#AREADATA
Name Moors of Doom~
Builders arquel~
VNUMs 50000 50999
Security 1
LevelRange 1 90
End
#MOBILES
#50000
skeleton undead warrior~
~
~
~
undead~
AOe 0 -1000 0
5 0 1d20+45 0d0+0 2d2+6 claw
1 9 7 3
R F 0 E
stand stand either 300
0 0 medium unknown
F aff U
#50010
werewolf wolf manwolf shapeshifter~
A large wolf-like man.~
A werewolf stands before you his fangs gleaming in the moonlight
~
~
human~
AFLTW DFHOVacis -500 0
30 10 5d120+499 2d100+200 5d12+0 claw
-10 -10 -10 2
CDFH MQXZ EFG Y
stand stand either 30000
0 U large unknown
F for AV
#0
#OBJECTS
#50000
corpse parchment~
A {grotting corpse{x clutching a piece of {yparchment{x.~
Moors of Doom created by Arquel for levels 1 to 90. Have a horror-filled stay...~
rotting flesh~
npc_corpse JKLOR P
0 0 0 0 0
99 0 0 P
#0
#ROOMS
#50000
Edge of the Woods~
As you reach the edge of the forest a gloomy sight meets your gaze, for
the land before you is dreary and fog shrouded. Clouds seem to block all
sunlight, allowing only a gloomy gray light through to ground level where
the cold mists and fogs of this wretched land swallow it. In the distance a
dim light offers a beacon of hope, drawing your gaze to a town squeezed
between the dark moors and an even darker castle beyond. Before you the
path approaches the village, behind you the wooded path that led you here
seems more menacing by the moment. A wasted corpse holds a small scrap of
{yparchment{x and looks like he was trying to reach the forest. Your only
choices are north to the town, or south into the woods.
~
0 A forest
E
parchment~
The parchment reads: Moors of Doom created by Arquel for levels 1 to 90.
Have a horror-filled stay...
~
D0
A rough track curves down from the forest, heading in the direction of
town. On either side of the road are {Dblack{x iron fences with sharp points
along the top which seem to seperate the road from a large graveyard.
~
~
Z 0 50001
S
#50001
The Dark Path Begins~
As you travel along this dark path, you get the feeling you are being
watched. Is it only the muffled echo of your steps or does one follow you,
their steps slightly behind yours? Eerie shadows dance in the graveyards to
either side of the path, is something there or is the fog playing tricks on
your eyes? Try as you might you can't help but increase your pace, ahead
just past the graveyard entrance is the path into town. In the other
direction the path climbs towards the forest's edge. The choice is yours,
do you go north to the graveyard's entrance, or south back into the eerie
forest.
~
0 0 inside
D0
~
~
Z 0 50002
D2
~
~
Z 0 50000
S
#50002
Graveyard Gates~
You stand before the gates to an old graveyard. A pair of gray stone
pillars enclose a pair of black iron gates held closed by a large rusted
lock. Fences out of the same iron of the gates encloses the graveyard, the
sharp spikes along the top meant to discourage climbing. Strange shapes
move among the gravestones, or is it just the fog, regardless you feel like
you are being watched. Noises float through the fog-laden air, eerie creaks
and groans that make you wonder why you are out here in the dark, instead of
safe back at the inn in town. The path runs north towards town, and south
back to the forest, the only other exit are the gates to the east.
~
0 0 inside
D0
~
~
Z 0 50003
D2
~
~
Z 0 50001
S
#50003
The Dark Path Continues~
As you walk along this path, you pause... Was that just the echo of your
steps or someone following you in the dense fog. As you consider your
options, movement within the graveyard catches you eyes, or is it just fog
blowing between the cracked gravestones. A chill runs down your spine, not
entirely from cold as you decide to move on. The rough track continues
south to the graveyard's entrance or north towards a crossroads just before
the dark town. In the distance beyond the town is the looming silhouette of
a large castle.
~
0 0 inside
D0
~
~
Z 0 50004
D2
~
~
Z 0 50002
S
#50004
The Crossroads~
You have finally arrived at a deserted crossroads between the graveyard
and the town. Looking to the east you see a dark stone-paved path leading
to a dark and dreary manor house. Glancing down the path in the opposite
direction you see the start of the moors from which this region takes its
name. Some music, slow and lonely drifts in from the north where you can
see the feeble gleam of a campfire between you and the town. The path south
is unpaved and runs past the graveyard gates a short walk away. Next to the
intersection is a large tree barren of leaves or fruit, upon this stout tree
is nailed a {yparchment{x. A slight creak pulls your gaze to the empty
hangman's noose on the branch above. An eerie scream cut suddenly short,
encourages you to move on along one of the four paths.
~
0 0 inside
D0
~
~
Z 0 50006
D1
~
~
Z 0 50007
D2
~
~
Z 0 50003
D3
~
~
Z 0 50005
S
#50005
Before the Moors~
Before you is a fog-shrouded moor of dark and deadly reputation. A full
moon shines down upon the fog covered wasteland of brush and shallow swamps.
The stone path vanishes into the moor, its last stones gleaming a dozen feet
into the dismal landscape. An eerie howl comes from somewhere upon the
moor, making you hope that whatever caused it stays far away from you.
Nearby to the east is a crossroads which would lead to town, to the west is
only the trackless wastes of the moor.
~
0 0 inside
D1
~
~
Z 0 50004
D3
~
~
Z 0 50100
S
#50006
The Bridged Brook~
~
0 0 inside
D0
~
~
Z 0 50008
D2
~
~
Z 0 50004
S
#50007
Path to Manor~
~
0 0 inside
D1
~
~
Z 0 50009
D3
~
~
Z 0 50004
S
#50008
Near the Gypsy Camp~
~
0 0 inside
D0
Stout wooden gates bound with iron bands block you progress.
~
south gate~
ABZ 0 50021
D1
~
~
Z 0 50012
D2
~
~
Z 0 50006
S
#50009
Beside the Brook~
~
0 0 inside
D1
~
~
Z 0 50010
D3
~
~
Z 0 50007
D5
~
~
Z 0 50011
S
#50010
Before the Old Manor~
~
0 0 inside
D3
~
~
Z 0 50009
S
#50011
Hiding Place~
~
0 0 inside
D4
~
~
Z 0 50009
S
#50012
Entrance to the Gypsy Camp~
Before you is a small clearing in the lightly wooded area before the
town's walls. The fog here is nearly non-existent, almost as if the raging
bonfire to your east has driven it away. Wagon tracks mar the grassy ground
with the marks of heavy loads and to the south you here a quiet whinny.
Beyond the bonfire you can just make about a couple of brightly colored
wagons, shadows dance as a gypsy dancer whirls past the fire and the tempo
of the music picks up as if to drive out the fear you've felt in this land.
~
0 0 inside
D1
~
~
Z 0 50014
D2
~
~
Z 0 50013
D3
~
~
Z 0 50008
S
#50013
By the Brook~
Bubbling through this corner of the clearing is a small brook of clear
water, the first clean water you have seen in this blighted land. Looking
around you see a set of wagon horses tethered within reach of the brook,
piles of oats and hay are placed within easy reach as well. Music comes
from the nearby campfire almost as if to keep the dark at bay. Shadows from
the trees reach eerily for you as you consider moving on, you can go east to
the nearest of the wagons or north to the entrance.
~
0 0 inside
D0
~
~
Z 0 50012
D1
~
~
Z 0 50015
S
#50014
Campfire~
In the center of the clearing is a huge bonfire, that seems to be burning
more wood than the surrounding woods could have yielded. Various gypsies
dance about the fire in wild abandon, watched by a small crowd of townsmen,
who in turn are watched by a group of gypsy males who are fingering their
knives. Gypsy children run around with food and drink for the guests, and
if a few guests end up paying more than they realize, that is to be expected
from gypsies. Wagons are parked to the south and east, and west leads back
out of the clearing.
~
0 0 inside
D1
~
~
Z 0 50016
D2
~
~
Z 0 50015
D3
~
~
Z 0 50012
S
#50015
Near a Blue Wagon~
In this southern section of the camp all is quiet, well as quiet as it
can be with the music from the nearby bonfire. Before you is a large gypsy
wagon, with decorative woodwork and some shuttered windows. The leaping
firelight from behind you creates eerie shadows upon this sky-blue wagon
with yellow trim. A set of sturdy steps lead up to the door in the rear of
the wagon, under which you see a glimmer of yellow light. To the east you
see a pale shape that is probably another wagon, while to the north the
bonfire still burns and to the west you hear the sound of a brook and a
quiet whinny.
~
0 0 inside
D0
~
~
Z 0 50014
D1
~
~
Z 0 50017
D3
~
~
Z 0 50013
S
#50016
Near a Red Wagon~
You are on the eastern edge of the clearing, the light and noise from the
bonfire at your back. Before you is a large gypsy wagon, with decorative
woodwork and some shuttered windows. The leaping firelight from behind you
creates eerie shadows upon this blood-red wagon, barely illuminating the
steps leading up to the door in the rear of the wagon. Near the wagon is a
tree with a series a small gashes in it as if someone is using it as a
target for a bladed weapon. To the west is the campfire and the music,
while to the south is another wagon.
~
0 0 inside
D2
~
~
Z 0 50017
D3
~
~
Z 0 50014
S
#50017
The White Wagon~
~
0 0 inside
D0
~
~
Z 0 50016
D3
~
~
Z 0 50015
S
#50021
South Gate~
You stand just inside the city's South Gate. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. The gates themselves are made of sturdy
oak, reinforced with iron straps, and barred by a large beam made of the
same oak as the gate. A paved path leads off along the wall in both
directions, and another wider street leads north into the town. Above you
in a sturdy gatehouse, a guardsman stares down, as if wondering when you'll
move on. The gatehouse is supported by four large stone pillars and seems
to be designed to withstand any assault. You can north along Main Street,
east or west along the wall, or back out the gate to the south.
~
0 0 city
D0
~
~
Z 0 50022
D1
~
~
Z 0 50048
D2
~
~
ABZ 0 50008
D3
~
~
Z 0 50049
D4
~
~
Z 0 50094
S
#50022
South Main Street-Near the South Gate~
You are on a paved street just north of the South Gate. A medium-sized
building to the east seems to be some kind of bookstore or library, though
its hard to tell which since it seems deserted. To your west is a {rsign
of sword and shield{x with some writing under it. As you walk along it is
hard to avoid the depression that seems to float above this town, like the
gray clouds that never clear. To the north Main Street widens out into a
small intersection. You may go north further into town, south to the gates,
or enter one of the buildings to the east and west.
~
0 0 inside
E
sign~
The words under the sign say 'Headquarters of the Town Watch'
~
D0
~
~
Z 0 50023
D1
~
~
Z 0 50160
D2
~
~
Z 0 50021
D3
~
~
Z 0 50159
S
#50023
South Main Street-Guild Square~
Main Street widens out a little here as it intersects Guild Road. In the
distance to the east and west you can see the signs of the guildhalls.
Nearer to hand are the many people rushing to and from the guildhalls with a
furtive glance over their shoulders every now and then. To the north and
south Main Street narrows down a little and heads towards the square to the
north, or the gates to the south. You may go down Guild Road to the east
and west or along Main Street to the north and south.
~
0 0 inside
D0
~
~
Z 0 50024
D1
~
~
Z 0 50085
D2
~
~
Z 0 50022
D3
~
~
Z 0 50084
S
#50024
South Main Street-Near Town Square~
Sandwiched between Guild Square and the Town Square, this small section
of Main Street sees an unusually high amount of travelers. Whether they are
heading into the square to shop, or towards the guilds seeking work, the
villagers all have one thing in common fear! It shows in the furtive
glances over their shoulders and the refusal to meet the eyes of both other
villagers or the lounging Town Guards nearby. You can travel north to the
Town Square or south to the intersection of Guild Road and Main Street.
~
0 0 inside
D0
~
~
Z 0 50025
D2
~
~
Z 0 50023
S
#50025
Town Square-South~
You are standing in the southernmost section of the Town Square. Looking
around quietly you notice the furtive movements of the townspeople as they
try not to attract the attention of the lounging guardsmen. Small stores
line the square between a large house, an enormous temple, and a slightly
smaller Inn which dominate the square. To the north you see a large
fountain shaped like an angel with a flaming sword held upright above the
fountain. You may leave the square to the south or go deeper into the
square in another direction.
~
0 0 inside
D0
~
~
Z 0 50026
D1
~
~
Z 0 50081
D2
~
~
Z 0 50024
D3
~
~
Z 0 50080
S
#50026
Town Square~
You are standing near the center of the Town Square. In all directions
the square extends out allowing you a good view of others within the square.
Looking around quietly you notice the furtive movements of the townspeople
as they try not to attract the attention of the lounging guardsmen. Small
stores line the square between a large house, an enormous temple, and a
slightly smaller Inn which dominate the square. Next to you is a large
fountain shaped like an {rangel with a flaming sword{x held upright above
the {gfountain{x. You may leave the fountain in any direction.
~
0 0 inside
D0
~
~
Z 0 50027
D1
~
~
Z 0 50077
D2
~
~
Z 0 50025
D3
~
~
Z 0 50076
S
#50027
Town Square-North~
You are standing in the northernmost section of the Town Square. Looking
around quietly you notice the furtive movements of the townspeople as they
try not to attract the attention of the lounging guardsmen. Small stores
line the square between a large house, an enormous temple, and a slightly
smaller Inn which dominate the square. To the south you see a large
fountain shaped like an angel with a flaming sword held upright above the
fountain. You may leave the square to the north or go deeper into the
square in another direction.
~
0 0 inside
D0
~
~
Z 0 50028
D1
~
~
Z 0 50073
D2
~
~
Z 0 50026
D3
~
~
Z 0 50072
S
#50028
North Main Street-Near Square~
You are walking along Main Street just north of the fearful bustle of the
Town Square. Guardsmen look at you as they pass but none seem inclined to
challenge your presence here yet. Fearful townsfolk scurry by trying to
avoid attracting an type of notice, and as the guardsmen beat one that
caught their notice you see why. You are not surprised that no one seems
likely to help the poor unfortunate. You can wander south into the square
or north along Main Street.
~
0 0 inside
D0
~
~
Z 0 50029
D2
~
~
Z 0 50027
S
#50029
North Main Street-Common Square~
You are in a small square to the north of the Town Square. Leading off
this square is not only the Main Street to the north and south, but also the
Commons to east and west. Various houses and residences are in the distance
along the dimly light Commons, with an occasional office or store. People
pass through the square quickly and in relative safety from the Town Guard,
it seems even the guard doesn't want to deal with being between the mob of
townsfolk and their homes. You can leave the square in any direction along
the two roads.
~
0 0 inside
D0
~
~
Z 0 50030
D1
~
~
Z 0 50069
D2
~
~
Z 0 50028
D3
~
~
Z 0 50068
S
#50030
North Main Street-Near Gate~
You are walking along Main Street just south of the feared North Gate.
Far to the south is the bustle of the Common Square. Guardsmen look at you
as they pass and some even look back at you, but none seem inclined to
challenge your presence here yet. Fearful townsfolk scurry by trying to
avoid attracting an type of notice, and as the guardsmen beat one that
caught their notice you see why. You are not surprised that no one seems
likely to help the poor unfortunate. To your east is a run-down building
that claims to be a magic shop, and fittingly enough the beggar's hall is
across the street to the west. You can wander south into the square, enter
the buildings to east and west, or go north to the North Gate.
~
0 0 inside
D0
~
~
Z 0 50031
D2
~
~
Z 0 50029
S
#50031
North Gate~
You stand just inside the city's North Gate. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. The gates themselves are made of sturdy
oak, reinforced with iron straps, and barred by a large beam made of the
same oak as the gate. A paved path leads off along the wall in both
directions, and another wider street leads south into the town. Above you
in a sturdy gatehouse, a guardsman stares down, as if wondering when you'll
move on. The gatehouse is supported by four large stone pillars and seems
to be designed to withstand any assault. You can south along Main Street,
east or west along the wall, or back out the gate to the north.
~
0 0 inside
D1
~
~
Z 0 50032
D2
~
~
Z 0 50030
D3
~
~
Z 0 50065
D4
~
~
Z 0 50089
S
#50032
Along the North Wall~
You are walking along the city's north wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50033
D3
~
~
Z 0 50031
S
#50033
Along the North Wall~
You are walking along the city's north wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50034
D3
~
~
Z 0 50032
S
#50034
Along the North Wall~
You are walking along the city's north wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50035
D3
~
~
Z 0 50033
S
#50035
Northeast Tower~
You are standing in the base of one of the city's many towers. The tower
climbs about 25 feet into the cloudy sky and seems to be made of gray
granite. This bottom level is empty, except for the stairs up to the door
to the second level, and openings leading to the wall paths. You may move
out along one of the wall paths, or hope the guards upstairs don't mind you
visiting them. Rumors have the guards as a cruel and sadistic lot, so maybe
the wall paths are a better choice.
~
0 0 inside
D2
~
~
Z 0 50036
D3
~
~
Z 0 50034
D4
~
~
Z 0 50090
S
#50036
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50035
D2
~
~
Z 0 50037
S
#50037
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50036
D2
~
~
Z 0 50038
S
#50038
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50037
D2
~
~
Z 0 50039
S
#50039
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50038
D2
~
~
Z 0 50040
S
#50040
East Gate~
You stand just inside the city's East Gate. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. The gates themselves are made of
sturdy oak, reinforced with iron straps, and barred by a large beam made of
the same oak as the gate. A paved path leads off along the wall in both
directions, and another wider street leads north into the town. Above you
in a sturdy gatehouse, a guardsman stares down, as if wondering when you'll
move on. The gatehouse is supported by four large stone pillars and seems
to be designed to withstand any assault. You can west along Central Street,
north or south along the wall, or back out the gate to the east.
~
0 0 inside
D0
~
~
Z 0 50039
D2
~
~
Z 0 50041
D3
~
~
Z 0 50079
D4
~
~
Z 0 50092
S
#50041
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50040
D2
~
~
Z 0 50042
S
#50042
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50041
D2
~
~
Z 0 50043
S
#50043
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50042
D2
~
~
Z 0 50044
S
#50044
Along the East Wall~
You are walking along the city's east wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50043
D2
~
~
Z 0 50045
S
#50045
Southeast Tower~
You are standing in the base of one of the city's many towers. The tower
climbs about 25 feet into the cloudy sky and seems to be made of gray
granite. This bottom level is empty, except for the stairs up to the door
to the second level, and openings leading to the wall paths. You may move
out along one of the wall paths, or hope the guards upstairs don't mind you
visiting them. Rumors have the guards as a cruel and sadistic lot, so maybe
the wall paths are a better choice.
~
0 0 inside
D0
~
~
Z 0 50044
D3
~
~
Z 0 50046
D4
~
~
Z 0 50095
S
#50046
Along the South Wall~
You are walking along the city's south wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50045
D3
~
~
Z 0 50047
S
#50047
Along the South Wall~
You are walking along the city's south wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50046
D3
~
~
Z 0 50048
S
#50048
Along the South Wall~
You are walking along the city's south wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50047
D3
~
~
Z 0 50021
S
#50049
Along the South Wall~
You are walking along the city's south wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50021
D3
~
~
Z 0 50050
S
#50050
Along the South Wall~
You are walking along the city's south wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50049
D3
~
~
Z 0 50051
S
#50051
Along the South Wall~
You are walking along the city's south wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50050
D3
~
~
Z 0 50052
S
#50052
Southwest Tower~
You are standing in the base of one of the city's many towers. The tower
climbs about 25 feet into the cloudy sky and seems to be made of gray
granite. This bottom level is empty, except for the stairs up to the door
to the second level, and openings leading to the wall paths. You may move
out along one of the wall paths, or hope the guards upstairs don't mind you
visiting them. Rumors have the guards as a cruel and sadistic lot, so maybe
the wall paths are a better choice.
~
0 0 inside
D0
~
~
Z 0 50053
D1
~
~
Z 0 50051
D4
~
~
Z 0 50093
S
#50053
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50054
D2
~
~
Z 0 50052
S
#50054
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50055
D2
~
~
Z 0 50053
S
#50055
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50056
D2
~
~
Z 0 50054
S
#50056
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50057
D2
~
~
Z 0 50055
S
#50057
West Gate~
You stand just inside the city's West Gate. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. The gates themselves are made of
sturdy oak, reinforced with iron straps, and barred by a large beam made of
the same oak as the gate. A paved path leads off along the wall in both
directions, and another wider street leads north into the town. Above you
in a sturdy gatehouse, a guardsman stares down, as if wondering when you'll
move on. The gatehouse is supported by four large stone pillars and seems
to be designed to withstand any assault. You can east along Central Street,
north or south along the wall, or back out the gate to the west.
~
0 0 inside
D0
~
~
Z 0 50058
D1
~
~
Z 0 50074
D2
~
~
Z 0 50056
D4
~
~
Z 0 50091
S
#50058
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50059
D2
~
~
Z 0 50057
S
#50059
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50060
D2
~
~
Z 0 50058
S
#50060
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50061
D2
~
~
Z 0 50059
S
#50061
Along the West Wall~
You are walking along the city's west wall. The wooden walls run off to
the north and south, the ends of each log sharpened to a point and capped
with what looks like a silver point. From beyond the wall eerie noises
assault you and your first thought is will the wall hold. A paved path
leads off along the wall in both directions eventually ending at the gates
and towers built into the wall. You can north or south along the wall.
~
0 0 inside
D0
~
~
Z 0 50062
D2
~
~
Z 0 50060
S
#50062
Northwest Tower~
You are standing in the base of one of the city's many towers. The tower
climbs about 25 feet into the cloudy sky and seems to be made of gray
granite. This bottom level is empty, except for the stairs up to the door
to the second level, a trapdoor in the floor, and openings leading to the
wall paths. You may move out along one of the wall paths, or hope the
guards don't mind you visiting them either upstairs or downstairs. Rumors
have the guards as a cruel and sadistic lot, so maybe the wall paths are a
better choice.
~
0 0 inside
D1
~
~
Z 0 50063
D2
~
~
Z 0 50061
D4
~
~
Z 0 50088
S
#50063
Along the North Wall~
You are walking along the city's north wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50064
D3
~
~
Z 0 50062
S
#50064
Along the North Wall~
You are walking along the city's north wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50065
D3
~
~
Z 0 50063
S
#50065
Along the North Wall~
You are walking along the city's north wall. The wooden walls run off to
the east and west, the ends of each log sharpened to a point and capped with
what looks like a silver point. From beyond the wall eerie noises assault
you and your first thought is will the wall hold. A paved path leads off
along the wall in both directions eventually ending at the gates and towers
built into the wall. You can west or east along the wall.
~
0 0 inside
D1
~
~
Z 0 50031
D3
~
~
Z 0 50064
S
#50066
West Commons~
This section of the commons is reassuring in its weird sounds, from the
south comes music while to the north are sounds of pain and suffering.
Looking to the north is a large building that serves as a hospice for
wounded adventures and townsfolk. While to the south there is a modest but
well-designed house, which seems to have a party going on. The Commons ends
its western journey here, while to the east is the remainder of the commons.
You may go to the Hospice to the north, the house to the south, or follow
the commons to the east.
~
0 0 inside
D1
~
~
Z 0 50067
S
#50067
West Commons~
This section of the commons runs between a series of small houses. The
yards of these houses seem to be pitiful compared to the lush gardens
elsewhere in town, but are quite nice compared to some of the neighboring
yards. Looking to the north is a small red house with not a light showing,
almost as if it was abandoned. While to the south there is a modest but
slightly rundown house which seems to have lights everywhere. The Commons
continue to their end in the west, while to the east is the remainder of the
commons. You may go to the house to the north, the house to the south, or
follow the commons to the east or west.
~
0 0 inside
D1
~
~
Z 0 50068
D3
~
~
Z 0 50066
S
#50068
West Commons~
This section of the commons runs between a series of small houses. None
of the houses here seem to be of any interest, but there are more houses to
the west. The Commons continue off to the west, while to the east is the
Common Square. Townsfolk rush by you as if anxious to get inside their
houses with locked doors keeping the fog at bay. You may follow the commons
to the west or enter the Common Square to the east
~
0 0 inside
D1
~
~
Z 0 50029
D3
~
~
Z 0 50067
S
#50069
East Commons~
This section of the commons runs between a series of small houses. None
of the houses here seem to be of any interest, but there are more houses to
the east. The Commons continue off to the east, while to the west is the
Common Square. Townsfolk rush by you as if anxious to get inside their
houses with locked doors keeping the fog at bay. You may follow the commons
to the east or enter the Common Square to the west.
~
0 0 inside
D1
~
~
Z 0 50070
D3
~
~
Z 0 50029
S
#50070
East Commons~
You are in the East Commons between a pair of large houses, which seem to
loom threateningly over the suddenly narrow common way. Fewer and fewer
townsfolk pass by as you pause here, the few that do seem more afraid of the
houses than they are of the Town Guard, as a matter of fact where did all
the guardsmen go. You suddenly get the feeling maybe you should move on,
you can enter one of the eerie houses or continue along the Commons.
~
0 0 inside
D1
~
~
Z 0 50071
D3
~
~
Z 0 50069
S
#50071
East Commons~
To your north is a run-down building of medium size, and to the south is
the Town Hall of Records. As you stand on the road in-between these two
structures you feel trapped like a fly in amber, only for a moment but a
moment is enough to unnerve you. Something is important about both these
buildings but important to whom, and what it is a mystery to you. You can
explore the buildings or move down the commons to the west.
~
0 0 inside
D3
~
~
Z 0 50070
S
#50072
Town Square-Northwest~
You are standing in the northwestern corner of the Town Square. Looking
around quietly you notice the furtive movements of the townspeople as they
try not to attract the attention of the lounging guardsmen. Small stores
line the square between a large house, an enormous temple, and a slightly
smaller inn which dominate the square. To the southeast you see a large
fountain shaped like an angel with a flaming sword held upright above the
fountain. Directly to your north is the temple building a structure of
pillars and stairs made out of a whitish stone. To your west is the town's
General Store. You may enter the temple to the north, the store to the west
or move along the square to east or south.
~
0 0 inside
D1
~
~
Z 0 50027
D2
~
~
Z 0 50076
S
#50073
Town Square-Northeast~
You are standing in the northeastern corner of the Town Square. Looking
around quietly you notice the furtive movements of the townspeople as they
try not to attract the attention of the lounging guardsmen. Small stores
line the square between a large house, an enormous temple, and a slightly
smaller inn, which dominate the square. To the southwest you see a large
fountain shaped like an angel with a flaming sword held upright above the
fountain. Directly to your north is the town's grocery, from which comes
the delicious smell of baked goods. To your east is the town's bank. You
may enter the store to the north, the bank to the east or move along the
square to west or south.
~
0 0 inside
D2
~
~
Z 0 50077
D3
~
~
Z 0 50027
S
#50074
West Central Street-Near Gate~
You are walking along Central Street just east of the West Gate. Far to
the east is the bustle of the Town Square. Guardsmen look at you as they
pass and some even look back at you, but none seem inclined to challenge
your presence here yet. Fearful townsfolk scurry by trying to avoid
attracting an type of notice, and as the guardsmen beat one that caught
their notice you see why. You are not surprised that no one seems likely to
help the poor unfortunate. To the north is a well-made building with a sign
depicting a compass over the entrance. To the south is the bureaucracy of
the Town Hall with the usual bodies swinging from the gallows beside the
building. You can wander east toward the square, enter the buildings to
north and south, or go west to the West Gate.
~
0 0 inside
D1
~
~
Z 0 50075
D3
~
~
Z 0 50057
S
#50075
West Central Street-Near Square~
You are walking along Central Street just west of the fearful bustle of
the Town Square. Guardsmen look at you as they pass but none seem inclined
to challenge your presence here yet. Fearful townsfolk scurry by trying to
avoid attracting an type of notice, and as the guardsmen beat one that
caught their notice you see why. You are not surprised that no one seems
likely to help the poor unfortunate. You can wander east into the square or
west along Central Street.
~
0 0 inside
D1
~
~
Z 0 50076
D3
~
~
Z 0 50074
S
#50076
Town Square-West~
You are standing in the westernmost section of the Town Square. Looking
around quietly you notice the furtive movements of the townspeople as they
try not to attract the attention of the lounging guardsmen. Small stores
line the square between a large house, an enormous temple, and a slightly
smaller Inn which dominate the square. To the east you see a large fountain
shaped like an angel with a flaming sword held upright above the fountain.
You may leave the square to the west or go deeper into the square in another
direction.
~
0 0 inside
D0
~
~
Z 0 50072
D1
~
~
Z 0 50026
D2
~
~
Z 0 50080
D3
~
~
Z 0 50075
S
#50077
Town Square-East~
You are standing in the easternmost section of the Town Square. Looking
around quietly you notice the furtive movements of the townspeople as they
try not to attract the attention of the lounging guardsmen. Small stores
line the square between a large house, an enormous temple, and a slightly
smaller Inn which dominate the square. To the west you see a large fountain
shaped like an angel with a flaming sword held upright above the fountain.
You may leave the square to the east or go deeper into the square in another
direction.
~
0 0 inside
D0
~
~
Z 0 50073
D1
~
~
Z 0 50078
D2
~
~
Z 0 50081
D3
~
~
Z 0 50026
S
#50078
East Central Street-Near Square~
You are walking along Central Street just east of the fearful bustle of
the Town Square. Guardsmen look at you as they pass but none seem inclined
to challenge your presence here yet. Fearful townsfolk scurry by trying to
avoid attracting an type of notice, and as the guardsmen beat one that
caught their notice you see why. You are not surprised that no one seems
likely to help the poor unfortunate. You can wander west into the square or
east along Central Street.
~
0 0 inside
D1
~
~
Z 0 50079
D3
~
~
Z 0 50077
S
#50079
East Central Street-Near Gate~
You are walking along Central Street just west of the East Gate. Far to
the west is the bustle of the Town Square. Guardsmen look at you as they
pass and some even look back at you, but none seem inclined to challenge
your presence here yet. Fearful townsfolk scurry by trying to avoid
attracting an type of notice, and as the guardsmen beat one that caught
their notice you see why. You are not surprised that no one seems likely to
help the poor unfortunate. To the north is a well-made building with a sign
depicting a shovel and coffin over the entrance. To the south is a small
weapons shop, with an occasional flash of steel as a customer tries out a
new weapon. You can wander west toward the square, enter the buildings to
north and south, or go east to the East Gate.
~
0 0 inside
D1
~
~
Z 0 50040
D3
~
~
Z 0 50078
S
#50080
Town Square-Southwest~
~
0 0 inside
D0
~
~
Z 0 50076
D1
~
~
Z 0 50025
S
#50081
~
~
0 0 inside
D0
~
~
Z 0 50077
D3
~
~
Z 0 50025
S
#50082
West Guild Road~
You are in an area devoted to the guilds that have headquarters or
chapters in this desolate town. People walk quietly to and from the various
guilds, with you note less fear in their stride then evidenced in other
parts of this town. Small guild buildings are sandwiched between the
buildings of larger more powerful guilds. To your north is a building with
no sign, a large house probably maintained by a guild for quarters for its
members. To the south is a long low building with a pair of dueling swords
on its sign, and the sounds of combat. You may continue down the road to
your east or enter a building to the north or south.
~
0 0 inside
D1
~
~
Z 0 50083
S
#50083
West Guild Road~
You are in an area devoted to the guilds that have headquarters or
chapters in this desolate town. People walk quietly to and from the various
guilds, with you note less fear in their stride then evidenced in other
parts of this town. Small guild buildings are sandwiched between the
buildings of larger more powerful guilds. To your south is a building with
no sign, a large run-down house probably maintained by a guild for quarters
for its members. To the north is a stone building with a shield and gold
coin on its sign, the mark of the bodyguard guild. You may continue down
the road to your east or west or enter a building to the north or south.
~
0 0 inside
D1
~
~
Z 0 50084
D3
~
~
Z 0 50082
S
#50084
West Guild Road -Near Guild Square~
You are in an area devoted to the guilds that have headquarters or
chapters in this desolate town. People walk quietly to and from the various
guilds, with you note less fear in their stride then evidenced in other
parts of this town. Small guild buildings are sandwiched between the
buildings of larger more powerful guilds. You may continue down the road to
your west, or enter the square to the east.
~
0 0 inside
D1
~
~
Z 0 50023
D3
~
~
Z 0 50083
S
#50085
East Guild Road - Near Guild Square~
You are in an area devoted to the guilds that have headquarters or
chapters in this desolate town. People walk quietly to and from the various
guilds, with you note less fear in their stride then evidenced in other
parts of this town. Small guild buildings are sandwiched between the
buildings of larger more powerful guilds. You may continue down the road to
your east, or enter the square to the west.
~
0 0 inside
D1
~
~
Z 0 50086
D3
~
~
Z 0 50023
S
#50086
East Guild Road~
You are in an area devoted to the guilds that have headquarters or
chapters in this desolate town. People walk quietly to and from the various
guilds, with you note less fear in their stride then evidenced in other
parts of this town. Small guild buildings are sandwiched between the
buildings of larger more powerful guilds. To your south is a building with
no sign, a large house probably maintained by a guild for quarters for its
members, two dark men with clubs guard it's entrance. To the north is a
large building with a pen and wand on its sign. You may continue down the
road to your west or east, or enter a building to the north or south.
~
0 0 inside
D1
~
~
Z 0 50087
D3
~
~
Z 0 50085
S
#50087
East Guild Road~
You are in an area devoted to the guilds that have headquarters or
chapters in this desolate town. People walk quietly to and from the various
guilds, with you note less fear in their stride then evidenced in other
parts of this town. Small guild buildings are sandwiched between the
buildings of larger more powerful guilds. To your south is a building with
no sign, a large house probably maintained by a guild for quarters for its
members. To the north is a long church-like building with no sign, and the
sounds of chanting. You may continue down the road to your west or enter a
building to the north or south.
~
0 0 inside
D3
~
~
Z 0 50086
S
#50088
Northwest Tower-2nd floor~
You are on the 2nd floor of a guard tower, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and seems to be the only avenue of retreat
from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50062
S
#50089
North Gate-2nd floor~
You are on the 2nd floor of a gatehouse, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and several murderholes allow guards to fire
down on invading troops. The trapdoor seems to be the only avenue of
retreat from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50031
S
#50090
Northeast Tower-2nd floor~
You are on the 2nd floor of a guard tower, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and seems to be the only avenue of retreat
from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50035
S
#50091
West Gate-2nd floor~
You are on the 2nd floor of a gatehouse, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and several murderholes allow guards to fire
down on invading troops. The trapdoor seems to be the only avenue of
retreat from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50057
S
#50092
East Gate-2nd floor~
You are on the 2nd floor of a gatehouse, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and several murderholes allow guards to fire
down on invading troops. The trapdoor seems to be the only avenue of
retreat from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50040
S
#50093
Southwest Tower-2nd floor~
You are on the 2nd floor of a guard tower, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and seems to be the only avenue of retreat
from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50052
S
#50094
South Gate-2nd floor~
You are on the 2nd floor of a gatehouse, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and several murderholes allow guards to fire
down on invading troops. The trapdoor seems to be the only avenue of
retreat from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50021
S
#50095
Southeast Tower-2nd floor~
You are on the 2nd floor of a guard tower, and all around you guards
scramble to meet your intrusion. The walls of the room are reinforced stone
with arrow slits cut at regular intervals. In the section farthest from the
arrow slits are a set of bunks a small table with the remains of a card game
scattered across it. A nearby rack contains the off-duty guard's weapons
and armor, and a small chest contains their personal effects. A trapdoor
leads down out of this tower, and seems to be the only avenue of retreat
from the angry guards.
~
0 0 inside
D5
~
~
Z 0 50045
S
#50100
Deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50100
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50005
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50101
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50100
S
#50101
Somewhere in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50100
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50102
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50101
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50100
S
#50102
Lost in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50101
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50102
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50101
S
#50103
Wandering the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50102
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50102
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
S
#50104
Another Moor~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50105
S
#50105
More Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50106
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50100
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
S
#50106
Yet another Moor~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50107
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50101
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50106
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50105
S
#50107
Lost in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50105
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50101
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50108
S
#50108
deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50106
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50105
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50109
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
S
#50109
Deep in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50107
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50110
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50107
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
S
#50110
Deep in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50111
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50107
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50102
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50112
S
#50111
Deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50109
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50108
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50112
S
#50112
Deep in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50104
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50111
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50113
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50111
S
#50113
Deep in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50106
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50114
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50103
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50110
S
#50114
Deep in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50115
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50113
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50109
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50114
S
#50115
Deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50108
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50111
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50111
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50116
S
#50116
Deep in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50110
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50109
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50117
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50115
S
#50117
Deep in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50112
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50118
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50115
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50116
S
#50118
Deep in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50114
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50111
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50119
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50117
S
#50119
Deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50116
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50113
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50117
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50120
S
#50120
Deep in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50121
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50117
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50119
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50118
S
#50121
Deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50121
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50122
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50120
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50119
S
#50122
Deep in the Moors~
Splashing through yet another puddle, you pause to look about you and
wonder how you came to be in such a dismal place. Looking at the scrub
brush and swampy ground when the fog thins enough to see it, you wish you
were anywhere but in this damp and dark place. Somewhere behind you a low
and eerie howl salutes the full moon, barely visible through the dark
brooding clouds. Was the howl closer this time? Not wanting to wait and
see, you look about trying to pick a path away from the eerie howling, but
all directions seem to lead to yet further stretches of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50123
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50118
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50119
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50120
S
#50123
Deep in the Moors~
As the curtain of fog around you parts briefly you gaze out upon a
desolate land of scrub brush and shallow swamps. The chill you feel is not
completely due to the dampness of the night air, you realize, as yet another
eerie howl comes from somewhere in the distance. As the fog closes back in
around you, one thought causes you some worry, 'was the howling getting
closer? '. Pondering what could be causing that forlorn sound you
contemplate the path you should follow, in the end all directions seem the
same in this dismal moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50115
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50116
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50117
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50124
S
#50124
Deep in the Moors~
As you stand here surrounded by a fog so thick that sight as a sense is
nearly useless, you wonder why you are out in this desolate land. What you
can see in the brief moments when the fog thins out is a land of scrub brush
and shallow marshes, devoid of any sign of life. Well not quite devoid of
life as a shiver goes down your spine as a howl rises into the night air.
Are the stories about missing travelers have a more sinister reason then an
attempt to scare the naive? You can go in any direction, though all you can
see is more of this desolate moor.
~
0 0 inside
D0
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50112
D1
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50113
D2
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 50125
D3
Looking to the north you see yet more fog-shrouded moors.
~
~
Z 0 114
S
#50125
The Lair~
~
0 A inside
D0
~
~
Z 0 50124
S
#50159
Headquarters of the Town Guard~
You are inside a large building whose purpose is quickly evident by the
racks of weapons and armor stored about as well as by the off-duty guards
lazing around. On a closer look you realize that the guardsmen are
uniformly cruel and the glances they send your way don't bode well for your
continued health. As you check your escape routes you notice only two, the
door east to the street and a staircase going up to the second floor. A
large man in black and silver armor guards the stairwell, so maybe the
street would be safer.
~
0 0 inside
D1
~
~
Z 0 50022
S
#50160
Town Library~
You walk into a medium-sized building and notice books, shelves full of
books. All four walls are covered with books from floor to ceiling. A
small desk is in the center of the room with a {ysign{x upon it. Dust coats the
floor and the shelves and it seems to you that no one has been in here in a
long time. This seems to be the town library, unused and probably
unappreciated. Your only exit from this dusty room is back out the way you
came.
~
0 0 inside
E
sign~
To whom it may concern,
I QUIT!!! No one in this town reads anyway so why should I spend
day after day in this dust room.
If you're here for a book help yourself the {yindex{x is in the desk.
Jane Schultz
~
D3
~
~
Z 0 50022
S
#0
#RESETS
D 0 50008 0 1 * Near the Gypsy Camp: door to the north: closed
D 0 50021 2 1 * South Gate: door to the south: closed
S
#MOBPROGS
#50000
~
#0
#$