 
D0
The council chamber
~
~
0 -1 51783 0 0 0

D1
The council chamber
~
~
0 -1 51785 0 0 0

S
#51787
Hallway in the Thieve's Guild~
You are walking down a large spacious hallway.  The floor is dark green
while the walls are covered in a white marble.  The hallway is like an
exhibition in a museum, there are statues along the sides of the hall.
The hallway continues east and west, there is a door to the north
~
0 8200 1 
D0
A door waits to be used
~
door~
3 -1 51788 0 0 0

D1
The hallway
~
~
0 -1 51789 0 0 0

D3
The hallway
~
~
0 -1 51782 0 0 0

E
door~
The door is a well crafted wooden door~

E
statues~
The statues are of many different creatures.  The most noticeable is that of
a large beholder.~

S
#51788
Personal Chamber~
You are standing in one of the sleeping quarter's of a high ranking thief.
The room is very well decorated with a large carpet covering the floor and
a large bed.  There is a desk and padded chair.  The room even has a magic
window looking out over the city. The sole exit is the door to the south.
~
0 8201 1 
D2
A door waits to be used
~
door~
3 -1 51787 0 0 0

E
door~
The door is a well crafted wooden door~

S
#51789
Hallway in the Thieve's Guild~
You are standing in the hallway of the thieve's guild.  The floor is dark
green and the walls are white.  There are chairs placed along the side of
the corridor.  The chairs are well made, ornate and padded.  The faint
smell of incense caresses your sense of smell. The hallway goes west and
south, doors lie to the north and east.
~
0 8200 1 
D0
A door waits to be used
~
door~
3 -1 51790 0 0 0

D1
A door stands ready
~
door~
3 -1 51791 0 0 0

D2
The hallway
~
~
0 -1 51793 0 0 0

D3
The hallway
~
~
0 -1 51787 0 0 0

E
door~
The door is made of oak and is well built.~

S
#51790
Mage Chamber~
You are standing in the room that the mage sleeps in.  The mage plays an
important part in the running of this guild, the master thief relies on him
for information and beneficial spells.  There is a bed against the far wall
and a pentagon engraved on the floor. The sole exit is the door to the south.
~
0 8201 1 
D2
A door waits to be used
~
door~
3 -1 51789 0 0 0

E
door~
The door is a well built and made of oak~

S
#51791
Master Thief's Room~
You are standing in the room that the master thief uses to plan and dictate
his desires.  There is a large oaken desk against the east wall and a large
padded chair sits before it.  A large bear skin rug lies on the floor.  The
walls are dark grey with streaks of silver and gold in them. There is a door
to the north and one to the west.
~
0 8200 1 
D0
A door waits to be used
~
door~
3 -1 51792 0 0 0

D3
A door stands ready
~
door~
3 -1 51789 0 0 0

E
door~
The door is made of oak and is well built.~

S
#51792
Master Thief's Sleep Chamber~
You are standing in a large spacious chamber.  There is a large bed in the
middle of the chamber.  The floor is covered with many different fur rugs.
Large paintings adorn the walls.  The ceiling is high above your head and a
chandelier hangs down from it. There is a door to the south.
~
0 8200 1 
D2
A door waits to be used
~
door~
3 -1 51791 0 0 0

E
door~
The door is a solid oak door
~

E
painting paintings~
The paintings all depict unicorns and other mystical beasts.  They are
painted in a soft flowing style.~

S
#51793
Hallway in the Thieve's Guild~
You are walking through a large spacious hallway.  The sides are lined
with many statues and relics of past hoists.  The floor sparkles and glints
with gold that create chaotic patterns in the dark green.  The walls are pure
white and glint with silver. The hallway continues north and south.
There is a door to the east.
~
0 8200 1 
D0
The hallway
~
~
0 -1 51789 0 0 0

D1
A door stands ready
~
door~
3 -1 51794 0 0 0

D2
The hallway
~
~
0 -1 51795 0 0 0

E
statues~
The statues are those of many different creatures.  Every creature you have
ever seen has been made into a statue of pure solid grey marble.
~

E
door~
The door is made of oak~

S
#51794
Private Room~
You are standing in the sleeping quarters of one of the high ranked thieves.
There is a large bed against the far wall, exotic carpets on the floor and a
large mirror above an ornate chester drawers against the north wall.  The
room is fifteen feet by fifteen with the ceiling about ten feet from the
ground. The sole exit is the door to the west.
~
0 8200 1 
D3
A door waits to be used
~
door~
3 -1 51793 0 0 0

E
door~
The door is a well built oak door~

S
#51795
Hallway in the Thieve's Guild~
You are standing at the end of the hallway in the thieves guild.  The floor
is dark green with rivulets of gold running through it.  The walls are white
marble, laced with streams of silver.  A statue stands at each of the corners,
to the southeast and southwest.  On the south wall a large painting stands.
The hallway goes north, there is a door to the east.
~
0 8200 1 
D0
The hallway
~
~
0 -1 51793 0 0 0

D1
A door waits to be used
~
door~
3 -1 51796 0 0 0

E
door~
The door is a regular wooden door~

E
statues~
The statue in the south eastern corner is a large unicorn and the one in the
south western corner is a large pegasus.~

E
painting~
The painting is a large gloved hand that is closed about a bunch of gold
coins.  The glove is black and the background is purple.
~

S
#51796
Private Chamber~
You are standing in the private quarters of one of the high ranking thieves.
There is a large bed with silk sheets and a fur cover.  The room is fifteen
feet by fifteen and the ceiling is about ten feet off the floor.  There is a
large fur rug on the floor. The sole exit is to the west.
~
0 8200 1 
D3
A door waits to be used
~
door~
3 -1 51795 0 0 0

E
door~
The door is a solid oaken door~

E
rug~
The rug is a bearskin rug~

S
#51797
Entrance to the Assassin's Guild~
You are standing just before the entrance to the assassin's guild.  You
stand in a large hallway.  The walls are dark grey and the floor is black
with streams of crimson red running through it.  It is very quiet in here,
and it is cool. The hallways goes west, the door out is east.
~
0 8201 1 
D1
The door out
~
door~
3 -1 51567 0 0 0

D3
The hallway
~
~
0 -1 51798 0 0 0

E
door~
The door is large and made of a dark material.~

S
#51798
Hallway in Assassin's Guild~
You are walking through a dark corridor.  The walls are grey and the floor
is black.  It is very quiet in this building, it's as if death lives here, which in
a way it does. The hallway goes east and south.
~
0 8201 1 
D1
The hallway
~
~
0 -1 51797 0 0 0

D2
The hallway
~
~
0 -1 51799 0 0 0

S
#51799
Hallway in the Assassin's Guild~
You are walking through a dark corridor.  It is very quiet in this building,
and very cool.  Death seems to lurk in the shadows along the sides of the
hallway. The hallway goes north and south.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51798 0 0 0

D2
The hallway
~
~
0 -1 51800 0 0 0

S
#51800
Hallway in the Assassin's Guild~
You are standing at a junction in the hallway.  The floor is black with
streams of red.  You look carefully and in this section of the hallway, the
thin red lines form the shape of a skull. The hallway goes north and west,
there is a door to the east.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51799 0 0 0

D1
A dark door waits to be used
~
door~
3 -1 51801 0 0 0

D3
The hallway
~
~
0 -1 51814 0 0 0

E
door~
This door is made of a dark substance, much like wood.~

S
#51801
Corridor in the Assassin's Guild~
You are standing in a large corridor.  The floor is dark grey and the walls
are black.  The floor has little rivulets of silver that form many chaotic
patterns and gleam in the light. The corridor goes east, there are doors to
the north, south and west.
~
0 8201 1 
D0
A door waits to be used
~
door~
3 -1 51802 0 0 0

D1
The corridor
~
~
0 -1 51804 0 0 0

D2
A door stands ready to be employed
~
door~
3 -1 51803 0 0 0

D3
A door stands before you
~
door~
3 -1 51800 0 0 0

E
door~
The door is black and made out of a wood like substance.~

S
#51802
Chamber in the Assassin's Guild~
You are standing in a small room.  The room is dark and bare.  There is a
simple cot against the north wall, apart from that there is nothing else in
the room. The only way out is the door to the south.
~
0 8201 1 
D2
A door stands ready
~
door~
3 -1 51801 0 0 0

E
door~
The door is black and made out of a wood like substance.~

S
#51803
Chamber in the Assassin's Guild~
You stand in a dark room.  The room is about ten feet by ten feet.  A bed
lies against the south wall.  There is a chest at the foot of the bed.  The
floor and walls are dark grey. The only way out is the door to the north.
~
0 8201 1 
D0
A door stands before you
~
door~
3 -1 51801 0 0 0

E
door~
The door is black and made out of a wood like substance.~

E
chest~
The chest is locked and magically protected, there is no way in the known
world that you could open it.
~

S
#51804
Corridor in the Assassin's Guild~
You are walking down a dark corridor.  The floor is dark grey and the
walls are black.  You notice that it is rather cool and quiet in this corridor.
The corridor goes east and west.  Doors lie to the north and south.
~
0 8201 1 
D0
A door blocks you way
~
door~
3 -1 51806 0 0 0

D1
The corridor
~
~
0 -1 51807 0 0 0

D2
A door stands ready
~
door~
3 -1 51805 0 0 0

D3
The corridor
~
~
0 -1 51801 0 0 0

E
door~
The door is very dark, so dark that it is black.~

S
#51805
Chamber in the Assassin's Guild~
You are standing in a dark room.  There is little of note about this small
chamber.  There is a small bed against the west wall and a small rug on the
ground.  Apart from that, there is nothing else. The sole exit is the door
to the north.
~
0 8201 1 
D0
A door stands waiting
~
door~
3 -1 51804 0 0 0

E
door~
The door is solid black.~

S
#51806
Chamber in the Assassin's Guild~
This is a small chamber, it is neat and tidy.  There is a chest of drawers
against the east wall and a small bed against the north.  The walls are grey
and the floor is black. The sole exit is the door to the south.
~
0 8201 1 
D2
A door is ready to be used
~
door~
3 -1 51804 0 0 0

E
door~
The door is solid black.~

E
chest~
The drawers are all filled with clothing, ranging from rich clothing to the
simple fares of a peasant.~

S
#51807
Corridor in the Assassin's Guild~
You are standing in a large corridor.  The walls are black and the floor is
grey.  The corridor is dark and cold.  No noises can be heard except that of
your heart pumping and the loud thud of each of your foot steps.
There are doors to the north, east and south.  The corridor heads west
~
0 8201 1 
D0
A door waits to be used
~
door~
3 -1 51808 0 0 0

D1
A door stands ready
~
door~
3 -1 51810 0 0 0

D2
The door waits
~
door~
3 -1 51809 0 0 0

D3
The corridor
~
~
0 -1 51804 0 0 0

E
door~
The door is dark and solid.~

S
#51808
Chamber in the Assassin's Guild~
You are standing in the sleeping chamber of one of the assassins.  The
room is simple, without any decorations.  A cot lies against the west wall
and that is all the furniture in this room. The sole exit is the door to
the south.
~
0 8201 1 
D2
A door stands ready
~
door~
3 -1 51807 0 0 0

E
door~
The door is black~

S
#51809
Chamber in the Assassin's Guild~
You are standing in a small room.  The room is ten feet by ten and the
ceiling is ten feet off the ground.  A simple bed rests against the southern
wall. The only way out is the door to the north.
~
0 8201 1 
D0
A door waits to be used
~
door~
3 -1 51807 0 0 0

E
door~
The door is a simple black door~

S
#51810
Assassin's Meeting Chamber~
You are standing in a large open chamber.  The chamber is cool and quiet.
There are no chairs and the floor is pitch black.  The walls are dark grey
with glowing lines of red in it. The chamber stretches to the east and south,
to the west is a door.
~
0 8201 1 
D1
The meeting chamber
~
~
0 -1 51811 0 0 0

D2
The meeting chamber
~
~
0 -1 51813 0 0 0

D3
A door waits to be opened
~
door~
3 -1 51807 0 0 0

E
door~
The door is black and very strong.~

S
#51811
Assassin's Meeting Chamber~
You stand in the north eastern corner of this large chamber.  The chamber
is dark and quiet.  Shadows form all around you.  The floor is black while
the walls are dark grey with glowing lines of red. The chamber goes west
and south.
~
0 8201 1 
D2
The meeting chamber
~
~
0 -1 51812 0 0 0

D3
The meeting chamber
~
~
0 -1 51810 0 0 0

S
#51812
Assassin's Meeting Chamber~
You stand in the south eastern corner of this large barren room.  This is
where the assassins come together to discuss fees and the people who are
black listed.  If you kill without the knowledge of the guild, the assassins
will send someone out after you. The chamber continues north and west.
~
0 8201 1 
D0
The meeting chamber
~
~
0 -1 51811 0 0 0

D3
The meeting chamber
~
~
0 -1 51813 0 0 0

S
#51813
Assassin's Meeting Chamber~
You stand in the south western corner of the meeting chamber.  You look
out across the chamber and see the glowing red lines of the far walls.  The
lines form themselves into different shapes, you one of a dagger another an
open hand.  A weird chamber by far. The chamber stretches north and east.
~
0 8201 1 
D0
The meeting chamber
~
~
0 -1 51810 0 0 0

D1
The meeting chamber
~
~
0 -1 51812 0 0 0

S
#51814
Hallway in the Assassin's Guild~
You are walking down the hallway in the assassins guild.  The floor is
black and walls are grey.  The air is cool and it is very quiet in this
building.  On the south wall are a series of glowing green lines, they make
out a shape, but you can't tell what. The hallway continues north and east.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51815 0 0 0

D1
The hallway
~
~
0 -1 51800 0 0 0

D2
~
wall~
3 -1 51595 0 0 0

E
wall~
The glowing bands of green form a distorted door.  You wonder if this
could be another exit from this dreadful building...~

S
#51815
Hallway in the Assassin's Guild~
You are walking through a silent hallway.  The walls are grey and the floor
is black. It is very dismal and bleak in this hallway.  Nothing is colourful
or bright, everything is either black or shades of grey.  The hallway
continues north and south.
~
0 8201 1 
D0
The hallway
~
~
0 -1 51816 0 0 0

D2
The hallway
~
~
0 -1 51814 0 0 0

S
#51816
Split in the Hallway~
You stand where the hallway splits.  The floor remains the same black
while the walls have turned to midnight blue.  The air is slightly cooler
here, making you shiver There is a door to the north while the hall heads
west and east, the hallway goes south.
~
0 8201 1 
D0
A door waits to be used
~
door~
3 -1 51817 0 0 0

D1
The hall
~
~
0 -1 51820 0 0 0

D2
The hallway
~
~
0 -1 51815 0 0 0

D3
The hall
~
~
0 -1 51818 0 0 0

E
door~
The door is a bleak black door, with nothing of note on it
~

S
#51817
Assassin's Storage Room~
You stand in the weirdest storage room you have ever been in.  It's not that
the room itself is strange, it's the stuff stored here.  On the shelves you see
wires, masks, and black gloves.  You also see a jar full of dead spiders and
other critters.  Everything you see is protected by a barrier of magic.
The sole exit is the door to the south.
~
0 8201 1 
D2
A door waits to be used
~
door~
3 -1 51816 0 0 0

E
door~
The door is black~

S
#51818
Hall of the Assassins~
You stand in a large hall.  The walls are dark blue while the floor is black.
It is very dark here.  You can't hear anything but the sounds that you make.
To the north is a door, the hall goes on to the east.
~
0 8201 1 
D0
A door stands ready
~
door~
3 -1 51819 0 0 0

D1
The hall
~
~
0 -1 51816 0 0 0

E
door~
The door is black.~

S
#51819
Assassin's Training Room~
You stand in the assassins training room.  The room is filled with all sorts
of dummies and items.  The dummies all have been ripped to shreds by the
zealous practising of the guild members.  Contrary to the rest of the
building, this room is actually messy. The sole exit is the door to the south.
~
0 8201 1 
D2
The door waits
~
door~
3 -1 51818 0 0 0

E
door~
The door is black.~

S
#51820
Hall of the Assassins~
You are standing in a long hall.  The floor is black while the walls are dark
blue.  The hall is devoid of any decorations.  The air is chilly and dry.
There is a door to the north while the hall continues east and west.
~
0 8201 1 
D0
A door blocks your passage
~
door~
3 -1 51821 0 0 0

D1
The hall
~
~
0 -1 51822 0 0 0

D3
The hall
~
~
0 -1 51816 0 0 0

E
door~
The door is black~

S
#51821
Assassin's Information Gathering~
You stand in the room where the assassins pry information from unwilling
people.  There are various items of torture that hang on the walls. Prominent
in the middle of the room is a large table, it's purpose to slowly stretch
a person 'till they either talk or split in half.  The only exit is the door
to the south.
~
0 8201 1 
D2
The door waits for you
~
door~
3 -1 51820 0 0 0

E
door~
The door is black~

S
#51822
The Hall of the Assassins~
You are standing at the end of the hall.  The walls here are midnight blue
while the floor remains black.  The assassins in this guild believe that their
guild home is a place of work, not for recreation and thus leave it devoid of
any decorations.  Most assassins do not live in this building, and a bunch do
not even live in the Underdark. There is a door to the north and the hall
stretches to the west.
~
0 8201 1 
D0
A door blocks the way in
~
door~
3 -1 51823 0 0 0

D3
The hall goes on
~
~
0 -1 51820 0 0 0

E
door~
The door is black~

S
#51823
Assassin's Scrying Chamber~
You are standing in the room that the assassins use to find their prey.
They have a window set up against the northern wall and below it there are
some words scribbled.  The rest of the chamber is black. The sole exit is
to the south.
~
0 8201 1 
D2
A door blocks the way out
~
door~
3 -1 51822 0 0 0

E
door~
The door is black~

E
window~
This window is used to find their targets.  It is large and opaque at the
moment.~

E
words~
The words read as follows

      Speak the words and then the name, the game shall appear
~

S
#51824
Entrance to Eurandus' Home~
You stand in the foyer of this large mansion that is in the most dangerous
part of town.  The first thing you notice is that fact that it is kept dark in
here.  The walls are dull and the floor is dusty.  Yet you hear some noises
of habitation.  What type of man is Eurandus? The way out is east, a hall
goes north.
~
0 8201 1 
D0
A hall stretches on
~
~
0 -1 51829 0 0 0

D1
A door blocks the way out
~
door~
3 -1 51559 0 0 0

D3
A door blocks your passage
~
door~
3 -1 51825 0 0 0

E
door~
The door is a simple wooden door~

S
#51825
Waiting Room~
You are in a room that was designed to pass the time.  There are a couple
chairs and a table.  On the table are a few magical baubles, nothing really
useful, but interesting enough to spend hours staring at. The only exit is
the door to the east.
~
0 8201 1 
D1
A door stands here ready
~
door~
3 -1 51824 0 0 0

E
door~
The door is a simple wooden door~

S
#51829
Large Hall~
You are standing in the southwest corner of a large hall.  The hall tries to
capture all that Eurandus stands for.  The hall is dusty and murky.  Statues
stand here and there with no real order, yet there seems to be an aura of
pure power coming from this hall. The hall stretches east, south and north,
to the west is a door.
~
0 8201 1 
D0
The large hall
~
~
0 -1 51832 0 0 0

D1
The large hall
~
~
0 -1 51830 0 0 0

D2
The entrance foyer
~
~
0 -1 51824 0 0 0

D3
A door stands ready
~
door~
3 -1 51831 0 0 0

E
door~
The door is a stout wooden door~

S
#51830
Large Hall~
You are in the south eastern corner of this hall.  Through the confusion of
the hall, you think you can almost make out some greater purpose to it.
You see a skull floating in the air, the eyes of which glow purple.  You see
insects crawling along the floor. The hall continues north and west.
~
0 8201 1 
D0
The large hall
~
~
0 -1 51834 0 0 0

D3
The large hall
~
~
0 -1 51829 0 0 0

S
#51831
Guest Room~
You stand in the guest room of this weird house.  The room is currently
occupied by an eccentric fellow.  The room is clean and clear of dirt.  It is
actually lit in here.  A bed lies against the far wall and the room has the
rest of the normal room stuff. The sole exit is the door to the east.
~
0 8200 1 
D1
A door waits to be used
~
door~
3 -1 51829 0 0 0

E
door~
The door is a stout wooden door~

S
#51832
Large Hall~
You are standing in the north western part of this weird hall.  It is very
dark here, so dark that your light barely pierces the gloom.  You see
figures standing off to the side, yet you can't quite make them out.
The hall continues east and south.  There is a door to the west.
~
0 8201 1 
D1
The large hall
~
~
0 -1 51834 0 0 0

D2
The large hall
~
~
0 -1 51829 0 0 0

D3
A door stands here
~
door~
3 -1 51835 0 0 0

E
door~
The door has a face carved into it~

E
figure figures~
The figures when you peer closely enough seem to be half human half
ghoul.  The combination produces a frightening creature whom you would
never want to meet in your mortal life.~

S
#51834
Large Hall~
You are standing in the north eastern corner of the large hall.  The air is
very thick with smoke and odours...  all sorts of smell assault your nose,
yet none of them are pleasant.  Every now and then a burst of light blinds
you. To the north is a door, the hall goes south and west.
~
0 8201 1 
D0
A door blocks your way
~
door~
3 -1 51836 0 0 0

D2
The hall goes on
~
~
0 -1 51830 0 0 0

D3
The large hall
~
~
0 -1 51832 0 0 0

E
door~
The door is a simple wooden door~

S
#51835
Eurandus' Room~
You stand in Eurandus' sleeping room.  There is a bed like none you have
ever seen before, the doesn't seem to have a real form and it has no
mattress.  You sit down on it and are surprised to find that the bed is very
soft and comfortable.  The rest of the room is dark and uninteresting.
The sole exit is the door to the east.
~
0 8201 1 
D1
A door stands here
~
door~
3 -1 51832 0 0 0

E
door~
The door is a simple wooden door~

S
#51836
Experimenting Room~
You are in the experimenting room of this wizards home.  This is where he
takes apart animals and puts them back together again.  With a twisted
sense of humour, he has created many foreign and disgusting creatures.
Most of them die within hours of being created, yet others survive...
The room continues to the north, there is a door to the south.
~
0 8201 1 
D0
The experimentation room
~
~
0 -1 51837 0 0 0

D2
A door waits to be used
~
door~
3 -1 51834 0 0 0

E
door~
The door is a solid oak door~

S
#51837
Experimentation Room~
You are in the experimentation room, this room is separated from the rest
of the house by it's location.  There are all sorts of weird instruments lying
on a large table against the north wall.  You see scalpels and scissors along
with weird magical wands and devices.  A cage with dead rabbits lies
under the table. The room continues to the south.
~
0 8201 1 
D2
The experimenting room
~
~
0 -1 51836 0 0 0

S
#51838
Entrance to the Cages~
You stand in a very small zoo.  It is here that the keeper keeps some of the
wild creatures that once roamed this area before the city was founded.  The
walls look like cavern walls, natural it looks.  It is dark in here, with the
sounds of snarling and growls. There is a door to the north, south and west.
~
0 8201 1 
D0
A door stands ready
~
door~
3 -1 51503 0 0 0

D2
The cage door
~
cage door~
3 -1 51840 0 0 0

D3
A door waits to be used
~
door~
3 -1 51839 0 0 0

E
door~
The door is a sturdy wooden door~

E
cage~
This is a solid iron door.~

S
#51839
Viewing Room~
You stand in a room that looks bare, there is a panel against the northern
wall. The rest of the wall is empty with a large window on the southern wall.
Through the window you look into the cage, and see a Xaren.  A creature who is
very fearsome and dangerous. The sole exit is the door to the east.
~
0 8201 1 
D1
A door waits to be used
~
door~
3 -1 51838 0 0 0

E
door~
A sturdy wooden door~

E
panel~
This panel looks as if it can slide out, you test it and see that there is a bed
behind it, you figure that the keeper must also sleep in this room.
~

S
#51840
The Cage~
This is the cage, this is where they keep a couple very dangerous monsters
that once roamed the caverns and tunnels before the city was founded.
The floor is rough and the walls drip with water.  It is very cool in this
simulated cavern.  The cavern is about twenty feet by forty feet and the
ceiling rests twenty feet above the ground. The cavern continues to the west,
there is a door to the north.
~
0 8201 1 
D0
A door stands ready to be used
~
door~
3 -1 51838 0 0 0

D3
The cavern stretches onwards
~
~
0 -1 51841 0 0 0

E
door~
The door is grey and been coloured so it look like part of the wall.~

S
#51841
The Cage~
You are standing in the western end of the this large cavern.  The air is
cool and moist, the walls drip with water.  The floor is rough and uneven.
The ceiling stretches about thirty feet into the air at this end of the cavern.
The cavern goes to the east.
~
0 8201 1 
D1
The cavern extends in this direction
~
~
0 -1 51840 0 0 0

S
#51842
Common Room of the Traveller's Den~
You stand in the common room of the traveller's den, a quiet inn that
cherishes privacy.  The first thing you note is the fact that you can't hear
any clear words from any of the conversations going on in the room. There are
tables spaces at least five feet away from one another, and a bar lies to the
north. The room continues north and west, a door to the east leads out.
~
0 8201 1 
D0
The common room
~
~
0 -1 51843 0 0 0

D1
The door out
~
door~
3 -1 51608 0 0 0

D3
The common room
~
~
0 -1 51845 0 0 0

E
door~
The door is a solid oaken door~

S
#51843
Common Room at Bar~
You are standing in the north east corner of the common room.  It is here
that the bar is located. You see many people drinking and talking, yet you
cannot make out a single word that they are saying. You notice that you can
only hear words that are spoken five feet away from you, any farther and you
can't make out a single word. The common room spreads out to the south and
west.
~
0 8201 1 
D2
The common room
~
~
0 -1 51842 0 0 0

D3
The common room
~
~
0 -1 51844 0 0 0

E
bar~
The bar is about fifteen feet long and is covered by many mugs of ale.  The
bar has a bunch of stools along this side and the inn keep stands at the
other side selling drinks and rooms.~

S
#51844
Common Room~
You are standing in the north western corner of the common room.  There
are tables all around you, each table being spaced five feet away from the
other tables.  You now know why this inn is used so much, you can talk
about anything here knowing that no one can hear what you are saying.
The common room extends to the east and south, a door lies to the west.
~
0 8201 1 
D1
The common room
~
~
0 -1 51843 0 0 0

D2
The common room
~
~
0 -1 51845 0 0 0

D3
A door waits to be used
~
door~
3 -1 51846 0 0 0

E
door~
The door is a solid oaken door~

S
#51845
Common Room~
You are standing in the south western corner of the common room.  Tables
rest all around you and you can hear the buzz of conversation but all the
words and jumbled and incoherent.  The air is heavy with smoke and
smells of alcohol.  The common room has an air of business mixed with
pleasure. The common room lies to the north and the east.
~
0 8201 1 
D0
The common room
~
~
0 -1 51844 0 0 0

D1
The common room
~
~
0 -1 51842 0 0 0

S
#51846
Hallway to the Rooms~
You are standing in a long hallway which has doors to the north and south.
The hall is grey, much like a passage in a dungeon.  The ceiling stands
about ten feet off the ground and the hallway is about seven feet wide.
The hallway stretches westwards.  Doors lie to the north, east and south.
~
0 8201 1 
D0
A door waits to be used
~
door~
3 -1 51847 0 0 0

D1
A door leads to the common room
~
door~
3 -1 51844 0 0 0

D2
A door waits to be used
~
door~
3 -1 51848 0 0 0

D3
The hallway continues
~
~
0 -1 51849 0 0 0

E
door~
The door is a solid oaken door~

S
#51847
Inn Room~
You are standing in a room that is fifteen feet by ten.  The room has
everything you would expect from a room in an inn.  The walls are grey and the
floor is also grey.  The ceiling lies ten feet from the floor. The bed lies
against the far wall and there is a bear skin rug on the floor. The sole exit
is the door to the south.
~
0 8201 1 
D2
A door leads back out
~
~
3 -1 51846 0 0 0

E
door~
The door is a simple wooden door~

S
#51848
Inn Room~
You stand in a typical inn room.  The room is ten feet by ten and the
ceiling lies ten feet off the ground.  There is a bed against the far wall and
a chest of drawers against the east wall. The floor is rock and so are the
walls. The sole exit is the door to the north.
~
0 8201 1 
D0
A door leads back out
~
~
3 -1 51846 0 0 0

E
door~
The door is a solid oaken door~

S
#51849
Hallway to the Rooms~
You are walking down the hallway.  The floor continues to be made out of
stone while the walls continue to have wooden doors every fifteen feet or
so.  The hallway is silent and warm. The hallway goes east and west.
There are doors to the north and south.
~
0 8201 1 
D0
A door leads into a room
~
door~
3 -1 51851 0 0 0

D1
The hallway
~
~
0 -1 51846 0 0 0

D2
A door leads into a room
~
door~
3 -1 51850 0 0 0

D3
The hallway
~
~
0 -1 51852 0 0 0

E
door~
The door is a solid oaken door~

S
#51850
Inn Room~
You are standing in a room that is fifteen feet by ten.  The room has
everything you would expect from a room in an inn.  The walls are grey and the
floor is also grey.  The ceiling lies ten feet from the floor. The bed lies
against the far wall and there is a bear skin rug on the floor. The sole exit
is the door to the north.
~
0 8201 1 
D0
A door leads back out
~
~
3 -1 51849 0 0 0

E
door~
The door is a simple wooden door~

S
#51851
Inn Room~
You stand in a typical inn room.  The room is ten feet by ten and the
ceiling lies ten feet off the ground.  There is a bed against the far wall and
a chest of drawers against the east wall.  The floor is rock and so are the
walls. The sole exit is the door to the south.
~
0 8201 1 
D2
A door leads back out
~
~
3 -1 51849 0 0 0

E
door~
The door is a solid oaken door~

S
#51852
Hallway to the Rooms~
You stand at the end of the hallway.  The west wall is dark grey while the
floor is light grey.  The entire hallway looks as if it has been carved right
out of stone. There are doors to the north and south, the hallway goes back
to the east.
~
0 8201 1 
D0
A door leads to a room
~
door~
3 -1 51853 0 0 0

D1
The hallway
~
~
0 -1 51849 0 0 0

D2
A door leads to a room
~
door~
3 -1 51854 0 0 0

E
door~
The door is a strong oaken door~

S
#51853
Inn Room~
You are standing in a room that is fifteen feet by ten.  The room has
everything you would expect from a room in an inn.  The walls are grey
and the floor is also grey.  The ceiling lies ten feet from the floor.  The bed
lies against the far wall and there is a bear skin rug on the floor.
The sole exit is the door to the south.
~
0 8201 1 
D2
A door leads back out
~
~
3 -1 51852 0 0 0

E
door~
The door is a simple wooden door~

S
#51854
Inn Room~
You stand in a typical inn room.  The room is ten feet by ten and the
ceiling lies ten feet off the ground.  There is a bed against the far wall and
a chest of drawers against the east wall.  The floor is rock and so are the
walls. The sole exit is the door to the north.
~
0 8201 1 
D0
A door leads back out
~
~
3 -1 51852 0 0 0

E
door~
The door is a solid oaken door~

S
#51856
Entrance to Demon Clan~
You are standing in the entrance hall of the demon clan.  The demon clan
is a small sect of humans who worship and idolize the demons.  They
serve many of the Demon Lords of the Abyss.  The hall looks as if it has
been burnt up by a major spell from a mage.
The hallway goes deeper into the clan to the north, a door is to the south.
~
0 9 1 
D0
The hallway goes on
~
~
0 -1 51857 0 0 0

D2
The door blocks the way out
~
door~
3 -1 51625 0 0 0

E
door~
The door on this side is just a grey block with a handle.~

S
#51857
Hallway in the Demon Clan~
You stand in a dark grey hall, the walls are covered with images of flames.
The flames seem to be real and light up the hallway.  The floor is dark grey.
You can hear screams and the air is hot. The hallway goes north and south.
~
0 8 1 
D0
The hallways
~
~
0 -1 51858 0 0 0

D2
The hallways
~
~
0 -1 51856 0 0 0

S
#51858
Split in the Hallway~
You stand at a split in the hallway.  The floor is dark grey while the walls
continue to appear as if they on fire.  The hall is silent.  You can feel
beings of great power in these halls. The hallway goes east, south and west.
~
0 8 1 
D1
The hallway
~
~
0 -1 51859 0 0 0

D2
The hallway
~
~
0 -1 51857 0 0 0

D3
The hallway
~
~
0 -1 51873 0 0 0

S
#51859
Hallway in the Demon Clan~
The hall is quiet here.  The air is cool.  The walls are dark and show deep
dark forests with patches of black rock.  The landscape looks totally
chaotic and is constantly changing.  You see lamias running about through
the forests. The hallway goes north and west, doors lie to the east and south.
~
0 8201 1 
D0
The hallway stretches on
~
~
0 -1 51865 0 0 0

D1
A large iron door stands here
~
door~
3 -1 51860 0 0 0

D2
A large iron door waits to be used
~
door~
3 -1 51861 0 0 0

D3
The hallway goes on
~
~
0 -1 51858 0 0 0

E
door~
The door is a huge iron door covered with mystic symbols~

S
#51860
Clan Member's Sleeping Quarters~
You stand in a smallish room that has only one purpose and that is for
sleep.  The room is about ten feet by ten feet, with the ceiling resting ten
feet off the ground.  There is a simple mat on the ground where the clan
member sleeps.  Painted on the walls are scenes from the various planes of
the Abyss. The sole exit is the door to the west.
~
0 8 1 
D3
A door blocks the way to the hallway
~
door~
3 -1 51859 0 0 0

E
door~
The door is a strong iron door, covered with mystic symbols~

S
#51861
Eastern Summoning Chamber~
You stand in a large chamber that was built to summon the many different
demons of the abyss.  There is a large pentagon in the centre of the
chamber while all the walls are covered with magical wards and holy
symbols to confine a demon once it is summoned.  This chamber
specializes on the level of the abyss that Graz'zt rules.
There is a door to the north, the chamber goes to the east and south.
~
0 8200 1 
D0
A large iron door
~
door~
3 -1 51859 0 0 0

D1
The summoning chamber
~
~
0 -1 51862 0 0 0

D2
The summoning chamber
~
~
0 -1 51864 0 0 0

E
door~
The door is a huge iron door covered with mystic symbols~

S
#51862
Eastern Summoning Chamber~
You stand in the north east corner of this chamber.  You can see the large
pentagon that takes up most of the room.  The pentagon also glows red
with power.  The walls are covered with mystic symbols written in both
silver and gold. The chamber continues south and west.
~
0 8200 1 
D2
The summoning chamber
~
~
0 -1 51863 0 0 0

D3
The summoning chamber
~
~
0 -1 51861 0 0 0

S
#51863
Eastern Summoning Chamber~
You are standing in the south eastern corner of this powerful chamber.
This is where the mages of the clan cast their most powerful summoning spells
to bring the followers of Graz'zt to the material plane.  Graz'zt is a demon
prince whom the clan members worship and revere.
The chamber continues north and west.
~
0 8200 1 
D0
The summoning chamber
~
~
0 -1 51862 0 0 0

D3
The summoning chamber
~
~
0 -1 51864 0 0 0

S
#51864
Eastern Summoning Chamber~
You are standing in the south western corner of this large chamber.
The pentagon glows red and seems to give off and aura of power and protection.
The walls are covered with mystic symbols written in gold and silver.
The floor is black and polish so it gleams in the light. The chamber
continues to the north and east.
~
0 8200 1 
D0
The summoning chamber
~
~
0 -1 51861 0 0 0

D1
The summoning chamber
~
~
0 -1 51863 0 0 0

S
#51865
Hallway in the Demon Clan~
You are standing in a long hallway that goes to the sleeping quarters of the
members of the clan.  The west wall depicts scenes from the layers of the
abyss where the demons dwell.  Along the east wall are doors that lead to
the sleeping chambers. The hallway continues north and south.
~
0 8 1 
D0
The hallway
~
~
0 -1 51867 0 0 0

D1
A large iron door
~
door~
3 -1 51866 0 0 0

D2
The hallway
~
~
0 -1 51859 0 0 0

E
door~
The door is made of iron and is covered with many mystic symbols~

S
#51866
Clan Member's Sleeping Quarters~
You stand in a small room that has little of note.  There is a simple cot
against the far wall and that is the only piece of furniture adorning this
chamber.  The walls depict scenes from the many layers of the abyss and
constantly change, at one instant showing the hyenas and ghasts from
Yeenoghu's layer to the ariel creatures of Pazuzu's level.  The sole exit is
the door to the west.
~
0 8 1 
D3
A large iron door stands here
~
door~
3 -1 51865 0 0 0

E
door~
The door is made of iron and is covered with many mystic symbols~

S
#51867
Hallway in the Demon Clan~
You are standing in a hallway that leads to the chambers of the members
of the cult.  The hallway is only used when the cult members travel from
their beds to where they work for the demons.  The floor is pitch black and
the ceiling is dark grey.  The west wall depicts the many different levels of
the abyss. The hallway continues north and south, there is a door to the east.
~
0 8 1 
D0
The hallway
~
~
0 -1 51869 0 0 0

D1
A large iron door
~
door~
3 -1 51868 0 0 0

D2
The hallway
~
~
0 -1 51865 0 0 0

E
door~
The door is made out of iron and is covered with many mystic symbols~

S
#51868
Clan Member's Sleeping Quarters~
You stand in a smallish room that has only one purpose and that is for
sleep.  The room is about ten feet by ten feet, with the ceiling resting ten
feet off the ground.  There is a simple mat on the ground where the clan
member sleeps.  Painted on the walls are scenes from the various planes of
the Abyss. The sole exit is the door to the west.
~
0 8 1 
D3
A door blocks the way to the hallway
~
door~
3 -1 51867 0 0 0

E
door~
The door is a strong iron door, covered with mystic symbols~

S
#51869
Hallway in the Demon Clan~
You are standing in a long hallway that goes to the sleeping quarters of the
members of the clan.  The west wall depicts scenes from the layers of the
abyss where the demons dwell.  Along the east wall are doors that lead to
the sleeping chambers. The hallway continues north and south.
~
0 8 1 
D0
The hallway
~
~
0 -1 51871 0 0 0

D1
A large iron door
~
door~
3 -1 51870 0 0 0

D2
The hallway
~
~
0 -1 51867 0 0 0

E
door~
The door is made of iron and is covered with many mystic symbols~

S
#51870
Clan Member's Sleeping Quarters~
You stand in a small room that has little of note.  There is a simple cot
against the far wall and that is the only piece of furniture adorning this
chamber.  The walls depict scenes from the many layers of the abyss and
constantly change, at one instant showing the hyenas and ghasts from
Yeenoghu's layer to the ariel creatures of Pazuzu's level.
The sole exit is the door to the west.
~
0 8 1 
D3
A large iron door stands here
~
door~
3 -1 51869 0 0 0

E
door~
The door is made of iron and is covered with many mystic symbols~

S
#51871
End of the Hallway~
You stand at the end of the hallway.  The floor is black while the ceiling is
dark grey.  The north and west walls both have scenes from the various levels
of the abyss on them. There is a door to the east, and the hallway goes to the
south.
~
0 8 1 
D1
A large iron door
~
door~
3 -1 51872 0 0 0

D2
The hallway
~
~
0 -1 51869 0 0 0

E
door~
The door is made of iron and is covered with many mystic symbols~

S
#51872
Clan Member's Sleeping Quarters~
You stand in a smallish room that has only one purpose and that is for
sleep.  The room is about ten feet by ten feet, with the ceiling resting ten
feet off the ground.  There is a simple mat on the ground where the clan
member sleeps.  Painted on the walls are scenes from the various planes of
the Abyss. The sole exit is the door to the west
~
0 8 1 
D3
A door blocks the way to the hallway
~
door~
3 -1 51871 0 0 0

E
door~
The door is a strong iron door, covered with mystic symbols~

S
#51873
Hallway in the Demon Clan~
You are standing in the western hallway.  The floor is black while the
walls are constantly changing.  Changing from one scene in the abyss to
another.  The members of this clan follow and worship demons, from
Graz'zt to Orcus. The hallway continues east and west.
~
0 8 1 
D1
A split in the hallway
~
~
0 -1 51858 0 0 0

D3
The hallway
~
~
0 -1 51874 0 0 0

S
#51874
Hallway in the Demon Clan~
You are standing at a turn in the hallway.  The west walls shows a mighty
fortress in the plane of the abyss ruled by Orcus.  The floor is dark grey
and the ceiling is black. The hallway goes north and east, there is a door
to the south.
~
0 8 1 
D0
The hallway
~
~
0 -1 51879 0 0 0

D1
The hallway
~
~
0 -1 51873 0 0 0

D2
A large iron door
~
door~
3 -1 51875 0 0 0

E
door~
The door is made of iron and covered with many mystic symbols~

S
#51875
Western Summoning Chamber~
You stand in the western summoning room.  This room is used to summon
the demons from the plane that Demogorgon rules.  The walls are covered
with mystic symbols made of silver and platinum.  On the floor is a huge
hexagon. There is a door to the north, the chamber stretches east and south.
~
0 8200 1 
D0
A large iron door
~
door~
3 -1 51874 0 0 0

D1
The summoning chamber
~
~
0 -1 51876 0 0 0

D2
The summoning chamber
~
~
0 -1 51878 0 0 0

E
door~
The door is made of iron and covered with many mystic symbols~

S
#51876
Western Summoning Chamber~
You are standing at the north eastern end of the chamber.  The large
hexagon stands in the centre of the room and glows green.  The walls are
covered with magical wards and mystic symbols of protection and
confinement. The chamber continues to the south and west.
~
0 8200 1 
D2
The summoning chamber
~
~
0 -1 51877 0 0 0

D3
The summoning chamber
~
~
0 -1 51875 0 0 0

S
#51877
Western Summoning Chamber~
You stand in the south eastern corner of the chamber.  The hexagon draws
your attention, it glows green and illuminates the room with a weird light
green light.  The symbols on the room glint in the light.
The chamber continues north and west.
~
0 8200 1 
D0
The summoning chamber
~
~
0 -1 51876 0 0 0

D3
The summoning chamber
~
~
0 -1 51878 0 0 0

S
#51878
Western Summoning Chamber~
You are standing in the south western corner of the chamber.  The floor
has a large hexagon on it, from which the clan's mages summon the
denizens of Demogorgon's plane in the abyss.  The walls glint in the
greenish light that comes from the hexagon.
The chamber continues to the north and east.
~
0 8200 1 
D0
The summoning chamber
~
~
0 -1 51875 0 0 0

D1
The summoning chamber
~
~
0 -1 51877 0 0 0

S
#51879
Hallway in the Demon Clan~
You are standing at the end of the hallway.  Against the north and west
walls are scenes from the many planes in the abyss.  The walls have magic
spells in them that constantly change the view on the planes.  The walls
depict all the planes of the abyss, constantly changing.
There is a door to the east, and the hallway goes to the south
~
0 8 1 
D1
A large iron door
~
door~
3 -1 51880 0 0 0

D2
The hallway
~
~
0 -1 51874 0 0 0

E
door~
The door is made out of iron and covered with many mystic symbols~

S
#51880
Northern Summoning Room~
You stand in the norther summoning room.  This chamber has not been
dedicated to one of the planes in the abyss.  From here the members of the
clan summon many of the lesser demons and contact the demon lords.
There is a large pentagon in the centre of the chamber.
The room continues to the north and east, there is a door to the west.
~
0 8200 1 
D0
The summoning room
~
~
0 -1 51883 0 0 0

D1
The summoning room
~
~
0 -1 51881 0 0 0

D3
A large iron door
~
door~
3 -1 51879 0 0 0

E
door~
The door is made of iron and covered with magical wards and symbols~

S
#51881
Northern Summoning Room~
You stand in the south eastern corner of the summoning room.  The walls
are covered with magical wards and symbols.  The symbols are made of
silver, gold, iron and platinum.  There is a sense of pure evil and power in
this room. The room continues to the north and west.
~
0 8200 1 
D0
The summoning room
~
~
0 -1 51882 0 0 0

D3
The summoning room
~
~
0 -1 51880 0 0 0

S
#51882
Northern Summoning Room~
You stand in the norther eastern portion of the summoning room.  The
whole room is about forty feet by forty feet.  The walls are black with
magical wards and symbols of protection and confinement.  There is a
large glowing pentagon that covers the centre of the room.  The pentagon
is about twenty feet wide and long. The room goes to the south and west.
~
0 8200 1 
D2
The summoning room
~
~
0 -1 51881 0 0 0

D3
The summoning room
~
~
0 -1 51883 0 0 0

S
#51883
Northern Summoning Room~
You stand in the north western corner of the summoning room. The floor is
black with a large glowing pentagon engraved into it. The walls are covered
with holy symbols and magical wards.  There is an evil that resides within
this chamber.  You realise with all these magical wards and symbols that
recalling would be impossible. The room stretches to the east and south.
~
0 8200 1 
D1
The summoning room
~
~
0 -1 51882 0 0 0

D2
The summoning room
~
~
0 -1 51880 0 0 0

S
#51884
Denizen of the Underdark's Abode~
You are standing in a simple home.  The house is large, but uninteresting.
You wander through the whole house noticing the alien decor, but nothing
that is truly interesting. The way out is to the north.
~
0 8200 1 
D0
A door leads out
~
door~
3 -1 51436 0 0 0

E
door~
The door is a simple wooden door~

S
#51885
Home of a Denizen of the Underdark~
You stand in a large home.  There are many rooms, yet nothing of interest.
The house is lighted by the same glowing orbs that float throughout the
whole city.  There are some weird decorations in the home but nothing to
write home about. The exit back to the city is to the north.
~
0 8200 1 
D0
The door leads back to the city
~
door~
3 -1 51437 0 0 0

E
door~
The door is a simple wooden door~

S
#51886
Denizen of the Underdark's Abode~
You are standing in a simple home.  The house is large, but uninteresting.
You wander through the whole house noticing the alien decor, but nothing
that is truly interesting. The way out is to the north.
~
0 8200 1 
D0
A door leads out
~
door~
3 -1 51438 0 0 0

E
door~
The door is a simple wooden door~

S
#51887
Home of a Denizen of the Underdark~
You stand in a large home.  There are many rooms, yet nothing of interest.
The house is lighted by the same glowing orbs that float throughout the
whole city.  There are some weird decorations in the home but nothing to
write home about. The exit back to the city is to the north.
~
0 8200 1 
D0
The door leads back to the city
~
door~
3 -1 51439 0 0 0

E
door~
The door is a simple wooden door~

S
#51888
Denizen of the Underdark's Home~
You stand in a tidy and well kept home.  This house belongs to one of the
merchants who uses the Underdark.  The house has many rich looking pieces of
furniture. The way back to the city is through the door to the south.
~
0 8200 1 
D2
The door leads out to the city
~
door~
3 -1 51474 0 0 0

E
door~
The door is a simple wooden door~

S
#51889
Home in the Underdark~
You stand in a well made and expensive home.  This home is very quiet,
and you can't hear the screams of the city.  There are many rooms which
lie empty.  The house is silent and dark. The exit to the city is to the south.
~
0 8201 1 
D2
The door leads back to the city
~
door~
3 -1 51475 0 0 0

S
#51890
Home of a Denizen of the Underdark~
You stand in a large home.  There are many rooms, yet nothing of interest.
The house is lighted by the same glowing orbs that float throughout the
whole city.  There are some weird decorations in the home but nothing to
write home about. The exit back to the city is to the south.
~
0 8200 1 
D2
The door leads back to the city
~
door~
3 -1 51476 0 0 0

E
door~
The door is a simple wooden door~

S
#51891
Denizen of the Underdark's Home~
You stand in a tidy and well kept home. This house belongs to one of the
merchants who uses the Underdark.  The house has many rich looking
pieces of furniture. The way back to the city is through the door to the south.
~
0 8200 1 
D2
The door leads out to the city
~
door~
3 -1 51477 0 0 0

E
door~
The door is a simple wooden door~

S
#51892
Denizen of the Underdark's Abode~
You are standing in a simple home.  The house is large, but uninteresting.
You wander through the whole house noticing the alien decor, but nothing
that is truly interesting. The way out is to the north.
~
0 8200 1 
D0
A door leads out
~
door~
3 -1 51474 0 0 0

E
door~
The door is a simple wooden door~

S
#51893
Home of a Denizen of the Underdark~
You stand in a large home.  There are many rooms, yet nothing of interest.
The house is lighted by the same glowing orbs that float throughout the
whole city.  There are some weird decorations in the home but nothing to
write home about. The exit back to the city is to the north.
~
0 8200 1 
D0
The door leads back to the city
~
door~
3 -1 51475 0 0 0

E
door~
The door is a simple wooden door~

S
#51894
Home in the Underdark~
You stand in a well made and expensive home.  This home is very quiet,
and you can't hear the screams of the city.  There are many rooms which
lie empty.  The house is silent and dark. The exit to the city is to the north.
~
0 8201 1 
D0
The door leads back to the city
~
door~
3 -1 51476 0 0 0

S
#51895
Home of a Denizen of the Underdark~
You stand in a large home.  There are many rooms, yet nothing of interest.
The house is lighted by the same glowing orbs that float throughout the
whole city.  There are some weird decorations in the home but nothing to
write home about. The exit back to the city is to the south.
~
0 8200 1 
D2
The door leads back to the city
~
door~
3 -1 51510 0 0 0

E
door~
The door is a simple wooden door~

S
#51896
Denizen of the Underdark's Home~
You stand in a tidy and well kept home.  This house belongs to one of the
merchants who uses the Underdark.  The house has many rich looking
pieces of furniture. The way back to the city is through the door to the south.
~
0 8200 1 
D2
The door leads out to the city
~
door~
3 -1 51509 0 0 0

E
door~
The door is a simple wooden door~

S
#51897
Home in the Underdark~
You stand in a small hovel in the Underdark.  This home consists of three
rooms.  Each of the room serves it's purpose and has nothing else, so the
bedroom has a bed and some storage room.  The dining room has a table
and a cooking device and the third room is the washroom. Not a very
interesting place. The way back to the city is to the south.
~
0 8200 1 
D2
A door leads out to the city
~
door~
3 -1 51508 0 0 0

E
door~
The door is a simple wooden door~

S
#51898
Guest Room~
This is a regular guest chamber.  It has a bed, a desk, a chair and a large
mirror against the southern wall.  The floor is hard oak that has been
varnished and polished. The sole exit is the door to the east.
~
0 8205 1 
E
door~
The door is made of a dark oak with all the normal door stuff  removed: 1 -1 16286
~

S
#51899
Street of the Gods, Krecik & jaceks~
You are standing along the street of the Gods. This section has been
devoted to two local gods, Krecik and jaceks. The street is clean and new.
On the wall are seem to be a series of confusing words. Orbs have been
spaced every ten feet, lighting your way. The street continues east and west.
~
0 8193 1 
D1
~
~
0 -1 51509 0 0 0

D3
~
~
0 -1 51508 0 0 0

E
confusing words wall~
krecik!!! mud sie znow wywalil !!! no zrob cos leniwy koderze !!! jaceks
~

S
#0


#RESETS
M 0 51400 35 51401
E 0 51400 1 5
M 0 51400 35 51408
E 0 51400 55 5
M 0 51400 35 51410
E 0 51400 55 5
M 0 51400 35 51418
M 0 51400 35 51432
E 0 51400 55 5
M 0 51400 35 51435
M 0 51400 35 51437
E 0 51400 55 5
M 0 51400 35 51448
E 0 51400 55 5
M 0 51400 35 51463
M 0 51400 35 51469
M 0 51400 35 51480
E 0 51400 55 5
M 0 51400 35 51487
M 0 51400 35 51492
E 0 51400 55 5
M 0 51400 35 51500
M 0 51400 35 51505
E 0 51400 55 5
M 0 51400 35 51509
M 0 51400 35 51520
E 0 51400 55 5
M 0 51400 35 51529
E 0 51400 55 5
M 0 51400 35 51536
M 0 51400 35 51542
M 0 51400 35 51548
E 0 51400 55 5
M 0 51400 35 51555
E 0 51400 55 5
M 0 51400 35 51562
M 0 51400 35 51572
E 0 51400 55 5
M 0 51400 35 51581
E 0 51400 55 5
M 0 51400 35 51586
M 0 51400 35 51593
E 0 51400 55 5
M 0 51400 35 51601
E 0 51400 55 5
M 0 51400 35 51612
M 0 51400 35 51617
E 0 51400 55 5
M 0 51400 35 51737
E 0 51400 55 5
M 0 51400 35 51736
E 0 51400 55 5
M 0 51400 35 51738
E 0 51400 55 5
M 0 51400 35 51746
E 0 51400 55 5
M 0 51401 24 51403
G 0 51401 44
M 0 51401 24 51452
M 0 51401 24 51487
G 0 51401 44
M 0 51401 24 51488
M 0 51401 24 51475
G 0 51401 44
M 0 51401 24 51508
M 0 51401 24 51513
G 0 51401 44
M 0 51401 24 51520
M 0 51401 24 51539
G 0 51401 44
M 0 51401 24 51471
M 0 51401 24 51420
M 0 51401 24 51440
M 0 51401 24 51495
G 0 51401 44
M 0 51401 24 51496
M 0 51401 24 51577
G 0 51401 44
M 0 51401 24 51552
M 0 51401 24 51447
G 0 51401 44
M 0 51401 24 51447
M 0 51401 24 51473
M 0 51401 24 51473
M 0 51401 24 51483
G 0 51401 44
M 0 51401 24 51483
M 0 51401 24 51598
G 0 51401 44
M 0 51401 24 51598
G 0 51401 44
M 0 51402 3 51731
M 0 51402 3 51734
M 0 51402 3 51743
M 0 51403 2 51745
G 0 51402 1
M 0 51403 2 51747
G 0 51402 1
M 0 51404 1 51739
G 0 51403 1
M 0 51405 1 51639
G 0 51404 1
M 0 51406 16 51489
E 0 51405 32 16
M 0 51406 16 51501
E 0 51405 32 16
M 0 51406 16 51544
E 0 51405 32 16
M 0 51406 16 51456
E 0 51405 32 16
M 0 51406 16 51446
E 0 51405 32 16
M 0 51406 16 51465
E 0 51405 32 16
M 0 51406 16 51463
E 0 51405 32 16
M 0 51406 16 51547
E 0 51405 32 16
M 0 51406 16 51436
E 0 51405 32 16
M 0 51406 16 51434
E 0 51405 32 16
M 0 51406 16 51486
E 0 51405 32 16
M 0 51406 16 51601
E 0 51405 32 16
M 0 51406 16 51609
E 0 51405 32 16
M 0 51406 16 51528
E 0 51405 32 16
M 0 51406 16 51533
E 0 51405 32 16
M 0 51406 16 51510
E 0 51405 32 16
M 0 51407 12 51597
E 0 51406 24 16
M 0 51407 12 51577
E 0 51406 24 16
M 0 51407 12 51542
E 0 51406 24 16
M 0 51407 12 51515
E 0 51406 24 16
M 0 51407 12 51512
E 0 51406 24 16
M 0 51407 12 51519
E 0 51406 24 16
M 0 51407 12 51441
E 0 51406 24 16
M 0 51407 12 51533
E 0 51406 24 16
M 0 51407 12 51608
E 0 51406 24 16
M 0 51407 12 51575
E 0 51406 24 16
M 0 51407 12 51480
E 0 51406 24 16
M 0 51407 12 51500
E 0 51406 24 16
M 0 51408 18 51418
M 0 51408 18 51430
M 0 51408 18 51422
M 0 51408 18 51557
E 0 51407 36 6
M 0 51408 18 51540
M 0 51408 18 51532
E 0 51407 36 6
M 0 51408 18 51610
M 0 51408 18 51618
M 0 51408 18 51567
E 0 51407 36 6
M 0 51408 18 51534
M 0 51408 18 51534
M 0 51408 18 51515
M 0 51408 18 51511
E 0 51407 36 6
M 0 51408 18 51513
M 0 51408 18 51497
M 0 51408 18 51497
M 0 51408 18 51509
M 0 51408 18 51503
E 0 51407 36 6
M 0 51409 1 51535
E 0 51408 -1 10
M 0 51410 1 51535
G 0 51409 -1
M 0 51411 1 51535
E 0 51410 99 5
M 0 51412 1 51535
E 0 51411 60 17
M 0 51413 10 51611
E 0 51412 60 7
M 0 51413 10 51548
E 0 51412 60 7
M 0 51413 10 51553
E 0 51412 60 7
M 0 51413 10 51434
M 0 51413 10 51491
E 0 51412 60 7
M 0 51413 10 51484
M 0 51413 10 51467
E 0 51412 60 7
M 0 51413 10 51517
M 0 51413 10 51521
E 0 51412 60 7
M 0 51413 10 51531
M 0 51414 1 51621
G 0 51413 1
M 0 51415 1 51620
G 0 51414 1
M 0 51416 3 51628
E 0 51415 30 9
M 0 51416 3 51629
E 0 51415 30 9
M 0 51416 3 51642
E 0 51415 30 9
M 0 51417 3 51637
E 0 51416 30 6
M 0 51417 3 51637
E 0 51416 30 6
M 0 51417 30 51637
E 0 51416 0 6
M 0 51418 1 51643
E 0 51415 30 9
E 0 51416 30 6
M 0 51419 1 51638
M 0 51420 1 51647
G 1 51432 1
G 0 51492 0
M 0 51421 4 51647
M 0 51421 4 51644
M 0 51421 4 51645
M 0 51422 3 51646
M 0 51422 3 51647
M 0 51423 2 51644
M 0 51423 2 51646
M 0 51424 1 51645
M 0 51425 30 51645
M 0 51426 7 51651
M 0 51426 7 51653
M 0 51426 7 51654
M 0 51426 7 51657
M 0 51426 7 51660
M 0 51426 7 51663
M 0 51426 7 51673
M 0 51427 3 51658
E 0 51418 10 16
M 0 51427 3 51658
E 0 51418 10 16
M 0 51427 3 51673
E 0 51418 10 16
M 0 51428 5 51648
M 0 51428 5 51657
M 0 51428 5 51664
M 0 51428 5 51668
M 0 51428 5 51671
M 0 51429 5 51650
E 0 51417 10 16
M 0 51429 5 51652
E 0 51417 10 16
M 0 51429 5 51653
E 0 51417 10 16
M 0 51429 5 51655
E 0 51417 10 16
M 0 51429 5 51669
E 0 51417 8 16
M 0 51430 7 51652
E 0 51418 10 16
M 0 51430 7 51663
E 0 51418 10 16
M 0 51430 7 51664
E 0 51418 10 16
M 0 51430 7 51667
E 0 51418 10 16
M 0 51430 7 51667
E 0 51418 10 16
M 0 51430 7 51669
E 0 51418 10 16
M 0 51430 7 51669
E 0 51418 10 16
M 0 51431 1 51698
E 0 51421 10 13
M 0 51432 1 51685
G 0 51422 -1
M 0 51433 3 51690
E 0 51423 8 16
M 0 51433 3 51694
E 0 51423 8 16
M 0 51433 3 51696
E 0 51423 8 16
M 0 51434 4 51683
E 0 51424 8 16
M 0 51434 4 51686
E 0 51424 8 16
M 0 51434 4 51693
E 0 51424 8 16
M 0 51434 4 51697
E 0 51424 8 16
M 0 51435 1 51682
E 0 51425 10 11
M 0 51436 1 51694
E 0 51426 -1 17
M 0 51437 2 51689
G 0 51427 10
M 0 51437 2 51695
G 0 51427 10
M 0 51438 2 51680
M 0 51438 2 51687
M 0 51439 1 51688
M 0 51440 3 51485
M 0 51440 3 51701
M 0 51440 3 51703
M 0 51441 2 51702
E 0 51428 10 12
M 0 51441 2 51703
E 0 51428 10 12
M 0 51442 1 51704
E 0 51429 10 13
M 0 51443 2 51701
E 0 51430 0 1
M 0 51443 2 51702
E 0 51430 0 1
M 0 51444 1 51700
G 0 51431 20
M 0 51445 3 51710
M 0 51445 3 51714
M 0 51446 3 51710
E 0 51432 10 16
M 0 51446 3 51711
E 0 51432 10 16
M 0 51447 3 51708
M 0 51448 1 51714
G 1 51472 1
G 1 51412 1
G 0 51492 -1
M 0 51449 1 51710
E 0 51433 10 8
M 0 51450 1 51718
E 0 51434 10 6
M 0 51451 1 51712
E 0 51435 8 8
M 0 51452 1 51708
E 0 51436 10 14
M 0 51453 3 51708
M 0 51453 3 51714
M 0 51454 1 51719
G 0 51899 -1
M 0 51455 15 51488
E 0 51437 20 16
M 0 51455 15 51489
E 0 51437 20 16
M 0 51455 15 51492
E 0 51437 20 16
M 0 51455 15 51477
E 0 51437 20 16
M 0 51455 15 51501
E 0 51437 20 16
M 0 51455 15 51468
E 0 51437 20 16
M 0 51455 15 51540
E 0 51437 20 16
M 0 51455 15 51523
E 0 51437 20 16
M 0 51455 15 51598
E 0 51437 20 16
M 0 51455 15 51480
E 0 51437 20 16
M 0 51455 15 51484
E 0 51437 20 16
M 0 51455 15 51489
E 0 51437 20 16
M 0 51455 15 51492
E 0 51437 20 16
M 0 51455 15 51499
E 0 51437 20 16
M 0 51455 15 51725
E 0 51437 20 16
M 0 51456 12 51500
G 0 51438 -1
M 0 51456 12 51721
G 0 51438 -1
M 0 51456 12 51723
G 0 51438 -1
M 0 51456 12 51490
G 0 51438 -1
M 0 51456 12 51498
G 0 51438 -1
M 0 51456 12 51501
G 0 51438 -1
M 0 51456 12 51445
G 0 51438 -1
M 0 51456 12 51494
G 0 51438 -1
M 0 51456 12 51490
M 0 51456 12 51493
M 0 51456 12 51602
M 0 51456 12 51537
M 0 51457 1 51720
M 0 51458 1 51720
M 0 51459 1 51720
M 0 51460 1 51720
M 0 51461 1 51720
M 0 51462 1 51720
M 0 51463 1 51720
M 0 51421 4 51752
M 0 51422 3 51754
M 0 51445 3 51742
M 0 51447 3 51754
M 0 51464 1 51752
G 0 51899 -1
M 0 51465 1 51753
E 0 51439 10 3
M 0 51466 1 51753
E 0 51440 10 16
M 0 51467 1 51753
E 0 51441 10 16
M 0 51468 1 51751
E 0 51442 10 0
M 0 51469 1 51751
E 0 51443 10 14
M 0 51470 1 51751
E 0 51444 10 16
M 0 51471 1 51751
E 0 51445 0 5
M 0 51472 1 51756
G 0 51459 -1
G 0 51492 -1
M 0 51473 1 51757
G 0 51446 -1
G 0 51447 -1
G 0 51448 -1
G 0 51492 -1
M 0 51474 1 51758
G 0 51449 -1
G 0 51450 -1
G 0 51451 -1
G 0 51452 -1
G 0 51453 -1
G 0 51492 -1
M 0 51475 1 51759
G 0 51492 -1
M 0 51476 1 51760
G 0 51454 -1
G 0 51455 -1
G 0 51456 -1
G 0 51457 -1
G 0 51492 -1
M 0 51477 2 51764
E 0 51461 10 7
M 0 51477 2 51765
E 0 51461 10 7
M 0 51478 1 51766
E 0 51462 10 3
M 0 51479 1 51768
E 0 51463 10 16
M 0 51480 16 51415
E 0 51464 20 15
M 0 51480 16 51401
E 0 51464 20 15
M 0 51480 16 51421
E 0 51464 20 15
M 0 51480 16 51439
E 0 51464 20 15
M 0 51480 16 51448
E 0 51464 20 15
M 0 51480 16 51435
E 0 51464 20 15
M 0 51480 16 51424
M 0 51480 16 51411
E 0 51464 20 15
M 0 51480 16 51461
E 0 51464 20 15
M 0 51480 16 51471
E 0 51464 20 15
M 0 51480 16 51488
E 0 51464 20 15
M 0 51480 16 51499
E 0 51464 20 15
M 0 51480 16 51530
E 0 51464 20 15
M 0 51480 16 51540
E 0 51464 20 15
M 0 51480 16 51579
E 0 51464 20 15
M 0 51480 16 51590
E 0 51464 20 15
M 0 51481 5 51510
E 0 51464 10 15
M 0 51481 5 51529
E 0 51464 10 15
M 0 51481 5 51537
E 0 51464 10 15
M 0 51481 5 51545
E 0 51464 10 15
M 0 51481 5 51601
E 0 51464 10 15
M 0 51482 5 51420
E 0 51465 10 9
M 0 51482 5 51463
E 0 51465 10 9
M 0 51482 5 51466
E 0 51465 10 9
M 0 51482 5 51531
E 0 51465 10 9
M 0 51482 15 51615
E 0 51465 10 9
M 0 51483 5 51448
E 0 51466 10 3
M 0 51483 5 51503
E 0 51466 10 3
M 0 51483 5 51525
E 0 51466 10 3
M 0 51483 5 51585
E 0 51466 10 3
M 0 51483 5 51593
E 0 51466 10 3
M 0 51484 8 51770
M 0 51484 8 51770
E 0 51467 10 17
M 0 51484 8 51771
M 0 51484 8 51771
E 0 51467 10 17
M 0 51484 8 51775
M 0 51484 8 51775
E 0 51467 10 17
M 0 51484 8 51776
M 0 51484 8 51776
E 0 51467 10 17
M 0 51485 3 51778
E 0 51468 10 3
M 0 51485 3 51788
E 0 51468 10 3
M 0 51485 3 51796
E 0 51468 10 3
M 0 51486 3 51783
E 0 51469 10 18
M 0 51486 3 51791
E 0 51469 10 18
M 0 51486 3 51794
E 0 51469 10 18
M 0 51487 1 51785
E 0 51470 10 16
M 0 51488 1 51790
E 0 51471 -1 0
E 0 51472 -1 12
M 0 51489 1 51781
M 0 51490 6 51579
E 0 51473 18 16
M 0 51490 6 51527
E 0 51473 18 16
M 0 51490 6 51544
E 0 51473 18 16
M 0 51490 6 51572
E 0 51473 18 16
M 0 51490 6 51593
E 0 51473 18 16
M 0 51490 6 51609
E 0 51473 18 16
M 0 51491 6 51539
E 0 51473 18 16
M 0 51491 6 51570
E 0 51473 18 16
M 0 51491 6 51506
E 0 51473 18 16
M 0 51491 6 51554
E 0 51473 18 16
M 0 51491 6 51577
E 0 51473 18 16
M 0 51491 6 51582
E 0 51473 18 16
M 0 51492 6 51589
M 0 51492 6 51575
M 0 51492 6 51563
M 0 51492 6 51560
E 0 51474 10 10
M 0 51492 6 51584
E 0 51474 10 10
M 0 51492 6 51588
E 0 51474 10 10
M 0 51493 3 51567
E 0 51475 10 14
M 0 51493 3 51590
E 0 51475 10 14
M 0 51493 3 51597
E 0 51475 10 14
M 0 51494 2 51800
E 0 51476 10 16
M 0 51494 2 51802
E 0 51476 10 16
M 0 51495 3 51813
E 0 51477 10 6
M 0 51495 3 51815
E 0 51477 10 6
M 0 51495 3 51821
E 0 51477 10 6
M 0 51496 2 51805
E 0 51478 10 14
M 0 51496 2 51823
E 0 51478 10 14
M 0 51497 2 51809
E 0 51479 10 14
M 0 51497 2 51811
E 0 51479 10 14
M 0 51498 1 51812
E 0 51480 10 10
M 0 51499 1 51819
M 0 51500 3 51837
M 0 51500 3 51837
M 0 51500 3 51836
M 0 51501 1 51829
M 0 51502 3 51830
M 0 51502 3 51834
M 0 51502 3 51832
M 0 51503 4 51829
E 0 51481 10 6
M 0 51503 4 51830
E 0 51481 10 6
M 0 51503 4 51832
E 0 51481 10 6
M 0 51503 4 51836
E 0 51481 10 6
M 0 51504 1 51831
M 0 51505 1 51835
M 0 51506 1 51839
E 0 51482 10 11
M 0 51507 1 51840
M 0 51508 1 51841
M 0 51509 1 51844
M 0 51510 1 51844
E 0 51464 10 15
M 0 51511 1 51847
M 0 51512 1 51848
M 0 51513 1 51853
M 0 51514 1 51850
M 0 51515 1 51854
M 0 51516 1 51851
M 0 51517 1 51843
G 0 51492 -1
M 0 51453 3 51845
M 0 51446 3 51845
E 0 51432 10 16
M 0 51447 3 51842
M 0 51518 3 51858
E 0 51483 10 1
M 0 51518 3 51871
E 0 51483 10 1
M 0 51518 3 51874
E 0 51483 10 1
M 0 51519 3 51859
E 0 51484 10 14
M 0 51519 3 51862
E 0 51484 10 14
M 0 51519 3 51870
E 0 51484 10 14
M 0 51520 3 51856
E 0 51485 8 16
M 0 51520 3 51858
E 0 51485 8 16
M 0 51520 3 51879
E 0 51485 8 16
M 0 51521 3 51862
E 0 51486 10 17
M 0 51521 3 51877
E 0 51486 10 17
M 0 51521 3 51882
E 0 51486 10 17
M 0 51522 2 51860
E 0 51487 10 5
M 0 51522 2 51875
E 0 51487 10 5
M 0 51523 2 51861
E 0 51487 10 5
M 0 51523 2 51880
E 0 51487 10 5
M 0 51524 1 51878
E 0 51488 10 11
M 0 51525 1 51878
M 0 51526 4 51500
G 0 51489 -1
M 0 51526 4 51523
G 0 51489 -1
M 0 51526 4 51540
M 0 51526 4 51474
M 0 51527 6 51593
M 0 51527 6 51570
M 0 51527 6 51452
M 0 51527 6 51544
M 0 51527 6 51610
M 0 51527 6 51587
M 0 51899 7 51428
M 0 51899 7 51471
M 0 51899 7 51461
M 0 51899 7 51562
M 0 51899 7 51457
M 0 51899 7 51520
M 0 51899 7 51572
O 0 51490 -1 51509
P 1 51491 1 51490
D 0 51421 1 1
D 0 51674 3 1
D 0 51425 0 1
D 0 51628 2 1
D 0 51430 0 1
D 0 51646 2 1
D 0 51436 2 1
D 0 51884 0 1
D 0 51437 2 1
D 0 51885 0 1
D 0 51438 2 1
D 0 51886 0 1
D 0 51439 2 1
D 0 51887 0 1
D 0 51474 0 1
D 0 51888 2 1
D 0 51474 2 1
D 0 51892 0 1
D 0 51475 0 1
D 0 51889 2 1
D 0 51475 2 1
D 0 51893 0 1
D 0 51476 0 1
D 0 51890 2 1
D 0 51476 2 1
D 0 51894 0 1
D 0 51477 0 1
D 0 51891 2 1
D 0 51479 0 1
D 0 51675 2 1
D 0 51485 0 1
D 0 51699 2 1
D 0 51488 0 1
D 0 51705 2 1
D 0 51489 2 1
D 0 51727 0 1
D 0 51493 1 1
D 0 51627 3 1
D 0 51503 2 1
D 0 51838 0 1
D 0 51507 3 1
D 0 51737 1 1
D 0 51508 0 1
D 0 51897 2 1
D 0 51509 0 1
D 0 51896 2 1
D 0 51510 0 1
D 0 51895 2 1
D 0 51522 1 1
D 0 51738 3 1
D 0 51537 2 1
D 0 51769 0 1
D 0 51824 1 1
D 0 51567 3 1
D 0 51797 1 1
D 0 51581 1 1
D 0 51774 3 1
D 0 51595 0 1
D 0 51814 2 1
D 0 51599 3 1
D 0 51622 1 1
D 0 51608 3 1
D 0 51842 1 1
D 0 51625 0 1
D 0 51856 2 1
D 0 51630 2 1
D 0 51637 0 1
D 0 51634 1 1
D 0 51640 3 1
D 0 51634 3 1
D 0 51641 1 1
D 0 51635 1 1
D 0 51642 3 1
D 0 51635 3 1
D 0 51643 1 1
D 0 51649 3 1
D 0 51650 1 1
D 0 51651 3 1
D 0 51652 1 1
D 0 51651 2 1
D 0 51653 0 1
D 0 51654 0 1
D 0 51656 2 1
D 0 51654 2 1
D 0 51655 0 1
D 0 51657 0 1
D 0 51658 2 1
D 0 51660 1 1
D 0 51661 3 1
D 0 51662 1 1
D 0 51663 3 1
D 0 51666 1 1
D 0 51667 3 1
D 0 51668 2 1
D 0 51669 0 1
D 0 51671 2 1
D 0 51672 0 1
D 0 51672 3 1
D 0 51673 1 1
D 0 51679 3 1
D 0 51680 1 1
D 0 51681 3 1
D 0 51682 1 1
D 0 51683 2 1
D 0 51687 0 1
D 0 51684 1 1
D 0 51686 3 1
D 0 51685 3 1
D 0 51686 1 1
D 0 51688 0 1
D 0 51689 2 1
D 0 51689 0 1
D 0 51696 2 1
D 0 51694 0 1
D 0 51695 2 1
D 0 51699 0 1
D 0 51701 2 1
D 0 51699 1 1
D 0 51700 3 1
D 0 51706 0 1
D 0 51707 2 1
D 0 51708 2 1
D 0 51709 0 1
D 0 51711 2 1
D 0 51712 0 1
D 0 51711 1 1
D 0 51713 3 1
D 0 51713 0 1
D 0 51715 2 1
D 0 51713 2 1
D 0 51716 0 1
D 0 51717 2 1
D 0 51718 0 1
D 0 51719 0 1
D 0 51720 2 1
D 0 51725 0 1
D 0 51726 2 1
D 0 51727 1 1
D 0 51728 3 1
D 0 51730 1 1
D 0 51731 3 1
D 0 51730 3 1
D 0 51732 1 1
D 0 51733 1 1
D 0 51735 3 1
D 0 51733 3 1
D 0 51734 1 1
D 0 51736 2 1
D 0 51739 0 1
D 0 51737 2 1
D 0 51741 0 1
D 0 51738 2 1
D 0 51740 0 1
D 0 51742 2 1
D 0 51743 0 1
D 0 51744 2 1
D 0 51745 0 1
D 0 51746 2 1
D 0 51747 0 1
D 0 51754 3 1
D 0 51755 1 1
D 0 51763 1 1
D 0 51764 3 1
D 0 51765 1 1
D 0 51766 3 1
D 0 51767 1 1
D 0 51768 3 1
D 0 51769 1 1
D 0 51770 3 1
D 0 51769 3 1
D 0 51771 1 1
D 0 51774 0 1
D 0 51775 2 1
D 0 51774 2 1
D 0 51776 0 1
D 0 51777 1 1
D 0 51778 3 1
D 0 51779 3 1
D 0 51780 1 1
D 0 51780 3 1
D 0 51781 1 1
D 0 51782 2 1
D 0 51783 0 1
D 0 51787 0 1
D 0 51788 2 1
D 0 51789 0 1
D 0 51790 2 1
D 0 51789 1 1
D 0 51791 3 1
D 0 51791 0 1
D 0 51792 2 1
D 0 51793 1 1
D 0 51794 3 1
D 0 51795 1 1
D 0 51796 3 1
D 0 51800 1 1
D 0 51801 3 1
D 0 51801 0 1
D 0 51802 2 1
D 0 51801 2 1
D 0 51803 0 1
D 0 51804 0 1
D 0 51806 2 1
D 0 51804 2 1
D 0 51805 0 1
D 0 51807 0 1
D 0 51808 2 1
D 0 51807 2 1
D 0 51809 0 1
D 0 51807 1 1
D 0 51810 3 1
D 0 51816 0 1
D 0 51817 2 1
D 0 51818 0 1
D 0 51819 2 1
D 0 51820 0 1
D 0 51821 2 1
D 0 51822 0 1
D 0 51823 2 1
D 0 51824 3 1
D 0 51825 1 1
D 0 51829 3 1
D 0 51831 1 1
D 0 51832 3 1
D 0 51835 1 1
D 0 51834 0 1
D 0 51836 2 1
D 0 51838 2 1
D 0 51840 0 1
D 0 51838 3 1
D 0 51839 1 1
D 0 51844 3 1
D 0 51846 1 1
D 0 51846 0 1
D 0 51847 2 1
D 0 51846 2 1
D 0 51848 0 1
D 0 51849 0 1
D 0 51851 2 1
D 0 51849 2 1
D 0 51850 0 1
D 0 51852 0 1
D 0 51853 2 1
D 0 51852 2 1
D 0 51854 0 1
D 0 51859 1 1
D 0 51860 3 1
D 0 51859 2 1
D 0 51861 0 1
D 0 51865 1 1
D 0 51866 3 1
D 0 51867 1 1
D 0 51868 3 1
D 0 51869 1 1
D 0 51870 3 1
D 0 51871 1 1
D 0 51872 3 1
D 0 51874 2 1
D 0 51875 0 1
D 0 51879 1 1
D 0 51880 3 1
D 0 51400 5 1
S


#SHOPS
 51420    5  0  0  0  0   110  90         0 23    ; the barkeep
 51448    9  0  0  0  0   110  90         0 23    ; the inn keeper
 51454    3  9  5  4  0   105 100         0 23    ; the Slave Dealer
 51464    0  0  0  0  0   120  50         0 23    ; the bartender
 51472    2  3  4 10  0   150  75         0 23    ; drow Yie'Stei
 51473    5  0  0  0  0   175  65         0 23    ; drow Zae'tres
 51474    9  0  0  0  0   160  59         0 23    ; duergar Raesarnt
 51475    8 20  0  0  0   150  90         0 23    ; human Satori
 51476   19 26  0  0  0   150  60         0 23    ; Jiestis
 51517   15 17 34  1  0   150  75         0 23    ; the inn keep
0


#REPAIRS
0


#SPECIALS
M  51426 spec_thief
M  51429 spec_thief
M  51430 spec_thief
M  51436 spec_thief
M  51467 spec_thief
M  51471 spec_thief
M  51480 spec_thief
M  51481 spec_thief
M  51482 spec_thief
M  51483 spec_thief
M  51484 spec_thief
M  51485 spec_thief
M  51486 spec_thief
M  51487 spec_thief
M  51510 spec_thief
M  51522 spec_breath_fire
M  51523 spec_breath_fire
M  51525 spec_breath_acid
S


#$