#AREADATA Name Copper /{CMiden'nir{x~ Builders (null)~ VNUMs 3500 3599 Credits (null)~ Security 9 End #MOBILES #3500 wyvern~ the wyvern~ A monstrous wyvern slowly circles just above your head. ~ This huge winged creature looks really menacing. You are happy it doesn't APPEAR to be very hungry ... yet. ~ AG D 0 -200 S 5 10 1 8d8+80 2d6+1 0 8000 8 8 0 0 0 0 #3501 zombie mountain~ the zombie~ A mountain zombie is wandering about, mumbling to himself.~ You see before you a small and twisted creature with knotted muscles. ~ AFGJ 0 0 -500 S 39 100 -90 25d10+2500 6d10+20 8794 8000 8 8 1 0 0 0 #3502 boy small~ the small boy~ A small boy sits here, licking his wounds.~ The poor boy has numerous cuts and scratches, but appears to be all right. He is apparently the only survivor of the ambush. ~ ABEH 0 0 500 S 16 100 -70 10d10+1000 6d4+10 12000 8000 8 8 1 0 0 0 #3503 innkeeper~ the Innkeeper~ The Innkeeper stands here, cleaning glasses.~ The Innkeeper now spends most of his days waiting for customers, while the nights are spent watching out for zombies. His inn is no longer the happy place that is used to be in days past. ~ ABG 0 0 400 S 19 100 -80 20d20+2200 4d10+17 100000 8000 8 8 1 0 0 0 #3504 bard~ the bard~ A sullen bard is here, drinking away his problems.~ You can smell the alcohol on his breath from across the room. This poor bard has been sitting here quite a while, drinking himself into oblivion. ~ ABG D 0 600 S 17 100 -80 20d20+2200 4d10+17 100000 8000 8 8 1 0 0 0 #3505 horseman dark~ the dark horseman~ A dark horseman is here, mounted on his black steed.~ The man is obviously an outlaw, and has no qualms about slashing you into little bits. ~ ACGH P 0 -900 S 36 100 -90 25d10+2500 6d10+20 8794 8000 8 8 1 0 0 0 #3506 zombie lieutenant~ the zombie lieutenant~ A zombie lieutenant stands here, attempting to get his men in order. ~ The zombie lieutenant is rather angry, and looking for one of his men to beat up upon, but maybe you will do just fine ... ~ AFGJ 0 0 -600 S 40 100 -90 25d10+3500 8d4+20 150000 8000 8 8 1 0 0 0 #3507 zombie leader~ the zombie leader~ The zombie leader surveys the room. ~ The leader doesn't look too happy that you have found him here. He grabs for his shortsword and lunges for your neck. ~ ABCFGJ D 0 -900 S 43 100 -90 25d20+4500 8d6+40 150000 8000 8 8 1 0 0 0 #0 #OBJECTS #0 #ROOMS #3500 The Plains~ You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you bars its way. However you are not the first to wander here. Before you somebody has left a small path. The path looks rather bewildered and is not the kind of path to lead to anywhere significant or important but it seems to have made up its mind to enter the hills far away north. ~ 0 0 1 D0 ~ ~ 0 0 4000 D2 ~ ~ 0 0 3501 S #3501 The Lane~ You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south. ~ 0 0 1 D0 ~ ~ 0 0 3500 D2 ~ ~ 0 0 3502 S #3502 The Cross Roads~ The roads cross here. New Enoch is to the west. To the east, you see the stately oaks and poplars of the holy grove. A wide path leads south through the dwarven forest, and another path leads down. To the north is a very desolate trail. ~ 0 0 1 D0 ~ ~ 0 0 3501 D1 ~ ~ 0 0 3585 D2 ~ ~ 0 0 5261 D3 ~ ~ 0 0 3503 D5 ~ ~ 0 0 6500 S #3503 City Entrance~ You stand on the outskirts of a large city - New Enoch; the capital of this land. The road leads east into the peace and quiet - and dangers - of the forest; and to the west it becomes the main street of the town; surrounded by a confusion of shops, bars, and market places. Another path wanders off to the south. ~ 0 4 1 D1 ~ ~ 0 0 3502 D3 ~ ~ 0 0 3053 S #3504 The South Bridge~ You are standing on a small, rickety bridge leading from the New Enoch City Dump, to the forest of Miden'nir (Zombieic for Green Blood). You can smell the Dump to the north, or go south where there is fresh air and greenery. ~ 0 0 3 D0 You can see the clutter of the City Dump. ~ ~ 0 0 3030 D2 If you go south, you will enter the Miden'nir. ~ ~ 0 0 3505 E credits credit author~ +-------------------------------------------------+ | This area originally written for Copper II DIKU | | by ? | | Modifications and alterations for MERCmud DIKU | | by VampLestat 1 JAN 93 | | Modified again for Lurking Fear II by Dominion | +-------------------------------------------------+ ~ S #3505 The Trail to Miden'nir~ You are in a light forest. A path leads south, but the passage to the east is easy enough. To the west, smoke can be seen rising above the treetops. The sprawl of New Enoch lies north of here. ~ 0 0 3 D0 To the north, you see the bridge to New Enoch. ~ ~ 0 0 3504 D1 More light forest. ~ ~ 0 0 3506 D2 This path cuts through the darkness of the Miden'nir. ~ ~ 0 0 3507 D3 The Woodsman's Inn. ~ ~ 0 0 3570 S #3506 The Miden'nir~ You are in a dark forest. To the east, mountains block passage. From here, only the lighter forest to the west or south offer a way to travel. ~ 0 0 3 D1 ~ ~ 0 -1 3550 D2 The forest is darker to the south. ~ ~ 0 0 3509 D3 The forest gets lighter as you go west. ~ ~ 0 0 3505 S #3507 The Miden'nir~ The forest is deep here and the wind blows through the trees and through your hair. To the north, the forest gets lighter. However, the southern and western paths place you even deeper in the wood. ~ 0 0 3 D0 The forest is lighter in this direction. ~ ~ 0 0 3505 D2 More and darker woods. ~ ~ 0 0 3510 D3 There is a small path leading west. ~ ~ 0 0 3508 S #3508 On a Small Path~ A path is here, leading east and south through the dark woods of Miden'nir. Mountains slash the scenery to the west of here. ~ 0 0 3 D1 Wind-swept forest. ~ ~ 0 0 3507 D2 To the south, the trail continues. ~ ~ 0 0 3511 S #3509 The Miden'nir~ The trees of Miden'nir are lush and green, hiding the evil that lurks in these woods. The trees become too thick to the west, but you may go north, south or travel toward the mountains that lie east of here. ~ 0 0 3 D0 The trees lighten up a bit this way. ~ ~ 0 0 3506 D1 Huge grey mountains lie in this direction. ~ ~ 0 0 3512 D2 The forest continues. ~ ~ 0 0 3514 S #3510 A Crossroads~ Here footworn paths meet leading north, south and east. The trees seem to be closing in on you at this point, and you can barely see the sky through the thick branches above your head. ~ 0 0 3 D0 Trees as far as the eye can see. ~ ~ 0 0 3507 D1 There is an especially dark part of the forest this way. ~ ~ 0 0 3514 D2 There is an especially dark section of forest this way. ~ ~ 0 0 3516 S #3511 The Trail~ You are on a north-south trail through the woods. To the west, impassable mountains glare at you, and the thick woods and undergrowth prevent any movement westward. ~ 0 0 3 D0 The trail bends to the north. ~ ~ 0 0 3508 D2 To the south, the path re-enters the forest. ~ ~ 0 0 3515 S #3512 The Miden'nir~ The trees of Miden'nir are lush and green, hiding the evil that lurks in these woods. You can go north toward the mountains, or west to the forest, but the steep mountains prevent any movement east. ~ 0 0 3 D0 ~ ~ 0 -1 3550 D2 A light section of forest. ~ ~ 0 0 3513 D3 The forest continues here. ~ ~ 0 0 3509 S #3513 The Miden'nir~ The forest is dark, and becomes even darker west. You sense that there is something evil hidden in these woods. The forest gets lighter to the north. The wind kicks up as you ponder your options. ~ 0 0 3 D0 There is a small clearing to the north. ~ ~ 0 0 3512 D3 It gets darker and thicker this way. ~ ~ 0 0 3514 S #3514 Deep Forest~ It is quite dark here, forest surrounds you. With each step, the forest seems to close around you, and get darker and more foreboding. It might just be time to head back to somewhere safe. ~ 0 0 3 D0 More forest. ~ ~ 0 0 3509 D1 Lighter forest and mountains in the distance. ~ ~ 0 0 3513 D2 More trees. ~ ~ 0 0 3517 D3 The forest continues. ~ ~ 0 0 3510 S #3515 Light Forest~ The forest is light here and you can easily pick your way through the trail. To the east, the forest becomes thick and darker. South, the trail continues. ~ 0 0 3 D0 A trail leading north-south. ~ ~ 0 0 3511 D1 The trees get thicker as you go east. ~ ~ 0 0 3516 D2 More trees and some small hills. ~ ~ 0 0 3518 S #3516 Muddy Ground~ The ground is quite muddy here and puddles are all around. Your boots make a disgusting SQUISH as you walk here. You can go in any of the four cardinal directions from here. Hopefully, it will be dryer. ~ 0 0 3 D0 The Miden'nir continues. ~ ~ 0 0 3510 D1 More trees. ~ ~ 0 0 3517 D2 The trees get VERY thick to the south. You can barely see... ~ ~ 0 0 3519 D3 Some light trees and daylight. ~ ~ 0 0 3515 S #3517 Near the Mountains~ The most prominent feature here is the mountains that lie to the east. You can only go north and west from here as the rocks stop all other movement. ~ 0 0 3 D0 Many trees to the north. ~ ~ 0 0 3514 D3 There is a bit of a slope downward to the west. ~ ~ 0 0 3516 S #3518 The Fading Trail~ The trail becomes nearly unpassable here. You can go north as the forest is relatively light. To the south, you can see a path. ~ 0 0 3 D0 You can see a trail this way. ~ ~ 0 0 3515 D2 Dark forests. ~ ~ 0 0 3522 S #3519 The Dark Path~ You are hemmed in by trees on either side of you. The path continues north and south, and while is much to thick to explore west, you can head off into the woods to the west. ~ 0 0 3 D0 The forest gets lighter this way. ~ ~ 0 0 3516 D1 The forest continues. ~ ~ 0 0 3520 D2 There is a strong stench coming from this direction. ~ ~ 0 0 3521 S #3520 The Dark Forest~ You stomp your way through the underbrush. The dark forest of Miden'nir get pretty thick here, and the branches high above your head are so thick that they block out all direct sunlight. While it is much too thick to go further east, you might be able to make your way though the forest to the south and west. ~ 0 0 3 D2 The thick forest continues. ~ ~ 0 0 3523 D3 The thick forest continues. ~ ~ 0 0 3519 S #3521 Carnage~ Here, you see a gruesome sight. Blood is everywhere... on the trees and soaked into the ground. Two carcasses lie in front of you, seeming to look up at you. The forest is impassible to the south, but the other directions look ok. ~ 0 1 3 D0 Darkness... ~ ~ 0 0 3519 D1 Your light does not extend that far. ~ ~ 0 0 3523 D3 More dark forest. ~ ~ 0 0 3522 E carcass body corpse carcasses bodies corpses~ The corpses looked as if they have been pierced by a large, jagged spear. The damage these people sustained is simply amazing. Worse, the lips on the bodies are a light shade of blue, hinting at poison in their systems. ~ S #3522 Deep in the Forest of Miden'nir~ There is a sickening stench here. It smells of blood and death. To the north, you catch glimpses of daylight. To the east, you simply cannot see. The trees are close and stifling. ~ 0 0 3 D0 You see daylight and a trail to follow. ~ ~ 0 0 3518 D1 The stench seems to becoming from this direction. ~ ~ 0 0 3521 S #3523 The Dark Forest~ The branches above you block out all direct sunlight, making the forest in this area rather dark. The forest continues east, where it meets the mountains. The air is still and stuffy - a stench comes from the west and an ugly feeling causes the hair to rise on the back of your neck! ~ 0 0 3 D0 It appears to get much darker that direction. ~ ~ 0 0 3520 D1 ~ ~ 0 -1 3551 D3 The sky becomes lighter in this direction. ~ ~ 0 0 3521 S #3550 At The Foot of The Mountains~ You find yourself at the foot of the mountains, where it is much to steep to continue north or east. You see the lush, green forest of Miden'nir to the south and west. ~ 0 0 5 D2 The forest of Miden'nir spreads out before you. ~ ~ 0 -1 3512 D3 The forest of Miden'nir spreads out before you. ~ ~ 0 -1 3506 S #3551 The Deep in the Forest of Miden'nir~ The branches above you block out all direct sunlight, making the forest in this area very dark. The forest continues west, but mountains block further exploration in all other directions, except south, where you notice a small tunnel dug into the mountainside. ~ 0 1 3 D2 ~ ~ 0 -1 3552 D3 ~ ~ 0 -1 3523 S #3552 A Tunnel in the Mountains~ The walls of this tunnel were carved out many years ago by the zombies of this forest. The floor is well worn, and continues south, into the mountain, or back north out into the forest. ~ 0 1 1 D0 Outside, you see the forest of Miden'nir. ~ ~ 0 -1 3551 D2 The tunnel continues to the south. ~ ~ 0 -1 3553 S #3553 A Tunnel in the Mountains~ The tunnel gets lighter to the north, presumably leading out, while to the south the passage gets smaller and smaller. A small alcove has been carved into the east wall. ~ 0 1 1 D0 The tunnel gets wider in this direction. ~ ~ 0 -1 3552 D1 You see a small alcove. ~ ~ 0 -1 3554 D2 The tunnel gets smaller in this direction. ~ ~ 0 -1 3555 S #3554 A Small Alcove~ A small alcove has been carved out here. There are a bunch of twigs and leaves thrown into a pile here, probably serving as a bed. ~ 0 1 1 D3 You see the main passageway. ~ ~ 0 -1 3553 E twigs leaves bead~ The twigs and leaves have all been piled together as a makeshift bed for some small humanoid. ~ S #3555 A Tunnel in the Mountains~ As you explore further into the mountainside, the tunnel gets smaller and smaller to the south. You almost have to hunch over to make your way thru this area. A small archway to the south leads into a large chamber. ~ 0 1 1 D0 The tunnel continues north. ~ ~ 0 -1 3553 D2 You see a small cavern. ~ ~ 0 -1 3556 S #3556 The Zombie Headquarters~ The tunnel widens into a large (well, large for zombies) cavern that serves as the living quarters for the zombies of Miden'nir. The bones of numbers woodland creatures are strewn about the room, the remanents of a recent meal. ~ 0 1 1 D0 The tunnel heads north. ~ ~ 0 -1 3555 S #3570 The Front of the Inn~ You are standing on a well-worn path which opens into a clearing. An old, wooden building is here with smoke billowing from its chimney. A painted sign is visible on the porch to the west. You could go north or south around the building or leave this place and return to the forest. ~ 0 0 3 D0 You can go north around the inn. ~ ~ 0 0 3571 D1 Back through the trees to the Miden'nir. ~ ~ 0 0 3505 D2 You can go south around the inn. ~ ~ 0 0 3572 D3 The front door of the inn beckons. ~ ~ 0 0 3574 E credits credit author~ +-------------------------------------------------+ | This zone originally written for Copper II DIKU | | by ? | | Modification and alterations for MERCmud DIKU | | by VampLestat 1 JAN 93 | | Modified again for Lurking Fear II by Dominion | +-------------------------------------------------+ ~ E sign~ The sign reads: The Woodsman ~ S #3571 North of the Inn~ You are standing north of the inn. Things don't look much different from this angle. The air here is filled with smells of smoke and cooking. South, the front porch is waiting for you... or you can see if there is a back door. ~ 0 0 3 D2 You see the front of the Inn. ~ ~ 0 -1 3570 S #3572 South of the Inn~ You are standing south of the inn. You could easily go north and enter through the front door, or west and to the rear of the establishment. You here some muffled cries from a tiny trail leading south of here. ~ 0 0 3 D0 This way leads to the front of the inn. ~ ~ 0 0 3570 D2 The trail heads south. ~ ~ 0 0 3575 D3 This way leads to the back of the inn. ~ ~ 0 0 3573 S #3573 Behind the Inn~ You now stand behind the inn. The smell here is not so pleasant as the keeper and his help throw a good deal of garbage here. A couple of piles of rubbish are to the west, but you will smell the worse for meddling there. As a clean alternative, you can go north or east around the inn. ~ 0 0 3 D1 You can go around the inn this way. ~ ~ 0 0 3572 D3 Only rats and fool adventurers play in garbage. ~ ~ 0 0 3578 S #3574 The Woodsman Inn~ You are in the common room of the Woodsman Inn. A thin haze of smoke sits in the air here. The Inn is often empty, as the forest has become overrun by zombies as of late, and it is no longer safe in these parts. The bar is just north of here. If you'd rather have your own table, one is empty to the south. ~ 0 4 1 D0 The bar is here, manned by the innkeeper. ~ ~ 0 0 3576 D1 You can leave now and return to fresher air. ~ ~ 0 0 3570 D2 An empty table is a rare commodity. ~ ~ 0 0 3579 D3 ~ ~ 0 0 3577 S #3575 The Ambush Point~ This is a overgrown foot-trail south of the inn. It leads west, but you would be hard pressed to follow it far. A number of bushes are trampled on and some medium sized branches have been knocked down. Obviously there has been a battle here rather recently. ~ 0 0 3 D0 The inn lies to the north. ~ ~ 0 0 3572 D3 A trail thru the woods. ~ ~ 0 0 3581 S #3576 The Bar~ This is where people use to come and enjoy the food, drink and hospitality of the innkeeper, but as of late, he only serves the few adventurers that manage to survive a trip thru the forest. You can leave south and return to the common room. ~ 0 0 1 D2 You may retreat south back to the common room. ~ ~ 0 0 3574 S #3577 The Bard's Table~ You are in a darker corner in the Inn. A large round table with a few wooden chairs sits here. There is a large stain on the table, the remnants of a spilled drink. ~ 0 0 1 D1 You see the main floor of the Inn to the east. ~ ~ 0 0 3574 S #3578 Garbage dump~ You stand knee deep in garbage. YECCH!!! It smells terrible and who knows what vermin live in these piles of filth ... ~ 0 0 3 D1 You can return to cleaner lands this way. ~ ~ 0 0 3573 S #3579 A Quieter Section of the Inn~ There seems to be no one in this end of the Woodsman, probably a safe place to rest and lick your wounds ... ~ 0 0 0 D0 You see the common room. ~ ~ 0 0 3574 S #3581 On the Trail of the Horsemen~ The path continues east and west of here. You notice fresh tracks in the soft ground that show the horsemen fled to the west. ~ 0 0 3 D1 Back to ambush point. ~ ~ 0 0 3575 D3 The trail continues. ~ ~ 0 -1 3582 S #3582 On the Trail of the Horsemen~ The path continues east and south. You notice fresh tracks in the soft ground that show the horsemen turned, and fled south. ~ 0 0 3 D1 The trail continues. ~ ~ 0 0 3581 D2 The tracks lead south. ~ ~ 0 -1 3583 S #3583 On the Trail of the Horsemen~ The trail of the horsemen continues east and north along this path through the forest. The tracks are still fresh, so they must be near. ~ 0 0 3 D0 The trail continues. ~ ~ 0 -1 3582 D3 The tracks lead east. ~ ~ 0 -1 3584 S #3584 A Dead End Trail~ The path comes to an abrupt end here, as the trees close around you and make any further exploration impossible. Fresh tracks cover the ground, and end right here. The horsemen must be nearby. ~ 0 0 3 D1 Back to along the trail. ~ ~ 0 0 3583 S #3585 Along the Eastern Road~ You are walking along a well-travelled road between New Enoch and lands east. A northern road crosses this one to the west, towards New Enoch. You hear faint, happy singing to the north. ~ 0 2 0 D0 ~ ~ 0 0 101 D1 ~ ~ 0 0 3586 D3 ~ ~ 0 0 3502 S #3586 Along the Eastern Road~ You are travelling down the eastern road between New Enoch and the eastern lands. The road back to New Enoch is west of you, and a heavily guarded checkpoint is east. A beautiful grove of trees is north. ~ 0 2 0 D0 ~ ~ 0 0 8907 D1 ~ ~ 0 0 3588 D2 ~ ~ 0 0 1501 D3 ~ ~ 0 0 3585 S #3588 The Checkpoint~ You are met by a group of heavily armored knights. They check you over for contraband, and then allow you to pass on. One of the knights cautions to not stray into the desert, lest you lose your way. ~ 0 0 0 D1 ~ ~ 0 0 3589 D3 ~ ~ 0 0 3586 S #3589 Along the Eastern Road~ You are walking along a well-travelled road, just east of a heavily guarded checkpoint. You have covered about half the distance between the city of New Enoch and New Thalos. The air is getting drier and the heat more oppressive as you near the the barren wastes of the Sands of Sorrow. ~ 0 0 0 D1 ~ ~ 0 0 3590 D3 ~ ~ 0 0 3588 S #3590 Along the Eastern Road~ The temperatures are climbing as you near the Sands of Sorrow, a barren wasteland blasted by arcane powers. Ahead of you, the road is partially buried by the creeping sands, and the air grows even hotter. ~ 0 0 0 D1 ~ ~ 0 0 3591 D3 ~ ~ 0 0 3589 S #3591 Near the Sands of Sorrow~ The eastern road is losing ground to the creeping desert here. You stagger in the growing heat, and wonder if you have enough water. The endless waste of the Sands of Sorrows is south, and the road continues east and west. The sun paints illusions at the edge of your vision, one of them looks like a far off city... ~ 0 0 0 D1 ~ ~ 0 0 3592 D3 ~ ~ 0 0 3590 S #3592 Near the Sands of Sorrow~ The road is almost completely swallowed by the desert here. The heat is sucking the life from your body, you wonder if it will ever end. To your south, the Sands of Sorrow stretch on for miles, and to the east you think you see the towers of a magnificent city... Or is it just a mirage? ~ 0 0 0 D1 ~ ~ 0 0 3593 D3 ~ ~ 0 0 3591 S #3593 On the Outskirts of New Thalos~ The sun is hot enough to melt your armor, but salvation is at hand. To the east, you see the mighty gates of New Thalos, one of the most prosperous cities of all of Thera. To the south, you see the endless wasteland of the Sands of Sorrows, and to the west you can barely make out a faint, but well-used, road leading to the City of New Enoch. ~ 0 0 0 D1 ~ ~ 0 0 9669 D3 ~ ~ 0 0 3592 S #0 #SPECIALS S #RESETS M 1 3501 8 3506 Load the zombie M 1 3501 8 3509 Load the zombie M 1 3501 8 3512 Load the zombie M 1 3501 8 3512 Load the zombie M 1 3501 8 3513 Load the zombie M 1 3500 2 3521 Load the wyvern M 1 3500 2 3521 Load the wyvern M 1 3506 4 3551 Load the zombie lieutenant M 1 3501 8 3556 Load the zombie M 1 3506 4 3556 Load the zombie lieutenant M 1 3507 1 3556 Load the zombie leader M 1 3502 1 3575 Load the small boy M 1 3503 1 3576 Load the Innkeeper M 1 3504 1 3577 Load the bard M 1 3505 4 3584 Load the dark horseman M 1 3505 4 3584 Load the dark horseman S #SHOPS 0 #MOBPROGS #0 #$