#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