/
Crimson/
Crimson/lib/PFILE-BACKUPS/
Crimson/lib/areas/
Crimson/lib/boards/
Crimson/lib/rentfiles/A-E/
Crimson/lib/rentfiles/F-J/
Crimson/lib/rentfiles/P-T/
#16601
Man-Made Tunnel~
This is a dark, roughly carved tunnel, artfully concealed from the outside
world.  It continues down in to the darkness.
~
51 269 0
D4
The opening to the grave lies above.
~
~
0 -1 3427
D5
The tunnel continues down.
~
~
0 -1 16602
S
#16602
Man-Made Tunnel~
You think you see light seeping out from the cracks in a door to the north.
Is that a silhouette moving in front of the light?  It is too dark to tell.  
The tunnel continues up.
~
51 265 0
D0
The tunnel continues north.
~
~
0 -1 16603
D4
The tunnel continues up.
~
~
0 -1 16601
S
#16603
Man-Made Tunnel~
There is a door blocking your further procession to the north, and a
non-descriptive person standing in front of the door who looks determined
not to let you pass.  The tunnel leads south.
~
51 269 0
D0
A door is to the north.
~
door~
13 16601 16604
D2
The tunnel continues south.
~
~
0 -1 16602
S
#16604
Entryway~
This is a dimly lit hallway, lined with old tapestries and closed.  There
is not another soul in sight.  Periodically you think you see movement,
apparently caused by tight nerves and your imagination.
~
51 9 0
D0
The entryway continues north.
~
~
0 -1 16605
D2
The tunnel is to the south.
~
door~
13 16601 16603
S
#16605
Entryway~
This is a dimly lit hallway, lined with old tapestries and closed.  There
is not another soul in sight.  Periodically you think you see movement, 
apparently caused by tight nerves and your imagination.
~
51 9 0
D0
The entryway continues north.
~
~
0 -1 16606
S
#16606
Entryway~
This is a dimly lit hallway, lined with old tapestries and closed.  There
is not another soul in sight.  Periodically you think you see movement,
apparently caused by tight nerves and your imagination.
~
51 9 0
D0
The entryway continues north.
~
~
0 -1 16607
S
#16607
Entryway~
This is a dimly lit hallway, lined with old tapestries and closed.  There
is not another soul in sight.  Periodically you think you see movement,
apparently caused by tight nerves and your imagination.
~
51 9 0
D0
The entryway continues north.
~
~
0 -1 16608
S
#16608
Entryway~
This is a dimly lit hallway, lined with old tapestries and closed.  There
is not another soul in sight.  Periodically you think you see movement,
apparently caused by tight nerves and your imagination.
~
51 9 0
D0
The entryway is continues north...it seems to go on forever.
~
~
0 -1 16605
D4
A new area is up!
~
crawlspace~
25 -1 16609
S
#16609
Bare Hallway~
This passageway is obviously more often used than the one below it.  Scuff
marks from soft (sneaky) leather boots line the floor, heading off in all
directions.  You are lost and confused.
~
51 9 0
D0
The hallway continues north.
~
~
0 -1 16610
D1
The hallway continues.
~
~
0 -1 16623
D2
A bare hallway is south.
~
~
0 -1 16619
D3
The hallway continues.
~
~
0 -1 16627
D4
Stairs lead up.
~
~
0 -1 16633
D5
The entryway is down.
~
crawlspace~
25 -1 16608
S
#16610
Bare Hallway~
A rank odor from the north permeates the stale air.  You get a feeling of
dread from the darkness ahead.  Your skin crawls as a spider walks across your
arm, but is gone before you can kill it.  It must have been three inches long.
~
51 9 0
D0
The hallway continues north.
~
~
0 -1 16611
D2
The hallway continues south.
~
~
0 -1 16609
S
#16611
Fork in the Hall~
The hall splits, leading to the east and the west here.  You think that this
would be a good place to set an ambush for unwanted visitors.  There is a
sign on the wall that says "If you're not a guild member, get out."
~
51 8 0
D0
A concealed door is north.
~
concealed door~
25 -1 16618
D1
A dirty passageway is east.
~
~
0 -1 16613
D2
The hallway continues south.
~
~
0 -1 16610
D3
The hallway continues west.
~
~
0 -1 16612
S
#16612
Dirty Passageway~
This is a dirty passageway, with crusty things and huge dust bunnies in the
corners.  Thieves obviously don't have maids, nor do they care to!
~
51 9 0
D0
A lighter hallway is north.
~
~
0 -1 16615
D1
A fork in the hall is east.
~
~
0 -1 16611
S
#16613
Dirty Passageway~
This is a dirty passageway, with crusty things and huge dust bunnies in the
corners.  Thieves obviously don't have maids, nor do they care to!
~
51 9 0
D0
A lighter room is ahead.
~
~
0 -1 16614
D3
A fork in the hallway is west.
~
~
0 -1 16611
S
#16614
Lighter Hallway~
This hallway is dimly lit from a torch to the west.  You feel a breeze from 
the same direction.  You see that darn spider again.  He laughs at you.
~
51 8 0
D2
A dirty passageway is south...eeeewwww!
~
~
0 -1 16613
D3
Light leads you west.
~
~
0 -1 16616
S
#16615
Lighter Hallway~
This hallway is dimly lit from a torch to the east.  You feel a breeze from
the same direction.  That darn spider passes you again.  He laughs at you.
~
51 8 0
D1
Light leads you east.
~
~
0 -1 16616
D2
A dirty passageway is south....eeeewww!
~
~
0 -1 16612
S
#16616
Before a Cell~
A dusty, old cell lies to the south, with its sole resident being a yellowed
skeleton.  Fresh bloodstains on the floor tell you that this room is quite
frequently occupied, though.  The skeleton has some old jewelry on it.
~
51 8 0
D1
The hallway conitnues...
~
~
0 -1 16614
D2
A cell is to the south.
~
cell~
15 16605 16617
D3
The hallway continues.
~
~
0 -1 16615
S
#16617
Inside a Cell~
This hallway is dimly lit from a torch to the east.  You feel a breeze from t
he same direction.  That darn spider passes you again.  He laughs at you.
~
51 8 0
D0
Outside the cell.
~
cell~
15 16605 16616
D2
The interrogation room is south.
~
cell~
15 16605 16618
S
#16618
Interrogation Room~
Various implements to loosen peoples tongues lie around this room, some having
been freshly used.  It seems as if the head interrogator greatly enjoys her
work, and now it looks as if she is going to try and enjoy some work on you!
~
51 8 0
D0
A cell is to the north.
~
cell~
15 16605 16617
D2
A fork in the hallway is south.
~
door~
9 -1 16611
S
#16619
Bare Hallway~
All these bare hallways look the same.  Haven't thieves ever heard of an
interior decorator?  This hall leads north and south.
~
51 9 0
D0
A junction is north.
~
~
0 -1 16609
D2
The hallway continues into the darkness...
~
~
0 -1 16620
S
#16620
Bare Hallway~
Through the darkness you think you see a doorway ahead.  This looks like a
little-used area of the guild.  You see a really big spider, but it eludes
your crushing boot.
~
51 9 0
D0
The hallway continues.
~
~
0 -1 16619
D2
The hallway continues.
~
~
0 -1 16621
S
#16621
Bare Hallway~
There is a bare door to the south of you, but nothing much else of interest in
this part of the hallway.  Nothing obviously interesting, anyway.  You don't
think you should take anything for granted in this place.
~
51 9 0
D0
The hallway continues.
~
~
0 -1 16620
D2
A storage room is south.
~
door~
9 -1 16622
S
#16622
Storage Room~
This is a storage room, as the name suggests, containing various food items,
such as pimento loaves and head cheese.  There are also some old, decaying
barrels in the back of the room, containing some fine, aged wine?  Or perhaps
some fine, aged.....lemonade?
~
51 9 0
D0
A hallway leads north.
~
door~
9 -1 16621
S
#16623
Bare Hallway~
This hallway is choked with dust.  It seems not to be used at all.  Is there
a good reason for that?  Who knows what evil lurks in the hearts of thieves?
~
51 9 0
D1
The hallway continues.
~
~
0 -1 16624
D3
The hallway continues.
~
~
0 -1 16609
S
#16624
Bare Hallway~
This hallway is already dark, but ahead to the east the darkness is
impenetrable.  Even with your light sources you can't make out what lies in
wait for you.  Obviously some powerful magic is guarding the area.  Watch out
for yourself.
~
51 9 0
D1
The darkness is so impenetrable that if you enter it, you may never leave.
~
~
0 -1 16625
D2
A concealed panel is south.
~
panel~
25 -1 16640
D3
The hallway continues.
~
~
0 -1 16623
S
#16625
Room of Death~
In a whirl of fine mechanics that takes your breath away (literally), a
scything blade swings down from the ceiling to cleave you neatly in half
vertically as another one swings out from the wall to do the same
horizontally.  At the same time, 16 poisonous darts shoot out from each
wall, each one sticking perfectly into one of your pressure points.
Ahhh...what an engineering masterpiece.
~
51 14 0
S
#16626
The Stairwell~
You are now on a large spiral staircase.  The door you came through seems
to have disappeared, leaving you stuck on the stairs.  As you start on your
way into the darkness, you realize you aren't going anywhere.  The stairwell
is rotating like a drill and everytime you step up or down the stair moves 
you back to where you were before.  Can't Move!  No Exits!  You have only one
option left.  Quit!  (the thieves thank you for your donation of equipment)
~
51 8333 0
D4
Nothing special there...
~
exit~
15 16625 16601
S
#16627
Bare Hallway~
You see a light up ahead, although a rancid odor accompanies it.  You have
never smelt a beast as foul as this.  It smells so bad, it almost hurts.
~
51 9 0
D1
The hallway continues.
~
~
0 -1 16609
D3
The hallway continues.
~
~
0 -1 16628
S
#16628
Bare Hallway~
Now the hall smells so bad it DOES hurt.  Obviously there is something
monstrous nearby that really needs a toothbrush or something even more
effective.
~
51 2056 0
D1
The hallway continues.
~
~
0 -1 16627
D3
You see an iron gate ahead.
~
~
0 -1 16631
S
#16629
Nick the Fence's Gallery of Merchandise~
You see piles of merchandise that looks brand new to you. There are many
thieves wandering around, looking through the items and picking out their
favorite toys.  On the wall, you see a large sign that says, " All of my
quality merchandise has been brought to you thanks to the many members of this
infamous guild."  There is a small sign hanging just below the other one.  It
reads, "None of the merchandise you see before you was stolen.  It just
happened to fall off the back of a wagon and one of my friends was there to
pick it up."
~
51 8201 0
D0
It is too dark to tell.
~
gray door~
9 -1 16635
S
#16630
Jhessail's Training Room~
This is obviously not a normal thieves training room.  It does not contain
locks to pick, trapped containers to open, etc... Yet, it contains items you
would expect to find in a fighters training hall.  There are many assorted
weapons hanging from the walls and several targets for trainees to practice
on in the center of the room.  There is a large painting on the west wall that
depicts a small thief fighting a battle against great odds.  On the east wall,
there is a similar painting that depicts the same thief standing over the
bodies of her vanquished foes.  Under each painting you see the name Jhessail
the Relentless.
~
51 8329 0
D2
It is too dark to tell.
~
gray door~
9 -1 16635
S
#16631
At an Iron Gate~
An iron gate blocks your way westward, not that you would want to go there
anyway.  The smell is terrible.  
~
51 2056 0
D1
The hallway continues.
~
~
0 -1 16628
D3
A gate blocks the way west.
~
gate~
9 -1 16632
S
#16632
Room of Garbage~
This room is piled to the ceiling with garbage, the second favorite food of
your friendly neighborhood otyugh.  His first favorite food is you, of course.
~
51 4104 0
D1
The hallway leads east.
~
gate~
9 -1 16631
S
#16633
Staircase~
You are climbing up a spiraling staircase.  You recall Adventuring 101 in
which Prof. Katzenellenbogen taught you that more difficult monsters are
usually in the higher levels.  
~
51 9 0
D4
The top of the stairs is up.
~
~
0 -1 16634
D5
Stairs lead down.
~
~
0 -1 16609
S
#16634
Staircase~
You are climbing up a spiraling staircase.  You recall Adventuring 101 in
which Prof. Katzenellenbogen taught you that more difficult monsters are
usually in the higher levels.  
~
51 8201 0
D4
It is too dark to tell.
~
~
0 -1 16635
D5
A staircase leads down.
~
~
0 -1 16633
S
#16635
Decorated Hallway~
You enter a hall that is decorated with many great works of art.  This is
where the thieves of this guild display their "borrowed" items.  You can tell
from the treasures found here, these are some really experienced thieves.
There are gray doors to the north and south and the hall continues to the west.
~
51 8201 0
D0
It is too dark to tell.
~
gray door~
9 -1 16630
D1
A barred iron door blocks your path.
~
iron barred~
9 -1 16652
D2
It is too dark to tell.
~
gray door~
9 -1 16629
D3
It is too dark to tell.
~
~
0 -1 16636
D4
You feel very uneasy about going further up.
~
~
0 -1 16626
D5
It is too dark to tell.
~
~
0 -1 16634
S
#16636
Decorated Hallway~
The hall continues.  The farther down the hallway you go, the higher the
quality of the works of art on the walls.  It seems obvious that continuing
down the hall will bring you to the better thieves.
~
51 8201 0
D1
It is too dark to tell.
~
~
0 -1 16635
D3
It is too dark to tell.
~
~
0 -1 16637
S
#16637
Decorated Hallway~
The hall continues.  The farther down the hallway you go, the higher the
quality of the works of art on the walls.  It seems obvious that continuing
down the hall will bring you to the better thieves.  There are two black 
doors here.  One is to the south and the other is to the north.
~
51 8201 0
D0
~
black door~
9 -1 16663
D1
It is too dark to tell.
~
~
0 -1 16636
D2
~
black door~
9 -1 16645
D3
It is too dark to tell.
~
~
0 -1 16638
S
#16638
The End of the Decorated Hallway.~
The hall ends abruptly at a set of elaborate double doors.  All in this part
of the hall is obviously not as it seems, as you get a tingly sensation up
your spine.  The double doors look quite heavy, as if they weren't meant to
be opened.
~
51 8201 0
D1
It is too dark to tell.
~
~
0 -1 16637
D3
You hear a HORRIBLE buzzing noise from behind the door.
~
double~
9 -1 16639
D5
~
board~
16 -1 16643
S
#16639
The Nest~
You walk through the double doors only to hear them slam shut behind you.
You see tens of thousands of large insects crawling all over the walls, floor
and ceiling of this room.  As you stand there thinking that this room is a 
total waste of your time, THE BUGS ATTACK YOU!  They only do one point of 
damage each but there are so many of them, they manage to kill you before you
have a chance to react.  You'll be happy to know that your corpse will keep
the insects well fed until there next victum arrives.  I guess the double 
doors weren't such a good idea afterall.
~
51 14 0
S
#16640
Secret Passageway~
This is obviously a little used passageway.  It is doubtful that any of the
inhabitants of this place even know about it anymore, from the amount of dust
that is collected here.  You note some old tapestries on the walls depicting
knights winning their lady's hands.
~
51 9 0
D0
A concealed panel is north.
~
panel~
9 -1 16624
D2
The passage continues.
~
~
0 -1 16641
S
#16641
Secret Passageway~
The passage begins to slope down here.  Water drips from somewhere, making
the floor slippery and treacherous.  You are in utter blackness.
~
51 9 0
D0
The passage continues.
~
~
0 -1 16640
D1
The passage continues.
~
~
0 -1 16642
S
#16642
The Rapid Descent~
Suddenly, the floor isn't there anymore, and you are falling through a shoot.
When you hit the bottom, the only exit is a hole in the floor.
~
51 9 0
D5
A hole leads to a dark stone cavern.
~
~
0 -1 16601
S
#16643
The Hidden Corridor~
As you slip through the moving floor boards, you enter a well made corridor.
It is very plain and simple but well constructed none the less.  It seems to
slope downward and leads off into the darkness.
~
51 8201 0
D1
It is too dark to see.
~
puerta~
9 -1 16651
D3
It is too dark to see.
~
~
0 -1 16644
D4
It is too dark to tell.
~
board~
16 -1 16638
S
#16644
The Hidden Corridor.~
The corridor branches off in two directions here.  It is too dark for you to
see down any corridor but your nerves tingle because it is totally silent down
here.  It is way too quiet.
~
51 8201 0
D1
It is too dark to tell.
~
~
0 -1 16643
D2
It is too dark to tell.
~
~
0 -1 16646
D3
It is too dark to tell.
~
~
0 -1 16647
S
#16645
Accomplice Barracks~
You have entered a very noisy room.  The are cages on shelves on all the
walls.  The cages contain various animals that look to be useful to a
thieves cause.  Most of them are small and agile and they would be great for
accomplishing small objectives for the thieves.  The shelves are labeled,
telling what each animal is trained to do.  Just when you thought you were
safe, you notice a LARGE black cat lying in the back of the room.  There is
a label under it too.  It reads, "The guard!"  Doh!
~
51 8201 0
D0
~
black door~
9 -1 16637
S
#16646
The Hidden Corridor~
The corridor ends at a large adamantite door.  There is a sign on the door
that reads, "For your safety and ours, please DO NOT open this door.  Thank
you."  It is signed, "Your gracious host, Quinn the Master Thief."
~
51 8201 0
D0
It is too dark to tell.
~
~
0 -1 16644
D2
~
adamantite door~
9 -1 16648
S
#16647
The Hidden Corridor~
This branch of the corridor ends at a small wooden door.  Besides that,
there is no difference between this and any other part of the corridor.  
It is a very smooth, well cut tunnel.
~
51 8201 0
D1
It is too dark to tell.
~
~
0 -1 16644
D3
~
wooden door~
9 -1 16649
S
#16648
The Cage~
You have opened the door and entered the adamantite walled cage of a mighty
purple worm.  The tunnels you came in through looked a little too smoothly
cut and now you know why.  They were made by the worm.  The thieves somehow
managed to capture the worm in here but you had to go and open the door.
Nice job!  Well, time to pay the price as the worm comes toward you, ready
to swallow you whole.  It has been locked up for a long time, I bet it is
VERY hungry.
~
51 8 1
D0
~
adamantite door~
9 -1 16646
S
#16649
Elaborate Bedroom~
This is an obviously masculine bedroom, even though there is a generous
portion of lace and frilly things around.  You suspect that this is the 
bedroom of some very important person.  Do you really think it would be
unguarded?
~
51 8201 0
D1
~
wooden door~
9 -1 16647
D3
An alcove is west.
~
door~
13 16628 16650
S
#16650
Alcove~
You are in an alcove in which several trophies are displayed in a case near
the far wall.  The owner of the trophies frequently visits his collections
here.  There is an obvious trapdoor in the floor.
~
51 8201 0
D1
A bedroom is east.
~
door~
13 16628 16649
D5
Another passage is down...far down.
~
trapdoor~
9 -1 16664
S
#16651
The Master's Court~
This is a well decorated room, seemingly designed for one person to hear
audiences.  Rows of chairs line the walls, with one large meeting table in
the center.  A raised chair is at the far wall, currently being unused.
~
51 8201 0
D0
The consultation room is north.
~
~
0 -1 16692
D3
It is too dark to see.
~
puerta~
9 -1 16643
S
#16652
Top of the Spiral~
You are on the top of a rusty spiralling staircase that leads down into the
darkness.  Your eyes can't penetrate the gloom to see what lies beyond.
~
51 8205 0
D3
A barred iron door blocks your path.
~
iron barred~
9 -1 16635
D5
The stairs spiral downwards.
~
~
0 -1 16653
S
#16653
Downward Spiral~
You are standing on a rusty iron spiralling staircase.  The world disappears
at the end of your field of vision, which is about 10 feet.
~
51 8201 0
D4
The stairs spiral upwards.
~
~
0 -1 16652
D5
The stairs spiral downwards.
~
~
0 -1 16654
S
#16654
Downward Spiral~
You are still travelling in total darkness, but the air seems to be getting
warmer the further down you go.  You still can see nothing.
~
51 8201 0
D4
The stairs spiral upwards.
~
~
0 -1 16653
D5
The stairs spiral downwards.
~
~
0 -1 16655
S
#16655
Downward Spiral~
A red glow from below begins to permeate the darkness here, and the air gets
progressively warmer the further down you go.
~
51 8200 0
D4
The stairs spiral upwards.
~
~
0 -1 16654
D5
The end is in sight.
~
~
0 -1 16656
S
#16656
Bottom of the Spiral~
You see now that the red glow comes from an underground lava flow at the far
end of the cavern.  The flow also explains why this room is so hot.  The
viscous material moves by sluggishly.
~
51 8204 0
D0
The cavern continues north.
~
~
0 -1 16657
D3
The lava flow is west.
~
~
0 -1 16658
D4
The stairs spiral upward.
~
~
0 -1 16655
S
#16657
Underground Cavern~
You see what vaguely resembles a throne in the far northern corner of the
room, but heat waves obscure your vision, so you cannot see clearly.
~
51 8204 0
D0
You think you see a throne to the north.
~
~
0 -1 16662
D2
The spiral begins south.
~
~
0 -1 16656
D3
The flow is west.
~
~
0 -1 16659
S
#16658
By the Flow~
You are now standing by the lava flow.  It is very hot, so hot, that your
skin begins to turn red and blister just from standing here.  You seem to
see odd creatures in the flow.
~
51 10248 0
D0
The flow continues north.
~
~
0 -1 16659
D1
The spiral begins east.
~
~
0 -1 16656
S
#16659
By the Flow~
There is a slender bridge leading into the flow.  The cavern continues in 
all other directions as well.
~
51 10248 0
D0
The flow continues north.
~
~
0 -1 16661
D1
The cavern is east.
~
~
0 -1 16657
D2
The lava flows south.
~
~
0 -1 16658
D3
The slender bridge into the lava looks VERY unstable.
~
~
0 -1 16660
S
#16660
In the Flow~
The slender bridge you are walking on suddenly crumbles under your weight.
You tumble headlong into the flow of lava and are instantly incinerated.
You are dead...sorry :)
~
51 10250 0
S
#16661
By the Flow~
The flow of lava originates from a hole in the wall to the north of here.
It is sort of like a red, incandescent underground river.
~
51 10248 0
D1
You think you see a throne to the east.
~
~
0 -1 16662
D2
The flow continues south.
~
~
0 -1 16659
S
#16662
Throne of Grendel~
A throne made of charred bone dominates this section of the cavern.  The
normal occupant of the throne is Grendel, the Fiery Dragon.  Do you seek
to overthrow him?
~
51 8200 0
D2
The cavern continues south.
~
~
0 -1 16657
D3
You see a lava flow to the west.
~
~
0 -1 16661
S
#16663
The Lady's Chamber~
You have just entered an elaborately decorated bedroom.  There is a large bed
in the center of the room.  The walls have murals painted on them and there
is a portrait of a beautifull woman hanging over the bed.  That same woman is
lying on the bed before you.  She wears nothing but a red, lacey teddy and her
beauty gets your heart racing.  Just as you began to think that you are in
heaven, she pulls a strange looking dagger out from under her pillow and jumps
forth at you.  She was searching for fresh blood and you just answered her
call (of course, being a thief, she wants all your stuff too).  Doh!  Women!
You can't live without and she is trying to make you die with them.
~
51 8329 0
D2
The hallway is south
~
black door~
9 -1 16637
S
#16664
Stone Passage~
The trapdoor you entered through is far above you, leaving you stranded in
this passage with no hope of returning by the way you came.  A sign on 
the wall written in red ink says, "Some of my treasures are here, as well
as my pets.  Enjoy."  The note is signed "Quinn."
~
51 8204 0
D0
The passage continues.
~
~
0 -1 16665
S
#16665
Stone Passage~
Torches lining the walls provide faint light for you to navigate these
corridors.  Strange how they don't burn out.  Exits are in all directions.
~
51 8200 0
D0
The passage continues.
~
~
0 -1 16676
D1
The passage continues.
~
~
0 -1 16666
D2
The passage continues.
~
~
0 -1 16664
D3
The passage continues.
~
~
0 -1 16679
S
#16666
Stone Passage~
You catch wind of a faint, sweet odor from this direction.  Exits are to
the north, east, and west.
~
51 8200 0
D0
The passage continues.
~
~
0 -1 16667
D1
The passage continues.
~
~
0 -1 16669
D3
The passage continues.
~
~
0 -1 16665
S
#16667
Stone Passage~
You see a brighter light coming from the east.  An exit is also south.
~
51 8200 0
D1
A brighter light...
~
~
0 -1 16668
D2
The passage continues.
~
~
0 -1 16666
S
#16668
Shrine to an Nameless God~
An elaborately made shrine to some god you don't recognize is here, housing
some artifact that Quinn collected over his illustrious career.  The only
exit is west.
~
51 8204 0
D3
The passage continues.
~
~
0 -1 16667
S
#16669
Stone Passage~
The passage widens a bit here, and the sweet smell increases the further
east you go.  Exits are east and west.
~
51 8200 0
D1
The passage continues.
~
~
0 -1 16670
D3
The passage continues.
~
~
0 -1 16666
S
#16670
Stone Passage~
You are going deeper into the caverns, and getting more lost with each turn.
(At least, that's the desired effect.)  Exits are east, south, and west.
~
51 8200 0
D1
The passage continues.
~
~
0 -1 16671
D2
The passage continues...
~
~
0 -1 16677
D3
The passage continues.
~
~
0 -1 16669
S
#16671
Stone Passage~
The sweet smell you detected before is getting stronger here, and you feel
a faint rush of air.  Exits are north and west.
~
51 8200 0
D0
The passage continues.
~
~
0 -1 16672
D3
The passage continues.
~
~
0 -1 16670
S
#16672
Stone Passage~
A myriad of colorful lights fill this room, but the source of them is not
here.  Exits are north and south.
~
51 8200 0
D0
The passage continues.
~
~
0 -1 16673
D2
The passage continues.
~
~
0 -1 16671
S
#16673
A Portal~
The colorful lights you saw come from a dimensional portal in the wall here.
It looks dangerous for beings of this world to use.
~
51 8200 0
D0
You don't think you should be messing with portals to other dimensions.
~
~
0 -1 16674
D1
The passage continues.
~
~
0 -1 16676
D2
The passage continues.
~
~
0 -1 16672
D3
An alcove is west.
~
~
0 -1 16675
S
#16674
On Tarterus~
You are now on a plane of ultimate evil.  As soon as you step into it,
dozens of strange creatures rip you to pieces and eat your equipment.  
You are dead...sorry :)
~
51 8202 0
S
#16675
Alcove~
This is a plain looking alcove, colored by the lights of Tarterus coming
from the next room.  The isn't much of interest here.
~
51 8200 0
D1
The passage continues.
~
~
0 -1 16673
S
#16676
Stone Passage~
This part of the passage is decorated by colorful lights coming from the west.
The air also has a sickly sweet tinge to it.
~
51 8200 0
D2
The passage continues.
~
~
0 -1 16665
D3
Colorful lights guide your way.
~
~
0 -1 16673
S
#16677
Stone Passage~
With all the twists and turns in this place, you can't even be sure that this
floor plan follows the laws of physics.  But that's not for you to worry about.
~
51 8200 0
D0
The passage continues.
~
~
0 -1 16670
D3
The passage continues.
~
~
0 -1 16678
S
#16678
Stone Passage~
You start to wonder if carbon 14 dating is all it's cracked up to be as you
wander around these bland, dull halls.  You hope that you'll eventually find
all the equipment down here, but that's not likely.
~
51 8200 0
D1
The passage continues.
~
~
0 -1 16677
D2
The passage continues
~
~
0 -1 16691
S
#16679
Stone Passage~
A musty odor permeates the air here, diffusing at a constant rate from the
west.  The corridors darken here.
~
51 8200 0
D1
The passage continues.
~
~
0 -1 16665
D3
The passage continues.
~
~
0 -1 16680
S
#16680
Stone Passage~
Exits from here are east and north.  To the north is utter blackness, as the
last torches in sight are in this room.
~
51 8200 0
D0
The passage continues.
~
~
0 -1 16681
D1
The passage continues.
~
~
0 -1 16679
D2
The passage continues.
~
~
0 -1 16686
S
#16681
Stone Passage~
Exits from this room are north and west.  The torches have totally vanished
and you are in blackness.
~
51 8201 0
D2
The passage continues.
~
~
0 -1 16680
D3
The passage continues.
~
~
0 -1 16682
S
#16682
Stone Passage~
This is an intersection leading in all directions.  You think you catch a
scent of fresh graves to the south.
~
51 8201 0
D0
The passage continues.
~
~
0 -1 16685
D1
The passage continues.
~
~
0 -1 16681
D2
The passage continues.
~
~
0 -1 16683
D3
The passage continues.
~
~
0 -1 16690
S
#16683
Stone Passage~
You catch a familiar scent to the west of here, kind of like the one you
smelled when you first entered the guild.  You don't really want to leave
though, do you?
~
51 8201 0
D0
The passage continues.
~
~
0 -1 16682
D3
You think an exit is west.
~
~
0 -1 16684
S
#16684
Exit~
A red and white sign saying "Exit" with an arrow pointing down is here.  You
get a clue that an exit might be down.
~
51 8201 0
D1
The passage continues.
~
~
0 -1 16683
D5
An exit is down
~
~
0 -1 16601
S
#16685
Stone Passage~
The passage gets narrower the further north you go, and the dust per square
inch ratio increases, telling you that this passageway isn't used all that
much.
~
51 8201 0
D0
The passage continues.
~
~
0 -1 16686
D2
The passage contines.
~
~
0 -1 16682
S
#16686
Stone Passage~
Exits from here are east, south, and north.  East and north look more
promising for fame and fortune, while south looks better for wimps and
newbies.
~
51 8201 0
D0
The passage continues.
~
~
0 -1 16680
D1
The passage continues.
~
~
0 -1 16687
D2
The passage continues.
~
~
0 -1 16685
S
#16687
Stone Passage~
You hear dripping in the darkness, as if a murky pool of water is around.
What do the demons down here use the pool for?  You don't want to know.
~
51 8205 0
D1
The passage continues.
~
~
0 -1 16688
D3
The passage bends.
~
~
0 -1 16686
S
#16688
Stone Passage~
For some reason, you get the feeling that you are going in circles.  Why 
is that?
~
51 8201 0
D0
The passage continues.  The passage is open.
~
~
0 -1 16689
D3
You hear dripping water.
~
~
0 -1 16687
S
#16689
Stone Passage~
These bendy, twisty tunnels get annoying after a while, no?  Well, that's
the general idea.
~
51 8201 0
D1
The passage continues.
~
~
0 -1 16690
D2
The passage continues.
~
~
0 -1 16688
S
#16690
Stone Passage~
There's nothing special here...it is just one of the same tunnels you've
been walking through forever.
~
51 8201 0
D0
The passage continues.
~
~
0 -1 16691
D1
The passage continues.
~
~
0 -1 16682
D3
The passage doesn't continue...oh...can't fool you.
~
~
0 -1 16689
S
#16691
Stone Passage~
This is starting to look like one of those loop mazes to you.  It shouldn't
be too hard to get out though.
~
51 8201 0
D0
The passage continues.
~
~
0 -1 16678
D2
The passage continues.
~
~
0 -1 16690
S
#16692
Consultation Room~
This is where Quinn gets his advice from his resident soothsayer.  This is
also where The soothsayer spends most of his time.
~
51 8201 0
D2
The master's court is south.
~
~
0 -1 16651
S
$~
#999999