#AREADATA Name {??-???} PROTO AREA Lacey/Grim~ Levels 0 0 Builders Lacey Grimfang~ VNUMs 4300 4399 Security 100 Recall 25001 Flags 16 Color 6 Sounds &zBats &Wsqueak &zas they pass by you.~ End #MOBILES #4300 sheriff~ Ghoulish Sheriff~ Ghoulish Sheriff is here with you ~ ~ 99 0 0 -1000 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4301 ghost~ a ghost~ A ghost is here guarding the treasure. ~ This apparition floats menacingly towards you. ~ 67 0 0 1000 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 1 0 0 0 #4302 bellville guard~ a Bellville Guard~ A Bellville Guard is here doing his job. ~ This guard looks at everyone suspiciously. Who can blame him. Strange things have been going on in this town. ~ 3 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4305 thief~ a thief~ A thief eyes you suspiciously. ~ This unsavory character was once a fine member of society, but a few bad bets turned him around and now he seeks a life of crime to survive. He's wearing shabby clothes, and you see what looks like a weapon of some sort in his hand. ~ 65 40 0 -500 S 25 0 0 625d0+0 0d0+0 0 0 0 0 0 0 1 0 0 0 #4308 smithy one tooth~ One-Tooth, the town smithy~ One-Tooth, the town smithy is here. ~ One-Tooth has a sweet tooth, wait a second...he only HAS one tooth! Obviously dental hygiene wasn't a biggie in these times. ~ 3 16512 0 0 S 50 0 0 10000d0+0 0d0+0 0 0 0 0 0 0 0 32774 0 0 #4313 wench~ Wench the Barmaid~ Wench the Barmaid is here, ready to please you. ~ This buxom lass looks as if she knows her trade very well, and it's certainly not serving drinks in this dump. Perhaps you might want to ask her about her services. ~ 3 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if ispc($n) if sex($n) == 1 say Well hello there big boy. say Care to sample MY local specialty? wink $n break else if sex($n) == 2 say Are you trying to cut in on MY territory? growl $n endif endif ~ >speech_prog serve services~ say Well if the price is right we could go up to my room. emote winks. say But Malrok would beat me for slacking off on the job. say Perhaps when I get off work this evening? ~ >rand_prog 5~ emote tugs on her skimpy top in a futile effort to cover her ample assets. ~ | #4314 malrok~ Malrok the Bartender~ Malrok is here waiting to serve you the local specialty. ~ Malrok is a weather-beaten looking man. With a scruffy beard, and a tired look in his eyes, he looks as if he's seen it all. The lines on his face tell you he has. He seems reluctant to talk, but if you press him, maybe he will. ~ 3 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 >speech_prog hi~ say Hello, I suppose you've come seeking information? ~ >speech_prog info information~ say You realize any info I give you could result in my death! say So you must promise to keep your source of info a secret. say Rumor has it there's an underground entrance to Marcus' lair. say But as of yet no one's been brave or foolish enough to try and find it. ~ >speech_prog marcus~ say Just hearing his name makes my blood run cold. say Yes Marcus resides in this town somewhere. say Try looking for an underground passage. ~ | #4315 beggar~ A beggar~ A beggar looks at you forlornly. ~ This poor victim of society looks like he could use a bit of help, maybe some spare change. He's been around a long time, and may recall things that may have happened long ago. ~ 3 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 >bribe_prog 10~ emote gives you a toothless grin. say Well let me see..I seem to recall a few things. say Something to do with a fellow named Marcus. ~ >speech_prog marcus~ say Marcus is one evil being. say Are you sure you want to take him on? ~ >speech_prog yes yeah ~ say Ok it's your funeral. say Marcus lives underground here in this town. say There's a secret entrance to the underworld somewhere in this town. say Good luck brave adventurer. ~ | #4316 mugger~ A Mugger~ A Mugger lurks in the shadows. ~ This unsavory character eyes you suspiciously. He looks as if he would slit your throat without a second thought. ~ 3 65536 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4321 animated sheriff~ Chester the Undead Sheriff~ Chester the Undead Sheriff glares at you. ~ ~ 3 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4329 storm preacher~ A Preacher~ A Preacher is at your service ~ ~ 3 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4330 gremlin~ gremlin~ A Gremlin, the Grinch's aide, is here. ~ ~ 3 0 0 0 S 10 0 0 200d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4335 Johann healer ~ Johann the healer~ Johann stands here ready to soothe your wounds. ~ Before you stands a man of powerful magic. He has pouches of many sizes and shapes hanging from his belt. He stands well over six feet tall, with shoulders that fill a doorway, a chest that looks as if no armor could contain it, and arms as thick as tree trunks. He smiles down upon you in a kindly manner. ~ 3 128 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 1 0 0 0 >all_greet_prog 100~ if ispc($n) say Welcome $n, feel free to rest here. emote lays a soothing hand upon you. endif ~ | #4336 Igor~ Igor the Afflicted~ Igor is ready to serve you. ~ This hunchbacked man seems intimidating but he looks at you and gives you a smile and a wink. He seems intent on dusting his wares and keeping this cramped room spotlessly clean. ~ 1 0 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4340 derf~ Derf the crazy shopkeeper~ Derf the crazy shopkeeper is here sneering at you. ~ Before you stands a man like no other man you've ever seen before in all your travels. Long, black hair cascades to his shoulders, and a wicked gleam is in his hazel eyes. He stand about 6 feet tall, with broad shoulders, and thighs as strong as tree trunks. His upper arms are rippling with muscles, and his hands look as if they could snap your neck in two. He emits an aura of mental unstability, but that's just to throw you off the track, for he's as cunning as a fox. With a wink of his eye and a sweep of his massive arm, he shows you his selection of wares. ~ 67 128 0 -1000 S 100 0 0 10000d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 >rand_prog 5~ emote cackles maniacally. emote winks at you. ~ | #4347 mitch snitch~ Mitch the Snitch~ Mitch the Snitch is here with a shifty look in his eyes. ~ This shifty-looking character appears to be a spy of some sort. Mitch stands over 6 feet tall and his eyes glow red. His skin is pale, and the fresh blood dripping from his fangs onto his chin glistens brightly. He looks at you with hunger in his eyes. ~ 3 16384 0 -1000 S 47 0 0 4000d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if ispc($n) say Arg $n! You found me! say Please don't ask me anything about Marcus! say He'll kill me! endif ~ >speech_prog marcus~ say Damn, I asked you not to make me tell. say Alright, since you've forced me, here goes. say Marcus is this EVIL force that's taken over Bellville. say No one's been a match for him in all this time. emote looks you over from head to toe. say and I doubt YOU can take him. Just look at you! say You're puny, and your equipment is so inferior. say I've seen better stuff in Derf's Salvage Store! say Now please don't ask me about any evil. ~ >speech_prog evil~ say You just won't let up on me will you? say Alright, it's your funeral. say Marcus resides in the underworld here. say Rumor has it there's a secret passage somewhere in town. say Good luck, you're going to need it. ~ | #4348 Marcus king vampire~ Marcus The pissed off Vampire King.~ Marcus The pissed off Vampire King. ~ ~ 35 402677760 0 -1000 S 70 0 0 1d0+0 0d0+0 0 0 0 0 0 0 0 35347 0 0 >death_prog 100~ if ispc($n) yell ARRRGGG! I can not die , i am immortal.....arr... mpecho Marcus explodes into dust and gas and is gone.. mptransfer $n 4300 endif ~ | #4349 Thortan mage~ Thortan the Mage~ The skeletal remains of Thortan lie here. ~ The remains of Thortan, still shackled to the wall, lie here. The torture he endured must have been horrid. The jawbone is locked in a wide open position, indicative of screams of horror and pain. He is long past any aid a mortal can give him, all one can do for him now is pray. You notice a glitter of something in one of his wounds. ~ 3 0 0 1000 S 60 0 0 10000d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #4350 Marcus vampire king~ Marcus the Undying~ Marcus the Undying sits here upon his throne smirking at you. ~ Before you stands the vilest creature in the land. His eyes burn through your soul as he attempts to suck the very life from you with just a glance. His fangs drip fresh blood from his latest victim, yet he appears still unsatisfied. A man of massive proportions, his very presence fills the room with evil. He smirks at you as if you were nothing but a mere insect buzzing about his head. ~ 67 268460104 4 -1000 S 70 0 0 15000d0+0 0d0+0 0 0 0 0 0 0 1 231955 0 0 >all_greet_prog 100~ if ispc($n) say Welcome $n to my private Hell. You are brave to come here and face me in my realm. endif ~ >death_prog 99~ say Ahhh, you are tougher than I thought...but you will not kill me mortal... mpecho &gAs the final blow is struck, Marcus screams and turns to gas, fleeing through the crack in the ceiling. mpoload 4343 ~ >fight_prog 60~ if ispc($n) cast detonate '$n' endif ~ | #4370 blue healing ring~ A blue healing ring~ &BA blue healing ring glows faintly here. ~ Upon closer examination you see a glowing circle here. It vibrates ever so slightly before it draws you closer and casts some type of spell upon you. ~ 3 16384 0 0 S 0 0 0 0d0+0 0d0+0 0 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #4300 vial holy water potion~ a vial of holy water.~ A vial of holy water lies here.~ ~ 10 268435458 0 0 1 65 50~ dispel evil~ reserved~ reserved~ 1 0 0 0 0 0 0 dispel evil~ 0 0 0 0 0 E lore~ Legends tell of a great Bhelliom Crystal that is needed to free their queen Elhana. It is said that the crystal is made up of 12 items one held by each of the 12 Demon Lords. The Demon Lords are hidden away on the island of Valesia. The queen has promised great rewards to the hero that saves her. It is said that the townsfolk have clues to help you get thru the great maze of Valesia.- ~ #4301 cloak decay~ cloak of Decay~ A Dark rotten cloak is here~ ~ 9 536870932 6346 0 1025 1 0~ 0~ 0~ 0~ 10 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4302 necklace unholy~ a Unholy Necklace~ A Upside down cross on a chain is here~ ~ 9 0 6387 0 5 0 0~ 0~ 0~ 0~ 5 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4303 amulet ralparthin~ an amulet of Ralparthin~ An amulet of Ralparthin lies here.~ ~ 9 512 0 0 5 30 0~ 0~ 0~ 0~ 1 10 0 0 0 0 0 reserved~ 0 0 0 0 0 #4304 tabernacle~ &za cracked tabernacle~ &zA cracked tabernacle stands here.~ ~ 12 0 0 0 0 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4305 fountain water~ a fountain~ A beautiful fountain in the shape of a Gargoyle is here.~ ~ 25 0 0 0 0 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4306 chalice~ &Wa battered chalice~ &WA battered chalice sits on the tabernacle.~ ~ 15 0 0 0 0 0 100~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4330 plastic key~ plastic key~ A plastic key is here~ ~ 18 8192 0 0 1 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4343 crack~ there is a crack in the corner of the ceiling~ There is a crack in the corner of the ceiling.~ ~ 29 0 0 0 0 0 4399~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4344 white gloves~ white gloves~ A pair of white gloves lie here.~ ~ 9 67108864 0 0 129 60 30~ 0~ 0~ 0~ 4 0 0 0 0 0 0 reserved~ 0 0 0 0 0 A 2 4 A 4 -3 A 19 10 A 18 5 #4346 leather boots~ &Oleather boots~ &OLeather boots~ ~ 9 50 0 0 65 50 50~ 0~ 0~ 0~ 5 0 0 0 0 5 0 levitation~ 10 10 0 0 0 A 12 50 A 2 3 A 18 5 A 19 5 #4347 pant silk black~ &zblack silken pants~ &z Black Silken Pants.~ ~ 9 536871568 98 0 33 60 60~ 0~ 0~ 0~ 5 0 0 0 0 0 0 reserved~ 0 0 0 0 0 A 18 6 A 19 7 #4348 crimson vest~ &zDark vest~ &zDark vest~ ~ 9 67108864 0 0 9 65 75~ 0~ 0~ 0~ 50 0 0 0 0 0 0 reserved~ 0 0 0 0 0 A 19 30 A 18 18 A 5 4 A 4 -4 #4349 golden crown blood~ &Ya Golden Crown &wof &RBlood~ &YA Golden Crown&X of&R Blood&X lies here.~ ~ 9 64 0 4096 17 60 60~ 0~ 0~ 0~ 10 0 0 0 0 0 0 reserved~ 0 0 0 0 0 A 12 50 A 3 3 A 19 10 A 18 10 #4350 souldrinker soul drinker blade sword~ &zThe Blade called &BSouldrinker~ &zThe Blade called &BSouldrinker&z lies here.~ ~ 5 67127888 194 0 8193 70 0~ 25~ 70~ 1~ 5 0 0 0 0 5 0 energy drain~ 5 5 0 0 0 A 1 3 A 17 -50 #4351 wooden stake~ a wooden stake~ A wooden stake with a pointed end.~ ~ 8 0 0 0 16385 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4353 mallet~ a wooden mallet~ A wooden mallet~ ~ 5 1 0 0 8193 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4354 note riddle~ a crumpled piece of paper~ A crumpled piece of paper with writing on it~ ~ 13 0 0 0 1 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E note~ The clues to this mystery abound, all you must do, is look all around. For you have been chosen to save this place, and help the townfolk regain their space. This my warrior only you can do, if you feel brave enough to. Good luck my brave one, now go and fight, for only you can make the difference this night. ~ #4356 "decaying dark knife" decaying decay dark knife~ decaying dark knife~ Decaying dark knife made from the remains of the last soul who was killed.~ ~ 5 148 243 0 8193 48 0~ 10~ 35~ 11~ 30 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4365 glowing crystal~ &BA glowing crystal~ &BA glowing crystal beckons to you.~ ~ 29 0 0 0 0 0 4366~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4366 looking pool~ a looking pool~ A looking pool is here shimmering with light.~ ~ 29 0 0 0 0 0 4365~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4382 headstone head stone~ a headstone~ A headstone with writing on it is here.~ ~ 13 2 0 0 0 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E headstone~ Here lies Alanon Gildharr. Centurion of Curators. Born 571 - Died 596. Died while in battle trying to save the good people of Bellville. ~ #4384 tomb stone tombstone~ a tombstone~ A tombstone with writing on it is here.~ ~ 13 2 0 0 0 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E tombstone~ Here lies Jarred Mindbender. Council of Curators. Born 571 - Died 596. Died while in battle trying to save the good people of Bellville. ~ #4385 headstone~ a headstone~ A headstone with writing on it is here.~ ~ 13 1 0 0 0 0 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E headstone~ Here lies Grimfang Bloodstone Leader of Curators. Husband of Lacey Bloodstone. Born 571 - Died 596. Missing, presumed dead in battle while trying to save the good people of Bellville. Here lies Lacey Bloodstone. Deity of Curators. Wife of Grimfang Bloodstone. Born 571 - Died 596. Died in battle at Grimfang's side while trying to save the good people of Bellville. ~ #4387 rusted key~ a rusted key~ A rusted key lies here.~ ~ 18 0 0 0 1 1 0~ 0~ 0~ 0~ 1 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E key~ This key looks as if it could unlock many secrets. ~ E rusted~ This key looks as if it could unlock many secrets. ~ #4388 battered chest~ a battered chest~ A battered chest lies here in the dust.~ ~ 15 0 0 0 0 0 200~ 15~ 4387~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 E chest~ This battered chest looks as if it hasn't been touched in years. ~ #4396 gaudy church chest~ a gaudy chest~ A gaudy chest encrusted with gems lies here.~ ~ 15 1 0 0 0 0 200~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #4397 sparkling key~ a sparkling key~ A sparkling key.~ ~ 18 1 0 0 1 65 0~ 0~ 0~ 0~ 0 0 0 0 0 0 0 reserved~ 0 0 0 0 0 #0 #ROOMDATA #4300 Path To Bellville~ Before you is the town of Belville. The town looks fairly new, although you've heard rumors of an underground city here. This underground city was once the main town, but an earthquake hit and destroyed it. It was also rumored that Vampires inhabited this old town, but all perished in the earthquake, or so everyone thought, until a treasure seeker came along and awoke them with his lootings. Now you've heard that an evil Vampire King now terrorizes the town, with the help of his minions. You've heard of great riches here and decide to risk death to aquire some. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4301 S #4301 Outside Decaying Gate~ You find yourself outside a massive gate leading to Bellville. The road is muddy and filled with holes. You can only wonder what kind of shape the town ahead of you is in. You look north and that explains it all. There is a&R Gate&Y north. ~ 0 0 0 Rd 0 D0 Standing before you is a gate of massive proportions, appearing as if it has been standing since the dawn of time... though time has taken it's vengeance against it for it now hangs broken and shattered, but not enough for you to slip through. ~ "gate" broken door gate~ 3 4330 4302 D2 ~ ~ 0 0 4300 S #4302 Rusty Southern Gate~ This is the main road through town. The road is shabby, with muddy ruts all through it, and the air is damp and heavy with the smell of decay. To the west is a &Rdoor &Yand a &Rgate &Yto the south. More desolate road lies to the north. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4304 D2 Here the old gate hangs by the rust on it's hinges, swinging with the breeze. The lock bar is swung up when opened, or down when closed. The bar appears to be of recent construction. ~ gate broken bar~ 3 4330 4301 D3 ~ ~ 3 0 4303 S #4303 Guard Shack~ This once comfortable room for the town guards is now dark and decaying, and the smell of something metallic fills your nostrils. You look all around you and see that the entire interior room is splattered with blood! Your skin crawls, and the only thought racing through your mind is to get the hell out of here! The only exit is to the east. ~ 0 0 0 Rd 0 D1 ~ "patched door" patched door~ 3 0 4302 S #4304 Intersection Between Main and Dusk Street~ Dusk Street runs east and west of here, and Main Street continues north. The roads in all directions look like they've been recently traveled upon. You wonder who or what was here last, and how long ago. The area is dismal, the air heavy, and everything is decayed. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4317 D1 ~ ~ 0 0 4311 D2 ~ ~ 0 0 4302 D3 ~ ~ 0 0 4305 S #4305 Dusk Street~ For a place named Dawn Street, it's sure dark here. As a matter of fact, this whole area has a gloomy pallor about it. What a depressing place.... And it looks no better to the west. ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4304 D3 ~ ~ 0 0 4306 S #4306 Dusk Street~ This part of town isn't any more pleasant than the rest. There's a shop of some sort to the north, and more dismal road to the west. You look south and your blood runs cold. There is a &Rdoor &cto the south. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4308 D1 ~ ~ 0 0 4305 D2 The door here has been smashed in by what appears to be a super natural force. You cringe at the thought of the beast that did it. ~ "smashed door" smashed door~ 0 0 4307 D3 ~ ~ 0 0 4309 S #4307 Ruins~ Piles of rusted wrought iron are strewn all around. This appears to once have been a gate to the city, but is now nothing more than heaps of twisted rusty metal. ~ 0 0 0 Rd 0 D0 This once was the mighty North Gate, but it has fallen into such disrepair that is has collapsed and is impassable. ~ ~ 0 0 4306 S #4308 Cranky Old Smithy~ The smithy you see before you is of massive proportions. With arms like tree trunks, and a broad chest, you realize One-Tooth is not one to tangle with. You quietly repair all your equipment, pay the man, and leave as quickly as you came. ~ 0 67108864 0 Rd 0 D2 ~ ~ 0 0 4306 S #4309 Dusk Street~ This appears to be a dead end, but then again all is not what it appears to be in this evil town. Perhaps you should look carefully at each exit... Who knows what you might find. ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4306 D3 This door was boarded up to keep something foul from escaping.. Could it still be inside? ~ "Boarded-Up Door" boarded door~ 3 0 4310 S #4310 A Dark Room~ This dark room has a aura as if some foul deed has happened here. Murder, perversion, perhaps a combination of both. What foul act could have happened here to board up this room? The only exit is to the east. ~ 0 4 0 Rd 0 D1 The door was boarded up once from the otherside.. ~ "Boarded-Up Door" boarded door~ 3 0 4309 D5 ~ ~ 0 0 4355 S #4311 Dusk Street~ This street is aptly named because it is so dark and dismal here. The road is pitted with ruts and potholes, making traveling trecherous. You can make out a faint outline of the road continuing east and west. ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4312 D3 ~ ~ 0 0 4304 S #4312 Dusk Street~ Darkness fills this area making it even moor gloomy than it seems. The road is in deplorable condition, so take heed where you step. Water fills ditches in the road, disguising their depth and width. One might become engulfed in a pool of muck here. The road continues to the east and west. ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4313 D3 ~ ~ 0 0 4311 S #4313 Dusk Street~ You've come upon a four-way intersection. To the north is a ramshackled hut of some sort, to the south a run-down building with a weathered sign too worn out to read from here. The smells emitting from the south make your stomach lurch in protest. The road continues in an easterly and westerly direction. ~ 0 4 0 Rd 0 D0 ~ ~ 0 0 4315 D1 ~ ~ 0 0 4316 D2 ~ ~ 0 0 4314 D3 ~ ~ 0 0 4312 S #4314 Malrok's Choke and Puke~ The smells that fill this room are not those of dishes any mother you've ever known used to make. It's almost impossible to distinguish where the smells of food stop and the smells of unwashed bodies begin. They seem to mesh into one another. Perhaps dining here would not be a joy to your taste buds. ~ 0 1024 0 Rd 0 D0 ~ ~ 0 0 4313 S #4315 Beggar's Hut~ This squallor houses the town beggar. Greasy rags are piled in a careless fashion here, and the rancid smell of body odor is enough to make one gag. In one corner a pile of rags seems to shift, and from under it crawls the filthiest specimen of a man you've ever seen. ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4313 S #4316 A Cul-de-Sac~ Dusk Street ends abruptly here. Piles of debris fill the east wall and an occasional rat can be seen scurrying out from under it. The only way out is back to the west. ~ 0 0 0 Rd 0 D3 ~ ~ 0 0 4313 S #4317 Main Street~ The road here is no better, with it's pits, ruts, and debris all about. The air here is stagnant and heavy with humidity. There's an aura of evil about. Even the town pets walk around with a dejected look. Evil is all about. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4318 D2 ~ ~ 0 0 4304 S #4318 Bellville Square~ What captivates you is the once-beautiful fountain here. It takes up almost the entire area. If you look closely at it, you can still make out some of the fine craftsmanship that was used to create such a splendid piece. It looks so real that if you stare at it closely, you can almost detect a gleam in the Gargoyle's eye. Strange, you could almost swear that the gargoyle moved positions a bit. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4326 D1 ~ ~ 0 0 4324 D2 ~ ~ 0 0 4317 D3 ~ ~ 0 0 4319 S #4319 Dawn Ave.~ This area, just west of the town square, at first appears to be an alleyway, but upon closer observation, you can see it continues to the west. Darkness envelops the area, making it difficult to see clearly. You strain to see further west, but cannot make out the objects there. It looks like you will have to just go check it out. ~ 0 1 0 Rd 0 D1 ~ ~ 0 0 4318 D3 ~ ~ 0 0 4320 S #4320 Dawn Ave.~ The feeling here that all is not right overwhelms you. The presence of evil is very strong here. You look around you and wonder what could be making you feel this way. To the north is the town sheriff's office, complete with a cell, and to the west the town guards' barracks. ~ 0 0 0 Rd 0 D0 ~ ~ 1 0 4321 D1 ~ ~ 0 0 4319 D3 ~ ~ 1 0 4323 S #4321 Sheriff's Office~ You look around you in complete horror! Judging from the amount of blood, the battle that took place here was more like a massacre. It looks like a butcher shop, with blood splattered all over the walls, ceiling, and floor. There is a&R Cell&Y to the west, and a&R Door&Y to the south. ~ 0 8 0 Rd 0 D2 The Reinforced door is here to keep things out, just as much as to keep criminals in. ~ "Reinforced door" reinforced door~ 1 0 4320 D3 The Cell door is reinforced to hold even the strongest brutes.. the bars are thick enough to stop an ogre. ~ "Cell Door" cell door~ 7 0 4322 S #4322 Dark Cell~ The room is dank and musty, with a faint light trickling in from a small, barred window high above your head on the west wall. The room is in complete decay, and looks as if it hasn't been used in years. You hear the faint scratching of some type of rodent.....you hope. ~ 0 0 0 Rd 0 D1 ~ ~ 7 0 4321 S #4323 Patched Up Barracks~ You enter what appears to be the guard's barracks. The place is littered with bits of armor and weapons. There are a dozen cots and beds here as well, all pretty decayed. The smell of must and mold makes you gag, and you hear some clawing sounds, what you presume to be rats. At least you HOPE it's rats! There is a &Rdoor &Yto the east. ~ 0 0 0 Rd 0 D1 There door here is made out of a complexity of locks, levers,and gears...so as to bar the door with but a simple key. ~ "barred door" barred door~ 1 0 4320 S #4324 Dawn Ave.~ The area here is much like the same as the rest of the town, rather nondescript. Abandoned stores line both sides of the road, gone so long now that you can only guess as to what they used to be. The road continues east and you can make out what appears to be a building in the distance. ~ 0 0 0 Rd 0 D1 ~ ~ 1 0 4325 D3 ~ ~ 0 0 4318 S #4325 Mayor Pleasure Palace~ This is the palace of the Mayor of this doomed town. Here he resides, praying for the day that the undercity was never found, for his town is doomed to be food and slaves for the evil vampires that reside there. There is a &Rdoor &Yto the west. ~ 0 0 0 Rd 0 D3 Here stands a golden door leading out to the frightful town. ~ "golden door" golden door~ 1 0 4324 S #4326 Main Street~ Darkness settles over this area like a blanket. It looks as if the town has absorbed unto it's self the horror it's seen. The road continues to the north, without any hope of lifting this blanket of horror. You've come too far now to turn back. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4327 D2 ~ ~ 0 0 4318 S #4327 Main Street~ More horror and destruction line the street here. Death and destruction abound, and the stench of decay gags you. What unforseen force could have wreaked such havok? Whatever it was, it was pure evil. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4337 D1 ~ ~ 0 0 4333 D2 ~ ~ 0 0 4326 D3 ~ ~ 0 0 4328 S #4328 Dirt Road~ ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4327 D3 ~ ~ 0 0 4329 S #4329 Dirt Road~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4330 D1 ~ ~ 0 0 4328 D3 ~ ~ 0 0 4331 S #4330 Beggar's House~ ~ 0 4 0 Rd 0 D2 ~ ~ 0 0 4329 S #4331 Hide-Out Of Scum~ ~ 0 4 0 Rd 0 D1 ~ ~ 0 0 4329 S #4332 ~ ~ 0 4 0 Rd 0 S #4333 A Path to the Temple~ This well worn path abruptly ends to the east in front of a large stone structure. Upon closer examination you can see stained glass windows high up set in the walls, thick wooden doors that are closed, and a set of stone steps leading up to them. This building looks out of place here, the only unharmed building in the midst of utter chaos and destruction. ~ 0 4 0 Rd 0 D1 ~ ~ 0 0 4334 D3 ~ ~ 0 0 4327 S #4334 Praying Room~ This is the main room of the temple. There area rows upon rows of pews here for those that wish to pray to their favorite god or goddess. Stained glass windows are inlaid high in the walls here, perhaps to discourage any vandalism. The glass pictures depict long ago battles that ended victoriously for the side of good. Stone pillars are adorned with intricate carvings of gods and godesses. The air has a slight hint of some type of incense, and the light from the candles make it appear as if shadows are dancing upon the walls. This is a quiet and serene place that seems untouched by evil. ~ 0 4 0 Rd 0 D1 ~ ~ 0 0 4335 D3 ~ ~ 0 0 4333 S #4335 Temple Altar~ Before you is the most ornate altar you've ever seen. It's encrusted with gems and has intrical patterns inlaid in gold. The altar takes up most of the room, and behind the altar you see a man of gargantuan proportions. ~ 0 1028 0 Rd 0 D0 ~ ~ 0 0 4336 D3 ~ ~ 0 0 4334 S #4336 Igor's Closet Emporium~ At first glance this appears to be a closet of some sort, but upon closer examination you come to the realization it is a shop of some sort. In the corner is a hunched-back man with a twinkle in his eye. Wait! He only has one eye! ~ 0 4 0 Rd 0 D2 ~ ~ 0 0 4335 S #4337 Main Street~ This poor excuse for a road streches to the north and south. Mud filled ruts and crater sized potholes line this roadway making any travel a treacherous one. Step carefully adventurer, for you never know what lies ahead. ~ 0 4 0 Rd 0 D0 ~ ~ 0 0 4338 D2 ~ ~ 0 0 4327 S #4338 Dead End~ This dead end once was a gateway to the outside world, but is now nothing more than a bunch of twisted metal blocking any further passage to the north. The road continues to the east, west, and south. ~ 0 4 0 Rd 0 D1 ~ ~ 0 0 4342 D2 ~ ~ 0 0 4337 D3 ~ ~ 0 0 4339 S #4339 Beggar's Path~ Poverty and desperation line the area here. Remnants of ramshackled domiciles are still evident. This once prosperous area had been reduced to desolation before whatever disaster overtook it. A dim light shines to the south, and a flicker of movement passes by the window. ~ 0 4 0 Rd 0 D1 ~ ~ 0 0 4338 D2 ~ ~ 0 0 4340 D3 ~ ~ 0 0 4341 S #4340 Derf's Flea Market~ Shelves line the three walls here, crammed full of all kinds of curious items. Some things you've never seen before. The shop has an eccentric look about it, and the proprietor, Derf, looks right at home here amidst the clutter. ~ 0 4 0 Rd 0 D0 ~ ~ 0 0 4339 S #4341 Collapsed Road ~ The road is in deplorable condition here with so many sinkholes, some large enough to hide several bodies in. One of the sinkholes has a strange appearance, more like a dark, forbidding pit. Upon closer examination, it appears to be an entryway of some kind. ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4339 D5 ~ ~ 0 0 4385 S #4342 Path To Tower~ You find yourself at a four-way intersection. To the north is a building, the facade only slightly decayed, to the east, what looks like a tower of some sort, and to the west and south, darkness. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4348 D1 ~ ~ 0 0 4344 D2 ~ ~ 0 0 4343 D3 ~ ~ 0 0 4338 S #4343 Collapsed Floor~ You stumble and almost lose your footing here. What is this? A giant sinkhole appears suddenly before you. Clumps of dirt and rocks seem to fall down all around you, so you must make your way here carefully. Upon closer inspection you see an opening leading down into a sea of darkness. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4342 D5 ~ ~ 0 0 4362 S #4344 Outside a Decaying Tower~ Large stones lie upon the ground here, remnants of this once majestic tower. You see large, gaping holes along it's length, and open areas where windows once were. A heavy, wooden door is to your east, still almost intact. The lock upon it looks fairly new and is open and hanging from the hasp. ~ 0 0 0 Rd 0 D1 Decaying door of Elven make. ~ "decaying door" decay door decaying~ 3 0 4345 D3 ~ ~ 0 0 4342 S #4345 Inside Decaying Tower~ You're at the bottom of what seems an endless spiral staircase winding up overhead. Trash and rubble litter the area here up to your ankles. There's a heavy door to the west, keeping out all the elements, and to the south, faintly showing through, is another door. This one appears to not want to be opened, for it looks as if the rubble was placed there and made to look as if it got there by natural means. ~ 0 8 0 Rd 0 D3 ~ ~ 3 0 4344 D4 ~ ~ 0 0 4346 S #4346 Top of Staircase~ Finally... The top of the spiral staircase. The walls here are crumbling all around you. There's a rusty trap door over your head, and through the gaps of it's frame bits of dirt rain down upon your head, as if something was alive up there. Bones and bits of trash litter the area. ~ 0 8 0 Rd 0 E trap door~ The trap door is rusted with age and not as securely fitted as it once was leaving gaps all around it. ~ D4 ~ ~ 3 0 4347 D5 ~ ~ 0 0 4345 S #4347 Top of the Tower~ This apex of a once secured guard post is in shambles now. Most of the roof is gone now, allowing a trickling of mist to filter in. The crumbles walls give a clear view of the countryside, and it looks no better from this point of view than it did up close. Even at this altitude, the stench of death and decay cannot escape you. ~ 0 8 0 Rd 0 D5 The trap door leads down to a circular stone staircase. The stairs are worn and broken and seem older than the town. ~ "trap door" trap door~ 3 0 4346 S #4348 &rBloodstone &WInn~ This is the famous Bloodstone Inn, named after that great family of warriors. What was once a splendorous place has now fallen to ruins. One can only imagine the splendor that was once here, but from looking at it now, you cannot imagine what havoc has been wreaked here. Well, at least there's what appear to be rooms here. You are a bit tired from all this travelling and what better place to sleep than at an inn. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4349 D1 ~ ~ 0 0 4350 D2 ~ ~ 0 0 4342 S >sleep_prog 100~ 0 mpecho You slip into a troubled sleep, tossing and turning.... mpecho An old man appears in the doorway, with a look of horror on his face. mpecho He shivers as he tells you about days gone by, of a vampire kingdom. mpecho He says, 'It used to be the main town here, until an earthquake buried it. Others came along and rebuilt over the spot.' mpecho He sweats and shakes as he recalls some private horror... mpecho He continues, 'It's said that there's an opening somewhere in this town that leads to the underworld.' mpecho He looks at you and shakes his head... mpecho He says, 'It's also said that the evil vampire king still rules this underworld with his minions.' mpecho He finishes by saying, 'I only hope you're as brave as you look.' mpecho He fades out of sight slowly...and you awake with a start! ~ | #4349 Bloodstone Lounge~ It appears that this room was once the bar area. Bits and pieces of mugs lie on the floor and the wooden bar is warped from dampness. Broken tables and chairs are strewn around the room, and dust and mold cover every surface. The only exit out is to the south. ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4348 S #4350 Hallway~ This hallway connects what appears to once have been guest rooms. The walls and floors appear to have a layer of mold on them, and a musty smell fills the air. It can't possibly get any worse than this. ~ 0 0 0 Rd 0 D0 ~ ~ 3 0 4351 D1 ~ ~ 0 0 4352 D3 ~ ~ 0 0 4348 S #4351 Blue Room~ This room, once done all in blue, is a faded reminder of days past. The once rich wallpaper is faded and peeling, and the lace curtains hang in tatters. The carpeting is threadbare, and the woodwork shows years of neglect. How could anyone let such a thing happen to such a richly furnished inn? The only thing of any worth in this room is a huge four-poster bed. Made of dark maple, this bed looks as though it must have cost a fortune when new. The heavy curtains that once surrounded the bed, affording privacy to it's inhabitants, now hang in ruins, but the bed is still usable. It DOES look inviting, and it's been so long since you've slept in a real bed. Maybe you can sneak in a short nap. ~ 0 8 0 Rd 0 D2 ~ ~ 3 0 4350 S #4352 East Wing~ Although still in reprehensible condition, the area here appears to be of a much richer quality. The musty smell still hangs heavy in the air, but it appears to be a bit lighter here. There's a door north, and one to the east. The east door appears to be of a hand-carved nature, made of deep, rich mahogany as opposed to the rest of the doors, which are plain wood. You can only imagine as to what the reason behind this is. Maybe it was to provide a room for visiting royalty, or the owners' quarters. ~ 0 0 0 Rd 0 D0 The door is made from one piece of maple. Time has taken it's toll on the door and it's lifespan is almost at an end. ~ "maple door" maple door~ 3 0 4353 D1 The carvings on the door look as if they would ward off evil and perversion. This seems like a good place to sleep. ~ "carved door" carved door~ 3 0 4354 D3 ~ -~ 0 0 4350 S #4353 Green Room~ It's barely obvious that this room was once all done in green, due to the fact that with all the mold growing here, it's green anyways. The room is damp and musty-smelling, and the wallpaper is almost all peeled down. The curtains and rugs are practically nothing more than bare threads. There is a bed in here, the only thing half way decent in this whole room. It's rich mahogany wood has intricately carved designs on it. Looks like someone carefully chose the furniture here. It looks so comfortable...and you haven't slept in a long time...ok, maybe a short nap isn't out of order here. ~ 0 0 0 Rd 0 D2 The maple door is chipped and patterned with holes. It's once fine craftsmanship gone with age. ~ "maple door" maple door~ 3 0 4352 S #4354 Red Room~ This room, in the back of then inn, appears to have been for royalty, for even though it's in ruins, you are able to distinguish the fact that the furnishings are of an extravagant nature. The walls and floor are ruined now, but you can just picture how they looked when new. Off in the corner, you see a large bed, with bed curtains covering three sides. The bed is in fairly good shape, a bit musty, but still servicable. A wave of exhaustion comes over you... And that bed looks like a great place to indulge it. Besides, you've traveled a long way on too little sleep. ~ 0 0 0 Rd 0 D3 The deep, rich door is carved with runes deciphering vampires, crosses, and holy symbols. From the looks of it, maybe it was to ward off evil. ~ "carved door" carved door~ 3 0 4352 S #4355 dark hole ending in a cobbled road~ ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4356 D4 ~ ~ 0 0 4310 S #4356 craped road with door to south~ ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4358 D2 ~ ~ 0 0 4357 D3 ~ ~ 0 0 4355 S #4357 collaped ruins~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4356 S #4358 intersection in road~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4376 D1 ~ ~ 0 0 4359 D3 ~ ~ 0 0 4356 S #4359 road running east to west.~ ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4360 D3 ~ ~ 0 0 4358 S #4360 buried armory~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4359 D2 ~ ~ 0 0 4361 S #4361 secret armors stash~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4360 S #4362 A Metallic-Smelling Corridor~ This dark, dank corridor has a familiar-smelling sharp tinge to it. It's a metallic smell not unlike that of blood. Upon closer inspection, you see the walls and floor are covered with dark red stains, some which appear fresher than others, and all have the sharp, pungent odor of blood. ~ 0 9 0 Rd 0 D1 ~ ~ 0 0 4363 D4 ~ ~ 0 0 4343 S #4363 An Intersection of Caverns~ This underground maze is dark and damp, chilling you to the bone. Exits lead in every direction, but are too dark to see beyond the entryways. The occasional scrapings of some kind of vermin echo faintly all around you. Water drips down from the ceiling and the sounds resonate off the walls almost like some archaic torture chamber. ~ 0 8 0 Rd 0 D0 ~ ~ 0 0 4369 D1 ~ ~ 0 0 4368 D2 ~ ~ 0 0 4364 D3 ~ ~ 0 0 4362 S #4364 Dead Caverns~ This section was once an intrical part of the roadway through these parts, but the ceiling of this underground labrynth has since colapsed and has rendered it useless. What appears to be a door of some kind is set into the east wall. Upon closer examination, you can make out deep gouges and stains of some dark substance, perhaps blood. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4363 D1 The door is in shambles here covered by rubble. ~ "pile of rubble" rubble pile~ 7 4397 4365 S #4365 A Secret Room~ This room is barren, save for a huge crystal in the center, and what appears to be the faint outline of a door on the west wall. A shimmer of light fills the room, it's origin is from the strange crystal. The crystal seems to be pulsating with a life of it's own, and the strange light seems to be a drawing presence. ~ 0 8 0 Rd 0 D3 ~ ~ 7 0 4364 S #4366 teleport zone~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4367 S #4367 Alchemy Lab~ This is the alchemy lab of the mages. There's a huge cauldron brewing in the fireplace, scrolls litter the workbench waiting to be scribed, and various animal body parts are strewn about, with notes nearby them, as if they were being used for research. ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4366 S #4368 A Narrow Passageway~ This narrow room looks as if some type of cave-in occured here. Rubble completely covers the east wall making further passage impossible. The dank, musty smell here makes one want to gag, and water drips in a steady, monotonous beat. The only exit here is to the west. ~ 0 0 0 Rd 0 D3 ~ ~ 0 0 4363 S #4369 A Darkened Area~ Darkness envelops you here, so that all you can make out is your hand in front of your face. In the shadows piles of rubble surround you. Vermin of some type seen to scramble out from beneath the rubble at your entrance here. The room looks as if it hasn't been tounched in cneturies. Off to the west, a faint blue light emits. ~ 0 9 0 Rd 0 D0 ~ ~ 0 0 4371 D2 ~ ~ 0 0 4363 D3 ~ ~ 0 0 4370 S #4370 Secret Healing Shrine~ The faint smell of incense assails your nostrils, not unpleasantly. This room appears to be a healing room. A circle is in the ground here, radiating a warm, glowing, white aura, apparently a healing power of some kind. The ring begins to glow blue, and a warmth washes over you, healing your wounds and relieving your pain. ~ 0 8 0 Rd 0 D1 ~ ~ 0 0 4369 S #4371 Damp Corridor~ The ground is damp, the area poorly lit. A film of mold covers the ground here, and a decaying smell fills your nostrils. The faint sounds of some type of animal scurrying past can be heard. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4372 D2 ~ ~ 0 0 4369 S #4372 Dark Cavern~ This cavern appears to have once been an old road intersection. It was covered over when the new town was built. As a result, the ground shifted and sank down forming this abyss. Cobwebs decorate the walls, and the feeling of dread permeates the air. The squeaking of bats in the distance can be heard. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4374 D2 ~ ~ 0 0 4371 D3 ~ ~ 0 0 4373 S #4373 Collapsed Roadway~ More sunken roadway here, with the sound of dripping water and the occasional scraping noise of some kind of animal. The ground is soft and damp, and the air if filled with a musty smell. Though it is dimly lit, you can make out the fact that the road goes from east to west here. ~ 0 0 0 Rd 0 D1 ~ ~ 0 0 4372 D3 ~ ~ 3 0 4388 S #4374 Piles of Bones~ This room looks as if it was used as a slaughterhouse. Judging from the quantity of bones on the ground, at least 50 or so were massacred here. Skulls of various sizes litter the ground, indicating no one escaped the wrath of the madman who committed this act. Towards the north wall there is a sliver of light showing through one of the larger piles of bones. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4375 D2 ~ ~ 0 0 4372 S #4375 Rats Lair~ This room is nothing more than a breeding ground for rats. Everwhere you look are rats, and more rats. Shiny objects show through the dim light here, in between the piles of rat droppings. The objects are worthless to all but the rats. The squeaking of the rats fills the air, and it sounds as if they are starving. ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4374 S #4376 dank muddy road~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4377 D2 ~ ~ 0 0 4358 S #4377 cramped road~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4378 D2 ~ ~ 0 0 4376 S #4378 dark road .. going from south to west~ ~ 0 0 0 Rd 0 D2 ~ ~ 0 0 4377 D3 ~ ~ 0 0 4379 S #4379 A Dark Road~ The road here is dreary with the smell of stagnant water assailing one's senses. Off in the distance to the west, a set of wrought iron gates can just barely be made out, and to the south what looks like the crumbling remains of some type of structure can be seen in the shadows. ~ 0 8 0 Rd 0 D1 ~ ~ 0 0 4378 D2 ~ ~ 0 0 4380 D3 ~ ~ 0 0 4381 S #4380 crubling building~ ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4379 S #4381 Entrance to the Graveyard~ To the west and south lies the graveyard of Bellville. To the north, what appears to have once been the caretaker's building is barely visable through this damp mist that hangs heavy over the area. A pair of wrought iron gates to the west south at first glance look as though they haven't been touched in years. Upon closer examination, you can see fresh scratches where the locks are. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4386 D1 ~ ~ 0 0 4379 D2 The rusted gate appears to have some fresh scratches around the lock. ~ gate~ 3 0 4382 D3 The rusted gate appears to have some fresh scratches around the lock. ~ gate~ 3 0 4385 S #4382 Southeast Corner of Graveyard~ Judging from the dates on the headstones here, this part of the graveyard appears to be the oldest section. The stones are so old they're almost disintegrated, save a few, and those few are hard to read. The earth here has settled in an uneven pattern, and sinkholes, so deep that portions of coffins are showing through the soil. ~ 0 0 0 Rd 0 D0 ~ ~ 3 0 4381 D3 ~ ~ 0 0 4383 S #4383 Among the Tombstones~ The smell of death and decay permeates the area, so strong that the vision of rotting flesh comes to mind. Headstones lie crumbled upon the ground, and the area is dotted with graves that haven't been attended to in many a year. A crude mound of dirt lies before you, with a rough wooden door set in it's center. The door is half torn off it's hinges, with freshly splintered wood on the ground at it's base. The wind catches the door, making it bang against the rough doorframe, and the noise echos through the area, the only other noise you can hear besides your heart hammering in your chest. ~ 0 0 0 Rd 0 E door~ This crudely cut door hangs by a thread on it's hinges. Fresh splinters stick out at odd angles from the doorframe. It appears as if some unnatural force has ripped it from it's moorings. ~ E desc~ ~ D0 ~ ~ 0 0 4385 D1 ~ ~ 0 0 4382 D5 ~ ~ 1 0 4384 S #4384 Vault of Twisted Carnage~ Bones, scraps of cloth, and various unknown objects are strewn all over the ground here in what appears to be a family vault for the dead. Doors set into the wall have been ripped open as though someone or something with superhuman strength was on a tirage. Bodies, or what's left of them, hang half out of their chambers, and have all been defiled in some manner. The stench of decay hangs heavily here due to the lack of air circulating through here. Deep, dark stains are everywhere, and the metallic smell of blood fills your nostrils. ~ 0 0 0 Rd 0 D4 ~ ~ 1 0 4383 S #4385 Haunted Graveyard~ The tombstones are cracked and lying in crumbled heaps everywhere. There are a few still somewhat in tact, those belonging to the Bloodstone family. A few crypts and tombs line the area, which is in utter chaos. Weeds choke the area, and what used to be lush grass is now no more than straw. A mist forms around your ankles giving the appearance of clutching you, drawing you nearer to the evil that lies within. ~ 0 0 0 Rd 0 D1 ~ ~ 3 0 4381 D2 ~ ~ 0 0 4383 D4 ~ ~ 0 0 4341 S #4386 Caretaker's Office~ This room looks as if it hasn't been disturbed in centuries. A network of cobwebs crisscross each other and dust covers every visible surface. The dank, musty smell that has permeated every other area in this dismal town seems to have seeped into here also. The most noticible feature of this room is the bone-chilling coldness that seems to cut right through armor, making any inhabitant here feel, well, almost dead. Upon closer inspection, it seems the pile of debris on the north wall has been recently disturbed. The cobwebs are broken and the dust a bit scattered. ~ 0 0 0 Rd 0 E rubble~ ~ E debris~ The debris looks as if you could easily push it aside. ~ D0 The rubble looks as if you could easily push it aside. ~ debris~ 3 0 4387 D2 ~ ~ 0 0 4381 S #4387 Secret Cubbyhole~ You seemed to have stumbled upon a secret room of some type. It looks as if the records of those buried in secret were stored here besides some trinkets of some value. The remains of crude boxes line 2 walls, filled with what used to be scrolls and are now nothing more than tatters. Maybe some information can be obtained if one wanted to take the time to comb through the remains. ~ 0 0 0 Rd 0 D2 ~ ~ 3 0 4386 S #4388 A Secret Room~ You seemed to have stumbled upon a secret room of some sort. It looks as if it was a storage room of some type. Perhaps all the town's riches were squirreled away here. This room deserves some thorough checking. ~ 0 8 0 Rd 0 D0 ~ ~ 3 0 4389 D1 ~ ~ 3 0 4373 S #4389 Church Steps~ A set of roughly cut granite steps are here, cracked from the elements and age. They are uneven, indicating a shifting of their foundation. A dark substance stains them in places. Before you to the north are a set of dark wooden doors with large brass rings in the center of each. Deep gouges adorn both doors, some look freshly made. ~ 0 0 0 Rd 0 D0 ~ ~ 0 0 4390 D2 ~ ~ 3 0 4388 S #4390 Church Vestibule~ The vestibule appears to have been violated by some sort of a madman. The fonts which once contained holy water have been ripped from their moors and smashed upon the floor. Strange words of a different tongue are scrawled upon the walls in what appears to be blood. Large holes in the ceiling allow some light to enter in, and give this room an eerie glow. ~ 0 131072 0 Rd 0 D0 ~ ~ 0 0 4393 D1 ~ ~ 0 0 4392 D2 ~ ~ 0 0 4389 D3 ~ ~ 0 0 4391 S #4391 Meditation Room~ A twin to the other meditation room here, this place is in total bedlam. Some maniacal being has seen fit to utterly destroy any and all furnishings and religious matter. Words not from any tongue in these lands are scrawled upon the walls, perhaps a warning of some sort. An evil pall settles over the area, and a cold breeze filters through the holes in the ceiling. ~ 0 131072 0 Rd 0 D1 ~ ~ 0 0 4390 S #4392 Meditation Room~ This is one of two small rooms in the church used for meditatiing and reflecting on one's inner self. It is unadorned and the rough pews that were once in place have been ripped up and smashed. More strange words are scrawled upon the walls, and any religious references smashed to bits. ~ 0 131072 0 Rd 0 D3 ~ ~ 0 0 4390 S #4393 Inner Sanctum~ The inner sanctum of the church has been violated by random acts of someone or something in a violent rage. The pews have been ripped from their moorings and thrown about in a careless fashion. Religious icons have been torn from the walls and smashed upon the floor. What once was stained glass windows are now gaping holes with bits of colored glass still apparent around the edges. The room has a musty, decayed odor to it, and a damp mist falls down through the holes in the ceiling. ~ 0 131072 0 Rd 0 D0 ~ ~ 0 0 4394 D2 ~ ~ 0 0 4390 S #4394 Before the Tabernacle~ The front of this once magnificent church is in shambles. The carpeting is tattered and stained with a substance that at a closer look appears to be blood. Some of the stains seem a bit fresher, and damp to the touch. A once magnificent tabernacle is here, but now it's cracked and missing large parts in places. A few of the breaks seem new, not discolored with age. The walls are discolored with age, but show cleaner spots where some of the religious artifacts and crucifixes have been torn from their anchors. ~ 0 131084 0 Rd 0 D0 ~ ~ 0 0 4398 D1 ~ ~ 0 0 4397 D2 ~ ~ 0 0 4393 D3 ~ ~ 0 0 4395 S #4395 Store Room~ This appears to have once been a storage place of some sort. Broken crates, barrels, and rotted masses of an undetermined nature litter the floor. The smell of decay fills your nostrils, and the air here is damp and musty. A small trickle of light filters in from the east, the only apparent exit here. ~ 0 131072 0 Rd 0 D1 ~ ~ 0 0 4394 D4 ~ ~ 0 0 4396 S #4396 Secret Treasure Room~ This is where the priests of this church hid all the holy relics and valuable treasures to protect them from the carnage that has over taken this place. Everything is just stacked carelessly, as though tossed here in a hurry. At least these valuables made it through the violent acts that occured here. ~ 0 8 0 Rd 0 D5 ~ ~ 0 0 4395 S #4397 Side Room~ This room, once used for the current priest to ready himself for Mass, has been totally desecrated. The skeletal form of a person, arms and legs still shackled to the wall, is here. Judging from the remains of his garb, it appears to be the priest at the time of this twisted carnage. How long he has been here is a mystery, for the bones are blanched, not a trace of muscle or sinew remain attached to them. The jawbone is extended wide open, indicating perhaps screams of utter horror at his fate. ~ 0 131080 0 Rd 0 D3 ~ ~ 0 0 4394 S #4398 Throne of Marcus~ This room is permeated with such an aura of evil that it can only be the lair of Marcus. Corpses litter the ground, blood gathers in drying pools everywhere, and the walls are decorated with unholy crosses. It looks like some sort of bloody carnage has occured here. On the northern side of the room sits a throne, simply adorned with a few blood red rubies and crystal clear diamonds. Upon this throne sits Marcus. His eyes appear to glow in the dim light provided here. ~ 0 134619145 0 Rd 0 D2 ~ ~ 0 0 4394 S #4399 Bell Tower~ You can barely make out your surroundings here, but it appears to have once been the bell tower of the church. The bell, once tolled joyously, now sits in the corner rusting away. The windows are all boarded up, and the room is dark and dusty. Bats hang from the rafters waiting to swoop down upon you. In the center of the room, upon a pedestal of some sort, is a coffin. It's made out of some type of dark wood, with a layer of dust on it an inch thick. Brass fittings adorn the coffin, green now with tarnish, and it appears this coffin hasn't been opened in centuries. ~ 0 393216 0 Rd 0 D5 ~ ~ 0 0 4398 S #0 #SPECIALS M 4302 spec_guard M 4305 spec_thief M 4335 spec_healer M 4370 spec_healer S #RESETS M 0 4302 1 4302 M 0 4305 1 4305 M 0 4308 1 4308 M 0 4313 1 4314 M 0 4314 1 4314 M 0 4315 1 4315 M 0 4316 1 4316 O 0 4305 0 4318 M 0 4335 1 4335 M 0 4336 1 4336 M 0 4340 1 4340 M 0 4347 1 4347 E 0 4356 0 20 E 0 4301 0 16 E 0 4302 0 3 O 0 4365 0 4365 O 0 4366 0 4366 M 0 4370 1 4370 O 0 4382 0 4382 O 0 4384 0 4383 O 0 4385 0 4385 O 0 4388 0 4388 P 0 4303 0 4388 O 0 4306 0 4394 P 0 4387 0 4306 O 0 4304 0 4394 O 0 4396 0 4396 P 0 4300 0 4396 M 0 4349 1 4397 G 0 4397 0 M 0 4350 1 4398 E 0 4349 0 6 E 0 4348 0 5 E 0 4347 0 11 E 0 4346 0 12 E 0 4344 0 13 E 0 4350 0 21 S #SHOPS 4340 0 0 0 0 0 100 100 0 24 0 #$