#0 The Void~ You don't think that you are not floating in nothing. ~ 0 8 1 D4 Temple~ ~ 0 -1 98 S #1 Limbo~ You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. ~ 0 8 1 D4 Temple~ ~ 0 -1 98 S #2 Hell~ You can feel a very warm heat radiating from all directions in this most awful of places. ~ 0 72 0 D0 ~ ~ 0 -1 2 D1 ~ ~ 0 -1 2 D2 ~ ~ 0 -1 2 D3 ~ ~ 0 -1 2 S #3 Storage~ This room is where polymorphed characters bodies are stored. an indication of an attempt at cheating. PS. This is a death room to keep the mortals out. ~ 1 579 1 S #4 Storage~ This is where link-dead characters stuff is kept. However, It could be an indication of an attempt at cheating. PS. This is a death room to keep the mortals out. ~ 1 579 1 S #5 Midgaard Coach~ You are now at the Temple of Midgaard. Please exit to the east. Next stop. The Wizard's shop. ~ 1 8 -1 30 6 1 0 D1 ~ ~ 0 -1 98 S #6 Midgaard Coach~ You are now at the Wizard's shop. Please exit to the east. Next stop, The dark river. ~ 1 8 -1 30 7 1 0 D1 ~ ~ 0 -1 3033 S #7 Midgaard Coach~ You are now at the Dark river. Please exit to your east. Next stop, The city of Orshingal ~ 1 8 -1 30 8 1 0 D1 ~ ~ 0 -1 6144 S #8 Midgaard Coach~ You are now at the City of Orshingal. Please exit to the east. Next stop, the Shire. ~ 1 8 -1 30 9 1 0 D1 ~ ~ 0 -1 21001 S #9 Midgaard Coach~ You are now at the Shire. Please exit to the east. Next stop, Arachnos. ~ 1 8 -1 30 10 1 0 D1 ~ ~ 0 -1 1100 S #10 Midgaard Coach~ You are now at Arachnos. Please exit to the east. Next stop, Castle Python. ~ 1 8 -1 30 11 1 0 D1 ~ ~ 0 -1 20001 S #11 Midgaard Coach~ You are now at Castle Python. Please exit to the east. Next stop, Moria. ~ 1 8 -1 30 12 1 0 D1 ~ ~ 0 -1 15004 S #12 Midgaard Coach~ You are now at the mines of Moria. Please exit to the east. Next stop, the Temple of Midgaard ~ 1 8 -1 30 5 1 0 D1 ~ ~ 0 -1 4000 S #13 DM's Playhouse~ As you look around, you see a cluttered room full of various books on psychology and artificial intelligence. Resting in one corner is a black leather couch like those found in psychiatrist's offices. Next to it is an open notepad and a pen. In another corner you notice a small iced tea maker half full. ~ 0 8712 0 E notepad~ On the notepad, the following is written: Today's subjects: 1) holding back emotions 2) stifeling creativity Changes required: 1) full rewrite of decision making fuzzy logic 2) new Natural Language Parser - old fried? ~ S #22 Salamander's Green Lair~ __ ______ / \ / ___ \ / \ /_/ \ \ | | |/ | | ( ()| \_ | | | | _|\/|_ _|\/|_ | | \ ( \ / \ / _/ / \ \ | | | | _/ / \ \/ | | \/ / \ /_______\ / \ \ / \ _|\/ /\ /\ \/|_ \ / \______________/ \ / / __/ \__ \ \/ \/ ~ 0 0 0 D5 ~ ~ 0 -1 1699 S #23 DM's Room~ DM's other room, well more of a conference room. ~ 0 520 0 S #49 Monster Storage~ This is where the errant monsters are stored. I don't know why they are in here, but they seem to show up often enough. ~ 1 8 0 S #50 West trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the east the wall towers over you and to the west you see the forest of Haon-Dor. The trail leads north and south along the wall. ~ 30 0 2 D0 The dusty trail winds north closely to the wall. ~ ~ 0 -1 51 D2 The dusty trail leads to the west gate of Midgaard. ~ ~ 0 -1 3052 S #51 West trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the east the wall towers over you and to the west you see the forest of Haon-Dor. The trail leads north and south along the wall. ~ 30 0 2 D0 To the north you notice the path makes a turn, following the City wall. ~ ~ 0 -1 52 D2 The dusty trail continues towards the south. ~ ~ 0 -1 50 S #52 Northwest corner of dusty trail.~ You are standing outside the northwestern corner of the city wall. The trail leads east following the north wall and south towards the gate. ~ 30 0 2 D1 The dusty trail winds close up to the north wall of Midgaard. ~ ~ 0 -1 53 D2 The dusty trail leads south towards the gate. ~ ~ 0 -1 51 S #53 Dusty trail along north wall.~ You are walking on the trail following the outside of Midgaard's northern wall. ~ 30 0 2 D1 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 54 D3 The dusty trail turns left around the corner of the wall, behind it Haon-Dor. ~ ~ 0 -1 52 S #54 The long dusty trail following the north wall.~ You are walking along the north wall. This is the rear of the Temple. It is not as pompous and impressive from this side. You notice some markings on the wall here. ~ 30 0 2 D1 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 55 D2 ~ secret door s~ 1 100 166 D3 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 53 E wall markings writing~ We don't need no education. ~ S #55 Dusty trail along north wall.~ You are walking on the trail following the outside of Midgaard's northern wall. ~ 30 0 2 D1 The dusty trail turns right around the corner of the wall. You notice some mountains in the distance. ~ ~ 0 -1 56 D3 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 54 S #56 Northeast corner of dusty trail.~ You are standing outside the northeastern corner of the city wall. The trail leads west following the north wall and south towards the gate. ~ 30 0 2 D2 The dusty trail leads south towards the gate. ~ ~ 0 -1 57 D3 The dusty trail winds close up to the north wall of Midgaard. ~ ~ 0 -1 55 S #57 East trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the west the wall towers over you and far to the east you see some mountains. The trail leads north and south along the wall. ~ 30 0 2 D0 To the north you notice the path makes a turn, following the City wall. ~ ~ 0 -1 56 D2 The dusty trail continues towards the south. ~ ~ 0 -1 58 S #58 East trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the west the wall towers over you and far to the east you see some mountains. The trail leads north and south along the wall. ~ 30 0 2 D0 The dusty trail winds north closely to the wall. ~ ~ 0 -1 57 D2 The dusty trail leads to the east gate of Midgaard. ~ ~ 0 -1 3053 S #69 Stranger's Hot Tub~ You are soaking in a huge jacuzzi filled with steaming, hot water. Glasses of red and white wine line the edge of the tub. You notice a plaque on the wall, beside the tub. ~ 76 632 6 D5 ~ drain~ 1 0 1 E abyssmud~ MATSCI2.UNCWIL.EDU 4000 ~ E aludra ~ 128.125.73.232 4000 ~ E plaque~ Don't talk to strangers, Because they're only there to do you harm. Don't write in starlight, Because the words may come out real. Don't hide in doorways, You may find the key that opens up your soul. Don't go to heaven, Because it's really only hell. Don't smell the flowers, They're an evil drug to make you lose your mind. Don't dream of women, Because they'll only bring you down. RJD ~ S #98 The Temple Of Midgaard~ You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. ~ 30 12 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 3054 D1 ~ ~ 0 -1 99 D2 You look down the huge stone steps at the temple square below. ~ ~ 0 -1 3005 D3 You can see a small wooden door. ~ ~ 0 -1 100 D5 You see the temple square. ~ ~ 0 -1 3005 S #99 Donation Room~ A large painting is here, celebrating Loki in all of his benign generosity. There are candles lining the wall, and a large pile of stuff lying on the floor. The only exit is to the west, back to the temple. ~ 1 12 0 D3 ~ ~ 0 -1 98 S #100 Hallway~ This is a hallway inside the Temple of Midgaard. A wooden door to the east leads back out to the temple, while the hallway continues to the north. To the north, down the corridor a ways, you see a couple of doors and a large mural. ~ 1 8 0 D0 You see a hallway ~ ~ 0 -1 101 D1 You see the Temple of Midgaard ~ door wooden~ 1 100 98 E door wooden~ The door is made of strong oak. It would be very difficult to chop down. ~ S #101 Hallway~ You are in the middle of a hallway in the Temple of Midgaard. To the south the hallway ends, with a door to the east. To the north, the hallway continues. To the west there is a door. ~ 1 8 0 D0 You see a hallway ~ ~ 0 -1 102 D2 You see the end of a hallway ~ ~ 0 -1 100 D3 You see a wooden door ~ door wooden~ 1 100 103 E door wooden~ The door is made of strong oak. It would be very difficult to chop down. ~ S #102 Hallway~ On the western wall you see a mural of Viking warriors. To the east, there is a wooden door clearly marked 'kitchen'. To the north is another large door. ~ 1 8 0 D0 You see the hallway end at a large door. ~ ~ 0 -1 104 D2 You see a door to the west, and farther on, a doorway to the east before the hallway dead ends. ~ ~ 0 -1 101 E brown thing~ You look very closely and see that there is a large rat eagerly chewing into one of the corpses! What a disgusting sight! ~ E corpse corpses bodies~ Bodies litter the ground behind the Viking warriors. You can see some sort of brown thing on top of one of the more distant corpses. ~ E necklace~ The necklace is made of gold, with jade stones. It glows softly. ~ E holy symbol~ The holy symbol is that of a great silver tree, with a black background. Could it be that the silver is tarnished? Perhaps it is just a trick of the light. ~ E belt wide~ The belt is made of black leather, with a silver buckle. On the buckle is a pair of blood red spears crossed to make an 'X' ~ E ring~ The ring is made of gold and jade. It looks like it contains much power. ~ E robes~ The white robes of the Viking priest shimmer softly. Near the bottom, the shadows make the robes dull grey in color. ~ E figure priest~ The Viking priest has a smirk on his face as he prays. He appears to approve of this bloodshed, or at least know something that you don't. He is dressed in fine white robes, and he has several magical devices about him, a ring, a holy symbol, a necklace and a wide belt. ~ E axes~ The axes wielded by the Viking warriors drip with blood. On the hilt, you can see a mark, it looks like two blood red spears crossed to form an 'X' ~ E weapons~ The axes that the warriors hold drip with blood from the fallen foes. ~ E clouds~ The clouds look dark and foreboding. Small flashes of lightning are frozen in place. ~ E warriors~ The Viking warriors look nearly berserk, madness fills their eyes, and the axes drip with gore. You wonder why such a peaceful place has such an unusually graphic and bloody mural. ~ E horde~ The horde of Viking warriors wear armor of leather and chain. Blood drips from their clothing as they work to ensure their place in the grand hall of Valhalla. ~ E mural painting~ A horde of mighty Viking warriors is charging from a Longboat straight towards you, raising their swords and axes to split your skull. In the boat, you see a figure clothed in simple white robes, praying. He seems to be illuminated by a soft white light. Dark clouds cover the sky, and corpses litter the ground behind the warriors. You get an uneasy feeling when looking at this mural. ~ E door kitchen wooden~ The kitchen door is unremarkable. The kitchen is quiet. ~ S #103 Dining Hall~ The Temple dining hall is long and quiet. The tables and benches are made of simple wood. You find this a very peaceful, "earthy" place. You can see a door to the west, and a door to the east. ~ 1 8 0 D1 You see a door leading to a hallway. ~ ~ 1 100 101 D3 ~ ~ 0 -1 105 E table~ For the most part, the tables are unremarkable. However, etched into the wooden surface of one are the words 'The chef serves ratmeat!' ~ E bench~ The benches are unremarkable. ~ S #104 Library~ This is a large library, with stacks and stacks of books. It is very very quiet here, just like the rest of the temple. Shelves of books cover all of the walls, the library continues to the north, and there is a door to the south, and to the west. ~ 1 8 0 D0 ~ ~ 0 -1 161 D2 You see a door leading to a hallway ~ ~ 1 100 102 D3 ~ door wooden w~ 1 100 160 E fancy brown~ The fancy brown bookmark has a number written on it : S27 800.76 P151 ~ E yellow post note post-it~ The yellow post-it note has the words 'Don't eat the stew if you wish to remain well.' ~ E paper piece bookmark~ Most of the bookmarks have unremarkable bits of scribble on them. However, two of them, a yellow post it note, and a fancy brown bookmark ~ E shelves~ The shelves are old, and sagging from the weight of the books. ~ E books~ The books are old and musty. Small bookmarks and pieces of paper are stuck in many of them. ~ S #105 Western Hallway~ The hallway stretches to the north, and south. There is a small door in the western wall, and a larger door marked 'Dining Hall' to the east. ~ 1 8 0 D0 ~ ~ 0 -1 108 D1 ~ door wooden e ~ 1 100 103 D2 ~ ~ 0 -1 107 D3 ~ door key ~ 1 101 106 S #106 The Adept's chamber~ This is the simple room of the Temple Adept. He lives frugally, with only the sparsest of furniture, a bed, a small table, a chair. On the wall is a small painting. ~ 1 8 0 D1 ~ door wooden~ 1 101 105 E underside~ There is a silver tree marked on the underside of the chair. ~ E note~ The note has been smeared, as if someone hastily closed the book upon it. You can only read the following : Ste----, I m--t --ow -----u are with ---- The L---ar- re---n- o-r o-l- sa-- ha-v-- L-av- a note in the Bo-- of R--n--o-. L. ~ E book~ The book is only halfway complete. There is a note stuck to one of the finished pages. ~ E chair table bed furniture furnishings~ The chair is made of simple wood, with 3 legs, and only a rudimentary back. The bed looks small, and uncomfortable. The table is stained with ink from many long hours of transcription. There is a book on the table, only halfway complete. ~ E painting wall~ This is a tastefully rendered painting of the Life Tree. As always, the Midgaard serpent gnaws at the roots, while all life is nurtured within the tree's boughs. ~ S #107 Western Hallway~ The hallway runs north and east. There is a musty smell to the east. ~ 1 8 0 D0 ~ ~ 0 -1 105 D1 ~ ~ 0 -1 153 S #108 Western Hallway~ The hallway branches into a T here, going east, west, and south. There is a door to the north. To the east, the ever present torches have apparently gone out, and the area is shrouded in darkness ~ 1 8 0 D0 ~ door wooden~ 1 100 109 D1 ~ ~ 0 -1 110 D2 ~ ~ 0 -1 105 D3 ~ ~ 0 -1 114 S #109 The Attendants' Chamber~ This room is the dormitory for the attendants. Here they rest for a time, during the long, tedious, but spiritually fulfilling days. There are 12 cots here, each looks quite uncomfortable. There is a table at the north end of this room, next to a door. There is also a door to the south. ~ 1 8 0 D0 ~ door wooden n~ 1 100 126 D2 ~ door door ~ 1 100 108 E underside~ There are brownish-red X marks on the underside of each of the beds. ~ E table~ The table is unremarkable. In one of the drawers, you see a pair of axes etched into the wood. It looks like someone has tried to deface this etching. ~ S #110 Darkened Hallway~ The hallway here is dim, but not too dark to see. There is a door to the north. To the west there is a T crossing. The passage east is lost in shadows. ~ 1 8 0 D0 ~ door wooden ~ 1 100 113 D1 ~ ~ 0 -1 111 D3 ~ ~ 0 -1 108 S #111 Darkened Hallway~ This room is pitch black. The torches that flicker along the corridor elsewhere do not flicker here. The sconces are still here, however. To the east, the hallway lightens some. To the west is a large, heavy wooden door. ~ 1 9 0 D1 ~ door wooden large~ 1 100 112 D3 ~ ~ 0 -1 110 S #112 Cellar Access~ This appears to be a passage down into the cellar. There is a large wooden door to the west, and a set of stairs leading down. You can faintly hear water down below. There are a few scraps in this room, a bucket, a broom... Nothing really worth taking. ~ 1 9 0 D3 ~ door wooden large~ 1 100 111 D5 ~ ~ 0 -1 163 E broom scraps bucket~ As you examine the items more closely, you notice a huge rat scurrying out of sight. ~ S #113 The Acolytes' Chamber~ This is the bedroom of the acolytes. There are 8 beds, each lined up on the walls. There is a table to the north. The only exit lies to the south, through a small wooden door ~ 1 8 0 D2 ~ door wooden ~ 1 100 110 E underside~ There is nothing on the underside of any of the chairs in this room. ~ E bed~ The beds are small and uncomfortable. They are all impeccably well made, even a soldier would be impressed. ~ E table~ There is nothing unusual about the table. ~ S #114 Western Hallway~ The hallway extends to the east and west. To the south is a stretch of blank wall, and to the north is a wooden door. ~ 1 8 0 D0 ~ door wooden n~ 1 100 115 D1 ~ ~ 0 -1 108 D3 ~ ~ 0 -1 116 S #115 Believers' Dormitory~ This is a fairly large room, with about 20 small bunk beds lined up along the walls. There is a door to the south, a table against the east wall, and a small desk at the western wall. ~ 1 8 0 D2 ~ door wooden s ~ 1 100 114 E table east~ The table has a small piece of paper fluttering on it. ~ E desk west~ The desk has several drawers, all of them are slightly open. ~ E paper~ The paper has a bit of doodling on it... Nothing important. ~ E drawer~ As you open one of the desk drawers, something moves inside. You hear a scratching sound, and then silence. The drawer appears to be stuck. ~ S #116 Western Hallway~ The hallway stretches east and west. There is a door to the south. ~ 1 8 0 D1 ~ ~ 0 -1 114 D2 ~ door wooden s ~ 1 100 117 D3 ~ ~ 0 -1 118 S #117 The Deacon's Chamber~ This room is small, and roughly furnished. You see a bed, a table and a chair. None of which are worth taking. ~ 1 8 0 D0 ~ door wooden n~ 1 100 116 E table chair bed~ There is nothing remarkable about either the table, chair or bed. (sorry) :-) ~ S #118 Western Hallway~ The hallway continues to the east and west. There is a door to the north, and a door to the south. ~ 1 8 0 D0 ~ door wooden n~ 1 100 119 D1 ~ ~ 0 -1 116 D2 ~ door wooden s~ 1 100 120 D3 ~ ~ 0 -1 121 S #119 The Vicar's Chamber~ This room is spartan, there is a small but comfortable looking bed, a small desk, and a chair with a seat cushion. On the wall there is a painting. ~ 1 0 0 D2 ~ door wooden s~ 1 100 118 E painting wall~ The painting is of a feathered dragon. The body of the dragon is golden, while the feathers are jade. It is a very pretty painting. ~ E table chair desk bed~ The furniture in this room is not particularly comfortable looking, but it is not uncomfortable looking either. ~ S #120 The Priest's Chamber~ This is the chamber of the priest. There is a small bed, a desk, and a sturdy chair here. You see an embroidered quilt lying on the bed. There is a door to the north. ~ 1 8 0 D0 ~ door wooden n~ 1 100 118 E chair table~ There is nothing remarkable about either the chair or the table ~ E bed~ The bed is plain, and not uncomfortable looking. There is a large quilt thrown across it. ~ E quilt~ The quilt is soft, and smooth. It is white, with green trim. In the center of the quilt is a feathered dragon, with a golden body, and jade feathers. ~ S #121 Western Hallway~ The hallway forms a 'T' intersection here, with hallways to the north, south and east. To the west is a wooden door. You hear the faint sound of chanting from the north. ~ 1 8 0 D0 ~ ~ 0 -1 122 D1 ~ ~ 0 -1 118 D2 ~ ~ 0 -1 135 D3 ~ door wooden w~ 1 100 134 S #122 Western Hallway~ The hallway stretches north, and south. There is a wooden door to the west. There is a chanting sound coming from the north. ~ 1 8 0 D0 ~ ~ 0 -1 123 D2 ~ ~ 0 -1 121 D3 ~ door wooden w~ 1 100 133 S #123 Western Hallway~ The hallway bends to the east and south. There are doors to the north and west. To the west, you can hear a chanting sound. ~ 1 8 0 D0 ~ door wooden n ~ 1 100 128 D1 ~ ~ 0 -1 124 D2 ~ ~ 0 -1 122 D3 ~ door wooden w~ 1 100 127 S #124 Western Hallway~ There is a door to the north, and the hallway continues east, and west. You hear chanting to the west. ~ 1 8 0 D0 ~ door wooden n~ 1 100 129 D1 ~ ~ 0 -1 125 D3 ~ ~ 0 -1 123 S #125 Western Hallway~ The hallway stretches to the east, and west. You can hear chanting to the west. ~ 1 8 0 D1 ~ ~ 0 -1 126 D3 ~ ~ 0 -1 124 S #126 Western Hallway~ The hallway runs east to west. There is a door to the north, and a door to the south. To the west, you can faintly here some sort of chanting. ~ 1 8 0 D0 ~ door wooden n~ 1 100 130 D1 ~ ~ 0 -1 132 D2 ~ door wooden s ~ 1 100 109 D3 ~ ~ 0 -1 125 S #127 The Study~ This room is fairly large, with chairs and tables placed neatly about. There is a fireplace, cold and empty, and a large painting on the wall. There is a small barred window to the west. The only exit is to the east, through a wooden door. Although you have no idea where it is coming from, a loud chanting sound can be heard, echoing through the room, and out into the hallway. ~ 1 8 0 D1 ~ door wooden e~ 1 100 123 E ash grate~ As you get closer to the ash grate, the noise gets louder. There must be some sort of conduit between here and wherever the sound is coming from. There does not look as though there could be an exit here, however. ~ E chimney~ As you move near the chimney, you hear a rustling sound, as if many small bodies were scurrying away. The chanting sound is definitely coming from below. ~ E window barred~ The window overlooks the northwestern part of the city. Looks like the wizard's shop is expanding. ~ E fireplace~ Aha! This is where the sound is loudest. You can't tell for sure if the sound is coming from the chimney, or the ash grate. ~ E chair table chairs tables~ The chairs and tables are unremarkable. They look fairly well worn, and the chairs look a little bit on the comfortable side. ~ S #128 The Minister's Chamber~ This is the bedroom of the Minister. A medium sized bed rests against the wall, and a comfortable chair has been placed in front of a desk. There are some papers and a small statuette on the desk. The only exit is south. ~ 1 8 0 D2 ~ door wooden s~ 1 100 123 E underside~ There is a brownish-red X marked on the bottom of the chair. ~ E statuette~ The statuette is a representation of a golden dragon with jade wings. You reach for it greedily, but you see that it is a fake. ~ E papers~ the papers seem to be financial data on the costs to run the temple. Although you are not a financial expert on the temple, it seems that a large portion of the funds are being allocated to a "Project M". ~ S #129 The Novices' Chamber~ This is the dormitory of the Novices. There are 6 small, uncomfortable looking beds lined along the walls. There is a table to the east, and a desk to the west. To the south is a wooden door. ~ 1 8 0 D2 ~ door wooden s~ 1 100 124 E desk~ There is nothing unusual about the desk. ~ E table~ The table is unremarkable. ~ E bed~ The beds are hard and scratchy looking. ~ E underside~ There is nothing on the underside of either the table, desk, or any of the beds. ~ S #130 The Missionary's Chamber~ This room is nearly bare. There is a medium sized bed-frame, but it has no mattress. There is a desk against the wall, but no chair. There is a door to the south. ~ 1 8 0 D2 ~ door wooden s~ 1 100 126 E dust~ The dust is about 1/4 of an inch thick. ~ E desk~ The desk has a fine layer of dust on it, it hasn't been used in quite a while. Someone has draw a smiley face in the dust. ~ E bed frame bed-frame~ The bed-frame looks like it hasn't been used in a long time. Perhaps the Missionary is out corrupting and destroying ancient cultures? ~ S #131 The Missionary's Chamber~ This room is completely empty. There is nothing in this room at all except a small pile of trash in the corner. There is a door to the south ~ 1 8 0 D2 ~ door wooden s~ 1 100 132 E trash pile~ The pile of trash contains some bits of paper, and a dead rat corpse. It looks like it has been here for some time. ~ S #132 Western Hallway~ The hallway stretches east to west. There is a door to the north. ~ 1 8 0 D0 ~ door wooden n~ 1 100 131 D1 ~ ~ 0 -1 160 D3 ~ ~ 0 -1 126 S #133 The Canon's Chamber~ A comfortable looking bed rests against the wall of this carpeted room. There is a plush chair against the wall, and a large oaken desk next to the door. There is a large painting over the bed. ~ 1 8 0 D1 ~ door wooden e~ 1 100 122 E painting~ The painting is a rendering of a large golden dragon with emerald-green wings. ~ E underside~ There is a brownish-red X marked on the underside of this chair. ~ E paper bits~ One of the pieces of paper reads: 'Some of them are noticing the change. Burn the books.' It is signed with a flourished R. ~ E desk~ On the desk are some scattered bits of paper. ~ E chair~ The chair is made of rich leather, and is well-crafted. It looks like someone has spent many comfortable hours in this chair. ~ E bed~ The bed is very comfortable looking. ~ S #134 The Levite's Chamber~ There is a comfortable bed against the wall, and a large oaken desk pushed up next to the door. A worn leather chair sits in front of the desk. ~ 1 8 0 D1 ~ door wooden e~ 1 100 121 E underside~ There is a brownish-red X on the underside of the chair. ~ E chair~ The chair looks expensive, and well made. ~ E bed desk chair~ The desk, bed and chair all look fairly nice, and tastefully made. ~ S #135 Western Hallway~ The hallway exits north and south. There is a door to the west. ~ 1 8 0 D0 ~ ~ 0 -1 121 D2 ~ ~ 0 -1 137 D3 ~ door wooden w~ 1 100 136 S #136 The Curate's Chamber~ This tiny room is nearly empty. There is a small, uncomfortable wooden bed, and a short, poorly made 3 legged stool. A table sits in the corner, and a small tallow candle flickers yellowly. There is a small painting on the wall. ~ 1 8 0 D1 You can see the hallway ~ door wooden e~ 1 100 135 E underside~ There is a tree on the underside of the stool, marked in silver. It looks as though someone tried to mark an X on the tree, but the X has faded badly. ~ E bed stool~ The bed and stool look like they were handmade by someone who was not a carpenter. They look splintery and uncomfortable. The mattress on the bed is made of straw. ~ E table~ The table has bits of ash scattered about the surface. ~ E painting wall~ The painting is of the Life Tree of Midgaard. All of life is nurtured in its boughs, while the Midgaard serpent gnaws at the roots. The serpent looks a little unusual. ~ E serpent~ The serpent looks like it has been recently altered. The body seems to be a mix of brown and gold. ~ E body~ The body looks like it was originally brown, but gold has been more recently added. ~ E candle~ The candle is almost a stub. Judging by the melted wax, this candle has been used for a long time. ~ E mattress~ The mattress is made of straw, and looks rather annoying to have to sleep on. You can see a bit of paper sticking out of the corner of the mattress ~ E paper~ The piece of paper is a note. It reads: Ryadel has gone too far. His work is twisting the minds of the new acolytes. If he is not stopped, I fear that his activities will corrupt our entire temple to his evil ways. Unfortunately, I can think of no way to stop him. The answer is in the library. It must be somewhere in the library! ~ S #137 Western Hallway~ The hallway runs north to south. There are wooden doors to the east and west. ~ 1 8 0 D0 ~ ~ 0 -1 135 D1 ~ door wooden e~ 1 100 139 D2 ~ ~ 0 -1 140 D3 ~ door wooden w~ 1 100 138 S #138 The Healer's Chamber~ The Healer lives in some luxury. A large, soft bed rests against one wall, and there is an embroidered carpet on the floor. An oaken desk sits next to the door, and a leather chair sits in front of the desk. ~ 1 8 0 D1 ~ door wooden e~ 1 100 137 E underside~ The underside of the chair has a brownish-red X marked on it. ~ E carpet embroidered~ The carpet is embroidered with a design of a golden dragon with green feathered wings. ~ E chair~ The chair is well made, and looks expensive. ~ E desk~ The desk looks well crafted, and very heavy. It is stained a rich brown. ~ E bed~ The bed looks extremely comfortable. It looks like it would put you to sleep in an instant ~ S #139 The Monk's Chamber~ The Monk lives in a well-appointed chamber, with a large bed, and a well-made wooden desk. There is a painting on the wall, and a chair lies on the ground, overturned ~ 1 8 0 D3 ~ door wooden w~ 1 100 137 E painting~ The painting is a cubist representation of a golden dragon, with green wings. ~ E underside~ There is a brownish-red X marked haphazardly on the bottom of this chair. Having seen plenty of blood in your lifetime, you realize that the brown stain must be exactly that. ~ E chair~ The chair looks undamaged. There is something on the underside of the chair. ~ E blanket~ The blanket is featureless ~ E bed desk~ The bed and desk appear to be made out of oak, and the bed has a soft down blanket covering it. ~ S #140 Western Hallway~ The hallway runs north and east here. There are doors to the west and south. ~ 1 8 0 D0 ~ ~ 0 -1 137 D1 ~ ~ 0 -1 143 D2 ~ door wooden s~ 1 100 142 D3 ~ door wooden w~ 1 100 141 S #141 The Chaplain's Chamber~ The chaplain lives well. There is a large, comfortable bed in one corner of the room, and a large oaken desk next to the door. There is a comfortable leather chair in front of the desk ~ 1 8 0 D1 ~ door wooden e~ 1 100 140 E bed desk chair~ The bed, desk and chair all look well made, and expensive. The bed is very soft looking. ~ E underside~ There is a brownish-red X marked on the underside of this chair. ~ S #142 The Expositor's Chamber~ The Expositor lives rather well. He has a large desk, which dominates the southern wall of this room. The bed is fairly small, it looks like it has been shortened to make room for the huge desk. There is a rather large chair sitting in front of the desk. ~ 1 8 0 D0 ~ door wooden n~ 1 100 140 E chair~ The chair is comfortable,but looks tiny next to the desk. ~ E quilt~ The quilt has an embroidered dragon on it. ~ E paper~ Looks like tax forms, ICK! ~ E desk~ The desk is positively enormous. They must have used magic to get it inside here. Although it is perhaps the largest desk you have ever seen, it is completely covered with stacks of paper. ~ E bed~ While the bed is short, it still looks very comfortable. There is a quilt thrown across the bed. ~ E underside~ There is a brownish-red X on the underside of the chair. ~ S #143 Western Hallway~ The hallway runs east to west. There is a door to the south. ~ 1 8 0 D1 ~ ~ 0 -1 145 D2 ~ door wooden s~ 1 100 144 D3 ~ ~ 0 -1 140 S #144 The Bishop's Chamber~ The bishop lives in amazing comfort. A large feather bed is in one corner, and a large oaken desk stands against the opposite wall. There is a large chair in front of the desk. ~ 1 0 0 D0 ~ door wooden n~ 1 100 143 E underside~ There is a brownish-red X on the underside of the chair. ~ S #145 Western Hallway~ The hallway hits a dead end here. There are doors to the north, east and south. The hallway runs west. ~ 1 8 0 D0 ~ door wooden n~ 1 100 147 D1 ~ door wooden e~ 1 100 148 D2 ~ door wooden s~ 1 100 146 D3 ~ ~ 0 -1 143 S #146 The Patriarch's Chamber~ The Patriarch lives well. There is a huge bed dominating the room, taking up almost all of the floor space. A small desk is shoved into the space that is left. There is a faint scent of perfume lingering in the air. ~ 1 8 0 D0 ~ door wooden n~ 1 100 145 E underside~ There is a brownish-red X marked on the underside of the chair. ~ E bed~ The bed is enormous. It has a wooden frame that encases it, and the edges of the mattress are very round and smooth, unusually so. Even more unusually, the bed seems have something inside it, because it makes small, rhythmic up and down motions continuously. ~ E desk~ While the desk is small, it does not look cheap. ~ S #147 The Arch Bishop's Chamber~ The arch bishop lives in extreme comfort. A large feather bed is in one corner, and a large mahogany desk stands against the opposite wall. There is a large chair in front of the desk. ~ 1 9 0 D2 ~ door wooden s~ 1 100 145 E underside~ There is a brownish-red X on the underside of the chair. ~ S #148 The High Priest's Anteroom~ This is the foyer of the High Priest Ryadel's apartment. Tapestries cover the walls, and soft candles give a gentle, delicate light to the room. You can see the entrance to the bedroom to the south. To the east, you can see what appears to be a study ~ 1 8 0 D1 ~ ~ 0 -1 150 D2 ~ ~ 0 -1 149 D3 ~ ~ 0 -1 145 S #149 The High Priest's Bedroom~ As you enter this room, you feel impressed. The High Priest really knows how to live. Light silken tapestries cover the walls, softening the effect of the already soft candlelight. A large bed dominates the center of the room, and it looks extremely comfortable. A intricately woven carpet covers the floor, and deadens any noise that might other wise disturb the sleep of the priest. To the south, you can see a closet. ~ 1 8 0 D0 ~ ~ 0 -1 148 D2 ~ ~ 0 -1 151 S #150 The Study of the High Priest~ This is the study of the High Priest. A well-crafted leather chair sits in front of a huge oaken desk. The smell of fine Elven tobacco lingers about the room. Several chairs have been placed against the walls, for the use of the High Priest's guests. There is a large painting above the desk. ~ 1 8 0 D3 ~ ~ 0 -1 148 E underside~ There is a brownish-red X marked on the underside of the chairs in this room. ~ E desk~ The desk is enormous. They must have used magic to get it through the substantially smaller entrance to this room. ~ E serpent~ The serpent is golden, with jade feathered wings. It looks like it is grinning. ~ E tree~ On closer examination, the tree appears sickly, and old, and ready to topple over and fall. ~ E painting~ The painting is of the Life Tree of Midgaard, nurturing all of life within its boughs. The Midgaard serpent gnaws at the roots, and it doesn't look like he has very far to go before he reaches the main part of the tree. ~ E smell tobacco~ The tobacco is definetly Elven. You can tell by the strong, "leafy" odor. ~ E chair chairs~ The chairs are well made, and look very expensive. They go well with the rest of the expensive stuff in this room. ~ E desk ~ The desk is enormous. They must have gotten it in here with magic, since there is no way that it could fit through the tiny door. ~ S #151 The Closet of the High Priest~ This huge closet contains some of the finest made clothing that you have ever seen. Silk and lambskin dominate the selection, and everything looks like it would be very comfortable to wear. ~ 1 8 0 D0 ~ ~ 0 -1 149 D1 ~ latch~ 2 101 152 E small object~ It looks like some sort of door latch. ~ E lambskin lamb~ The lambskin clothing is incredibly soft, and very comfortable looking. As you poke through the High Priest's belongings, you notice a small object attached to the eastern wall of the closet. ~ E lamb lambskin~ The lambskin clothing is very soft and comfortable looking. As you poke through the rows, you notice a strange latch in the back of the closet. Hmmmmmm. ~ E silk~ The silken clothing is so light and thin as to be ethereal. You could probably wear five or six layers of the stuff before you reached the thickness of even a simple shirt. ~ S #152 The Secret Chamber of the High Priest~ Wow! You have found a secret passage! And you thought things like this only happened in computer games! There is a door to the west, and a stairway leading downwards. ~ 1 9 0 D3 ~ door secret latch w~ 2 101 151 D5 ~ ~ 0 -1 165 S #153 Western Hallway~ The hallway dead-ends here. There is a large oaken door to the east, and the hallway continues west. ~ 1 8 0 D1 ~ door wooden large oaken~ 1 100 154 D3 ~ ~ 0 -1 107 S #154 Cellar Access~ This small room has bits of algae growing on the walls. They glow softly, giving this room what little light it has. There are two exits, a door to the west, and a ladder going down. ~ 1 8 0 D3 ~ door wooden large oaken w~ 1 100 153 D4 ~ secret latch ~ 1 100 155 D5 ~ ~ 0 -1 164 E algae~ As you examine the algae, you find a small latch. ~ E latch~ You trace a thin wire from the latch up to the ceiling. Perhaps you should try opening the latch, to see what happens. ...Then again, maybe you shouldn't. ~ E ladder~ The ladder looks firm and strong. It has supported the weight of many a chubby monk, it will support yours. ~ S #155 Attic Access~ Ooh, this is a nifty little treat. You appear to be in an extra room, that may have been completely forgotten by the priests. There is passageway leading down, and a door to the north. ~ 1 8 0 D0 ~ door wooden n~ 1 100 156 D5 ~ passageway passage pass door d latch~ 1 100 154 S #156 Attic~ It is rather hot and stuffy up here. There is a window to the east, that lets in some cool air, and a door to the south. A few boxes and bits of trash are scattered about the room, but nothing particularly important. ~ 1 8 0 D0 ~ ~ 0 -1 157 D2 ~ door wooden s~ 1 100 155 E debris~ There is nothing remarkable about the debris. ~ E boxes~ The boxes are empty. They're probably just a haven for rats. ~ E window e~ You see the streets of Midgaard. Looks like the world is surviving without you in it. ~ S #157 Attic~ The attic continues here, to the north and south. ~ 1 0 0 D0 ~ ~ 0 -1 158 D2 ~ ~ 0 -1 156 S #158 Attic~ The attic continues to the north and south. ~ 1 0 0 D0 ~ ~ 0 -1 159 D2 ~ ~ 0 -1 157 S #159 Attic above the Library~ You can see light streaming up from below, and the outline of a large door set into the floor is apparent. It looks like the back side of a secret door, much more obvious than the front side. You can exit to the south, or through this door. ~ 1 8 0 D2 ~ ~ 0 -1 158 D5 ~ ~ 0 -1 104 S #160 Western Hallway~ The hallway runs west. There is a wooden door to the east. ~ 1 8 0 D1 ~ door wooden e~ 1 100 104 D3 ~ ~ 0 -1 132 S #161 Northern Library~ The library is large and quiet. There are books all over the place. There is a ladder that goes up to the second floor, and the library continues to the south. ~ 1 8 0 D2 ~ ~ 0 -1 104 D4 ~ ~ 0 -1 162 S #162 Library Second Floor~ The second floor of the library is even more quiet than the first floor, and even more crowded. There are books everywhere, even in the middle of the narrow hallway that rings the lower library. The only exit is the ladder going down. ~ 1 0 0 D5 ~ ~ 0 -1 161 S #163 Cellar~ This room looks like the entry/exit from the cellar. There is a ladder going up, and doors to the east, and west. ~ 1 9 0 D3 ~ ~ 0 -1 175 D4 ~ ~ 0 -1 112 S #164 Cellar~ This room looks like the entry/exit for the cellar. There is a ladder going up, and passages to the east and west. ~ 1 9 0 D1 You see a labyrnth of some kind. ~ ~ 0 -1 10901 D3 ~ ~ 0 -1 169 D4 ~ ~ 0 -1 154 S #165 The Secret Passageway of the High Priest~ You are in the secret passageway of the high priest. There is a stairway going up, and the passage continues to the north. ~ 1 9 0 D0 You see a long, dark passageway ~ ~ 0 -1 168 D4 ~ ~ 0 -1 152 S #166 A secret passage!~ You have found a secret passage in the back of the temple! This room is dark, and musty. There is nothing of interest in the room. To the north, you can see a door that leads outside. To the south is another door, heavily reinforced with iron bands. ~ 1 9 1 D0 You see a door leading outside. ~ door secret n~ 1 100 54 D2 You see a reinforced iron door to the south ~ door iron s~ 1 100 167 S #167 A small stone room~ This room is about 10 x 10. There is a large door to the north, another to the south, and a heap of bones in the corner ~ 1 9 2 D0 You see a small, musty room ~ door iron n~ 1 100 166 D2 You see a long passage leading south ~ door iron s~ 1 100 168 E bones heap~ the heap of bones is fairly large. You see all kinds of bones, fighter's bones, cleric's bones, mage's bones, thievs' bones... ~ S #168 Dark passage~ This long passageway leads north and south.. To the north is a small room, and to the south is a large, reinforced iron door.. You can hear something moving behind the door... But then again, it could just be your imagination. ~ 1 9 2 D0 You see a large iron-reinforced door, and a stone room beyond. ~ door iron n~ 1 100 167 D2 You see a small room ~ ~ 0 -1 165 S #169 Cellar~ You are standing in a 10 x 10 passageway, stretching off into the darkeness. You have a feeling that you don't belong. ~ 1 9 0 D1 ~ ~ 0 -1 164 D3 ~ ~ 0 -1 170 S #170 Cellar~ You are standing in a damp dungeon hallway, your light glints off of the wet stones embedded in the walls. While it is damp, it is not dirty, there are no traces of dirt, or fungi. The hallway continues to the east and west, and there is a door in the south wall. ~ 1 9 0 D1 ~ ~ 0 -1 169 D2 ~ door wooden s~ 1 100 172 D3 ~ ~ 0 -1 171 S #171 Cellar~ You are standing in a damp dungeon hallway, your light glints off of the wet stones embedded in the walls. While it is damp, it is not dirty, there are no traces of dirt, or fungi. There are exits to the east, and north. ~ 1 9 0 D0 ~ door wooden n~ 1 100 173 D1 ~ ~ 0 -1 170 S #172 Storage room~ You are standing in a large storage room. Several barrels and boxes line the walls, and the center of the room, making movement difficult. The room appears to be fairly well stocked, and none appear to have been recently opened. There is only one exit, to the north. ~ 1 9 0 D0 ~ door wooden n~ 1 100 170 S #173 Cellar~ You are standing in a damp cellar hallway. The floor and walls are very clean, and there is no trace of moss or fungi. There is a large grate in the western wall, a wooden door in the north wall, and the hallway continues east. ~ 1 9 0 D0 ~ door wooden n~ 0 -1 174 D1 ~ ~ 0 -1 171 S #174 Cellar~ You are standing in a damp cellar. The room, while damp, is very clean, and there is no trace of moss or fungi. There are exits to the east, and a door to the south ~ 1 0 0 D1 ~ ~ 0 -1 175 D2 ~ door wooden s~ 1 100 173 S #175 Cellar~ You are standing in a large cellar hallway, which is damp, but very clean. Your light glints off of the wet stones that make up the walls of the passageway. The hallway continues to the east and west. ~ 1 9 0 D1 ~ ~ 0 -1 163 D3 ~ ~ 0 -1 174 S #230 Weapons by Kitling~ Here is the weapons shop of the mall. It is a standard manufacturer's weapon outlet, one of a number of chain stores around the country. They offer the finest, yet slightly imperfect, in bludgeoning, slashing, and piercing products. ~ 1 184 0 D0 ~ ~ 0 -1 246 D3 ~ ~ 0 -1 244 S #231 The Armory Internationale~ This is one of the finest stores in the mall. Paintings by famous local artists adorn the beautifully wallpapered walls, and the carpet is quite plush. Gold fixtures and antique furniture is scattered through the rest of the store, and the shopkeeper prides himself in selling only the finest armors. ~ 1 184 0 D2 ~ ~ 0 -1 246 S #232 Eddy's Elixirs~ In here you see shelves and shelves of magic vials, recipes for potions and cases of mixtures for almost any occasion. Eddy prides himself on his large variety, and we will NOT be undersold by that dweeb Zifnab in the city. ~ 1 184 0 D1 ~ ~ 0 -1 245 S #233 The Bootery~ Offering the finest of footwear for the modern mage, thief or warrior, the Bootery provides a large selection of boots for everyone in SillyMud. ~ 1 184 0 D2 ~ ~ 0 -1 245 S #240 Entrance to the Forrest Landing Shopping Mall~ This is the entrace to the Forrest Landing Shopping Mall, a fun place for kids and adults alike, and only a short ways away from Midgaard. People can be seen here, bustling about, minding they're own business. You see the entrance to the mall to your east, and the outer world to your west. ~ 1 8 0 D1 This is the entrace to the Forrest Landing Shopping Mall, a fun place for kids and adults alike, and only a short ways away from Midgaard. People can be seen here, bustling about, minding they're own business. You see the entrance to the mall to your east, and the outer world to your west. ~ door~ 2 28016 241 D3 ~ ~ 0 -1 18287 S #241 Hallway~ A hallway in the shopping mall, complete with the tacky carpeting and a rather distasteful decor. You see to your east a musical instrument store called, "Chad's Music-O-Rama," and the entrance to the mall to your west. The hallway continues north. ~ 1 8 0 D0 ~ ~ 0 -1 243 D1 ~ ~ 0 -1 242 D3 ~ ~ 0 -1 240 E hallway hall room~ The hallway here leads to the east into Chad's Music-O-Rama, and north toward the rest of the mall. ~ S #242 Chad's Music-O-Rama~ You see a room filled with musical instruments. The proprieter, Chad Jackson the International Recording Artist, does his best to stock only the finest musical instruments in the land. ~ 1 24 0 D3 ~ ~ 0 -1 241 S #243 Hallway~ A hallway in the shopping mall, complete with tacky carpeting and a distasteful decor. People are milling about, going nowhere and doing nothing. To the west is Zales' Jewelers. ~ 1 8 0 D0 ~ ~ 0 -1 244 D2 ~ ~ 0 -1 241 D3 ~ ~ 0 -1 249 S #244 Hallway~ A hallway in the shopping mall, complete with tacky carpeting and a distasteful decor. People are milling about, going nowhere and doing nothing. To the East is the weapons shop, 'Weapons by Kitling.' ~ 1 8 0 D0 ~ ~ 0 -1 245 D1 ~ ~ 0 -1 230 D2 ~ ~ 0 -1 243 S #245 Hallway~ A hallway in the shopping mall, complete with tacky carpeting and a distasteful decor. To your north is 'The Bootery' for all your footwear needs, while west is 'Eddy's Elixirs' for the quaffers in your family. ~ 1 8 0 D0 ~ ~ 0 -1 233 D1 ~ ~ 0 -1 246 D2 ~ ~ 0 -1 244 D3 ~ ~ 0 -1 232 S #246 Hallway~ A hallway in the shopping mall, complete with tacky carpeting and a distasteful decor. People are milling about, going nowhere and doing nothing. To your north is 'The Armory Internationale' while to your south is the weapons store, 'Weapons by Kitling.' ~ 1 8 0 D0 ~ ~ 0 -1 231 D1 ~ ~ 0 -1 247 D2 ~ ~ 0 -1 230 D3 ~ ~ 0 -1 245 S #247 Forrest Landing Center Court~ The end of the Forrest Landing mall, to your east you see the Food Court. This is the stage of the mall, where people sometimes give shows to the shoppers. ~ 1 8 0 D1 ~ ~ 0 -1 248 D3 ~ ~ 0 -1 246 S #248 Forrest Landing Food Court~ This is the Forrest Landing Food Court. You several people sitting at tables around the food court, eating and drinking, and generally socializing. ~ 1 28 0 D3 ~ ~ 0 -1 247 S #249 Zales' Jewelers~ You look around and see cases and cases of the finest jewels, precious stones and jewelry that you have ever seen. ~ 1 28 0 D1 ~ ~ 0 -1 243 S #250 Shark's Office~ This is a beautiful marble paneled office. It is somehow devoid of excess moisture (and water!) and the air is cool. There huge mahogany desk at the north end with a mate black lamp and bright red tape holder as it's only accessories (That and the solid gold and sterling silver plated Sparc II running X11R5). You can see a large mahogany door bound in metal at the north end. To the south you can see the door to the waiting room. ~ 1 8 0 D0 You see a metal bound mahogany door. ~ hallway door north metal~ 1 3951 1091 D2 You see a large door. ~ door~ 1 3951 300 D4 You see a strange portal. ~ portal~ 1 3951 3140 D5 ~ ~ 0 -1 251 E desk~ You feel week from envy ~ E portal~ The portal is GLOWING strangely. ~ E X11R5 terminal Sparc~ The terminal is currently XLOCKED. But it IS a very nice terminal! ~ S #251 The Antichamber~ This is a large room with marble walls, this room looks as old as time. There is a ladder going up and a large passage to the north. ~ 3 0 0 D0 ~ ~ 0 -1 252 D4 ~ ~ 0 -1 250 S #252 The Golden Room~ This is a large room with golden walls. There are a few pieces of lavish furniture about. There is a large plaque on the far wall, right next to a huge oaken door. ~ 3 200 0 D0 ~ north oak door~ 2 40001 253 D2 ~ ~ 0 0 251 E plaque wall~ Warning MORTAL! Although the matter of the blade is out of the hands of the Gods, the blade itself is DANGEROUS! Yea, it is power beyond the normal weapon and thefore may tempt you... RESIST! Shark, High Weaponsmaster. ~ S #253 The Blade Room~ This room looks like it was just dug out of the earth. It is fairly small and damp. On the floor is a small wooden platform. ~ 3 200 0 D2 ~ south oak door~ 2 40001 252 S #298 Metal Chamber~ This is a round metal chamber. There are strange carvings on the wall. ~ 1 8 -1 100 299 1 0 D0 ~ ~ 0 0 3140 E carvings wall~ You can't read them, but they send a shiver down your spine! ~ S #299 The floor has dropped out from under you!~ The metal floor has dropped out.. you are sliding down a tunnel!! Where will it all end!!?? ~ 1 8 -1 20 301 1 0 S #300 The Waiting room~ This is a large room with plenty of chairs and reading material. There are various pictures of sharks and other sea creatures on the wall, as well as an assortment of blow driers. Over in the north corner you can see a monitor playing SNL (One of the Land Shark episodes you belive). The air is cool and moist. ~ 1 8 -1 -1 0 -1 0 D0 You see a large door. ~ door~ 1 3951 250 D5 You see a strange portal. ~ portal~ 1 3951 98 E wall~ You see some blow driers and pictures of sharks and see life. ~ E portal~ The portal is GLOWING strangely. ~ S #301 Entrance to the Shark Tank~ You have ended up in a large steel room. The room feels very damp and there are pools of salt water on the floor. There is a large steel door at the north end with red lights over it. It looks like an airlock. There is a open glass door marked EMERGENCY EXIT to the south. ~ 1 8 -1 160 302 1 0 D2 You see a open glass door. ~ glass door~ 1 3951 305 E lights~ They are dark, but look very official. You notice a speaker between them. ~ E steel north~ The steel door is massive and looks like it can't be opened. Not by YOU anyway! It is marked "TANK". ~ S #302 There is an alarm going off!!~ A very loud alarm has started and the red lights are going off!! ~ 1 8 -1 70 303 1 0 D2 You see a open glass door. ~ glass door~ 0 0 305 E lights~ The lights are light BRIGHT RED. You notice a speaker between them where the deafening noise is coming from. ~ E steel north~ The steel door is massive and looks like it can't be opened. Not by YOU anyway! It is marked "TANK". ~ S #303 The metal door is opening and water is rushing in!~ The metal door at the north end has started to open and water is rushing in! At the same time the EMERGENCY EXIT has slowly started closing. A voice comes out of nowhere and says that the room will be flushed in 40 seconds. ~ 1 8 -1 70 304 1 0 D2 You see a open glass door. ~ glass door~ 0 0 305 E lights~ The lights are flashing with maddening quickness. You notice the speaker between them is screaming at you. You feel like you should leave. ~ E steel north~ The steel door is massive and looks like it can't be opened. Not by YOU anyway! It is marked "TANK". ~ S #304 The Shark Tank~ This is a HUGE metal tank filled with clear salty water. The floor has been done in post modern sea bottom. There are various sea animals about enjoying the water and decor. You can almost make out a small door on the bottom. ~ 1 8 -1 -1 0 -1 9 D5 You see a small door. ~ small door~ 1 0 300 S #305 The Emergency Chamber~ The glass door slams shut and you notice you are in a small metal chamber. A calm female voice tells you that you will be evacuated shortly. ~ 1 8 -1 60 98 1 0 S #400 An overturned cart~ You have come across an overturned cart, lying in the middle of the road. One of the wheels is still spinning. ~ 3 0 -1 60 401 1 3 D0 ~ ~ 0 -1 15001 D2 ~ ~ 0 -1 15100 S #401 Ambush!~ Suddenly, a group of bandits leap from cover and attack! ~ 3 0 3 D0 ~ ~ 0 -1 15001 D2 ~ ~ 0 -1 15100 D3 ~ ~ 0 -1 403 S #403 A small path in the woods~ You are standing on a small path in the woods. To the east, the path leads further into the forest, while to the west, you can still see the cart, lying on the road. ~ 3 0 3 D1 ~ ~ 0 -1 400 D3 ~ ~ 0 -1 404 S #404 A small path in the woods~ The path turns north now.. You can hear shouts from up ahead, You must be almost upon the bandit camp! ~ 3 0 3 D0 ~ ~ 0 -1 405 D1 ~ ~ 0 -1 403 S #405 Empty Camp~ As you tear through the woods, you stumble out into a large round clearing. There is a fire burning in the center of the grassy area, clearly it was just recently vacated. Watch out for another ambush! ~ 3 0 -1 20 406 1 3 D2 ~ ~ 0 -1 404 S #406 Ambush!~ Once again, the bandits jump from hiding, but this time there are several more of them, including the leader, a huge ogre... ~ 3 0 3 D2 ~ ~ 0 -1 408 D3 ~ ~ 0 -1 413 S #407 A small clearing~ You are standing in a large circular clearing in the forest. There is a small fire still burning in the center of the clearing ~ 3 0 3 D2 ~ ~ 0 -1 408 D3 ~ ~ 0 -1 413 S #408 A small path in the woods~ You are standing on a small path in the woods. The path leads north and east. To the north is the bandit camp you just left, and to the east is the overturned cart. ~ 3 0 3 D0 ~ ~ 0 -1 407 D1 ~ ~ 0 -1 409 S #409 A small path in the woods~ You are standing on a small path in the woods, leading east and west. To the east you can see an overturned cart ~ 3 0 3 D1 ~ ~ 0 -1 410 D3 ~ ~ 0 -1 408 S #410 An overturned cart~ You are standing next to an overturned cart. The wheels have ceased turning, and all is quiet ~ 3 0 3 D0 ~ ~ 0 -1 15001 D2 ~ ~ 0 -1 15002 D3 ~ ~ 0 -1 409 S #413 Another small trail~ You are standing on another small trail leading east and west. You hear movement to the west ~ 3 4 2 D1 ~ ~ 0 -1 407 D3 ~ ~ 0 -1 414 S #414 A shallow pit~ You have stumbled across the (modest) treasure of the bandits. Of course, you'll have to get past the guardian first. ~ 3 0 3 D1 ~ ~ 0 -1 413 S #444 Loki's Retreat~ You are standing in Loki's retreat, a soft, green valley standing between two mountains which seem to stretch impossibly high into the sky. They are the peaks Radermerle, and Liradel, and they glisten with ancient snow. Nearby, you can hear the trickling of a stream, and then farther off to the south the pounding of a waterfall. A slight breeze plays about you, and it makes the long grasses sway lazily back and forth. ~ 4 0 0 S #500 Druid challenge preperation room~ You are standing in the druid challenge ready room.. Prepare yourself for the fight, and remove and drop all of your equipment and gear. When you are ready, nod, and you will be taken into the combat room. The first to flee shall be considered the loser. If you do not remove your equipment and gear, it will be destroyed. Good luck ~ 5 92 11 D5 ~ ~ 0 -1 502 S #501 Druid challenge room~ Begin the combat. The first to flee loses. ~ 5 4168 11 D2 ~ ~ 0 -1 500 S #502 The northern limb~ You are standing on the northern limb of the colossal tree. Above you, you can see the challenge area, where each druid must test his or her mettle in single combat. To the south, you can see the center of the tree. ~ 5 0 3 D2 ~ ~ 0 -1 503 D4 ~ ~ 0 -1 500 S #503 A meeting of limbs~ You are standing at the meeting point of huge limbs, which lead north, south, east and west. To the north, you can see the challenge area, and to the west, you can see the druid guildmaster ~ 5 0 3 D0 ~ ~ 0 -1 502 D1 ~ ~ 0 -1 505 D2 ~ ~ 0 -1 506 D3 ~ ~ 0 -1 504 D5 ~ ~ 0 -1 507 S #504 The western limb~ You are standing on the western limb of the colossal tree. To the east, you can see the center of the tree. To the north west, you can see the challenge area. ~ 5 0 0 D1 ~ ~ 0 -1 503 S #505 The Eastern tree-limb~ You are standing on the eastern tree limb, which appears to be some sort of meditation area. To the west, you can see the center of the tree. To the north east, you can see the challenge area ~ 5 0 0 D3 ~ ~ 0 -1 503 S #506 The southern tree-limb~ You are standing on the southern tree limb of the colossal tree. To the north, you can see the center of the tree. To the north-west, you can see the druid guildmaster, teaching a young druid some essential skills. ~ 5 0 0 D0 ~ ~ 0 -1 503 S #507 Inside the colossal tree~ You are standing inside the great tree, an eerie feeling indeed. The tree truck continues upwards and downwards, while open air lies in all other directions. ~ 5 8 11 D4 ~ ~ 0 -1 503 D5 ~ ~ 0 -1 508 S #508 Inside the Colossal tree~ You are standing within the colossal tree. You can feel its life energy flowing through you, as life-giving sunlight and nutrients are exchanged between the leaves above, and the roots below. The tree trunk soars above you. ~ 5 8 11 D1 ~ ~ 0 -1 6103 D4 ~ ~ 0 -1 507 S #515 The well-kept trail~ You are standing on a trail leading between well kept, and very healthy looking trees. To the north, you can see the light forest of Haon-daor, while to the south, the trail continues. ~ 5 0 0 D0 ~ ~ 0 -1 6017 D2 ~ ~ 0 -1 516 S #516 The end of the well-kept trail~ You are at the southern end of a trail, which leads northwards through a vibrantly green forest. To the south, you can see a circular clearing, covered in rich, thick grass. Large, healthy trees lie to the east and to the west. ~ 5 0 0 D0 ~ ~ 0 -1 515 D2 ~ ~ 0 -1 517 S #517 A circular clearing~ You are standing in a circular clearing, in the center of a very healthy looking copse of trees. A trail leads northwards through the forest, and a small hut lies to the west. To the east, you can see another clearing, dominated by a huge oak tree. ~ 5 0 0 D0 ~ ~ 0 -1 516 D1 ~ ~ 0 -1 519 D3 ~ ~ 0 -1 518 S #518 A small cottage~ You are standing inside a small hut, or cottage, which seems to be someone's well used residence. A door leads south, and a circular clearing lies to the east. ~ 5 0 0 D1 ~ ~ 0 -1 517 D2 ~ door wooden s~ 1 0 520 S #519 A small clearing~ You are standing in a small clearing. A very large oak trees sits in the center of the clearing, its branches sway slightly in the wind. To the west, you can see a larger clearing, and beyond that, a small hut ~ 5 0 0 D3 ~ ~ 0 -1 517 S #520 a sparse bedroom~ You are standing in the bedroom of a small cottage. A window lies open to the east, and a pleasant breeze slowly blows through the room. A small wooden door lies to the north. Other than that, the room is decorated with the usual stuff one would find in a bedroom ~ 5 0 0 D0 ~ door wooden n~ 1 0 518 E window west~ Through the window, you can see a circular clearing ~ S #550 Monk challenge preperation room~ You are standing in the Monk combat ready-room. Prepare yourself for your battle, and nod when you are fully prepared. You will be taken into the combat room. Remove all of your equipment and gear, and leave it here. It will be destroyed if you do not. Strike first and strike hard.. Good luck. ~ 5 92 0 D3 ~ ~ 0 -1 1725 S #551 Monk challenge room~ Begin the combat. The first to flee loses. ~ 5 4104 0 D2 ~ ~ 0 -1 550 S #600 Dweeb's place~ La ~ 3 8 2 S #666 The Hall of Rules~ Welcome to the hall of rules. "Rules" start at 667, and go through 670. Note: At the current time, these are a copy of the rules on Temple. However, they will be rewritten. 671-675 is a list of godly duties. If you want to move up in levels, I recommend that you read it. More will be added as thought of. ~ 10 8 0 S #667 Temple rules on being immortal (supplied by conner)~ The mostly dont's of being immortal: (1) On playing a mortal character: - ABSOLUTELY NO HELP WHAT-SO-EVER FOR ONE OF YOUR OWN MORTALS! The point being you have already achieved the goal of the game. By helping yourself in this way, you detract from others chances. - Don't pass on equipment, especially not to one of your own. - Don't give your 'old' characters to other people or I will treat them as if it is you. And DON'T let them play your immortal! - No playing both immortal/mortal types at the same time, there should be no legitimate need for this. - Similarly switching back and forth between mortal/immortal looks as though you are obtaining information to help you and you probably are, so don't. (2) Assisting other players: - Advising a new player how to start is expected behavior, but advising him/her what his stats are or stats on an item is not. DO NOT inform people of object/monster stats! - DO NOT cast spells for mortals, and don't use spells against them ie casting Sanctuary on mobs. - Don't trans them around to avoid encounters or to put them in harms way. [more] ~ 10 8 0 S #668 Temple rules on being immortal (supplied by conner)~ (3) On Dealing with problem players: Don't just up and kill them. Don't use info you receive as immortal to come on and hunt-down/summon players for the purpose of killing. (This is not to say you couldn't advise someone who they were killed by. Just make sure it stays their affair and not yours.) Do try to talk to them and inform them where they are going wrong. Be polite, but if they are not polite in return there is no reason to listen to them. If they refuse to listen, either inform a higher level or get a couple other immortal witnesses. Then move them out of harms way and if need be strip them of equipment. You invested time and effort in making immortal, but it is a privilage and comes with a responsibility to act responsibly. Violators will be delt with. I not exclude the possibility of deletion, demotion or banning immortals. You should read the wizard board each visit to stay informed of any changes to policy. ~ 10 8 0 S #669 Temple rules on being immortal (supplied by conner)~ If you wish to continue to play as a mortal there a few things I would like you to keep in mind: 1) Don't be an item hog. You should not be keeping equipment for more than ONE player. If you play more than one character that is fine, but I would hope you wouldn't play more than one at a time. 2) The items you keep should be minimal. No reason why you should have 2 energy bows, a katana and a claw. You can't use them all at once so why have them. Same for armour and other items. If you can't use them at the same time you probably have too much. Items you get rid of should NOT be sold but put on the dump so they circulate back to the game and other people have the chance to experience getting them. 3) Avoid the urge to curry favor amoung people by 'starting' out newbies with a generous helping of experience points and or items. Give a modest amount of gold if you like or take them on a mini-tour of areas they can handle. They will have more fun if they can experience things for themselves. Anyone you group with should be of approximately the same level. [MORE] ~ 10 8 0 S #670 Temple rules on being immortal (supplied by conner)~ If you are noted violating these conditions your items may be removed or if a repeat offender demotion or erasure or mortals may be called for. I don't wish to restrict your playing entirely - I'm glad you enjoy what I have created enough to go back for more. But you must keep in mind that there are other people playing and they deserve to have the same opportunities and struggles you hopefully went through. If there is anyone that can't live up to these responsibilities, you should consider finding another mud to pass your time on. ~ 6 0 0 S #671 Wizlist/Hall of Rules~ 3/1/92 ============================================================================== SUPREME BEING 60th Loki GOD- Enough said! ============================================================================== IMPLEMENTOR 59th Conner Felix Shark Vile FINAL says in all Loki does NOT care to deal with. Promotes/Demotes gods. Filters all complaints. Creates and enforces policy, approves the policies of the 58th's. ADVANCE ============================================================================== GODS OF FINAL JUDGEMENT 58th Haplo Excavator Xenakis Kaylor Hachiman Darkenelf Skylar JUDGES of immortals and WATCHERS of the game. May promote to 56th level. Investigate any complaints of cheating. May pass judgement on any god but may NOT demote levels. Should events warrant, level 58th's have the option to shut the game down. They are also in charge of reimbing chars in exp should a case warrant. The only way to advance from this level is to replacement of one of the exsisting 59's. Only those who have been 58 for some time are eligible. SHUTDOWN REROLL SLAY SYSTEM @SET ~ 6 0 0 S #672 Wizlist/Rules~ ============================================================================== GODS OF JUSTICE 57th Ripper Herne StJarna Belgarath These gods are the REGULATORS of the Immortals. Any complaints of lower gods reach this level first. 57th's May recommend promotion or demotion of a god. A god of this level or higher is needed to authorize a quest. To advance from this level you must fullfill your role as a 57th. Anyone considered for promotion to 58th should not have been found guilty of any major infraction(s) of the rules. ============================================================================== GREATER GODS 56th DrBones Fiona Stranger Craig Heimdall Brutus This is the highest level god that should have any long term interaction with the pcs. This level is the 'jury' of the pcs dealing with any complaints of player killing and theft. To advance from this level you MUST have been with the mud for some period of time, contributed something- be that an area, a few MAJOR quests or coding AND shown that you CAN be trusted completely. SNOOP ~ 6 0 0 S #673 Wizlist/Rules~ ============================================================================== GODS 55th VanJuntz Dugwal Gambreezzi Pakslen Saffron Dweeb Level 55 gods are expected to deal with any and all problem pcs, using "FORCE" to backup the rules on player killing and theft. These gods are the ones to see if there is a problem with a player. To advance from this level you must have had experience dealing with pcs that have caused a problem and successfully settled disputes. FORCE ============================================================================== DEMI-GODS 54th Bolt Helios Jim Rugrat Zyx Have some of the more powerful wiz commands. Demi-gods are expected to keep the game safe from annoying users. If events warrant the shutting the game off from mortals for a time, 54th's may WIZLOCK the game. To advance from this level show initiative in dealing with the problems of the pcs and of the lower level gods. TRANSFER WIZLOCK SNOWBALL RESTORE ~ 6 0 0 S #674 Wizlist/Rules~ ============================================================================== SAINTS 53rd Companion Exxon Hamlet Keaggy TomServo Sinistrad Spike This level of god is responsible for reimbursing any character that has suffered a loss due to code problems. This is an ideal level for administering quests. A god of this level or higher MUST be present while a quest is being run. To advance from this level set up and run quests, work on your area, and help with the interaction of pcs and gods. The god must be active and show they CAN be trusted. STRING LOAD ============================================================================== CREATORS 52nd Azeb Cloth Dalamar Martin Riel Salamander Scratch (*Major Coder*) Valkyr This level is for mainly creators of zones, who do not wish to interact with pcs' or the flow of the game. These gods may set up a quest, but a 53rd or higher IS required to be on during its play. 53rd and higher may be asked to load and string objects for an APPROVED quest. To advance from this level begin work on your area and run some quests. STAT AT RSAVE RLOAD INSTAZONE EDIT SHOW ~ 6 0 0 S #675 Wizlist/Rules~ ============================================================================== IMMORTALS 51st Holli Lews Mario Mysterius Kif Overkill Riff Rikus Smelterhead Terran Tiro Venus Lowest level god. This level is ideal for becoming acquainted with godhood. It is the reward for successfully running up through ranks of mortality. As an Immortal, you are to enhance the play of the game, by switching into mobiles and giving them "personalities", etc. However, do NOT- directly or indirectly- interfere with the play/actions of mortals. You have left mortality behind you; therefore, do not seek to continue aiding your mortal running mates via stat or other priviledged information. To advance from this level simply behave and show an interest in adding to the mud. PURGE SWITCH NOSHOUT AUTH GOTO THINK USERS WIZHELP NOHASSLE STEALTH INVIS ============================================================================== ~ 6 0 0 S #790 Jim's Office~ This Is the office of Jim. It's not very big, but none the less it is a office of some sort. On the walls are different monster heads of Jims Kills. On the west wall you see Jims first "a vampire bat". On the east wall you see "a black enfan", which nearly lost Jim a lot of EXP. if he would have died. On the south wall if you can reconize it, is a picture of Cichlid and Qazzzzirumn, Jims mortals. And on the north wall, as you look with awe, A picture of loki with shovel in hand, on the first day he put the mud up. and under the picture is a little plaque that reads "LOKI MY HERO" ~ 6 528 0 D5 ~ ~ 0 -1 3005 S #791 North South Road~ You are now entering the Green Slime.... ~ 6 0 0 D0 ~ ~ 0 -1 798 D1 ~ ~ 0 -1 1101 D2 ~ ~ 0 -1 792 S #792 Greenstone Path~ Empty ~ 6 0 0 D3 ~ ~ 0 -1 793 S #793 Limestone Street~ Empty ~ 6 0 0 D3 ~ ~ 0 -1 794 S #794 Moldy Way~ Empty ~ 6 0 0 D0 ~ ~ 0 -1 795 S #795 Algea Ave~ Slime Row lies to the east. ~ 6 0 0 D1 ~ ~ 0 -1 799 S #796 Moldy Way~ Algea Ave lies to the south. ~ 6 0 0 D2 ~ ~ 0 -1 795 S #797 Limestone Street~ Moldy Way lies the the west. ~ 6 0 0 D3 ~ ~ 0 -1 796 S #798 Greenstone Path~ Limestone Street lies to the west. ~ 6 0 0 D3 ~ ~ 0 -1 797 S #799 Slime Row~ This is the most likely place to find the Green Slime. Exit down Now! and you might not get Slimed. Reception is up if you got the key. dim lit path is down. ~ 6 0 0 D4 ~ door ~ 1 6502 3008 D5 ~ ~ 0 -1 1101 S #800 The Marsh~ Entering the marsh is like entering another world. It is thick with lush vegetation. Reeds grow as high as a man on horseback, making long distance viewing impossible. The flat terrain is occasionally broken by a hillock which rises above the reeds. ~ 3 8 0 D0 ~ ~ 0 -1 801 S #801 The Massacre~ Startled by your arrival, a half dozen carrion birds rise in front of you. Pushing through some tall weeds, you come upon the remains of a fight. Dead men and horses are sinking into the mud all around you. About ten feet away lies the body of an immense ceratosaur. The livery of the dead men identifies this party as a unit of soldiers from a nearby barony. ~ 3 0 0 D0 ~ ~ 0 -1 803 D1 ~ ~ 0 -1 802 D2 ~ ~ 0 -1 800 S #802 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 3 0 0 D0 ~ ~ 0 -1 804 D3 ~ ~ 0 -1 801 S #803 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 3 0 0 D0 ~ ~ 0 -1 806 D1 ~ ~ 0 -1 815 D2 ~ ~ 0 -1 801 D3 ~ ~ 0 -1 813 S #804 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 3 0 0 D0 ~ ~ 0 -1 805 D1 ~ ~ 0 -1 808 D2 ~ ~ 0 -1 802 D3 ~ ~ 0 -1 815 S #805 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 3 0 0 D2 ~ ~ 0 -1 804 D3 ~ ~ 0 -1 806 S #806 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller than they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 3 0 0 D1 ~ ~ 0 -1 805 D2 ~ ~ 0 -1 803 D3 ~ ~ 0 -1 807 S #807 Desolate Marsh~ This part of the marsh seems indistinguishable from any other. Are you sure you know where you are? The reeds appear even taller that they are, because you're standing knee deep in muck. You wish those pesky gnats would go away and leave you alone. ~ 3 0 0 D1 ~ ~ 0 -1 806 D2 ~ ~ 0 -1 813 S #808 By The Lake~ You follow what looks like some sort of path around the edge of a large hillock on your right. To your left is water as far as the eye can see, and it looks deep. You hear a rustling sound coming from the reeds!! ~ 3 0 0 D3 ~ ~ 0 -1 804 S #809 The Clearing~ This clearing is just as inviting as it ever was. You dread entering the marsh to the east as you recall its noisome smell and the painful stings of those hundreds of little red gnats. Whoa! You've just noticed a tiny grass hut standing south of the part in the reeds that marks your exit from the marsh! The hut must have been invisible when you entered, because it is partly set into the marsh and would be out of view if you were facing in the opposite direction. ~ 3 0 0 D0 ~ ~ 0 -1 807 D1 ~ ~ 0 -1 803 D2 ~ ~ 0 -1 814 D3 ~ ~ 0 -1 810 S #810 Beside A Large Boulder~ You are standing in the shadow of a HUGE boulder and feel a slight chill. This area shows signs of having been used as a campsite, but not by any of the world's lawful races! You think some footprints you see may belong to the lizard men which are rumored to inhabit this area. You pray that none of those insidious creatures are lurking nearby ...~ 3 0 0 D1 ~ ~ 0 -1 809 D3 ~ ~ 0 -1 811 S #811 Under A Tree~ Yuck! All around you, there are big piles of some nasty white substance that smells simply terrible! Even worse, it looks like someone or something has been collecting small amounts of this stuff for some unthinkably foul purpose. CAW! CAW! Above you, a gigantic pteranodon takes flight! Its enormous wings beat surprisingly fast, buffeting you with a blast of air. The pteranodon heads east, but you think there may be still more of them up in the tree ... ~ 3 0 0 D1 ~ ~ 0 -1 810 D4 ~ ~ 0 -1 812 S #812 The Pteranodon Nest~ You struggle up into the upper branches of the old tree and find that the pteranodon's nest is large enough and firm enough for humanoids to walk on. Cracked eggshells lie scattered all around along with an odd assortment of animal bones and decaying plant material. Ack! Is that a human femur you see off to the right?!?! ~ 3 0 0 D5 ~ ~ 0 -1 811 S #813 The Clearing~ Ahhh! The reeds part to reveal a nice clear area of hard ground! The grass is green, soft and inviting to you after your tiring travels through the marsh. Perhaps this would be a good place to set up camp before you continue this perilous excursion. Ahead of you, there is a large boulder, which you estimate to be over twenty feet tall! Beyond the boulder is a shady tree in which you see signs of movement and from which emanate strange cawing sounds ... ~ 3 0 0 D0 ~ ~ 0 -1 807 D1 ~ ~ 0 -1 803 D3 ~ ~ 0 -1 810 S #814 A Small Grass Hut~ You lower your head to enter the small doorway of the hut, and your nose is immediately assaulted by the pungent smell of some strange incense. The hut is unlit, but enough light comes in from outside to let you see clearly. There are two copper braziers in which the incense is smouldering. On the ground, several white grubs wriggle and writhe. All in all, this is a very unpleasant place to be ... especially compared to that nice clearing to the north. ~ 3 0 0 D0 ~ ~ 0 -1 809 S #815 The Murky Pool~ You are wading in water up to your armpits. This is terribly disturbing because you cannot see anything below your waist and you think you just felt something slither between your legs .... ~ 3 0 0 D1 ~ ~ 0 -1 804 D3 ~ ~ 0 -1 803 S #816 Storage~ This is where Dagon keeps stuff. Hands off. ~ 3 0 0 S #1000 Asgard~ You stand on a huge expanse of glass. Below you is the universe, in its ever-fluctuating state. You stand in Asgard, home of the gods, frozen in its unchanging state. A huge Mansion lies to the east. ~ 10 72 0 D0 ~ ~ 0 -1 1000 D1 ~ ~ 0 -1 1001 D2 ~ ~ 0 -1 1000 D3 ~ ~ 0 -1 1000 D4 ~ ~ 0 -1 1000 D5 ~ ~ 0 -1 3054 S #1001 Valhalla~ This is the huge Hall of Valhalla, where the Gods rule supreme. The cavernous building stretches infinitely in all directions except up, which returns you to Asgard, and down, which takes you to the Market Square. ~ 10 8 0 D0 ~ ~ 0 -1 1001 D1 ~ ~ 0 -1 1001 D2 ~ ~ 0 -1 1001 D3 ~ ~ 0 -1 1001 D4 ~ ~ 0 -1 1000 D5 ~ ~ 0 -1 3014 S #1002 Priscilla's Pleasure Palace ~ As you look around you, you see the largest collection of erotic toys in the world!!! On a table in the middle of the room lies a book titled : "All You Ever Wanted to Know About Sex..But Were Afraid to Ask" There are things here that you never even imagined in your wildest dreams! ~ 7 0 0 S #1100 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 11 0 3 D2 The dimly lit path leads south through the light forest. ~ ~ 0 -1 6000 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1101 S #1101 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 11 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1102 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1100 D3 ~ ~ 0 -1 791 S #1102 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. The forest here seems less dense than to the south. Northward you see the faint outline of a village. ~ 11 0 3 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1101 D0 The dimly lit path leads to a village. ~ ~ 0 -1 1103 S #1103 Entrance to the Shire~ You stand at the entrance to the Shire. You see halflings, no more than wee tall, every which way you look. Bywater Road leads east and west. ~ 11 0 1 D2 To the south you see a dimly lit path which leads to a dense forest. ~ ~ 0 -1 1102 D1 To the east runs Bywater Road. ~ ~ 0 -1 1104 D3 To the west runs Bywater Road. ~ ~ 0 -1 1118 S #1104 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west while to the north lies the general store. ~ 11 0 1 D3 To the west you see the entrance to the Shire. ~ ~ 0 -1 1103 D0 The general store lies to the north. ~ ~ 0 -1 1105 D1 To the east runs Bywater Road. ~ ~ 0 -1 1106 S #1105 The General Store~ You are inside the general store. All sorts of goodies are stacked on the many shelves. Your local friendly shopkeeper is smiling patiently, waiting to serve you to the best of his abilities. The only exit is to the south. ~ 11 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1104 S #1106 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the north, steps lead to a friendly looking weaponry/armory while a nursery lies to the south. ~ 11 0 1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1104 D1 To the east runs Bywater Road. ~ ~ 0 -1 1109 D0 Steps lead to a friendly looking weaponry and armory. ~ ~ 0 -1 1107 D2 To the south lies Kid'n Keep, the local nursery. ~ ~ 0 -1 1108 S #1107 The House of Arms~ You are inside the finest weapons and armour shop in all of Shiredom. The shopkeeper proudly displays his fine wares and humbly offers the best daggers that you have ever laid eyes on. ~ 11 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1106 S #1108 Kid'n Keep~ You are inside Kid'n Keep, the convenient one-stop nursery that maintains the youth of the Shire. Toddlers run every which way while their nursemaids sigh in exasperation. The only exit lies to the north. ~ 11 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1106 S #1109 A bend in the road~ Bywater Road continues west and south. A large, imposing building lies to the east. Farther to the south, you can see an Inn of some sort. ~ 11 0 1 D3 To the west runs Bywater Road. ~ ~ 0 -1 1106 D2 To the south runs Bywater Road. ~ ~ 0 -1 1112 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1110 S #1110 Shiriff Post of the Eastern Shire~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Eastern Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. A door offers passage to the east. ~ 11 8 0 D3 To the west you can see Bywater Road. ~ ~ 0 -1 1109 D1 A door offers passage to the office of the Thain. ~ door~ 1 0 1111 S #1111 Thain's Office~ You stand inside the office of the Thain, the police protectorate of the great Shire. The Thain has sworn to protect the Shire from all thieves and murderers with his life, and so eyes you suspiciously. A door to the west leads to the Shiriff Post. ~ 11 8 0 D3 A door offers passage to the Shiriff Post. ~ door~ 1 0 1110 S #1112 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north and south. To the east you spy the training grounds for shiriffs in training. ~ 11 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1109 D2 To the south runs Bywater Road. ~ ~ 0 -1 1113 D1 The Shiriff Training Grounds lies to the east. ~ ~ 0 -1 1117 S #1113 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north. The private residences of Shire inhabitants are to the east and west while to the south lies the Ivy Bush, second only to the Green Dragon for its hospitality and service. ~ 11 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1112 D1 You spy the private dwelling of a Shire folk to the east. ~ ~ 0 -1 1115 D2 To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and seasoned travelers. ~ ~ 0 -1 1116 D3 You spy the private dwelling of a Shire folk to the west. ~ ~ 0 -1 1114 S #1114 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the east. ~ 11 8 0 D1 The only exit lies to the east. ~ ~ 0 -1 1113 S #1115 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the west. ~ 11 8 0 D3 The only exit lies to the west. ~ ~ 0 -1 1113 S #1116 The Ivy Bush~ You are in the Ivy Bush, one of the most famous inns in all of Shiredom. Chique Shire urbanites and seasoned travelers fill the confines of the room with gay and lively talk. A jovial innkeeper stops all that he is doing to await your command. The only exit lies to the north. ~ 11 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1113 S #1117 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries fill your ears. Every which way you turn you see halfling trainees at the prime of their youth. A wizened old battle instructor meets your gaze and asks if he may be of service. The only exit lies to the west. ~ 11 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 1112 S #1118 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. A large, imposing building lies to the south. You catch a glimpse of the Brandywine River to the north. ~ 11 0 1 D1 To the east you see the entrance to the Shire. ~ ~ 0 -1 1103 D2 A large, imposing building lies to the south. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1119 D3 To the west runs Bywater Road. ~ ~ 0 -1 1120 S #1119 Shiriff Post of the Bridge~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Bridge. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the north. ~ 11 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1118 S #1120 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the south you spy the Grocer's Delight, the premium grocer's shop in all the realm while to the north lies Brandywine Bridge. ~ 11 0 1 D0 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 D1 To the east runs Bywater Road. ~ ~ 0 -1 1118 D2 You see the Grocer's Delight to the south. ~ ~ 0 -1 1121 D3 To the west runs Bywater Road. ~ ~ 0 -1 1122 S #1121 The Grocer's Delight~ You tremble with ecstasy as the tempting odors of freshly made pipeweed bread fill your lungs. Rumor has it that the pipeweed bread sold here can restore vitality. You look around but find no one to take your order. You then peep over the counter and discover a friendly grocer who is too short to be seen over the counter. The only exit is to the north. ~ 11 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1120 S #1122 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east. A small hill lies to the west while you can see a watermill to the far south. You catch a glimpse of the Brandywine River to the north. ~ 11 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1120 D2 An entrance to the watermill lies to the south. ~ ~ 0 -1 1123 D3 A small hill to the west blocks your view. ~ ~ 0 -1 1126 S #1123 Entrance to Watermill~ You stand at the entrance to a watermill. You hear the bustle of busy workers and the sound of a creaking mill. Bywater Road is to the north while the watermill continues to the south. ~ 11 0 0 D0 You see Bywater Road to the north. ~ ~ 0 -1 1122 D2 A watermill meets your gaze. ~ ~ 0 -1 1124 S #1124 The Watermill~ Halfling workers are scattered everywhere, busy at work. You see the river to the west and get a compelling urge to grab the nearest worker and to toss him into the river. The entrance stands to the north while a door offers passage to the south. ~ 11 8 0 D0 You see the entrance. ~ ~ 0 -1 1123 D2 A wooden door leads to the rear of the watermill. ~ door~ 1 0 1125 S #1125 Rear of watermill~ You stand in a damp, dimly lit room. Mildew clings to the walls and it appears as if you were the first person to enter the room in ages. A barely visible portal in the ground catches your eye. ~ 11 8 0 D0 A watermill meets your gaze. ~ ~ 0 -1 1124 D5 A hidden portal reveals a passageway down. ~ ~ 0 -1 1146 S #1126 Took Hill~ You stand on top of Took Hill, named after the legendary Bandobras Took. You feel honored to be standing on a hill named after your hero. From this vantage point you can see all of shiredom. You get the feeling that with one stomp you could eliminate their great city. You can see the outline of Midgaard to the far east. Sounds of joyful celebration are heard from the fields west of here. The Brandywine flows by lazily nearby. ~ 11 0 4 D1 To the east runs Bywater Road. ~ ~ 0 -1 1122 D3 You see a grassy field to the west. ~ ~ 0 -1 1128 S #1127 Northern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the south and the west. To the east you see Took Hill. To the north, a trail leads through the forest. ~ 11 0 2 D0 You can see a trail leading through the forest ~ ~ 0 -1 1700 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 D2 You see a grassy field. ~ ~ 0 -1 1128 D3 You see a grassy field. ~ ~ 0 -1 1130 S #1128 A grassy field~ You stand in the center of a grassy field. A great birthday party appears to be taking place. Great tables of food are spread out and a young halfling beauty offers you welcome. You are enticed by her generosity and suggestive winks. ~ 11 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 D2 You see a grassy field. ~ ~ 0 -1 1129 D3 You see a grassy field. ~ ~ 0 -1 1130 S #1129 Southern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the north and the west. To the east you see Took Hill. ~ 11 0 2 D0 You see a grassy field. ~ ~ 0 -1 1128 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 D3 You see a grassy field. ~ ~ 0 -1 1130 S #1130 Western end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends every which way but west. ~ 11 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 D1 You see a grassy field. ~ ~ 0 -1 1128 D2 You see a grassy field. ~ ~ 0 -1 1129 S #1131 Brandywine Bridge~ You stand on a solidly built bridge. As you look down you spy gaily colored fish swimming with the current of Brandywine River. The cool water looks invitingly refreshing and you get a sudden urge to strip and bathe in the river, but you hear the laughter of women nearby and so resist the urge. Delving Lane extends to the north while Bywater Road can be seen to the south. ~ 11 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1132 D2 To the south runs Bywater Road. ~ ~ 0 -1 1120 S #1132 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. To the south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. You hear the bray of horses from the west. ~ 11 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1133 D2 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 D1 The Green Dragon offers food, drink, and above all hospitality for mere gold. ~ ~ 0 -1 1144 D3 You see a grassy field. ~ ~ 0 -1 1138 S #1133 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. A large, imposing building lies to the east. You hear the bray of horses from the west. ~ 11 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1134 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1145 D2 You see Delving Lane. ~ ~ 0 -1 1132 D3 You see a grassy field. ~ ~ 0 -1 1138 S #1134 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. There is a small house to the west, nothing to the east, and up ahead you see a round door which leads to a rather impressive abode. ~ 7 0 1 D0 A large, magnificent house meets your steady gaze. Above the round door a sign reads 'Bag End'. ~ ~ 1 -1 1135 D2 You see Delving Lane. ~ ~ 0 -1 1133 D3 ~ door wooden w~ 1 3157 3157 S #1135 Bag End~ You stand in a comfortably well-equipped house, a palace by humble halfling standards. On the wall you see a banner which reads "Home Sweet Home". A solid oak door to the east leads to a pantry while you see a cozy bedroom to the west. ~ 11 8 0 D1 Through the keyhole you see what looks like a well stocked pantry. ~ door~ 1 -1 1137 D2 You see Delving Lane. ~ ~ 0 -1 1134 D3 You see a bedroom. It looks like the beds have recently been slept in. ~ ~ 0 -1 1136 S #1136 Bedroom~ You stand in the private bedroom of Bag End. There are two beds to the side, neither of which are made. Portraits of halflings hang on the wall, and as you gaze upon them you come to the conclusion that the owner of Bag End comes from a long line of distinguished halflings. A cozy fire in the fireplace keeps the room warm and comfortable. ~ 11 8 0 D1 Through the doorway you see the main room of Bag End. ~ ~ 0 -1 1135 S #1137 Pantry~ You are inside the pantry. Shelves filled with food and drink surround you on all sides. You wonder why a halfling would need so much to eat. The presence of something unseen chills you to your bones. On the floor you spy a trapdoor. ~ 11 8 0 D3 Beyond the door you see the main room of Bag End. ~ door~ 1 -1 1135 D5 It's anyone's guess as to where the trapdoor leads. ~ ~ 0 -1 1156 S #1138 A grassy field~ You stand upon a grassy field. A bull stands grazing not far away and out of the corner of your eye you can see him considering you. The sound of animals fill the air from the north. To the south you see a pig pen. ~ 11 0 2 D0 You see a large barn. ~ ~ 0 -1 1142 D1 You see Delving Lane. ~ ~ 0 -1 1133 D2 A rather large pig pen is to the south. ~ ~ 0 -1 1139 S #1139 Pig pen~ You feel your boots sinking into the mud. Numerous pigs roam about, oblivious to your company. A grassy field is to the north while you see a small path winding to the west. ~ 11 0 1 D0 You see a grassy field. ~ ~ 0 -1 1138 D3 A small path winds its way eastward. ~ ~ 0 -1 1140 S #1140 A stony path~ You walk on a stony path which leads to a small residence to the north. From the east you hear the noisy din of pigs. ~ 11 0 1 D0 To the north you see a modest house. ~ ~ 0 -1 1141 D1 A rather large pig pen is to the east. ~ ~ 0 -1 1139 S #1141 Gamgee Residence~ You stand inside a modest home. You deduce that this is indeed the home of whomever owns the surrounding lands. The air is somewhat musty and the smell reminds you of a stable. As you look around disdainfully, you think to yourself that this is more of a shack than a proper residence and you long for the urban riches of the Shire proper. ~ 11 8 0 D2 You see a small path winding its way southward. ~ ~ 0 -1 1140 S #1142 A barn~ Animals of every sort fill the small barn. You feel the hot breath of horses and cows on your neck and you feel the sudden need for fresh air. Other than that, you feel cozy and protected and don't mind staying for a bit longer. All the warmth and good vibes remind you of the days when your mother would hold you in her arms and sing you to sleep. You find yourself wanting to cradle all the animals. ~ 11 8 0 D0 You see a chicken coop to the north. ~ ~ 0 -1 1143 D2 You see a grassy field. ~ ~ 0 -1 1138 S #1143 A chicken coop~ You stand inside a rather crowded chicken coop. The cackle of hens fill the air. The only exit is to the south. ~ 11 8 0 D2 You see a large barn. ~ ~ 0 -1 1142 S #1144 The Green Dragon~ Welcome to the Green Dragon, the undisputed leader in the art of innkeeping. A rather charming and friendly hostess stands to the side, ready to offer you food and drink. While most of the patrons are halfling locals, you spy an occasional human or two. As you listen more closely to the conversations that fill the inn, you hear the tales of great and seasoned adventurers as well as the usual gossip. You feel as if you've found your second home in the Green Dragon. You see a stairway leading upwards. ~ 11 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1132 D4 You see the reception. ~ ~ 0 -1 1157 S #1145 Shiriff Post of Delving Lane~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of Delving Lane. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the west. ~ 11 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1133 S #1146 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. You see light from a small hole in the ceiling while to the east you see nothing but darkness. ~ 11 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1147 D4 You see a portal which leads to a small room. ~ ~ 0 -1 1125 S #1147 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 11 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1749 D1 You see a dark tunnel. ~ ~ 0 -1 1148 D3 You see a dark tunnel. ~ ~ 0 -1 1146 S #1148 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 11 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1149 D3 You see a dark tunnel. ~ ~ 0 -1 1147 S #1149 A three way intersection~ You stand at an intersection. The tunnel continues east and west while to the north you can barely make out a smaller trail. ~ 11 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1151 D1 You see a dark tunnel. ~ ~ 0 -1 1150 D3 You see a dark tunnel. ~ ~ 0 -1 1148 S #1150 End of a dark tunnel~ You stand at the end of a dark tunnel. The underground tunnel continues to the west. From a trapdoor in the ceiling you can hear the din of adventurers. ~ 11 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1149 D4 You hear the din of adventurers. ~ ~ 0 -1 98 S #1151 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west you see a Shirriff Post while to the east lies a small home. All you can see is darkness. ~ 11 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1152 D1 You see a halfling hole. ~ ~ 0 -1 1154 D2 You see a dark tunnel. ~ ~ 0 -1 1149 D3 Above a great oak door you see a sign which reads 'Shirriff Post'. ~ ~ 0 -1 1153 S #1152 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ 11 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1156 D2 You see a dark tunnel. ~ ~ 0 -1 1151 D3 You see a halfling hole. ~ ~ 0 -1 1155 S #1153 Shiriff Post of the Lower Shire~ You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. ~ 11 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1151 S #1154 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 11 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1151 S #1155 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 11 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1152 S #1156 End of a dark tunnel~ You are at one end of a dark tunnel. The tunnel continues to the south while on the ceiling you can make out a trapdoor. ~ 11 9 0 D2 You see a dark tunnel. ~ ~ 0 -1 1152 D4 A trapdoor on the ceiling reveals a passageway. ~ ~ 0 -1 1137 S #1157 The Inn of the Green Dragon~ You are standing in the Inn of the Green dragon. Large paintings of halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 11 24 0 D5 ~ ~ 0 -1 1144 S #1200 The Chat Room~ You are lounging in a quiet cozy parlor, warmed by a gentle magical fire which twinkles happily in a warm fireplace. There are no doors out. Clearly the owner of this room needs none. ~ 11 520 0 S #1400 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There's a lot of dust on the floor here. ~ 14 0 2 D1 The plaza continues onward. ~ ~ 0 -1 1401 D2 The plaza continues onward. ~ ~ 0 -1 1408 S #1401 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There's a lot of dust on the floor. ~ 14 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1402 D2 The plaza continues onward. ~ ~ 0 -1 1409 D3 The plaza continues onward. ~ ~ 0 -1 1400 S #1402 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There's a lot of garbage here. ~ 14 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1403 D2 The plaza continues onward. ~ ~ 0 -1 1410 D3 The plaza continues onward. ~ ~ 0 -1 1401 S #1403 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It doesn't seem like the janitor comes here often. ~ 14 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1404 D2 The plaza continues onward. ~ ~ 0 -1 1411 D3 The plaza continues onward. ~ ~ 0 -1 1402 S #1404 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It smells like beer was spilled here. ~ 14 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1405 D2 The plaza continues onward. ~ ~ 0 -1 1412 D3 The plaza continues onward. ~ ~ 0 -1 1403 D5 As you peer into the darkness you can only imagine what kind of beast lies in wait for you. ~ ~ 0 -1 1470 S #1405 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It smells like beer here. ~ 14 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1406 D2 The plaza continues onward. ~ ~ 0 -1 1413 D3 The plaza continues onward. ~ ~ 0 -1 1404 S #1406 A White Square~ You are standing on a gleaming white marble plaza. This is the northwest corner of a slime mold factory. Malodorous toxic fumes assault your sense of smell. Toxic mushrooms and half empty beer barrels are strewn about. ~ 14 0 1 D1 The plaza continues onward. ~ ~ 0 -1 1407 D2 The plaza continues onward. ~ ~ 0 -1 1414 D3 The plaza continues onward. ~ ~ 0 -1 1405 S #1407 A Black Square~ You are standing on a gleaming black marble plaza. This is the northeast corner of a slime mold factory. There is a large vat of slime bubbling juice here. You can feel your appetite wilting away as an Oil Beast tosses some rotting corpses and poisonous mushrooms into the vat. ~ 14 0 1 D2 The plaza continues onward. ~ ~ 0 -1 1415 D3 The plaza continues onward. ~ ~ 0 -1 1406 S #1408 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It's really quite dusty here. To the west is a large wall-sized mirror. ~ 14 0 1 E mirror wall~ You see your reflection, but superimposed on that is what looks like a distant horizon. Maybe you can enter this mirror? ~ D0 The plaza continues onward. ~ ~ 0 -1 1400 D1 The plaza continues onward. ~ ~ 0 -1 1409 D2 The plaza continues onward. ~ ~ 0 -1 1416 D3 You see a wall sized mirror. ~ ~ 0 -1 1474 S #1409 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. So much dust around here! ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1401 D1 The plaza continues onward. ~ ~ 0 -1 1410 D2 The plaza continues onward. ~ ~ 0 -1 1417 D3 The plaza continues onward. ~ ~ 0 -1 1408 S #1410 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. The floor is scuffed up and needs polishing. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1402 D1 The plaza continues onward. ~ ~ 0 -1 1411 D2 The plaza continues onward. ~ ~ 0 -1 1418 D3 The plaza continues onward. ~ ~ 0 -1 1409 S #1411 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. Sure is filthy here! ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1403 D1 The plaza continues onward. ~ ~ 0 -1 1412 D2 The plaza continues onward. ~ ~ 0 -1 1419 D3 The plaza continues onward. ~ ~ 0 -1 1410 S #1412 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It smells like beer around here. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1404 D1 The plaza continues onward. ~ ~ 0 -1 1413 D2 The plaza continues onward. ~ ~ 0 -1 1420 D3 The plaza continues onward. ~ ~ 0 -1 1411 S #1413 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a puddle of spilled beer here. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1405 D1 The plaza continues onward. ~ ~ 0 -1 1414 D2 The plaza continues onward. ~ ~ 0 -1 1421 D3 The plaza continues onward. ~ ~ 0 -1 1412 S #1414 A Black Square~ You are standing on a gleaming black marble plaza. This is the southwest corner of a slime mold factory. Some molds have been stacked here ready for shipment. You involuntarily hold your breath. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1406 D1 The plaza continues onward. ~ ~ 0 -1 1415 D2 The plaza continues onward. ~ ~ 0 -1 1422 D3 The plaza continues onward. ~ ~ 0 -1 1413 S #1415 A White Square~ You are standing on a gleaming white marble plaza. This is the southeast corner of a slime mold factory. Rotting corpses and half dried slime molds litter the floor. Oil Beasts slither about, leaving shiny trails of ooze behind them. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1407 D2 The plaza continues onward. ~ ~ 0 -1 1423 D3 The plaza continues onward. ~ ~ 0 -1 1414 S #1416 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1408 D1 The plaza continues onward. ~ ~ 0 -1 1417 D2 The plaza continues onward. ~ ~ 0 -1 1424 S #1417 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1409 D1 The plaza continues onward. ~ ~ 0 -1 1418 D2 The plaza continues onward. ~ ~ 0 -1 1425 D3 The plaza continues onward. ~ ~ 0 -1 1416 S #1418 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1410 D1 The plaza continues onward. ~ ~ 0 -1 1419 D2 The plaza continues onward. ~ ~ 0 -1 1426 D3 The plaza continues onward. ~ ~ 0 -1 1417 S #1419 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1411 D1 The plaza continues onward. ~ ~ 0 -1 1420 D2 The plaza continues onward. ~ ~ 0 -1 1427 D3 The plaza continues onward. ~ ~ 0 -1 1418 S #1420 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1412 D1 The plaza continues onward. ~ ~ 0 -1 1421 D2 The plaza continues onward. ~ ~ 0 -1 1428 D3 The plaza continues onward. ~ ~ 0 -1 1419 S #1421 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1413 D1 The plaza continues onward. ~ ~ 0 -1 1422 D2 The plaza continues onward. ~ ~ 0 -1 1429 D3 The plaza continues onward. ~ ~ 0 -1 1420 S #1422 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1414 D1 The plaza continues onward. ~ ~ 0 -1 1423 D2 The plaza continues onward. ~ ~ 0 -1 1430 D3 The plaza continues onward. ~ ~ 0 -1 1421 S #1423 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1415 D2 The plaza continues onward. ~ ~ 0 -1 1431 D3 The plaza continues onward. ~ ~ 0 -1 1422 S #1424 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You hear crickets chirping. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1416 D1 The plaza continues onward. ~ ~ 0 -1 1425 D2 The plaza continues onward. ~ ~ 0 -1 1432 S #1425 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear birds chirping in the distance. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1417 D1 The plaza continues onward. ~ ~ 0 -1 1426 D2 The plaza continues onward. ~ ~ 0 -1 1433 D3 The plaza continues onward. ~ ~ 0 -1 1424 S #1426 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1418 D1 The plaza continues onward. ~ ~ 0 -1 1427 D2 The plaza continues onward. ~ ~ 0 -1 1434 D3 The plaza continues onward. ~ ~ 0 -1 1425 S #1427 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the southeast are some stairs. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1419 D1 The plaza continues onward. ~ ~ 0 -1 1428 D2 The plaza continues onward. ~ ~ 0 -1 1435 D3 The plaza continues onward. ~ ~ 0 -1 1426 S #1428 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to the south. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1420 D1 The plaza continues onward. ~ ~ 0 -1 1429 D2 The plaza continues onward. ~ ~ 0 -1 1436 D3 The plaza continues onward. ~ ~ 0 -1 1427 S #1429 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the southwest are some stairs. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1421 D1 The plaza continues onward. ~ ~ 0 -1 1430 D2 The plaza continues onward. ~ ~ 0 -1 1437 D3 The plaza continues onward. ~ ~ 0 -1 1428 S #1430 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of a unicorn here. ~ 14 0 1 E statue unicorn~ The statue says "Come to Unicorn Mount!" ~ D0 The plaza continues onward. ~ ~ 0 -1 1422 D1 The plaza continues onward. ~ ~ 0 -1 1431 D2 The plaza continues onward. ~ ~ 0 -1 1438 D3 The plaza continues onward. ~ ~ 0 -1 1429 S #1431 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of John the Lumberjack here. ~ 14 0 1 E statue john~ The statue says "Been to the forest recently?" ~ D0 The plaza continues onward. ~ ~ 0 -1 1423 D2 The plaza continues onward. ~ ~ 0 -1 1439 D3 The plaza continues onward. ~ ~ 0 -1 1430 S #1432 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear nothing here. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1424 D1 The plaza continues onward. ~ ~ 0 -1 1433 D2 The plaza continues onward. ~ ~ 0 -1 1440 S #1433 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear footsteps nearby. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1425 D1 The plaza continues onward. ~ ~ 0 -1 1434 D2 The plaza continues onward. ~ ~ 0 -1 1441 D3 The plaza continues onward. ~ ~ 0 -1 1432 S #1434 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1426 D1 The plaza continues onward. ~ ~ 0 -1 1435 D2 The plaza continues onward. ~ ~ 0 -1 1442 D3 The plaza continues onward. ~ ~ 0 -1 1433 S #1435 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to east. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1427 D1 The plaza continues onward. ~ ~ 0 -1 1436 D2 The plaza continues onward. ~ ~ 0 -1 1443 D3 The plaza continues onward. ~ ~ 0 -1 1434 S #1436 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. A staircase leads down from here. You hear a voice say, 'Fido, I don't think we're in Midgaard any more.' ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1428 D1 The plaza continues onward. ~ ~ 0 -1 1437 D2 The plaza continues onward. ~ ~ 0 -1 1444 D3 The plaza continues onward. ~ ~ 0 -1 1435 D5 The stairs spiral downwards toward familiar ground. ~ ~ 0 -1 1498 S #1437 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to west. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1429 D1 The plaza continues onward. ~ ~ 0 -1 1438 D2 The plaza continues onward. ~ ~ 0 -1 1445 D3 The plaza continues onward. ~ ~ 0 -1 1436 S #1438 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of a spider here. ~ 14 0 1 E statue spider~ The statue says "I like Arachnos." ~ D0 The plaza continues onward. ~ ~ 0 -1 1430 D1 The plaza continues onward. ~ ~ 0 -1 1439 D2 The plaza continues onward. ~ ~ 0 -1 1446 D3 The plaza continues onward. ~ ~ 0 -1 1437 S #1439 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a statue of a butterfly here. ~ 14 0 1 E statue butterfly~ The statue weeps "Augh, where's my Matrix?" ~ D0 The plaza continues onward. ~ ~ 0 -1 1431 D2 The plaza continues onward. ~ ~ 0 -1 1447 D3 The plaza continues onward. ~ ~ 0 -1 1438 S #1440 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1432 D1 The plaza continues onward. ~ ~ 0 -1 1441 D2 The plaza continues onward. ~ ~ 0 -1 1448 S #1441 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1433 D1 The plaza continues onward. ~ ~ 0 -1 1442 D2 The plaza continues onward. ~ ~ 0 -1 1449 D3 The plaza continues onward. ~ ~ 0 -1 1440 S #1442 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1434 D1 The plaza continues onward. ~ ~ 0 -1 1443 D2 The plaza continues onward. ~ ~ 0 -1 1450 D3 The plaza continues onward. ~ ~ 0 -1 1441 S #1443 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the northeast are some stairs. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1435 D1 The plaza continues onward. ~ ~ 0 -1 1444 D2 The plaza continues onward. ~ ~ 0 -1 1451 D3 The plaza continues onward. ~ ~ 0 -1 1442 S #1444 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. You see some stairs to the north. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1436 D1 The plaza continues onward. ~ ~ 0 -1 1445 D2 The plaza continues onward. ~ ~ 0 -1 1452 D3 The plaza continues onward. ~ ~ 0 -1 1443 S #1445 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. To the northwest are some stairs. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1437 D1 The plaza continues onward. ~ ~ 0 -1 1446 D2 The plaza continues onward. ~ ~ 0 -1 1453 D3 The plaza continues onward. ~ ~ 0 -1 1444 S #1446 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1438 D1 The plaza continues onward. ~ ~ 0 -1 1447 D2 The plaza continues onward. ~ ~ 0 -1 1454 D3 The plaza continues onward. ~ ~ 0 -1 1445 S #1447 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You can hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1439 D2 The plaza continues onward. ~ ~ 0 -1 1455 D3 The plaza continues onward. ~ ~ 0 -1 1446 S #1448 A White Square~ You are standing on a gleaming white marble plaza. This is the northwest corner of a bread factory. Elves run in and out, stacking and removing supplies. You feel the warmth of an oven nearby. ~ 14 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1440 D1 The plaza continues onward. ~ ~ 0 -1 1449 D2 The plaza continues onward. ~ ~ 0 -1 1456 S #1449 A Black Square~ You are standing on a gleaming black marble plaza. This is the northeast corner of a bread factory. Finished pastries and breads lie here, awaiting delivery to the Market Plaza Bakery. ~ 14 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1441 D1 The plaza continues onward. ~ ~ 0 -1 1450 D2 The plaza continues onward. ~ ~ 0 -1 1457 D3 The plaza continues onward. ~ ~ 0 -1 1448 S #1450 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You see some pastry crumbs on the floor. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1442 D1 The plaza continues onward. ~ ~ 0 -1 1451 D2 The plaza continues onward. ~ ~ 0 -1 1458 D3 The plaza continues onward. ~ ~ 0 -1 1449 S #1451 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It looks as though someone was eating here recently. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1443 D1 The plaza continues onward. ~ ~ 0 -1 1452 D2 The plaza continues onward. ~ ~ 0 -1 1459 D3 The plaza continues onward. ~ ~ 0 -1 1450 S #1452 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. The plaza has a large white gladiola painted on it. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1444 D1 The plaza continues onward. ~ ~ 0 -1 1453 D2 The plaza continues onward. ~ ~ 0 -1 1460 D3 The plaza continues onward. ~ ~ 0 -1 1451 S #1453 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a purple tulip painted on the floor. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1445 D1 The plaza continues onward. ~ ~ 0 -1 1454 D2 The plaza continues onward. ~ ~ 0 -1 1461 D3 The plaza continues onward. ~ ~ 0 -1 1452 S #1454 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There are a lot puddles here. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1446 D1 The plaza continues onward. ~ ~ 0 -1 1455 D2 The plaza continues onward. ~ ~ 0 -1 1462 D3 The plaza continues onward. ~ ~ 0 -1 1453 S #1455 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. The plaza is wet, and you can see your reflection in the floor. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1447 D2 The plaza continues onward. ~ ~ 0 -1 1463 D3 The plaza continues onward. ~ ~ 0 -1 1454 S #1456 A Black Square~ You are standing on a gleaming black marble plaza. This is the southwest corner of a bread factory. You see a large clay oven watched carefully by frantic elves. The smell of bread is overpowering. ~ 14 4 1 E oven clay~ Well, it radiates a lot of heat, and it appears to be full of half-baked loaves of bread. You find these facts surprising. ~ D0 The plaza continues onward. ~ ~ 0 -1 1448 D1 The plaza continues onward. ~ ~ 0 -1 1457 S #1457 A White Square~ You are standing on a gleaming white marble plaza. This is the southeast corner of a bread factory. There is a giant vat of dough here, and on some racks you see tidy arrays of dough. ~ 14 4 1 D0 The plaza continues onward. ~ ~ 0 -1 1449 D1 The plaza continues onward. ~ ~ 0 -1 1458 D3 The plaza continues onward. ~ ~ 0 -1 1456 S #1458 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. Little bits of bread are scattered about. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1450 D1 The plaza continues onward. ~ ~ 0 -1 1459 D3 The plaza continues onward. ~ ~ 0 -1 1457 S #1459 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You see bread crumbs strewn everywhere. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1451 D1 The plaza continues onward. ~ ~ 0 -1 1460 D3 The plaza continues onward. ~ ~ 0 -1 1458 S #1460 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. You hear all kinds of noises around you -- shouting, the clatter of swords, and cries of death. To the south is a small circular building ringed by columns. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1452 D1 The plaza continues onward. ~ ~ 0 -1 1461 D2 It looks nice and quiet in there. ~ ~ 0 -1 1472 D3 The plaza continues onward. ~ ~ 0 -1 1459 S #1461 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. There is a white daisy painted on the floor here. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1453 D1 The plaza continues onward. ~ ~ 0 -1 1462 D3 The plaza continues onward. ~ ~ 0 -1 1460 S #1462 A Black Square~ You are standing on a gleaming black marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. As you walk along, your feet splash in puddles of water. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1454 D1 The plaza continues onward. ~ ~ 0 -1 1463 D3 The plaza continues onward. ~ ~ 0 -1 1461 S #1463 A White Square~ You are standing on a gleaming white marble plaza. Ornate patterns of inlaid gold and silver in the marble glitter in the light. It looks as though it rained here recently. ~ 14 0 1 D0 The plaza continues onward. ~ ~ 0 -1 1455 D3 The plaza continues onward. ~ ~ 0 -1 1462 S #1470 Lair of the Jabberwocky~ It is dark and muggy in here. The walls have a dim luminescent blue glow, but the room itself seems to absorb the light. From somewhere in here you hear water dripping, and what might be the sound of a monster breathing. A debris covered slope allows you return upwards to the surface. ~ 14 5 2 D4 You see an opening in the plaza floor above you. ~ ~ 0 -1 1404 S #1472 Tempietto~ You are in a small circular chapel. There is a dome above you with colorful frescoes on it depicting robed clerics driving back the warriors of evil with a wall of flame. The walls have ornately carved niches occupied by small statues of ancient saints. The plaza is to the north. ~ 14 12 1 D0 You see the plaza. ~ ~ 0 -1 1460 E statues niches~ The craftsmanship is almost beyond that of mortals. ~ S #1474 Exxon's Retreat~ As you step through the mirror you feel a tingling sensation run through your body. Much to your surprise you are standing on dusty clifftop overlooking a magnificient ocean. The sun seems to be frozen just over the horizon, turning the ocean into a swirling plain of gold and black reflections. A warm and gentle breeze brushes your face. You hear the roar of the waves crashing rhythmically on the rocks below, interspersed with cries of seagulls floating lazily overhead. To the north you can see a large city by the oceanside, far larger than Midgaard, perhaps far larger than any city you've seen before. It seems to extend infinitely to the north. From this distance the city resembles a spectacular field of colorful lights, twinkling before you in silent majesty. ~ 14 12 1 E city north~ The cliffs prevent you from getting closer to it. Perhaps you'll find this city some time in the future. ~ E seagulls seagull~ The phrase "...would have given men wings..." comes to mind. ~ E ocean sunset sun~ It's breathtaking. You're glad that this sun doesn't move. ~ D1 You see a giant mirror frame. ~ ~ 0 -1 1408 S #1476 Exxon's Game Room~ You seem to be in a fog shrouded room. On a tiny table surrounded by some comfortable looking chairs is a chessboard. But the pieces on the board are alive, and some are actually moving by themselves. At the base of the table you see a two inch tall humanoid guarding a gate...or is that just the fog playing tricks on your imagination? ~ 14 8 1 S #1498 The Ivory Tower~ You are inside the tower. You see stairs spiraling above you towards the sky... apparently there's no roof on this tower. Windows going along the stairs allow sunbeams to dance on the walls as the haze outside thickens and thins. The gateway is to the east. There is some writing on the wall. ~ 14 4 1 E writing wall~ "Sisyphus aids those in need. But as for those who aren't..." ~ D1 You see the gateway. ~ gate~ 1 0 1499 D4 Round and round she goes, where she stops.... ~ ~ 0 -1 1436 S #1499 Gateway to the Ivory Tower~ An enormous circular tower of gleaming ivory stands just west of you, shrouded in a bluish haze that matches the sky, giving the illusion that the tower disappears as it ascends above Midgaard. ~ 14 4 1 D1 You see the Wall Road. ~ ~ 0 -1 3043 D3 You see the gated entrance to the tower. ~ gate~ 1 0 1498 S #1500 Entrance to the Shadow Grove~ Before you, the grove of shadows lies. Giant grey trees are all that can be seen through the thick shadows. A great sense of both power and menace permeates the surrounding area. You have a strange urge to turn back and go the way you've come. A small path leads north into the shadows and back south to the river. ~ 16 4 3 D0 The shadows cloud your vision. ~ ~ 0 -1 1501 D2 ~ ~ 0 -1 13933 S #1501 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1502 D1 The shadows obscure you vision. ~ ~ 0 -1 1503 D2 The shadows obscure your vision. ~ ~ 0 -1 1500 D3 The shadows obscure your vision. ~ ~ 0 -1 1504 S #1502 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1501 D1 The shadows obscure your vision. ~ ~ 0 -1 1504 D2 The shadows obscure your vision. ~ ~ 0 -1 1505 D3 The shadows obscure your vision. ~ ~ 0 -1 1503 S #1503 The Shadow Grove~ You are inside the shadow grove. Giant trees seem the glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1504 D2 The shadows obscure your vision. ~ ~ 0 -1 1501 D3 The shadows obscure your vision. ~ ~ 0 -1 1502 S #1504 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 13906 D1 The shadows obscure your vision. ~ ~ 0 -1 1502 D2 The shadows obscure your vision. ~ ~ 0 -1 1501 D3 The shadows obscure your vision. ~ ~ 0 -1 1503 S #1505 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1502 D1 The shadows obscure your vision. ~ ~ 0 -1 1504 D2 The shadows obscure your vision. ~ ~ 0 -1 1506 D3 The shadows obscure your vision. ~ ~ 0 -1 1503 S #1506 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1505 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1507 D3 The shadows obscure your vision. ~ ~ 0 -1 1501 S #1507 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1506 D1 The shadows obscure your vision. ~ ~ 0 -1 1508 D2 The shadows obscure your vision. ~ ~ 0 -1 1509 D3 The shadows obscure your vision. ~ ~ 0 -1 1510 S #1508 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1505 D1 The shadows obscure your vision. ~ ~ 0 -1 1503 D2 The shadows obscure your vision. ~ ~ 0 -1 1509 D3 The shadows obscure your vision. ~ ~ 0 -1 -1 S #1509 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1508 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1506 D3 The shadows obscure your vision. ~ ~ 0 -1 1501 S #1510 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits save one lead into shadows, you are a little confused. ~ 16 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1507 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 D2 The shadows part to reveal a small clearing. ~ ~ 0 -1 1511 D3 The shadows obscure your vision. ~ ~ 0 -1 1502 S #1511 A small clearing.~ You are in a small clearing in the shadow grove. There is chared grass underfoot, and the signs of fire here and there. It is almost as if the plant life shuns this spot. The shadowy mist hovers all around, obscuring your view into the grove. A small path leads north to some shadowy structure. All other exits are shrouded in shadowy mist. ~ 16 1 3 D0 You can barely make out some sort of building to the north. ~ ~ 0 -1 1512 D1 The shadows obscure your vision. ~ ~ 0 -1 1507 D2 The shadows obscure your vision. ~ ~ 0 -1 1503 D3 The shadows obscure your vision. ~ ~ 0 -1 -1 S #1512 Entrance to the High Tower~ You have reached the entrance to the high tower of sorcerery. The tower looms above you at an incredible height. It seems to disappear into the storm clouds above. A diamond gate is to the north, guarded by a huge golem. The trail back south has disappeared behind you. ~ 16 8 0 D0 The diamond gate looks incredibly strong. ~ gate diamond~ 0 -1 1513 S #1513 Inside the High Tower of Sorcerery~ You are inside the high tower of sorcery. The sight is truly amazing. From here, it is obvious that somehow, the tower is much larger on the inside than it is on the outside. Young mages walk about, completely oblivious to your presence. Exits lead north to the common room, west to the dinning room, east to a plain hallway and back south through the gate. ~ 16 8 0 D0 The common room looks quite busy and noisy. ~ ~ 0 -1 1514 D1 ~ ~ 0 -1 1515 D2 ~ diamond gate~ 0 -1 1512 D3 ~ ~ 0 -1 1516 S #1514 Common Room~ You are in the common room. There are many apprentice warlocks here talking and resting, playing games, comparing notes. Obviously they are taking a break from their rigorous studies. There are benches, tables and a small water fountain here, otherwise the room is quite unremarkable. Exits lead off in all directions. ~ 16 8 0 D0 ~ ~ 0 -1 1517 D1 The mages bar can be seen to the east. ~ ~ 0 -1 1518 D2 ~ ~ 0 -1 1513 D3 ~ ~ 0 -1 1519 S #1515 The Hallway~ You are in a long hallway, it seems rather unremarkable. The hallway continues east and back west. ~ 16 8 0 D1 ~ ~ 0 -1 1530 D3 ~ ~ 0 -1 1513 S #1516 Dinning Room~ You are in the dinning area of the student mages. From the number of tables and chairs here, you can see that this room could easilly seat several hundred people. It is oddly deserted here, obviously not meal time. Exits lead west to the kitchen, and back east. ~ 16 8 0 D1 ~ ~ 0 -1 1513 D3 ~ door wooden~ 0 -1 1520 S #1517 Dark Hallway~ You are in a dark hallway. It is apparent that this area is seldom used by the regular occupants of the tower. Dust covers the floors here. The faint outline of a trapdoor can be seen in the dust. ~ 16 9 0 D2 ~ ~ 0 -1 1514 D5 ~ trapdoor~ 1 -1 1521 S #1518 Mages Tavern~ You are in mages tavern. The air is smokey and filled with the smells of foriegn food and drink. The other patrons pay you little heed, as they obviously have more interesting things to contemplate. Strick the bartender is here waiting to take your order. The only exit leads back west. ~ 16 8 0 D3 ~ ~ 0 -1 1514 S #1519 The Magic Shop~ You are in the High Tower's store of magic. Tatorious stands behind the counter, selling all sorts of herbs, parchment and other reagents used in magical studies. The only exit leads back east to the common room. ~ 16 8 0 D1 ~ ~ 0 -1 1514 S #1520 the kitchen~ You are in a small kitchen. All the usual kitchen type utensils and equipment is here, including some not so usual ones. Among the later, a huge black oven against one wall, it must be at least 12 feet high. Opposite the oven is an equally enormous meat locker, large enough to comfortably store several hapless adventurers no doubt. In the middle of the room, hanging in mid-air is a spice rack. ~ 16 8 0 D1 ~ door wooden~ 0 -1 1516 S #1521 Below the trapdoor~ You are below the trapdoor. It is very dark and dusty here, very little light filters through from above. A faint sound of dripping water can be heard in the distance below. A rope ladder leads down. ~ 16 9 0 D4 ~ trapdoor~ 1 -1 1517 D5 ~ ~ 0 -1 1522 S #1522 A damp intersection~ You are in a damp intersection of what seems to be the basement of the tower. The sound of running water can be heard comming from the south, other than that, an almost tangable stillness fills the air. Passages lead off in all directions, and a ladder leads up. ~ 16 9 0 D0 ~ ~ 0 -1 1523 D1 A faint light can be seen in the distance up the east passage. ~ ~ 0 -1 1524 D2 ~ ~ 0 -1 1525 D3 ~ ~ 0 -1 1526 D4 ~ ~ 0 -1 1521 S #1523 A dark passage~ You are at the end of a dark passage which ends in a stout wooden door. Other then through the door, the only apparent exit is back the way you came. ~ 16 9 0 D0 ~ oak door~ 1 1523 1527 D2 ~ ~ 0 -1 1522 S #1524 A dark passage~ You are at the end of a dark passage. A half opened door is to the east, shedding soft light around the edges. Faint snoring sounds can be heard behind the door. Exits lead east through the door, or back west. ~ 16 9 0 D1 ~ door~ 1 -1 1528 D3 ~ ~ 0 -1 1522 S #1525 The stagnant pool~ You are at the edge of a stagnant pool of water. The smell here is quite nauseating. This is apparently where the denizens of the tower dispose of their garbage. Faint gurgling can be heard from benieth the surface of the pool. Exits lead back north, or perhaps for the very adventurous, down into the pool. ~ 16 9 0 D0 ~ ~ 0 -1 1522 D5 No light penetrates the gloom of the stagnant pool. ~ ~ 0 -1 1529 S #1526 A dark passage~ You are in a dark passage, which comes to an abrubt stop at what appears to be a cave-in to the west. It is certainly unpassable, and perhaps quite dangerous just being this close. The only exit leads back east. ~ 16 9 0 D1 ~ ~ 0 -1 1522 S #1527 A dark cell~ You are in a dark cell. Straw and dirt cover the floors here, it is very dark. Someone, or something seems to be chained to the far wall. The only exit is back south. ~ 16 9 0 D2 ~ oak door~ 1 -1 1523 S #1528 The Jailor's office~ You are in the Jailor's office. It is rather messy here. Judging by the sleeping form of the Jailor on duty, you can surmise that very few, if any prisoners survive long enough to spend much time in these dank dungeons. The only exit leads back west. ~ 16 8 0 D3 ~ door~ 1 -1 1524 S #1529 Below the stagnant pool~ As you dive beneith the putrid waters, you feel a strong tug and a whirlpool drags you under. You are sucked into blackness and you feel your lungs begining to burst from lack of oxygen! Just as you feel your life fading, you notice a change in direction, and start to float to the surface. ~ 16 9 0 D4 ~ ~ 0 -1 7047 S #1530 The hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ door wooden north~ 1 -1 1532 D1 ~ ~ 0 -1 1531 D2 ~ oaken south~ 1 -1 1533 D3 ~ ~ 0 -1 1515 S #1531 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ door wooden north~ 1 -1 1534 D1 ~ door wooden east~ 1 -1 1536 D2 ~ door wooden south~ 1 -1 1535 D3 ~ ~ 0 -1 1530 S #1532 A store room~ You are in a small store room. Assorted junk is piled on shelves or leaning against walls. The only apparent exit it back south. ~ 16 9 0 D2 ~ door wooden~ 1 -1 1530 S #1533 A broom closet~ You are in a dark broom closet. Many straw brooms and other cleaning intruments have been left here, apparently unused (perhaps the maid quit?). The only exit leads back north to the hallway. ~ 16 9 0 D0 ~ door wooden~ 1 -1 1530 S #1534 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1538 D1 ~ door wooden east~ 1 -1 1537 D2 ~ door wooden south~ 1 -1 1531 E walls wall~ The walls shed a warm light ~ S #1535 Guardians chamber~ You are in the chamber of the tower guardians. It is rather sparesely furnished, but then again the odd occupants dont look to need furiture. Here and there a disembodied pair of hands or eyes flits about. ~ 16 8 0 D0 ~ door wooden~ 1 -1 1531 S #1536 A guest bedroom~ You are in a small guest bedroom. A small cot is in one corner, and a dusty mirror on one wall, other than that the room looks quite bare, and unused. The only apparent exit leads back west to the hallway. ~ 16 8 0 D3 ~ door wooden~ 1 -1 1531 E mirror~ Why, someone seems to be looing back at you from the other side! ~ S #1537 A guest bedroom~ You are in a comfortable looking bedroom. A small globe of magical energy floats overhead, providing light. A small cot is in one corner looking ever so comfortable, so comfortable in fact ...someone is sleeping in it. The only apparent exit leads back west to the hallway. ~ 16 8 0 D3 ~ door wooden~ 1 -1 1534 S #1538 A hallway~ You are in a long hallway leading from the south. The walls emit a faint magical glow which provides enough light to see by. Stairs lead up to the next level and the hallway leads back south. ~ 16 8 0 D1 ~ door wooden~ 1 -1 1539 D2 ~ ~ 0 -1 1534 D4 ~ ~ 0 -1 1540 S #1539 The burnt room~ You are in what looks to have once been a guest bed room. The walls are blackened and burnt by what you could only immagine to be magical fire. There is no sign of the previous occupant, undoubtedly he left in a hurry. The only exit leads back west to the hallway. ~ 16 9 0 D3 ~ door chared~ 1 -1 1538 S #1540 A hallway~ You are in a long hallway leading west from here. The walls emit a faint magical glow which provides enough light to see by. Some faint moonlight can be seen in the culdesac to the east. The hallway continues west and stairs lead down to the level below. ~ 16 8 0 D0 ~ door oak~ 1 -1 1542 D1 Faint moonlight can be seen to the east ~ ~ 0 -1 1541 D3 ~ ~ 0 -1 1543 S #1541 A culdesac~ You are in a small culdesac. A window to the east is letting in moonlight and a pleasant breeze. Through it, the surrounding country side can be seen. The only apparent exit leads back west to the hallway. ~ 16 8 0 D3 ~ ~ 0 -1 1540 E window east~ Stretching out as far as the eye can see is a canopy of dark tree tops which can only be the Haon-Dor-Dark Forest. A faint light in the distance to the northeast marks what is probably the city of midgaard. ~ S #1542 The Apprentice's Barracks~ You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrosed in magical study, or practicing a feable cantrip. Cots line the walls, and the room continues west. ~ 16 8 0 D2 ~ door oak~ 1 -1 1540 D3 ~ ~ 0 -1 1544 S #1543 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a door to the north, and the hallway continues west or back east. ~ 16 8 0 D0 ~ door oak~ 1 -1 1544 D1 ~ ~ 0 -1 1540 D3 ~ ~ 0 -1 1545 S #1544 The Apprentice's barracks~ You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrosed in magical study, or practicing a feable cantrip. Cots line the walls, and the room continues east. ~ 16 8 0 D1 ~ ~ 0 -1 1542 D2 ~ door oak~ 1 -1 1543 S #1545 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. Flashes of light can be seen under the doorway to the north. ~ 16 8 0 D0 A flash of blue light momentarily lights up the doors outline ~ door oak~ 1 -1 1546 D1 ~ ~ 0 -1 1543 D3 ~ ~ 0 -1 1547 S #1546 The apprentice's workshop~ You are in a small workshop. Writting implements and parchment are strewn about on a few worktables. In the far corner several young mages have a small kitten cornered and seem to be testing spells upon it. The only apparent exit leads back south to the hallway. ~ 16 8 0 D2 ~ door oak~ 1 -1 1545 S #1547 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and back east. ~ 16 8 0 D1 ~ ~ 0 -1 1545 D2 ~ ~ 0 -1 1548 S #1548 The hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. There is a closed metal door to the west. ~ 16 8 0 D0 ~ ~ 0 -1 1547 D2 ~ ~ 0 -1 1550 D3 ~ door metal~ 1 -1 1549 S #1549 A classroom~ You are in a large classroom filled with bored looking students of the art. The instructor stops in his lecture on the fine uses of magic missile at your entry and lunges to attack you. The only apparent exit is back east to the hallway. ~ 16 8 0 D1 ~ door metal~ 1 -1 1548 S #1550 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1548 D2 ~ ~ 0 -1 1551 D3 ~ door metal~ 1 -1 1552 S #1551 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enought light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1550 D2 ~ ~ 0 -1 1553 D3 ~ door metal~ 1 -1 1554 S #1552 An empty classroom~ You are in an empty classroom. Some strange sigils are written on a blackboard which is floating in the air here. Other than a few desks, it is bare of furnishings. The only apparent exit leads back east to the hallway. ~ 16 8 0 D1 ~ door metal~ 1 -1 1550 S #1553 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and north. ~ 16 8 0 D0 ~ ~ 0 -1 1551 D1 ~ ~ 0 -1 1555 S #1554 An empty classroom~ You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint russle of robes. The only apparent exit is back east to the hallway. ~ 16 8 0 D1 ~ door metal~ 1 -1 1551 S #1555 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A sturdy iron door can be seen to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1556 D2 ~ door sturdy iron~ 1 -1 1557 D3 ~ ~ 0 -1 1553 S #1556 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a large oaken door to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1558 D2 ~ door large oaken~ 1 -1 1559 D3 ~ ~ 0 -1 1555 S #1557 The ampitheatre~ You are in a small ampitheatre. Rows of comfortable looking chairs circle a large podium. The echos of your footsteps seem very loud here. The only apparent exit leads north to the hallway. ~ 16 8 0 D0 ~ door sturdy iron~ 1 -1 1555 S #1558 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow providing enough light to see by. A small door can be seen to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1560 D2 ~ door small~ 1 -1 1561 D3 ~ ~ 0 -1 1556 S #1559 The training room~ You are in a large training room. It is filled with battle scared manikins , and many other devices used in the practice of fighting. ~ 16 8 0 D0 ~ door~ 1 -1 1556 S #1560 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. ~ 16 8 0 D0 ~ ~ 0 -1 1562 D3 ~ ~ 0 -1 1558 S #1561 A dueling room~ You are in a large room used for duals arcane. The walls, ceiling and floor all bare the scars of many firey spells, but still look quite strong and hold fast. The only exit leads north to the hallway. ~ 16 8 0 D0 ~ door small~ 1 -1 1558 S #1562 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A doorway can be seen to the east. ~ 16 8 0 D0 ~ ~ 0 -1 1563 D1 ~ door~ 1 -1 1564 D2 ~ ~ 0 -1 1560 S #1563 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which privides enough light to see by. A wooden door can been seen to the east. ~ 16 8 0 D0 ~ ~ 0 -1 1566 D1 ~ door wooden~ 1 -1 1565 D2 ~ ~ 0 -1 1562 S #1564 The spellmaster's lounge~ You are in a large comfortable looking lounge. Off duty spell teachers are here relaxing in their idle time. A large coffee machine is against the far wall. The only apparent exit leads back west to the hallway. ~ 16 8 0 D3 ~ door wooden~ 1 -1 1562 S #1565 A bedroom~ You are in a large, plush bedroom. The owner is obviously someone of high standing in the magical community here. An ice mirror is on one wall, and a scrying globe sit on a stand in the middle of the room. An enormous bed can be seen floating about a meter above the floor. The only exit leads back west to the hallway. ~ 16 8 0 D3 ~ door wooden~ 1 -1 1563 S #1566 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow providing enough light to see by. A glass door can be seen to the east. ~ 16 8 0 D0 ~ ~ 0 -1 1568 D1 ~ door glass~ 1 -1 1567 D2 ~ ~ 0 -1 1563 S #1567 The study~ You are in a small, well kept study. Ancient tomes are on shelves on the walls, A huge table sits in the middle of the room, with maps weighted down upon it. The only light source here comes from an interestingly non- magical oil lamp. The only apparent exit leads back west to the hallway. ~ 16 8 0 D3 ~ door glass~ 1 -1 1566 S #1568 Below the stairs~ You are at the end of a long hallway. The walls emit a faint magical glow which provides enough light to see by. A lesser guardian is here keeping silent watch on the entrance to the levels above. Stairs lead up and the hallway continutes back south. ~ 16 8 0 D2 ~ ~ 0 -1 1566 D4 ~ ~ 0 -1 1569 S #1569 Atop the stairway~ You are atop a stairway. The halls here look quite a bit less used than those below. Obviously access to these magic filled corridors is limmited to those of the upper eschelon of mages. The walls here emit a faint blue magical aura which provides some light. The hallway leads west from here and the stairs go down. ~ 16 8 0 D3 ~ ~ 0 -1 1570 D5 ~ ~ 0 -1 1568 S #1570 A hallway~ You are in a long hallway stretching east and west. The walls here emit a faint magical energy providing enough light to see by. There is a thick looking wooden door to the north. ~ 16 8 0 D0 ~ door wooden~ 1 -1 1571 D1 ~ ~ 0 -1 1569 D3 ~ ~ 0 -1 1572 S #1571 A small office~ You are in a small office. It looks like a caligropher's study, there are quills, inkpots and parchments all about on desks and worktables. A section to the west seems to be curtained off, but the flicker of a candle can be seen through the curtain. ~ 16 8 0 D2 ~ door wooden~ 1 -1 1570 D3 ~ curtain~ 1 -1 1573 S #1572 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D1 ~ ~ 0 -1 1570 D3 ~ ~ 0 -1 1574 S #1573 The master scribe's workshop~ You are in the workshop of the tower's master scribe. Many half finished scrolls lay on the writing table in the center of the room. A giant candle flickering with soft blue flames provides the only light here. The only apparent exit is the way you came in. ~ 16 8 0 D1 ~ curtain~ 1 -1 1571 S #1574 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A half closed door can be seen to the north. ~ 16 8 0 D0 A dark room can be seen through the half opened door ~ door wooden~ 1 -1 1575 D1 ~ ~ 0 -1 1572 D3 ~ ~ 0 -1 1576 S #1575 A store room~ You are in a small dark store room. A few common items are stacked upon the shelves here, but very little looks interesting. ~ 16 9 0 D2 ~ door wooden~ 1 -1 1574 S #1576 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and east from here. ~ 16 8 0 D1 ~ ~ 0 -1 1574 D2 ~ ~ 0 -1 1577 S #1577 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. An iron bound door can be seen to the west. ~ 16 8 0 D0 ~ ~ 0 -1 1576 D2 ~ ~ 0 -1 1578 D3 ~ door iron~ 1 -1 1579 S #1578 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The sharp sound of metal on metal can be heard to the west. ~ 16 8 0 D0 ~ ~ 0 -1 1577 D2 ~ ~ 0 -1 1580 D3 ~ door iron~ 1 -1 1581 S #1579 A store room~ You are in a large store room. Bins of ores, minerals and other rare materials are here along with many neatly stacked piles of precious metals. A large cabinet with sigils of warding is bolted to one wall. The ring of metal on metal can be heard to the south. ~ 16 8 0 D1 ~ door iron~ 1 -1 1577 D2 ~ ~ 0 -1 1581 S #1580 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1578 D2 ~ ~ 0 -1 1583 S #1581 A very hot room~ You are in a very hot room. Against one wall is a large forge, magical fires crackle within and heavy blue smoke pours into a vent in the cieling. A rune encrusted mithril anvil is in the center of the room, looking well used and other tools of metalurgy hang on a rack which floats about three meters in the air of its own force. ~ 16 8 0 D0 ~ ~ 1 -1 1579 D1 ~ door iron~ 1 -1 1578 D2 ~ door ~ 1 -1 1582 D4 ~ vent~ 1 -1 1612 S #1582 The master Enchanter's chamber~ You have entered the master enchanter's chamber. Upon all the walls here are racks of finely crafted weapons. A huge chest with a glowing lock is set to one side. Several unfinished looking blades rest atop a small work table. ~ 16 8 0 D0 ~ door~ 1 -1 1581 S #1583 A bend in the hallway~ You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east. ~ 16 8 0 D0 ~ ~ 0 -1 1580 D1 ~ ~ 0 -1 1584 S #1584 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A steel door can be seen to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1585 D2 ~ door steel~ 1 -1 1586 D3 ~ ~ 0 -1 1583 S #1585 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D1 ~ ~ 0 -1 1587 D3 ~ ~ 0 -1 1584 S #1586 A laboratory~ You are in a small laboratory. Many strange instruments, vials, bottles and some scrawled notes are piled about a workbench. This room is very untidy, looking almost abandoned, or used by a madman. The only apparent exits are east and north. ~ 16 8 0 D0 ~ door steel~ 1 -1 1584 D1 ~ ~ 0 -1 1588 S #1587 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enought light to see by. You can see a steel door to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1589 D2 ~ door steel~ 1 -1 1590 D3 ~ ~ 0 -1 1585 S #1588 The Mad Alchemist's woorkroom~ You are in the workroom of The Mad Alchemist. Bubbling braizers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by. ~ 16 8 0 D3 ~ ~ 0 -1 1586 S #1589 A bend in the hallway~ You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. ~ 16 8 0 D0 ~ ~ 0 -1 1591 D3 ~ ~ 0 -1 1587 S #1590 The pentagram chamber~ You are in a large room with a five pointed star etched into the floor. A crackling energy field can be seen to the south, it looks quite dangerous. ~ 16 8 0 D0 ~ door steel~ 1 -1 1587 D2 The energy field crackles and glows, nothing seems to be beyond ~ ~ 0 -1 1592 S #1591 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. ~ 16 8 0 D0 ~ ~ 0 -1 1593 D1 ~ door bronze~ 1 -1 1594 D2 ~ ~ 0 -1 1589 S #1592 Inside the energy field~ You feel a stomach twisting sensation as you enter the energy field, suddenly you dont think you are where you were. You are very confused. ~ 16 8 0 D0 You cant see anything through the energy field ~ ~ 0 -1 4115 D1 You cant see anything through the energy field ~ ~ 0 -1 7429 D2 You cant see anything through the energy field ~ ~ 0 -1 5120 D3 You cant see anything through the energy field ~ ~ 0 -1 21057 D4 You cant see anything through the energy field ~ ~ 0 -1 6137 D5 You cant see anything through the energy field ~ ~ 0 -1 6137 S #1593 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. ~ 16 8 0 D0 ~ ~ 0 -1 1596 D1 ~ door bronze~ 1 -1 1595 D2 ~ ~ 0 -1 1591 S #1594 An empty room~ You are in an empty room. It is both quiet and comfortable here, it looks like a safe place to rest. ~ 16 12 0 D3 ~ door bronze~ 1 -1 1591 S #1595 The charm master's chamber~ You are in the chambers of the tower's master of charm. Some straw and dirt litters the floor here, it looks to have been recently used by wild animals. Strange sounds can be heard through the bars to the north. ~ 16 8 0 D0 ~ cage bars~ 1 -1 1597 D3 ~ door bronz~ 1 -1 1593 S #1596 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1598 D2 ~ ~ 0 -1 1593 S #1597 The animal pens~ You are in the animal pens. Many caged animals are here looking unhappy. Obviously they are destined to be enslaved, or used in some cruel magical experimentation. ~ 16 8 0 D2 ~ cage bars~ 1 -1 1595 S #1598 The end of the hallway~ You are at the end of a long north-south hallway. The walls emit a faint magical glow which provies enough light to see by. Stairs here lead up to the next level, and the hallway continues south. ~ 16 8 0 D2 ~ ~ 0 -1 1596 D4 ~ ~ 0 -1 1599 S #1599 Atop the stairway~ You are atop the stairway to the upper levels of the high tower. The walls emit a faint magical glow which provides enough light to see by. A hallway leads west from here, and the stairs lead down. ~ 16 8 0 D3 ~ ~ 0 -1 1600 D5 ~ ~ 0 -1 1598 S #1600 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. ~ 16 8 0 D0 ~ door silver~ 1 -1 1601 D1 ~ ~ 0 -1 1599 D3 ~ ~ 0 -1 1604 S #1601 A store room~ You are in a large store room. Raw materials are neatly bundled and piled here and here. Many freshly cut staves rods and wands of different sizes are here. You can see a silver door to the west. ~ 16 8 0 D2 ~ door silver~ 1 -1 1600 D3 ~ door silver~ 1 -1 1602 S #1602 The master spellbinder's chamber~ You are in the chambers of the master spell binder. Unlike other work shops of similar nature, this one is without furnishings or tools. The spell binder obviously needs none for the working of his art. A silver door can be seen to the west. ~ 16 8 0 D1 ~ door silver~ 1 -1 1601 D3 ~ door silver~ 1 -1 1603 S #1603 The spellbinder's cache~ You have discovered the cache of the master spell binder. There are three very large silver chased cabinets here, other than that, the room is bare. A silver door can be seen to the south. ~ 16 8 0 D1 ~ door silver~ 1 -1 1602 D2 ~ door silver~ 1 -1 1605 S #1604 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D1 ~ ~ 0 -1 1600 D3 ~ ~ 0 -1 1605 S #1605 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. ~ 16 8 0 D0 ~ door silver~ 1 -1 1603 D1 ~ ~ 0 -1 1604 D3 ~ ~ 0 -1 1606 S #1606 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and south. ~ 16 8 0 D1 ~ ~ 0 -1 1605 D2 ~ ~ 0 -1 1607 S #1607 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1606 D2 ~ ~ 0 -1 1608 S #1608 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A rusty old door can be seen to the west. ~ 16 8 0 D0 ~ ~ 0 -1 1607 D2 ~ ~ 0 -1 1613 D3 ~ door rusty~ 1 -1 1609 S #1609 The golem master's workshop~ You are in the golem master's workshop. A few unfinished looking humanoid forms of different make are here, some moving some not. The animated forms lunge to attack you. ~ 16 8 0 D0 ~ ~ 0 -1 1610 D1 ~ door rusty~ 1 -1 1608 D2 ~ ~ 0 -1 1611 D5 ~ trapdoor~ 1 -1 1612 S #1610 A store room~ You are in a small store room. Large chunks of clay, stone, wood and many other raw materials are here. ~ 16 8 0 D2 ~ ~ 0 -1 1609 S #1611 The golem chamber~ You are in the golem chamber. Golems made of every immaginable material are here, ranging in size from a handspan to nearly the cieling. They all seem to be sleeping. ~ 16 8 0 D0 ~ ~ 0 -1 1609 S #1612 It is very dark here...~ It is very dark here... ~ 16 9 0 D4 ~ trapdoor~ 1 -1 1609 D5 ~ vent~ 1 -1 1581 S #1613 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1608 D2 ~ ~ 0 -1 1614 S #1614 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east from here. ~ 16 8 0 D0 ~ ~ 0 -1 1613 D1 ~ ~ 0 -1 1615 S #1615 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D1 ~ ~ 0 -1 1616 D3 ~ ~ 0 -1 1614 S #1616 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provies enough light to see by. An emerald door can be seen to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1619 D2 ~ door emerald~ 1 -1 1617 D3 ~ ~ 0 -1 1615 S #1617 The master of illusion's chamber~ You are in the chamber of the master of illusions. The walls here are every changing in color and texture, as if they were reforming before your very eyes. Many splenderous treasures lie all around in heaps and piles, or at least they seem to be treasures... ~ 16 8 0 D0 ~ door emerald~ 1 -1 1616 D3 ~ ~ 0 -1 1618 S #1618 A bedroom~ You are in the bedroom of the master of illusions. Strange looking items and artifacts float here and there in the air. The ripples of strong magic can be felt everywhere. The room seems much larger than it looks... ~ 16 8 0 D1 ~ ~ 0 -1 1617 S #1619 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A glass door can be seen to the south. ~ 16 8 0 D1 ~ ~ 0 -1 1621 D2 ~ door glass~ 1 -1 1620 D3 ~ ~ 0 -1 1616 S #1620 The meditation chamber~ You are in a meditation chamber. It is very silent here, in fact you can not even hear your own footsteps. You feel very peaceful. ~ 16 524 0 D0 ~ door glass~ 1 -1 1619 S #1621 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west from here. ~ 16 8 0 D0 ~ ~ 0 -1 1622 D3 ~ ~ 0 -1 1619 S #1622 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A blackened door can be seen to the east. ~ 16 8 0 D0 ~ ~ 0 -1 1626 D1 ~ door black~ 1 -1 1623 D2 ~ ~ 0 -1 1621 S #1623 A dark room~ You are in a large dark room. The air here seems quite stale, and a sense of extreme dread comes over you. The stench of rotten flesh seems to be wafting in from the open doorway to the north. ~ 16 9 0 D0 ~ ~ 0 -1 1624 D3 ~ door black~ 1 -1 1622 S #1624 A dark room~ You are in a large dark room. The stench here makes you gag and wretch. There are body parts and half rotted corpses strewn about with complete abandon. Several operating tables with still forms that resemble nothing you've ever seen alive are here. Tortured screams can be heard from the north. ~ 16 9 0 D0 Upon gazing northwards, you are filled with deep dread ~ ~ 0 -1 1625 D2 ~ ~ 0 -1 1623 S #1625 The Necromancer's Lair~ You are in the lair of the evil Necromancer. Undead minions of all types, human and otherwise stand here waiting to do their master's bidding. Some glowing arcane sigils have been etched into walls and floor, no doubt to protect the evil master from his own ungodly creations. ~ 16 9 0 D2 ~ ~ 0 -1 1624 S #1626 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1627 D2 ~ ~ 0 -1 1622 S #1627 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 16 8 0 D0 ~ ~ 0 -1 1628 D2 ~ ~ 0 -1 1626 S #1628 The end of the hallway~ You are at the end of a long hallway. The walls here glow with a faint magical energy which provides plenty of light. Stairs lead up to the next level here and the hallway continues south. ~ 16 8 0 D2 ~ ~ 0 -1 1627 D4 ~ ~ 0 -1 1629 S #1629 A corridor~ You are at the east end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor it self were alive. ~ 16 8 0 D3 ~ ~ 0 -1 1630 D5 ~ ~ 0 -1 1628 S #1630 A corridor~ You are in a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 16 8 0 D1 ~ ~ 0 -1 1629 D3 ~ ~ 0 -1 1631 S #1631 A bend in the corridor~ You are at a bend in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 16 8 0 D1 ~ ~ 0 -1 1630 D2 ~ ~ 0 -1 1632 S #1632 A corridor~ You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 16 8 0 D0 ~ ~ 0 -1 1631 D2 ~ ~ 0 -1 1633 S #1633 An intersection~ You are at an intersection in the corridor. The obsidian walled halls lead off in every direction from here, pulsing with the power of their ancient runes. ~ 16 8 0 D0 ~ ~ 0 -1 1632 D1 ~ ~ 0 -1 1634 D2 ~ ~ 0 -1 1646 D3 ~ ~ 0 -1 1636 S #1634 A corridor~ You are at the end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. A darkened door is to the east. Tendrils of mist cling to the floor here, they seem to be seeping from under the door. ~ 16 8 0 D1 ~ door black~ 1 01 1635 D3 ~ ~ 0 -1 1633 S #1635 The scrying chamber~ You are in the scying chamber of the high tower of sorcerery. It is here that arcane rituals are performed to enable those of the art to look in upon denizons throughout the world and spy out their darkest secrets. A huge black cauldrin is in the center of the room, bubbling and gurgling, it pours forth a constant stream of smokey fog into the air about you. Here and there on stands of different sizes are crystal balls and oddly shaped mirrors. ~ 16 9 0 D3 ~ door black~ 1 -1 1634 S #1636 A corridor~ You have reached an end in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. The sound of snoring can barely be heard through the door to the west. ~ 16 8 0 D1 ~ ~ 0 -1 1633 D3 ~ door wooden~ 1 -1 1637 S #1637 The entrance to the library~ You are in the entrance to the great library of magic. A giant desk is here, covered with books parchments and scrolls. Long shelves loaded with row upon row of books stretch out in every direction as far as the eye can see. ~ 16 8 0 D0 ~ ~ 0 -1 1639 D1 ~ ~ 0 -1 1636 D2 All you can see are books ~ ~ 0 -1 1640 D3 All you can see are books ~ ~ 0 -1 1638 S #1638 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 16 8 0 D0 ~ ~ 0 -1 1641 D1 ~ ~ 0 -1 1637 D2 ~ ~ 0 -1 1642 D3 ~ ~ 0 -1 1643 S #1639 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 16 8 0 D0 ~ ~ 0 -1 1640 D1 ~ ~ 0 -1 1642 D2 ~ ~ 0 -1 1637 D3 ~ ~ 0 -1 1641 S #1640 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 16 8 0 D0 ~ ~ 0 -1 1637 D1 ~ ~ 0 -1 1641 D2 ~ ~ 0 -1 1639 D3 ~ ~ 0 -1 1642 S #1641 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 16 8 0 D0 ~ ~ 0 -1 1642 D1 ~ ~ 0 -1 1639 D2 ~ ~ 0 -1 1638 D3 ~ ~ 0 -1 1640 S #1642 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 16 8 0 D0 ~ ~ 0 -1 1638 D1 ~ ~ 0 -1 1640 D2 ~ ~ 0 -1 1641 D3 ~ ~ 0 -1 1639 S #1643 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 16 8 0 D1 ~ ~ 0 -1 1638 D3 ~ ~ 0 -1 1644 S #1644 Between the shelves~ You are in the great library of magic. The shelves seem uncomfortably close here, you can barely manuver between them. The musty smell is still strong, and the elusive books still hover just out of reach. A faint flicker of light can barely be made out to the north. ~ 16 8 0 D0 ~ ~ 0 -1 1645 D1 ~ ~ 0 -1 1643 S #1645 The reading room~ You are in a small room completely devoid of furnishings. The only thing here is an enormous tome, lying face open on the floor. The great book looks both heavy and ancient. Its jewel encrusted bindings are well worn as the bark of a tree. Spidery writings seem to crawls across the pages, totally uncomprehensible to your mortal eye. Something seems to be wedged between the pages. ~ 16 8 0 D2 ~ ~ 0 -1 1644 S #1646 A corridor~ You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 16 8 0 D0 ~ ~ 0 -1 1633 D2 ~ ~ 0 -1 1647 S #1647 The end of the corridor~ You are at the end of a long corridor. The obsidian walls come to an abrupt halt at the edge of a golden archway here. The hum of power is so strong it nearly numbs your body. The archway lies before you, glowing and pulsing with energy. ~ 16 8 0 D0 ~ ~ 0 -1 1646 D2 ~ ~ 0 -1 1648 S #1648 The arched entrance~ You feel a slight tingle as you pass through the archway, as if the living magical energies here had infused your body, found it wanting and left. The intense glow from the arch above you is almost blinding. Through the light you can barely makeout a stairway leading up. ~ 16 8 0 D0 ~ ~ 0 -1 1647 D4 ~ ~ 0 -1 1649 S #1649 The landing~ You are on a small landing in the middle of a long stairway leading up. Your senses seem dulled here, no sound or smell can be detected at all, and the only thing you can see in any direction is endless stairway. ~ 16 8 0 D5 ~ ~ 0 -1 1648 D4 ~ ~ 0 -1 1650 S #1650 An intersection~ You are at an intersection of several hallways. You feel as if strange mystical forces are pushing and pulling at each other from all around you. The sensation of being trapped, in the middle is almost tangible in the air here. A grey tiled hallway leads south, black tiled east, white tiled west, and a multi-colored hallway swirling with patterns that remain just barely unrecognizeable is to the north. ~ 16 8 0 D0 ~ ~ 0 -1 1673 D1 ~ ~ 0 -1 1658 D2 ~ ~ 0 -1 1651 D3 ~ ~ 0 -1 1665 D5 ~ ~ 0 -1 1649 S #1651 A grey tiled hallway~ You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there sheding a warm light, and showing the way. A feeling of peace and balance comes over you. ~ 16 8 0 D0 ~ ~ 0 -1 1650 D2 ~ ~ 0 -1 1652 S #1652 A grey tiled hallway~ You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. Large grey metal double doors can be seen to the south. ~ 16 8 0 D0 ~ ~ 0 -1 1651 D2 ~ door grey~ 1 -1 1653 S #1653 The antechamber~ You are in the antechamber of the master magician of the grey light. A feeling of strong magic floats in the air about you, almost as if you could taste the power held within these walls. Once your eyes adjust to the semi-light, you can make out a larger room to the south. ~ 16 8 0 D0 ~ door grey~ 1 -1 1652 D2 ~ ~ 0 -1 1654 S #1654 The main chamber~ A feeling of tranquility comes over you as you enter the main chamber of neutrality. Some artifacts are hung on the walls here, or set on stands. The room in general looks both comfortable and official. Probably where the master of neutrality holds audience. ~ 16 8 0 D0 ~ ~ 0 -1 1653 D1 ~ ~ 0 -1 1656 D2 ~ ~ 0 -1 1657 D3 ~ ~ 0 -1 1655 S #1655 The study~ You are in a large study. Shelves filled with many books or arcane knowledge are on every wall. A large oaken desk is in the center, with many parchments and scrolls on it. The most notable thing in the room is a small set of scales, which floats about eye level. In perfect balance, the scales are no doubt a sign of the master's neutrality. ~ 16 8 0 D1 ~ ~ 0 -1 1654 S #1656 A closet~ You are in a small closet. It is filled with many cloaks, and some other apparel. ~ 16 9 0 D3 ~ ~ 0 -1 1654 S #1657 A bedroom~ You are in the bedroom of the master magician of neutrality. Curtained windows can be seen on the south wall. A large comfortable looking bed takes up most of the room. ~ 16 8 0 D0 ~ ~ 0 -1 1654 S #1658 A dark hallway~ You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. ~ 16 9 0 D3 ~ ~ 0 -1 1650 D1 ~ ~ 0 -1 1659 S #1659 A dark hallway~ You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. ~ 16 9 0 D1 ~ ~ 0 -1 1660 D3 ~ ~ 0 -1 1658 S #1660 The end of the hallway~ You are at the end of a long dark hallway. The darkness here is almost tangable in its thickness. A deep sense of fear and loathing comes over you. A pair of obsidian doors can be seen to the east. ~ 16 9 0 D1 ~ door obsidian~ 1 -1 1661 D3 ~ ~ 0 -1 1659 S #1661 The chamber of darkness~ You are in a vast chamber. The walls fade into darkness, leaving you with a very vague idea of the actual size of the room. Swirling here and there in the dark, are patches of pure black which seem to suck in your light and leave it that much darker here. ~ 16 9 0 D0 ~ ~ 0 -1 1662 D1 ~ ~ 0 -1 1664 D2 ~ ~ 0 -1 1663 D3 ~ door obsidian~ 1 -1 1660 S #1662 It is very dark here...~ It is very dark here... ~ 16 9 0 D2 ~ ~ 0 -1 1661 S #1663 Torture chamber~ You are in an ill lit chamber. Intruments of torture hang from a rack on the wall, they seem to quiver with anticipation of a victim as if they had a mind of their own. An operating table is here, though it is bare. An extreme feeling of evil permeates the entire area. ~ 16 9 0 D0 ~ ~ 0 -1 1661 S #1664 The inner chamber~ You are in a small dark chamber. Upon the walls are glowing sigils of dark power, scrawled and traced in an evil language no longer known to most of this plane of existance. There is an obsidian altar here which seem to glow, but does not shed any light, in fact it seems to be taking light in. ~ 16 9 0 D3 ~ ~ 0 -1 1661 S #1665 A bright hallway~ You are in a long well lit hallway leading east and west. The walls here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. ~ 16 8 0 D1 ~ ~ 0 -1 1650 D3 ~ ~ 0 -1 1666 S #1666 A bright hallway~ You are in a long well lit hallway leading east and west. The walls here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. A huge set of double doors in finely worked ivory can be seen to the west. ~ 16 8 0 D1 ~ ~ 0 -1 1665 D3 ~ door ivory~ 1 -1 1667 S #1667 An antechamber~ You are in a small antechamber. It is well lit here, though the source of light cannot be seen. It is almost as if the room itself exudes a warm glow of goodness. A larger chamber can be seen to the west, but you do not feel worthy to pass into it. ~ 16 8 0 D1 ~ door ivory~ 1 -1 1666 D3 ~ ~ 0 -1 1669 S #1669 The chamber of the white light~ You are in a vast chamber, its walls floor and ceiling are of an unknown metalic material, the brightest white, almost blindingly stark. A flickering flame is in the center of the room, seeming to feed off of darkness and cleansing the room of any evil. You feel a slight tug at your being as the flame flickers towards you. ~ 16 0 0 D0 ~ ~ 0 -1 1670 D2 ~ ~ 0 -1 1671 D1 ~ ~ 0 -1 1667 D3 ~ ~ 0 -1 1672 S #1670 The meditation chamber~ You are in a small meditation chamber. White silk cushions are everywhere, looking very comfortable. You get an easy peaceful feeling of relaxation here, almost making you want to lie down and fall asleep. ~ 16 8 0 D2 ~ ~ 0 -1 1669 S #1671 A study~ You are in a spacious study. It is extremely tidy here, to an almost antisceptic nature. One would wonder how anyone could study without a mess all around them, the master of this chamber obviously can. ~ 16 8 0 D0 ~ ~ 0 -1 1669 S #1672 A closet~ You are in a small closet. Cloaks and vests hang from hooks in the wall, and a few old boots are all that can be seen here. Rather featureless. ~ 16 9 0 D1 ~ ~ 0 -1 1669 S #1673 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge grey metal door blocks the way north, it looks quite sturdy. ~ 16 8 0 D0 ~ door metal grey~ 2 1673 1674 D2 ~ ~ 0 -1 1650 S #1674 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge black obsidian door blocks the way north, it looks quite sturdy. ~ 16 8 0 D0 ~ door obsidian black~ 2 1674 1675 D2 ~ door metal grey~ 2 1673 1673 S #1675 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge white ivory door blocks the way north, it looks quite sturdy. ~ 16 8 0 D0 ~ door ivory white~ 2 1675 1676 D2 ~ door obsidian black~ 2 1674 1674 S #1676 The entranceway~ You are at the entrance to the audience chamber of the grand master of magic. Beautiful tapestries displaying the ancient masters of lore are on the walls, and the floor is covered with a plush multicolored carpet, which seems to rustle and move at the touch of your boots. ~ 16 8 0 D0 ~ ~ 0 -1 1677 D2 ~ door white ivory~ 2 1675 1675 S #1677 The audience chamber~ You are in a large chamber. Small bolts of energy leap from wall to wall, crackling with power. The floor is a swirl of indeterminable colors and paterns ever changing. Bright bursts of color seem to explode into the air and fade again at random times. All this splender plays about and draws attention to a large throne in the center of the room, it seems to be cut from a single enormous emerald. ~ 16 8 0 D0 ~ ~ 0 -1 1680 D1 ~ ~ 0 -1 1678 D2 ~ ~ 0 -1 1676 D3 ~ ~ 0 -1 1679 E throne~ The giant emerald is flawless, and must be incredibly valuable. ~ S #1678 A dressing room~ You are in a plush dressing room. Fine garments of many styles and some outlandish colors hang from a rack suspended in mid air at eye level. The only other interesting feature in the room is a large silver mirror on a finely crafted gold stand. ~ 16 8 0 D3 ~ ~ 0 -1 1677 S #1679 The library~ You are in a small cozy looking library. A few well made books sit atop shelves which span every wall. A large oaken writing table is in the center of the room with odd papers and parchments on it. The illumination here, to your supprise is a quite un-magical oil lamp. ~ 16 8 0 D1 ~ ~ 0 -1 1677 S #1680 The altar~ You are in a small chapel designed around a beautifully crafted golden altar. Many icons to lesser dieties line the room, but it is obvious by one glance at the symbols on the altar, that this room was designed for the worship of Mystra, the goddess of magic. ~ 16 8 0 D1 ~ door concealed east~ 1 -1 1681 D2 ~ ~ 0 -1 1677 D3 ~ door secret west~ 1 -1 1682 S #1681 The treasury~ You are in a small chamber, the stale air here is testiment to the fact that it has gone undisturbed for many years. ~ 16 8 0 D3 ~ door secret~ 1 -1 1680 S #1682 A passage~ You are in a small dark passage, which would be unremarkable if not for the fact that it ends in a blindling blue light to the west. On hooks set into the wall here there hangs several travel worthy cloaks, and a small leather backpack. It looks as if someone has prepared this room to be used in the event speedy evacuation. ~ 16 9 0 D3 ~ ~ 0 -1 1683 S #1683 In the light~ You seem to be floating in a magical energy field, though you cannot see the source of the energy, you can feel its power pushing at you from all sides, completely negating the effects of gravity. An imperfection in the uniform blue can be seen overhead, it might be an exit. ~ 16 8 0 D4 ~ ~ 0 -1 3001 S #1699 Skylar's Hideout~ You are in a small, very messy room. An unmade bed is against one wall, and books and papers cover every available flat surface. Empty beer cans lie here and there, discarded with total abandon. A few overfull ashtrays can be seen on a desk. ~ 16 524 0 D5 You can see mortals pitifully begging for help below ~ grate~ 1 -1 3001 S #1700 Path through the Forest~ A rather boring path really... It's hard to make out, but it seems that the trail leads off towards the monastary. ~ 11 0 3 D0 ~ ~ 0 0 1701 D2 ~ ~ 0 0 1127 S #1701 A Forest Path~ The trail goes deeper into the forest, but you can make out the outline of the Monk's Monastary further down the path. ~ 11 0 3 D0 ~ ~ 0 0 1702 D2 ~ ~ 0 0 1700 S #1702 Further Down the Path~ You can now definitely make out the Monk's Monastary since you are almost outside the entranceway now. ~ 11 0 3 D0 ~ ~ 0 0 1703 D2 ~ ~ 0 0 1701 S #1703 Outside the Monastary~ This has got to be a religious building from all the chanting and humming that you hear coming from within. You think you can hear some sounds of unarmed battle coming from towards the back which is straight ahead. ~ 11 0 3 D1 ~ ~ 0 0 1704 D2 ~ ~ 1702 S #1704 Entranceway to the Monastary~ To the East, a hallway leads into the rest of the monastary and the Practice Grounds in the back. From the South you hear some chanting and the low hum of monks in prayer. ~ 11 8 0 D1 ~ ~ 0 0 1705 D2 Looking south, you see the sanctum of the monastary where the monks come to pray and meditate. In fact, there are a few there now creating all of that wonderful chanting and humming! ~ ~ 0 0 1724 D3 You can see outside the monastary ~ ~ 0 -1 1703 S #1705 Western End of Main Hallway~ The hallway continues East towards the training grounds though a smaller hallway is to the North. You see a Dining Hall to the South of here. ~ 11 8 0 D0 ~ ~ 0 0 1708 D1 ~ ~ 0 0 1706 D2 ~ ~ 0 0 1726 D3 ~ ~ 0 0 1704 S #1706 Middle of the Main Hallway~ The main hallway continues to the East towards the Training Grounds and to the West towards the Monastary's Entrance. ~ 11 8 0 D1 ~ ~ 0 0 1707 D3 ~ ~ 0 0 1705 S #1707 Eastern End of Main Hallway~ This East-West hallway goes East towards the Training Grounds and West towards the Monastary Entrance. You hear the sounds of unarmed combat to the East and hear some faint humming coming back from the West. ~ 11 8 0 D1 ~ ~ 0 0 1725 D3 ~ ~ 0 0 1706 S #1708 Outside the Library~ You are in a small hallway outside of the Library which is to the West. To the South is the Main Hallway, to the North is a monk's cell, and the small corridor to the East is lined with monk cells on both sides. ~ 11 8 0 D0 ~ curtain north n~ 1 0 1713 D1 ~ ~ 0 0 1709 D2 ~ ~ 0 0 1705 D3 ~ ~ 0 0 1721 S #1709 A Small Hallway~ This smallish hallway runs East-West and is lined with monk cells on both sides. The cells each have a heavy curtain to provide the monks with a little bit of privacy when they are in their rooms. ~ 11 8 0 D0 ~ curtain north n~ 1 0 1714 D1 ~ ~ 0 0 1710 D2 ~ curtain south s~ 1 0 1717 D3 ~ ~ 0 0 1708 S #1710 A Small Hallway~ This smallish hallway runs East-West and is lined with monk cells on both sides. The cells each have a heavy curtain to provide the monks with a little bit of privacy when they are in their rooms. ~ 11 8 0 D0 ~ curtain north n~ 1 0 1715 D1 ~ ~ 0 0 1711 D2 ~ curtain south s~ 1 0 1718 D3 ~ ~ 0 0 1709 S #1711 Turn in the Small Hallway~ The small hallway turns West down the corridor and South towards the Training Grounds. Monk cells are to the North and East; and you faintly hear to sounds of unarmed combat towards the South. ~ 11 8 0 D0 ~ curtain north n~ 1 0 1716 D1 ~ curtain east e~ 1 0 1719 D2 ~ ~ 0 0 1712 D3 ~ ~ 0 0 1710 S #1712 End of a Small Hallway~ A curtain covers the entrance to a monk's cell to the East of here, a small corridor goes North to some more monk cells, and to the South is the Entrance to the Training Grounds. ~ 11 8 0 D0 ~ ~ 0 0 1711 D1 ~ curtain east e~ 1 0 1720 D2 ~ ~ 0 0 1725 S #1713 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D2 ~ curtain south s~ 1 0 1708 S #1714 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D2 ~ curtain south s~ 1 0 1709 S #1715 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D2 ~ curtain south s~ 1 0 1710 S #1716 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D2 ~ curtain south s~ 1 0 1711 S #1717 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece or furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D0 ~ curtain north n~ 1 0 1709 S #1718 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D0 ~ curtain north n~ 1 0 1710 S #1719 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D3 ~ curtain west w~ 1 0 1711 S #1720 A Monk's Cell~ A monk's private living quarters is often referred to as a cell and from the sparseness of the furnishings and comforts of home; you can probably guess why. In fact, the only real piece of furniture in here is a small cot upon which the monk sleeps. ~ 11 8 0 D3 ~ curtain west w~ 1 0 1712 S #1721 Working Section of Library~ This Library is either very well stocked or these busy monks have been copying a few texts and scrolls very industriously! Bookshelves are to the North and South and the only exit is to the East. Several tables and chairs are about this section and a desk in on the far wall. ~ 11 8 0 D0 ~ ~ 0 0 1722 D1 ~ ~ 0 0 1708 D2 ~ ~ 0 0 1723 E book shelf shelves bookshelves bookshelf~ Though you can obviously tell the shelves are quite full, you would have to actually go into the section to tell what was on them. ~ E table tables~ The tables are stained with ink and covered with some blank paper. You decide that the paper would be far to heavy if you were to take any for sale back in town. (Besides, do you really want to make the monks upset?) ~ S #1722 Northern Bookshelves~ The bookshelves are filled with various scrolls, texts, manuals, tomes, books, and other groupings of literature. You would have to examine the various shelves individually to see if there was anything of interest. ~ 11 8 0 D2 ~ ~ 0 0 1721 S #1723 Southern Bookshelves~ The bookshelves are filled with various scrolls, texts, manuals, tomes, books and other groupings of literature. You would have to examine the various shelves individually to see it there was anything of interest. ~ 11 8 0 D0 ~ ~ 0 0 1721 S #1724 Sanctum of the Monastary~ The monks gather here to pray to the gods at various times of the day, though at any given time there is almost gauranteed to be a few monks here chanting, praying, or humming. The Monastary Entrance is to the North and to the East seems to be the Dining Hall were the monks eat. ~ 11 8 0 D0 ~ ~ 0 0 1704 D1 ~ ~ 0 0 1726 S #1725 Entrance to the Training Grounds~ You see and hear unarmed combat between monks going on behind the Master though you get the impression that you couldn't get by him unless he thought you were worthy of testing yourself. You see several large and imformative SIGNS hanging on the wall. ~ 11 8 0 D0 ~ ~ 0 0 1712 D1 ~ ~ 0 -1 550 D3 ~ ~ 0 0 1707 E skills~ At the time of this area's creation, monk skills had not yet been decided or defined on effects. As soon as it is possible, this will be altered to reflect the new information. Father ~ E attacks~ The formula used for the number of attacks that an unarmed monk will get per round will be: (level-1)/16 +1 --The fractional portion will provide the probability of getting an extra attack each round. (ie. if you were VERY lucky, a 2nd level monk could get 2 attacks every round, but probably won't) [a few samples: Level--#Att] 1--1.00 5--1.25 9--1.50 13--1.75 17--2.00 21--2.25 25--2.50 29--2.75 33--3.00 37--3.25 41--3.50 45--3.75 49--4.00 ~ E damage~ Level Damage Level Damage Level Damage Level Damage 1- 3 1d3 15-19 2d4 30-34 4d4 42-44 6d4 4- 5 1d4 20-21 3d3 35-36 4d5 45-49 6d5 6-11 1d6 22-26 3d4 37-41 5d4 50 8d4 12-14 2d3 27-29 4d3 ~ E combat~ You do not see that here. ~ E sign signs~ You see three signs to look at: DAMAGE, ATTACKS, and SKILLS. You feel the urge to look at them to find out some of the mysteries of the monk class. ~ S #1726 Dining Hall~ A long Table fills the room and you get the impression that it probably could seat the entire monastary at one time. Not that they would probably all eat at the same time since someone always seems to be training or praying. ~ 11 8 0 D0 ~ ~ 0 0 1705 D1 ~ ~ 0 0 1727 D3 ~ ~ 0 0 1724 S #1727 The Kitchen~ The cook prepares most of the monastary's food here despite the odd hours that certain monks keep. You see various cooking utensils, a firepit, and a trapdoor that leads down to the Cellar. You also notice a sign on the trapdoor that catches you eye. ~ 11 0 0 D3 ~ ~ 0 0 1726 D5 ~ trapdoor door trap cellar~ 1 0 1728 E sign~ BOLD ADVENTURERS!! Recently, it seems that some nasty little monsters made a hole in our wall dowstairs in the Cellar. We soundly trashed them and none of them have enough courage to enter the Cellar again, however, the Monastary would appreciate it if you would help us keep their numbers down and fear in their hearts. Though the Monastary could easily purge the menace, we just don't feel like taking the time away from our prayers and training to do this. Any assistance you provide would be appreciated and you may keep anything you find down there as a reward for your help. ~ S #1728 Cellar Under the Monastary~ There is a Hole in the South wall that seems to lead to a tunnel. The Cellar is lit up with some magical lights but the tunnel seems to be lit by some sort of green light. The only other exit is through the trapdoor up to the Kitchen. ~ 11 12 0 D2 ~ ~ 0 0 1729 D4 ~ trapdoor door trap kitchen~ 1 0 1727 S #1729 At the Hole in the Wall~ Apparently, someone or something made this hole in the wall into the Monastary. Unfortunately, they didn't think things through and they were completely stomped by the monks. The tunnel seems to be lit by some sort of luminescent fungi with an erie green glow. ~ 11 8 0 D0 ~ ~ 0 0 1728 D2 ~ ~ 0 0 1730 S #1730 Green Glowing Intersection~ This part of the tunnel is brightly lit by some sort of green, glowing fungi. The tunnel goes to the North, East, and South. ~ 11 8 0 D0 ~ ~ 0 0 1729 D1 ~ ~ 0 0 1731 D2 ~ ~ 0 0 1739 S #1731 Green Glowing Tunnel~ This tunnel is also brightly lit by the same green, glowing fungi that is fairly prevalent in the chamber to the East. ~ 11 8 0 D1 ~ ~ 0 0 1732 D3 ~ ~ 0 0 1730 S #1732 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 11 8 0 D0 ~ ~ 0 0 1733 D1 ~ ~ 0 0 1735 D3 ~ ~ 0 0 1731 S #1733 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 11 8 0 D1 ~ ~ 0 0 1734 D2 ~ ~ 0 0 1732 S #1734 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 11 8 0 D2 ~ ~ 0 0 1735 D3 ~ ~ 0 0 1733 S #1735 The Glowing Green Chamber~ You can hardly believe the amount of green fungi growing on the walls in this largish chamber. Not only is the fungi abundant, it also gives off a decent light source-- probably enough to read by comfortably! ~ 11 8 0 D0 ~ ~ 0 0 1734 D2 ~ ~ 0 0 1736 D3 ~ ~ 0 0 1732 S #1736 Glowing Green Passage~ This passage is as brightly lit as the Glowing Chamber to the North of here. The light seems to be coming from a strange, green fungus that covers the walls and ceiling of the passage. ~ 11 8 0 D0 ~ ~ 0 0 1735 D2 ~ ~ 0 0 1737 S #1737 A Strangely Lit Passage~ This passage is illuminated in the most unusual color because there seems to be a bright, Green glow coming from the North and a not-quite as bright Red glow coming from the West. There seems to be a small passage going to the East of here. ~ 11 8 0 D0 ~ ~ 0 0 1736 D1 ~ ~ 0 0 1749 D3 ~ ~ 0 0 1738 S #1738 Red Glowing Passage~ This passage is fairly well lit by what seems to be some sort of strange fungus. This paticular strain of fungi emits a bright Red glow. You can see a chamber to the South that seems to be covered in this fungus. ~ 11 8 0 D1 ~ ~ 0 0 1737 D2 ~ ~ 0 0 1747 S #1739 A Dimly Lit Intersection~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 11 8 0 D0 ~ ~ 0 0 1730 D2 ~ ~ 0 0 1744 D3 ~ ~ 0 0 1740 S #1740 A Dark Tunnel~ A rather boring tunnel really that leads East and West. To the East, you notice that there is some strangely colored light while to the West is nothing but blackness. ~ 11 9 0 D1 ~ ~ 0 0 1739 D3 ~ ~ 0 0 1741 S #1741 Edge of a Deep, Dark Pit~ The tunnel ends abruptly at the steep side of a Deep, Dark Pit. You think to yourself, "This has GOT to be where all of the monsters are coming from!" ~ 11 9 0 D1 ~ ~ 0 0 1740 D5 Looking down, you feel that you should probably go down there and see if you can clear out the monster infestation.... then again, maybe someone else will do it for the monastary. ~ ~ 0 0 1742 S #1742 You change you mind and go back!~ As you start down, you hear some strange growls and snorts from below and you suddenly think, "What if there is something down there that is MUCH tougher than the things that are up here? What if the things up here are actually trying to get away from something down there?" You suddenly remember that you were supposed to be somewhere (well, anywhere besides here would do nicely) and decide to go back. ~ 11 9 -1 10 1741 1 0 D4 ~ ~ 0 0 1741 S #1743 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 11 8 0 D0 ~ ~ 0 0 1746 D1 ~ ~ 0 0 1748 S #1744 A Glowing Red Tunnel~ This tunnel would be a rather unremarkable North-East tunnel if it wasn't for the very unusual fungus growing all over the ceiling and walls. This fungus emits a bright Red glow that enables you to see quite well. ~ 11 8 0 D0 ~ ~ 0 0 1739 D1 ~ ~ 0 0 1745 S #1745 Bend in the Red Glowing Tunnel~ The tunnel bends to the West and South here. As before, the walls and ceilings of the tunnel are covered with an unusual fungus that emits a bright red light that enables you to see. ~ 11 8 0 D2 ~ ~ 0 0 1746 D3 ~ ~ 0 0 1744 S #1746 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 11 8 0 D0 ~ ~ 0 0 1745 D1 ~ ~ 0 0 1747 D2 ~ ~ 0 0 1743 S #1747 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 11 8 0 D0 ~ ~ 0 0 1738 D2 ~ ~ 0 0 1748 D3 ~ ~ 0 0 1746 S #1748 The Glowing Red Chamber~ You can hardly believe the amount of Red glowing fungus growing on the walls of this rather large chamber. In fact, the Fungus is so abundant, you could probably read by the light it gives off. ~ 11 8 0 D0 ~ ~ 0 0 1747 D3 ~ ~ 0 0 1743 S #1749 A Small Passage~ This seems to be a recently dug passage that seems to have broken through the wall to the South. You are not sure, but you think that you can smell the wonderful odor of baking Pipeweed Bread coming from the hole to the South. ~ 11 13 0 D2 ~ ~ 0 0 1147 D3 ~ ~ 0 0 1737 S #2000 First Bank of Silliness~ You are in the Bank of Silliness. A sign is pasted by the door. ~ 11 12 0 D1 You can see the Palace Road ~ ~ 0 -1 8001 E note sign~ The sign reads : Type 'Deposit', 'Withdraw', Or 'Balance' here. (what else would you do in a bank, rob it???) Note: We are not covered by FDIC. ~ S #2001 Begining of Saffron's Area~ Saffron's Area ranges from 2001-2299. ~ 15 0 0 S #2101 Temple Enterance~ You have entered the Temple of Laterday Bandits the wall are coved with fine saffron coloured marble, with fine triangular columns supporting the ceiling of the temple. You feel a strong sense of Equality here. It is very neutralizing. Torches like the walls of this enterance. ~ 15 0 0 D0 ~ ~ 0 -1 2105 D1 ~ door gate ~ 1 2101 2187 D3 ~ ~ 0 -1 2102 S #2102 Western Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 15 1 0 D0 ~ ~ 0 -1 2104 D1 ~ ~ 0 -1 2101 S #2103 Eastern Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 15 0 0 D0 ~ ~ 0 -1 2106 D3 ~ ~ 0 -1 2101 S #2104 Western Foyer~ This is the Western Foyer for the temple it overlooks the Pit and you can see the altar to the far north of the room that is raised from the ground that you stand on. The wings of a long all can be seen to both the east and west. Triangluar columns support the temple all along the halls. ~ 15 0 0 D0 ~ ~ 0 -1 2109 D1 ~ ~ 0 -1 2105 D2 ~ ~ 0 -1 2102 S #2105 Central Foyer~ This is the Central Foyer for the temple it overlooks the Pit and you can see the altar to the far north of the room that is raised from the ground that you stand on. The wings of a long all can be seen to both the east and west. Triangluar columns support the temple all along the halls. ~ 15 0 0 D1 ~ ~ 0 -1 2106 D2 ~ ~ 0 -1 2101 D3 ~ ~ 0 -1 2104 S #2106 Eastern Foyer~ This is the Eastern Foyer for the temple it overlooks the Pit and you can see the altar to the far north of the room that is raised from the ground that you stand on. The wings of a long all can be seen to both the east and west. Triangluar columns support the temple all along the halls. ~ 15 0 0 D0 ~ ~ 0 -1 2110 D2 ~ ~ 0 -1 2103 D3 ~ ~ 0 -1 2105 S #2107 SouthWest Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 15 0 0 D0 ~ ~ 0 -1 2113 S #2108 Center Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 15 0 0 D1 ~ ~ 0 -1 2109 D3 ~ ~ 0 -1 2107 E sign~ You can bearly make of the cryptic letting on the sign. It translates to something along the lines of " Those of Law and Chaos are not welcome here, those of the true faith shall fear not for there is no returning beyond this point. You shall complete thy quest before seeing the light of Sol again. ~ S #2109 Sacrificial Altar~ As you enter this room you notice a long slab of marble with dark stains worn into the fine stone. There are ropes tied around the edges of the stone that are frayed and old. The room has a very musty smell that reminds you of a butcher shop or someplace where animals are killed brutally and left to smell up the place for days. Along the wall you see many fine cutting weapons covered in a red stain. ~ 15 128 0 D2 ~ ~ 0 -1 2104 D3 ~ ~ 0 -1 2108 D5 ~ ~ 0 -1 2116 E weapons~ Sorry the weapons have been locked up in a rack, to many people have been taking them without asking. ~ E slab~ Well, if you don't know now it is a place where they lay people like you down to be hacked up into tiny little bits to be given to the great God Saffron, in hope that he will forgive there sins. ~ S #2110 Sacrificial Altar~ As you enter this room you notice a long slab of marble with dark stains worn into the fine stone. There are ropes tied around the edges of the stone that are frayed and old. The room has a very musty smell that reminds you of a butcher shop or someplace where animals are killed brutally and left to smell up the place for days. Along the wall you see many fine cutting weapons covered in a red stain. ~ 15 128 0 D1 ~ ~ 0 -1 2111 D2 ~ ~ 0 -1 2106 D5 ~ ~ 0 -1 2116 E weapons~ Sorry the weapons have been locked up in a rack, to many people have been taking them without asking. ~ E slab~ Well, if you don't know now it is a place where they lay people like you down to be hacked up into tiny little bits to be given to the great God Saffron, in hope that he will forgive there sins. ~ S #2111 Center Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. A sign has been placed on the wall here. Maybe you should read it before you venture farther into the temple. ~ 15 0 0 D1 ~ ~ 0 -1 2112 D3 ~ ~ 0 -1 2110 E sign~ You can bearly make of the cryptic letting on the sign. It translates to something along the lines of " Those of Law and Chaos are not welcome here, those of the true faith shall fear not for there is no returning beyond this point. You shall complete thy quest before seeing the light of Sol again. ~ S #2112 SouthEast Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 15 0 0 D0 ~ ~ 0 -1 2114 S #2113 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 15 0 0 D0 ~ ~ 0 -1 2115 S #2114 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 15 0 0 D0 ~ ~ 0 -1 2117 S #2115 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 15 0 0 D0 ~ ~ 0 -1 2118 S #2116 Sacrificial Pit~ You fool! You have fallen into the Sacificial Pit. Do you have a death wish or something. You will surely die here. This pit is dark, real dark so dark that you wish you couldn't see anything. There are skeletons of humans, dwarvens, elves, dogs, cats, sheep and even dragons. Grubs cover the floor of this room, and are having a battle with the worms over who will have your corpse for dinner. You notice that some of the corpses seem to be moving. ~ 15 65 0 D5 ~ ~ 0 -1 2150 S #2117 Grand Hall~ The Grand Hall of the Temple of Laterday Bandits is designed in the Neo-Classical style of temples. Tall triangluar columns support the ceiling here. You notice statues arranged around along the walls made in the likeness of the saints from the temple. Odd feeling that somebody is watching your ever move thoughout the hall. ~ 15 0 0 D0 ~ ~ 0 -1 2124 S #2118 NorthWest Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 15 0 0 D1 ~ ~ 0 -1 2119 S #2119 North Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. ~ 15 0 0 D1 ~ ~ 0 -1 2120 S #2120 Altar Staircase~ Before you lies a fine marble staircase up leading up to the Temple Altar you see smoke and light to the north. A strange smell wafts down the stairs. ~ 15 0 0 D1 ~ ~ 0 -1 2121 D4 ~ ~ 0 -1 2125 S #2121 Sacrificial Altar~ As you enter this room you notice a long slab of marble with dark stains worn into the fine stone. There are ropes tied around the edges of the stone that are frayed and old. The room has a very musty smell that reminds you of a butcher shop or someplace where animals are killed brutally and left to smell up the place for days. Along the wall you see many fine cutting weapons covered in a red stain. ~ 15 128 0 D0 ~ ~ 0 -1 2130 D5 ~ ~ 0 -1 2116 E weapons~ Sorry the weapons have been locked up in a rack, to many people have been taking them without asking. ~ E slab~ Well, if you don't know now it is a place where they lay people like you down to be hacked up into tiny little bits to be given to the great God Saffron, in hope that he will forgive there sins. ~ S #2122 Altar Staircase~ Before you lies a fine marble staircase up leading up to the Temple Altar you see smoke and light to the north. A strange smell wafts down the stairs. ~ 15 0 0 D3 ~ ~ 0 -1 2121 D4 ~ ~ 0 -1 2126 S #2123 North Alcove~ This is a small alcove that is offen used by the Monks for midday prayers Sometimes they can be found here along with statues of some of the well known saints of Balance. ~ 15 0 0 D3 ~ ~ 0 -1 2122 S #2124 NorthEast Corner of Grand Hall~ You have just entered the Grand Hall. As all temples built during its period it is designed in the Neo-Classical style. But it contains strange triangluar columns unlike anything you have ever seen before. This is not the first them things have come in three's in the temple there might be something important involved with that number. ~ 15 0 0 D3 ~ ~ 0 -1 2123 S #2125 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D0 ~ ~ 0 -1 2127 D1 ~ ~ 0 -1 2131 D5 ~ ~ 0 -1 2120 S #2126 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D0 ~ ~ 0 -1 2128 D2 ~ ~ 0 -1 2122 S #2127 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D0 ~ ~ 0 -1 2129 D2 ~ ~ 0 -1 2125 S #2128 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D0 ~ ~ 0 -1 2132 D2 ~ ~ 0 -1 2126 S #2129 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D1 ~ ~ 0 -1 2130 D2 ~ ~ 0 -1 2127 S #2130 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D1 ~ ~ 0 -1 2132 D2 ~ ~ 0 -1 2131 D3 ~ ~ 0 -1 2129 S #2131 Altar of the Temple of Laterday Bandits~ This is the altar that overlooks the Pit that the High Priest of Saffron offers his offerings to the great God Saffron. The High Priest condems all non followers of Saffron only the followers of the Balance may be allowed to leave this place of holyness alive. ~ 15 0 0 D1 ~ ~ 0 -1 2128 D3 ~ ~ 0 -1 2127 S #2132 Altar Platform~ This is the rasied floor that over looks the Pit and surrounds the Altar from which the High Priest of Saffron makes offers to his leader. The floor here is made of highly glossed marble in a deep saffron color. The triangular columns here have torchs attached them giving off a deep purple smoke, that fills the air with a strong saffron smell it is almost intoxacating. ~ 15 0 0 D2 ~ ~ 0 -1 2128 D3 ~ ~ 0 -1 2130 S #2139 2139~ Empty ~ 15 0 0 S #2150 Catacombs Entrance~ You have entered the Catacombs. This is were all the followers of the Gods of Balance have been buried over the years. It is rumored that these paths go on for miles. You should map your way through the catacombs for if you don't you shall not find your way out. Watch out for moving walls. ~ 15 1 0 D0 ~ ~ 0 -1 2157 D1 ~ ~ 0 -1 2151 D2 ~ ~ 0 -1 2153 D3 ~ ~ 0 -1 2152 S #2151 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2150 S #2152 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D3 ~ ~ 0 -1 2150 S #2153 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2155 D3 ~ ~ 0 -1 2154 S #2154 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D3 ~ ~ 0 -1 2156 S #2155 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D4 ~ ~ 0 -1 2116 S #2156 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2159 S #2157 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2158 D3 ~ ~ 0 -1 2156 S #2158 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2157 D1 ~ ~ 0 -1 2155 S #2159 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2160 S #2160 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2161 S #2161 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2162 S #2162 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2163 D2 ~ ~ 0 -1 2158 S #2163 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D2 ~ ~ 0 -1 2164 S #2164 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D2 ~ ~ 0 -1 2165 S #2165 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D2 ~ ~ 0 -1 2166 S #2166 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2167 D2 ~ ~ 0 -1 2153 D3 ~ ~ 0 -1 2164 S #2167 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2168 S #2168 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2169 D1 ~ ~ 0 -1 2175 D3 ~ ~ 0 -1 2171 S #2169 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2170 D1 ~ ~ 0 -1 2159 S #2170 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2162 D3 ~ ~ 0 -1 2163 S #2171 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 -1 40 2101 0 0 D0 ~ ~ 0 -1 2176 S #2172 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2171 D3 ~ ~ 0 -1 2173 S #2173 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2174 S #2174 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D0 ~ ~ 0 -1 2177 S #2175 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D2 ~ ~ 0 -1 2172 D3 ~ ~ 0 -1 2174 S #2176 Catacombs Exit~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D2 ~ ~ 0 -1 2171 D3 ~ ~ 0 -1 2175 D4 ~ ~ 0 -1 2101 S #2177 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2178 S #2178 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2179 D2 ~ ~ 0 -1 2175 S #2179 Catacombs~ The catacombs lead in random directions, you cannot see to find your way back the way you came. It seems as if the walls are moving around on you. ~ 15 1 0 D1 ~ ~ 0 -1 2150 D2 ~ ~ 0 -1 2176 S #2180 A narrow path through the trees.~ You have found a small path that winds through the dark woods. You feel and overwheming sense of balance in this area. The path leads north. ~ 15 0 3 D0 ~ ~ 0 -1 2181 D2 ~ ~ 0 -1 21009 S #2181 A narrow path through the trees.~ As you continue down the path you sense a stronger feeling of overwelling peace riddle through out your soul. The path begins to wind toward the west, and of course to the south. ~ 15 0 3 D0 ~ ~ 0 -1 2182 D1 ~ ~ 0 -1 2183 D2 ~ ~ 0 -1 2180 D3 ~ ~ 0 -1 2184 S #2182 Pagen ritual altar.~ As you enter this clearing you notice a large stone slab in the middle of the clearing. There are deep blood-red stains covering the slab. A pair of shackles for both the feet and the hands are rivetted into the stone. You see the remains of humans, dwarves, elves and other beasts laying around, but you can't find any skulls. ~ 15 0 0 D2 ~ ~ 0 -1 2181 S #2183 A old camp fire.~ You have entered a well used camp fire, The coals are still warm in the center of the pit. It seems as if someone has recently found shelter here under the trees. ~ 15 0 3 D3 ~ ~ 0 -1 2181 S #2184 A westwardly path through the trees.~ As you pass westward you notice that trees start to get thicker and it becomes darker as you follow the path westward. ~ 15 0 3 D1 ~ ~ 0 -1 2181 D3 ~ ~ 0 -1 2185 S #2185 A westwardly path through the trees.~ It has now become pitch dark, no light falling through the trees you can't tell if it is day or night anymore. ~ 15 1 3 D1 ~ ~ 0 -1 2184 D3 ~ ~ 0 -1 2186 S #2186 A decaying temple gate.~ Before you stands an old and decaying wall. It is old and sturdy and cannot be circumvented, even in its decaying state. Whomever build this wall built it to last for eons. ~ 15 1 3 D1 ~ ~ 0 -1 2185 D3 ~ gate wall ~ 2 2186 2187 S #2187 Inside the temple walls.~ You stand inside the temple walls, to the north and south you see small courtyards and to the west an doorway. Back to the east is the wall that you passed through to get here. It was created to protect the dwellers of the temple from the enfan's that room the old city and the dark woods to the east. ~ 15 1 3 D0 ~ ~ 0 -1 2188 D1 ~ gate wall ~ 2 2186 2186 D2 ~ ~ 0 -1 2189 D3 ~ door gate ~ 1 2101 2101 S #2188 Inside the temple walls.~ You are inside the temple walls, to the east you see the walls that are decaying as the years pass by, but they have stood ofr eons and will last for at least another eon. To the west you see a large temple rising above you, but you see no windows. Before you stands an old fountain with a small pool of dark blood red water. ~ 15 1 3 D2 ~ ~ 0 -1 2187 S #2189 Inside the temple walls.~ You are inside the temple walls, to the east you see the walls that are decaying as the years pass by, but they have stood for eons and will last for at least another eon. To the west you see a large temple rising above you, but you see no windows. Before you stands an old fountain with a small pool of dark green water. ~ 15 1 3 D0 ~ ~ 0 -1 2187 S #2190 2190~ Empty ~ 15 0 0 S #2199 2199~ Empty ~ 15 0 0 S #2200 2200~ Empty ~ 15 0 0 S #2240 2240~ Empty ~ 15 0 0 S #2250 Temple of Laterday Bandits~ You have entered the peaceful Church of the Laterday Bandits, where all lost souls come to rest. It is rumored that these holy walls hold the secrets to life itself. You can see stairs leading both up and down into the tower. An altar stands at the far end of the room. A stairway leading down to the Wine Cellar is to your east. ~ 15 0 0 D0 ~ ~ 0 -1 2101 D1 ~ ~ 0 -1 2252 D4 ~ ~ 0 -1 2251 S #2251 Tower Stairway~ This is the stairway leading from the inner church to the Observation Deck where you can view the great town. You can see a small window that you might be able to see out over the square from. As you gaze through the wind you can see the out-lines of the town, you can see the post office to the west, a large park to south, and the town shops around the square. The sky is red with fire, and in all directions you can see rifts on the horizon, for some reason it looks like the world is fighting against a time vortex. ~ 15 0 0 D4 ~ ~ 0 -1 2253 D5 ~ ~ 0 -1 2250 S #2252 Wine Room~ Here is the storage room for the church, it seems quite empty, not much is stored here any longer, up leads to back into the base of the tower. Old dusty wine racks line the walls. ~ 15 0 0 D4 ~ ~ 0 -1 2250 S #2253 Observation Deck~ You are standing on an observation deck at the top of the Church. Four shimmering blue columns support the bell tower above you, and a shimmering blue staircase leads up. As you gaze from the deck, you see the silhouette of the town against the burning red sky, with time rifts on all horizons. Stairs lead back down into the tower. ~ 15 0 0 D5 ~ ~ 0 -1 2251 S #2299 Saffron's Spicerack~ Saffron's Office, a really messy room with an aircondtioner hanging out the window pumping tons of cold air into this small room. There is a book shelf on the right filled with computer book, reference manuals and computer tapes. Agaist the far wall is an SGI 4D/320, and a Sparc IPX with a CD-ROM player. (currently there are headphones in the jack) Pull up a chair and feel at home, just don't crash one of the systems. ~ 15 8 0 D0 ~ ~ 0 -1 3001 D1 ~ ~ 0 -1 3156 D4 ~ ~ 0 -1 1000 D5 ~ ~ 0 -1 2253 S #2500 Temple of Draagdim~ You are in the southern end of the temple hall in the Temple of Draagdim The temple has been constructed of roughly hewn granite blocks, shaky in appearance, and most of the walls are covered by crude figures of Rats, vanquished cats, and Queeklor, God of the Rats. Tiny steps lead south through the temple gate, descending the mound upon which the temple is built and ends in the temple square below. In the center of the room lies the sacrificial pit. Feel free to jump and sacrifice yourself to Queeklor. ~ 18 0 0 D2 ~ ~ 0 -1 2502 D5 ~ ~ 0 -1 2501 S #2501 Inside the Sacrificial Pit~ Congratulations you have decided to sacrifice yourself to Queeklor. While some might ponder that this was not the wisest of career choices, you do seem to be alive. You also sense that something else is in here as well. Queeklor perhaps? ~ 18 0 0 D4 ~ ~ 0 -1 2500 S #2502 The Temple Square~ You are standing on the temple square. Tiny granite steps lead up to the temple gate. The entrance to the Clerics of Queeklor's Guild is off through a hole to the west, and the old Laughing Hyena Inn, is off through a slightly larger hole to the east. Just south of here you see Market Square, the center of Draagdim. ~ 18 0 0 D0 ~ ~ 0 -1 2500 D1 ~ ~ 0 -1 2504 D2 ~ ~ 0 -1 2506 D3 ~ ~ 0 -1 2503 S #2503 Entrance to the Clerics of Queeklor's Guild~ The entrance hall is a small modest cavern. The presence of evil permeates the air, reflecting the true nature of the clerics here. A small hole to the east leads back to the temple square. Another hole to the north enters what might be considered a feeding area. ~ 18 0 0 D0 ~ ~ 0 -1 2510 D1 ~ ~ 0 -1 2502 S #2504 Entrance to the Laughing Hyena Inn~ You are standing in the entrance cavern of the Laughing Hyena Inn. The cavern has been decorated with decrepit but functional furniture. A small frail ladder leads up to the rooms and the bar is off the east. ~ 18 0 0 D1 ~ ~ 0 -1 2505 D3 ~ ~ 0 -1 2502 D4 ~ ~ 0 -1 2672 S #2505 The Laughing Hyena~ You are standing beside a small bar set against the northern wall. The top of the bar is covered with claw marks and beer stains. An unused fireplace is built into the western wall. This place makes you wish you were home. ~ 18 0 0 D3 ~ ~ 0 -1 2504 S #2506 Market Square~ You are standing in the market square, the famous square of Draagdim. A large, peculiar looking statue lies crumbling on it's side in the middle of the square. Caverns lead off in every direction, north to the temple square, south to the common square, and going either east or west will put you on the main pathway. ~ 18 0 0 D0 ~ ~ 0 -1 2502 D1 ~ ~ 0 -1 2518 D2 ~ ~ 0 -1 2511 D3 ~ ~ 0 -1 2507 S #2507 Main Pathway~ You are on the main pathway passing through the city of Draagdim. South of here is the Militia's Armory, and the Cheese Shop is off towards the north. The pathway continues towards the west, and the market square is east of here. ~ 18 0 0 D0 ~ ~ 0 -1 2508 D1 ~ ~ 0 -1 2506 D2 ~ ~ 0 -1 2509 D3 ~ ~ 0 -1 2516 S #2508 Cheese Shop~ You are standing inside Draagdim's large Cheesery. The smell of freshly made cheeses fills the room. The cheeses are arranged in some long forgotten order, and some seem to be of questionable quality. A small sign is on the counter. ~ 18 0 0 D2 ~ ~ 0 -1 2507 E sign~ Reading this sign has cost you 10 coins, instructions are below: Buy - Will buy some cheese. List - For a small gratuity the Cheese Maker will kindly tell you the price and sort of bread in the Cheesery. -The Management disclaims responsibility for any complications that may arise from the consumption of the cheese. ~ S #2509 The Militia's Armory ~ This is the place where green militia recruits come to be outfitted for armor. You see helmets, shields, and mails in piles lying around in various parts of the Armory. As you stand here you get the uneasy feeling that you are about to be drafted into Draagdim's militia. ~ 18 0 0 D0 ~ ~ 0 -1 2507 S #2510 Feeding Area~ This is a large well lit cave. In the center of the cave is a large fire pit, with something roasting on a spit over the flames. Upon closer inspection, the roasting thing appears to once have had four legs and a tail. My god, that's a cat. Yech. There is a rather large greasy cook tending to the roasting of the cat, and he appears to notice your interest in his cooking. He motions for you to come over, perhaps he wants you to have some. ~ 18 0 0 D2 ~ ~ 0 -1 2503 D3 ~ ~ 0 -1 2541 S #2511 Common Square~ As you stand in the Common Square, many rat people pass you, making rude comments about you to each other. To the south an awful stench assaults assaults your nose. To the west the passage begins to look very unsturdy and to the east the passage is unlit, hiding all manner of nasty things. Back to the north you see the Market Square. ~ 18 0 0 D0 ~ ~ 0 -1 2506 D1 ~ ~ 0 -1 2513 D2 ~ ~ 0 -1 2515 D3 ~ ~ 0 -1 2512 S #2512 Shaky Pathway~ This pathway seems very unkempt, almost as if the denizens of this town could care a less about the well being of the people within. Carved out of the walls are little niches where the impovrished live. Outside some of these recesses filthy urchins and beggars hold out their thin, empty hands and look at you with pleading eyes in hope that you will give them money. ~ 18 0 0 D1 ~ ~ 0 -1 2511 S #2513 Dark Pathway~ You are standing in a darkened pathway. Shadows abound, giving many an unscrupulous character ample hiding places. For some reason you feel your pockets, wondering if they were this light when you came to this town. They probably weren't. ~ 18 0 0 D2 ~ ~ 0 -1 2514 D3 ~ ~ 0 -2 2511 S #2514 Entrance Hall to the Locksmith's Guild~ This is the entrance hall to the "locksmith's" guild. That name sounds suspiciously related to thieving, but nah, you must be mistaken. The foolhardy, however, should feel free to risk both their lives and their money, er their locks (yah, that's it), upon entering. ~ 18 0 0 D0 ~ ~ 0 -1 2513 D2 ~ ~ 0 -1 2523 S #2515 The Dump~ This is the dump, where the rats drop their garbage, after finding absolutely nothing else to do with it. By the looks of it there is not much here, but what is here is utterly beyond salvage and reeks to high heaven. To the north of here is the common square. No other exits seem apparent. ~ 18 0 0 D0 ~ ~ 0 -1 2511 S #2516 Main Pathway~ You are on the main pathway passing through the city of Draagdim. South of here is the entrance to the Guild of Magicians. The street continues east towards market square. To the north the Magician's Guild has set up a shop, selling some of their creations. To the west the main pathway ends and the road turns into a broad field. There are bodies scattered about the field and small forms dart through the remains of others. ~ 18 0 0 D0 ~ ~ 0 -1 2517 D1 ~ ~ 0 -1 2507 D2 ~ ~ 0 -1 2536 D3 ~ ~ 0 -1 2543 S #2517 The Magic(?) Shop~ Empty ~ 18 0 0 D2 ~ ~ 0 -1 2516 S #2518 Main Pathway~ You are on the main pathway passing through the city of Draagdim. To the south of here you see what appears to be a boarded off shop. It may have once been a pet shop, but rumor has it that the proprietor wouldn't stop selling cats, so he was lynched. To the north there is the Pawn Shop. ~ 18 0 0 D0 ~ ~ 0 -1 2520 D1 ~ ~ 0 -1 2519 D3 ~ ~ 0 -1 2506 S #2519 Main Pathway~ You are still on the Main Pathway passing through the city of Draagdim. To the south is the Rodents at Arms Guild, where newly drafted militia are sent to be inducted. To the north is where the rats make their wicked glaives, and to the east the pathway is made out of iron pyrite. A small sign stands to the side of the path. ~ 18 0 0 D0 ~ ~ 0 -1 2521 D1 ~ ~ 0 -1 2527 D2 ~ ~ 0 -1 2522 D3 ~ ~ 0 -1 2518 E sign~ The sign reads... 'Follow the Iron Pyrite Road' ~ S #2520 Pawn Shop~ You are inside the pawn shop. All sorts of junk line the walls. Plaid suits, scraps of metal, flourescent yellow beenies, Quifael's Global Optimizer... Eh? Wait a minute. What was that last one? Hmmm, that's funny it's gone now. ~ 18 0 0 D2 ~ ~ 0 -1 2518 S #2521 Weapon's Forge~ From behind the counter you spy several scraggly Dwarves surrounded by a small army of Ratmen at Arms. As small as the Dwarves are, they are still larger than most of the Rat people. Various weapons of Dwarven manufacture line the walls, making you almost wish that the Rats would acknowledge your presence. ~ 18 0 0 D2 ~ ~ 0 -1 2519 S #2522 Entrance to the Ratmen at Arms Guild~ This is the entrance Hall to the Ratmen at Arms Guild. You have this funny feeling that you should be especially quiet or the massive rat guarding the entrance will notice you. To the east you hear the blood curdling battle cries of the trainees and back to the north is the main path. ~ 18 0 0 D0 ~ ~ 0 -1 2519 D2 ~ ~ 0 -1 2649 S #2523 A Room Within the Locksmith's Guild~ This area contains a set of straw mats thrown out on the floor for practicing gymnastics and combat skills. Over to one side of the room the stone floor is covered with sand. In the middle of the sand stands a human shaped dummy. The dummy is outfitted in clothes with many pockets, and closer inspection reveals that there are many bells on the dummy. Off to one side there is a box discarded in the corner. ~ 18 0 0 D0 ~ ~ 0 -1 2514 D1 ~ ~ 0 -1 2525 D2 ~ ~ 0 -1 2525 D3 ~ ~ 0 -1 2524 D4 ~ ~ 0 -1 2525 D5 ~ ~ 0 -1 2523 S #2524 A Room Within the Locksmith's Guild~ This area contains a set of straw mats thrown out on the floor for practicing gymnastics and combat skills. Over to one side of the room the stone floor is covered with sand. In the middle of the sand stands a human shaped dummy. The dummy is outfitted in clothes with many pockets, and closer inspection reveals that there are many bells on the dummy. Off to one side there is a box discarded in the corner. ~ 18 0 0 D0 ~ ~ 0 -1 2526 D1 ~ ~ 0 -1 2523 D2 ~ ~ 0 -1 2525 D3 ~ ~ 0 -1 2524 D4 ~ ~ 0 -1 2525 D5 ~ ~ 0 -1 2523 S #2525 A Room Within the Locksmith's Guild~ This area contains a set of straw mats thrown out on the floor for practicing gymnastics and combat skills. Over to one side of the room the stone floor is covered with sand. In the middle of the sand stands a human shaped dummy. The dummy is outfitted in clothes with many pockets, and closer inspection reveals that there are many bells on the dummy. Off to one side there is a box discarded in the corner. ~ 18 0 0 D0 ~ ~ 0 -1 2524 D1 ~ ~ 0 -1 2523 D2 ~ ~ 0 -1 2525 D3 ~ ~ 0 -1 2523 D4 ~ ~ 0 -1 2524 D5 ~ ~ 0 -1 2523 S #2526 Yet Another Room Within the Locksmith's Guild~ This area contains a set of straw mats thrown out on the floor for practicing gymnastics and combat skills. Over to one side of the room the stone floor is covered with sand. In the middle of the sand stands a human shaped dummy. The dummy is outfitted in clothes with many pockets, and closer inspection reveals that there are many bells on the dummy. Off to one side there is a box discarded in the corner. ~ 18 0 0 D2 ~ ~ 0 -1 2524 S #2527 Palace Road~ You stand on a road made of iron pyrite bricks. Hmm, iron pyrite... Isn't that fool's gold? In that case you are standing on Fool's road. The road is in a general state of disrepair. Weeds poke through the crumbling bricks in numerous places, and in some places small shrubs have grown. Back to the west is the Main Pathway and the road continues on towards the palace. To the east there is a high wall, too tall for you to see over. ~ 18 0 0 D0 ~ ~ 0 -1 2528 D3 ~ ~ 0 -1 2519 D4 ~ ~ 0 -1 2636 E wall~ The wall is very tall. It is riddled with the tell-tale cracks of age and it does not seem sturdy enough to climb over. ~ E crack fissure opening~ Through one of the cracks you spie a jungle teaming with life. You hear the squawks of exotic birds flying around the treetops, but the jungle is too dense to see very far into. ~ S #2528 Palace Road~ This is the end of the road. The pyrite bricks end here and to the north is the Palace Courtyard. Do you dare to step off of Fool's Road? After all you were bright enough to get on it. You might want to look ahead and see what fate awaits you. ~ 18 0 0 D0 ~ ~ 0 -1 2529 D2 ~ ~ 0 -1 2527 D4 ~ ~ 0 -1 2636 S #2529 Palace Courtyard~ This is a large courtyard outside the remains of a castle. As you prowl around the courtyard you find several large blocks of stone, apparently fallen from the decaying walls. A skeleton of some sort lies under one of the blocks. The castle is old and cracked and only one story of it remains; the upper parts have crumbled. There seem to be a few creatures hiding near the castle gates. ~ 18 0 0 D0 ~ ~ 0 -1 2530 D2 ~ ~ 0 -1 2528 E skeleton~ It looks as if it might have once been an orc. ~ S #2530 Entry Way~ The large castle gates open inward to reveal the dark confines of the entry way. There are empty doorways leading north, west and east, into darkness. Bits of rubble and trash are strewn about the floors. The doorway to the east still has the remnants of what was once a door. The door is shattered and small bits of twisted metal are all that remain of the hinges. ~ 18 0 0 D0 ~ ~ 0 -1 2534 D1 ~ ~ 0 -1 2532 D2 ~ ~ 0 -1 2529 D3 ~ ~ 0 -1 2531 S #2531 West Hall~ You are standing in the West Hall. There is a fireplace built into the west wall, and the remains of two plush chairs and three small tables lie strewn about the room. There is another doorway to the north and one to the east. There is a thick layer of dust covering the room. Several sets of tracks have disturbed the dust, but some of them are yours. ~ 18 0 0 D0 ~ ~ 0 -1 2535 D1 ~ ~ 0 -1 2530 S #2532 East Hall~ This room has a large marble fireplace in the east wall. A long wood table fills the center of the room. It is surrounded by twelve wooden chairs. The two chairs on the end are occupied by skeletons. They are all dressed in rags, apparently the remains of fine dinner clothes. They are sitting up, but they do not move. On the table in front of each chair lies a golden dinner plate. ~ 18 0 0 D0 ~ ~ 0 -1 2533 D3 ~ ~ 0 -1 2530 S #2533 Bedroom~ This room was once a fine bedroom, but it's once rich furnishings, the canopy bed, plush chairs, hardwood tables, and finely woven rugs, are not tattered, moldy and worthless. All the furniture in this room, and the walls, show evidence of claw marks. A sigh that probably means that the Royal Rat Family still uses this room. Curiously there is a man-sized mirror on the east wall that appears to be untouched. ~ 18 0 0 D1 ~ ~ 0 -1 2533 D2 ~ ~ 0 -1 2532 D3 ~ ~ 0 -1 2534 S #2534 Throne Room~ The echos of your footsteps echo hollowly in this large barren room. Boxes, dragged in from the west, have been stacked into a rough paradoy of a throne. High atop the throne a regal rat sits, tinfoil crown tilted haughtily sideways. This rat is probably full of hot air more than anything else. (Aren't all people in high positions?) ~ 18 0 0 D1 ~ ~ 0 -1 2533 D2 ~ ~ 0 -1 2530 D3 ~ ~ 0 -1 2535 S #2535 Storage Room~ This room is lined with boxes and crates of many shapes and sizes. The boxes and creates are lined with a thick layer of dust and they look as if they haven't been opened in a long time. ~ 18 0 0 D1 ~ ~ 0 -1 2534 D2 ~ ~ 0 -1 2531 D5 ~ cover crate box~ 1 -1 2650 S #2536 The Entrance to the Guild of Magicians~ Standing in front of this somewhat shaky structure is one of the largest green kobolds you have ever seen. It must stand about eight feet tall and it wields an equally large weapon. It seems that the mages here realized that they are not much good defending against intruders, so they went out and got the toughest monster that would work for them. All they could find was a green kobold, so it would appear that they modified it a bit. ~ 18 0 0 D0 ~ ~ 0 -1 2516 D2 ~ ~ 0 -1 2537 S #2537 Shattered Reality~ The floor beneath you seems to buckle and waver beneath your feet. Parts of the floor have dissolved, revealing nothingness beneath. Other parts of the floor buble and hiss angrily. The walls are shattered, and in some places it would appear that you could walk through them. This room has been abandoned because it is no longer completely attached to this reality. In the center of the room lies a stone of some sort, it appears to be holding the room together. ~ 18 0 0 D0 ~ ~ 0 -1 2536 D1 ~ ~ 0 -1 2538 D2 ~ ~ 0 -1 2539 S #2538 Lilliput~ As you step through the wall you notice that the horizon is a lot closer than it normally is and the clouds are a lot nearer to your head. There doesn't really appear to be much here, but wait! What is that under your foot? It looks like you have stepped on someone's town square, market square, common square and a lot of other places you can't seem to identify anymore. ~ 18 0 0 D3 ~ ~ 0 -1 2537 S #2539 Brobdinag~ You stand in a very rocky area. Large boulders lie strewn about in random clumps. Here and there large bunches of broad bladed plants loom in your way. Far off in the south a large structure pokes it's roof far above everything else. Every once and a while you hear a loud buzzing overhead. The buzzing seems to come from enormous flies, the size of elephants. I don't think we're in Draagdim anymore. ~ 18 0 0 D0 ~ ~ 0 -1 2537 D2 ~ ~ 0 -1 2542 S #2540 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D0 ~ ~ 0 -1 2546 D1 ~ ~ 0 -1 2543 D2 ~ ~ 0 -1 2549 D3 ~ ~ 0 -1 2544 S #2541 Cleric's Inner Sanctum~ This room is entirely black, except for little slpotches of color that appear at random. Closer inspection reveals that they are in fact little flowers. Daisies perhaps. How could they have gotten there? Perhaps that little man in the robes is responsible for it. Oh, there he goes again. With a wicked grin, he paints another daisy on the wall. What an idiot. Wait a minute, that is your guildmaster. ~ 18 0 0 D1 ~ ~ 0 -1 2510 S #2542 Brobdinag~ As you walk towards the structure you notice that it doesn't seem to be getting any closer. It is either really far off and really large, or it is running away from you. From the likes of the bugs you've seen here it is probably a gigantic structure and you might never reach it in this lifetime. ~ 18 0 0 D0 ~ ~ 0 -1 2539 D2 ~ ~ 0 -2 2542 S #2543 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. Off to the west there is a dark smudge that seems to be the source of more noises. ~ 18 0 0 D0 ~ ~ 0 -1 2547 D1 ~ ~ 0 -1 2516 D2 ~ ~ 0 -1 2550 D3 ~ ~ 0 -1 2540 S #2544 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. Off to the west there is a dark smudge that seems to be the source of more noises. ~ 18 0 0 D0 ~ ~ 0 -1 2545 D1 ~ ~ 0 -1 2540 D2 ~ ~ 0 -1 2548 D3 ~ ~ 0 -1 2573 S #2545 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D0 ~ ~ 0 -1 2548 D1 ~ ~ 0 -1 2546 D2 ~ ~ 0 -1 2544 D3 ~ ~ 0 -1 2547 S #2546 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D0 ~ ~ 0 -1 2549 D1 ~ ~ 0 -1 2547 D3 ~ ~ 0 -1 2545 S #2547 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D1 ~ ~ 0 -1 2545 D2 ~ ~ 0 -1 2543 D3 ~ ~ 0 -1 2546 S #2548 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D0 ~ ~ 0 -1 2544 D1 ~ ~ 0 -1 2549 D2 ~ ~ 0 -1 2545 S #2549 The Battlefield ~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D0 ~ ~ 0 -1 2540 D1 ~ ~ 0 -1 2550 D2 ~ ~ 0 -1 2546 D3 ~ ~ 0 -1 2548 S #2550 The Battlefield~ On this wide open field are the bodies of dead and dying warriors. There is a tremendously thick veil of fog covering the land, and an unfamiliar burning smell greets your nose. Close by, you hear hooves and clattering armor, and men shouting to eachother in an unfamiliar language. ~ 18 0 0 D0 ~ ~ 0 -1 2543 D1 ~ ~ 0 -1 2548 D2 ~ ~ 0 -1 2547 D3 ~ ~ 0 -1 2549 S #2551 The Jungle~ You are fighting your way through a dense rain forest. The hundreds of feet of foliage between you and the skies blocks out all light here on the forest floor. Your skin feels slimy, due to a low hanging fog bank which blankets the already humid jungle. ~ 18 0 0 D0 ~ ~ 0 -1 2552 D4 ~ ~ 0 -1 2636 S #2552 The Jungle~ The rainforest seems unending, almost choking you with the thick overhanging foilage. The humidity makes your skin crawl, and a dense fog is begining to form on th jungle floor. Ocassionally you can glimpse the brightly colored wildlife that seems to have made a much more comfortable home in the tree tops. ~ 18 0 0 D1 ~ ~ 0 -1 2553 D3 ~ ~ 0 -1 2556 D4 ~ ~ 0 -1 2564 S #2553 The Jungle~ You are fighting your way through the dense rainforest. The hundreds of feet between you and the bleak skies block out most of the light here on the jungle floor. The intense heat and the annoying bugs make life down here at the bottom miserable and you can't wait to get some fresh air. ~ 18 0 0 D1 ~ ~ 0 -1 2554 D2 ~ ~ 0 -1 2557 D3 ~ ~ 0 -1 2552 S #2554 The Jungle~ The rainforest seems unending, almost choking you with the thick overhanging foilage. The humidity makes your skin crawl, and a dense fog is begining to form on th jungle floor. Ocassionally you can glimpse the brightly colored wildlife that seems to have made a much more comfortable home in the tree tops. ~ 18 0 0 D0 ~ ~ 0 -1 2561 D1 ~ ~ 0 -1 2555 D2 ~ ~ 0 -1 2558 D3 ~ ~ 0 -1 2553 D4 ~ ~ 0 -1 2565 S #2555 The Jungle~ It seems as if this jungle will never end. You are tired of getting your boots stuck in the mud and having little bugs slowly pick away at patience little pieces at a time. You think that if you don't see something to vent your fustrations on soon you'll explode. Maybe one of those obnoxious chimps will come screaming by again so you can whack it. ~ 18 0 0 D0 ~ ~ 0 -1 2562 D1 ~ ~ 0 -1 2556 D2 ~ ~ 0 -1 2562 D4 ~ ~ 0 -1 2567 S #2556 The Jungle~ It seems as if this jungle will never end. You are tired of getting your boots stuck in the mud and having little bugs slowly pick away at patience little pieces at a time. You think that if you don't see something to vent your fustrations on soon you'll explode. Maybe one of those obnoxious chimps will come screaming by again so you can whack it. ~ 18 0 0 D0 ~ ~ 0 -1 2563 D2 ~ ~ 0 -1 2560 D3 ~ ~ 0 -1 2555 S #2557 The Jungle~ You are still fighting your way through the dense rainforest. The hundreds of feet between you and the bleak skies block out most of the light here on the jungle floor. The intense heat and the annoying bugs make life down here at the bottom miserable and you can't wait to get some fresh air. ~ 18 0 -1 15 2702 0 0 D0 ~ ~ 0 -1 2553 D4 ~ ~ 0 -1 2570 S #2558 The Jungle~ The rainforest seems unending, almost choking you with the thick overhanging foilage. The humidity makes your skin crawl, and a dense fog is begining to form on th jungle floor. Ocassionally you can glimpse the brightly colored wildlife that seems to have made a much more comfortable home in the tree tops. ~ 18 0 0 D0 ~ ~ 0 -1 2554 D2 ~ ~ 0 -1 2561 S #2559 The Abandoned Hut~ Empty ~ 18 0 0 D3 ~ ~ 0 -1 2558 S #2560 The Jungle~ It seems as if this jungle will never end. You are tired of getting your boots stuck in the mud and having little bugs slowly pick away at patience little pieces at a time. You think that if you don't see something to vent your fustrations on soon you'll explode. Maybe one of those obnoxious chimps will come screaming by again so you can whack it. ~ 18 0 0 D2 ~ ~ 0 -1 2563 D3 ~ ~ 0 -1 2559 D4 ~ ~ 0 -1 2569 S #2561 The Jungle~ You are fighting your way through the dense rainforest. The hundreds of feet between you and the bleak skies block out most of the light here on the jungle floor. The intense heat and the annoying bugs make life down here at the bottom miserable and you can't wait to get some fresh air. ~ 18 0 0 D0 ~ ~ 0 -1 2558 D2 ~ ~ 0 -1 2554 D3 ~ ~ 0 -1 2563 D4 ~ ~ 0 -1 2566 S #2562 The Jungle~ The rainforest seems unending, almost choking you with the thick overhanging foilage. The humidity makes your skin crawl, and a dense fog is begining to form on th jungle floor. Ocassionally you can glimpse the brightly colored wildlife that seems to have made a much more comfortable home in the tree tops. ~ 18 0 0 D0 ~ ~ 0 -1 2555 D1 ~ ~ 0 -1 2563 D2 ~ ~ 0 -1 2555 D3 ~ ~ 0 -1 2561 S #2563 The Jungle~ The rainforest seems unending, almost choking you with the thick overhanging foilage. The humidity makes your skin crawl, and a dense fog is begining to form on th jungle floor. Ocassionally you can glimpse the brightly colored wildlife that seems to have made a much more comfortable home in the tree tops. ~ 18 0 0 D0 ~ ~ 0 -1 2560 D3 ~ ~ 0 -1 2561 D4 ~ ~ 0 -1 2568 S #2564 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D1 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D2 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D3 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2552 E north~ The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ E south~ The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ E east~ The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ E west~ The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ S #2565 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D1 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D2 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D3 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2554 S #2566 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D1 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D2 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D3 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2561 S #2567 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D1 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D2 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D3 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2555 S #2568 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D1 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D2 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D3 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2563 S #2569 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 ~ ~ 0 -1 2571 D1 ~ ~ 0 -1 2572 D2 ~ ~ 0 -1 2571 D3 ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2560 S #2570 Up In The Tree Tops~ The air up here is suprisingly fresh, a nice change from the muggy air below. You are standing on a light criss-cross of branches and vines which just barely support your weight. Going much further in any direction would probably lead you to your death. Spindly creatures swing from branch to branch screaming at you for your intrusion to their domain. ~ 18 0 0 D0 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D1 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D2 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D3 The treetops stretch as far as you can see, but it seems that some of the other treetops might be sturdier. ~ ~ 0 -1 2571 D5 ~ ~ 0 -1 2557 S #2571 Free Fall From the Tree~ This is probably the fourth worst place to be in this entire MUD right now. You fall . . . and fall . . . and fall . . . and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly. Bye Cruel World. The fall ruins all your items upon impact. Sorry. ~ 18 0 0 S #2572 The Long Branch~ You are crowding on a long branch which leaves the jungle and crosses part way over a gully. You see smoke rising from further down the gully and there seems to be a small stream running through the gully. Ten feet below the branch is a small path. The only way down to the path is a short drop down. ~ 18 0 0 D0 ~ ~ 0 -1 714 D5 ~ ~ 0 -1 2584 S #2573 A Ruined Village~ The eastern end of the village is a shattered and broken image of what was once a harmonious country community. The village Bodhisatvah has been thrown down and defiled, and the once well tended homes have been replaced by shanties and lean-to's. ~ 18 0 0 D0 ~ ~ 0 -1 2576 D1 ~ ~ 0 -1 2544 D3 ~ ~ 0 -1 2574 S #2574 A Ruined Village~ The southern end of the village seems only slightly damaged, since a few of the homes still stand. However, they have been put to other uses since the brigands began raiding here. Loud shouts and laughter can be heard from inside the houses, but the screams of women are ever present. ~ 18 0 0 D0 ~ ~ 0 -1 2575 D1 ~ ~ 0 -1 2573 S #2575 A Ruined Village~ The western end of the village seems to have fared no better than the eastern, as far as being the victim of war and thievery. The fog is still present here, and the air is damp, chilling you deeply. Almost as deeply as seeing these dirt-poor peasants scavenging to stay alive. ~ 18 0 0 D1 ~ ~ 0 -1 2576 D2 ~ ~ 0 -1 2574 D3 ~ ~ 0 -1 2578 S #2576 A Ruined Village~ This northern end of the village seems to have received part of the assault from the battle, since the homes here have either burned or collapsed. ~ 18 0 0 D2 ~ ~ 0 -1 2573 D3 ~ ~ 0 -1 2575 S #2577 The Dense Woods~ You are surrounded on all sides by a dense forest of cryptomeria trees. Shouts and sounds of fighting seem to come from the east, while a srong smokey odor blows in from the south-west. ~ 18 0 0 D0 ~ ~ 0 -1 2578 D3 ~ ~ 0 -1 2580 S #2578 The Dense Woods~ You are surrounded on all sides by a dense forest of cryptomeria trees. Shouts and sounds of fighting seem to come from the east, while a srong smokey odor blows in from the south-west. ~ 18 0 -1 15 2708 0 0 D1 ~ ~ 0 -1 2575 D3 ~ ~ 0 -1 2579 S #2579 The Dense Woods~ You are surrounded on all sides by a dense forest of cryptomeria trees. Shouts and sounds of fighting seem to come from the east, while a srong smokey odor blows in from the south-west. ~ 18 0 0 D1 ~ ~ 0 -1 2578 D2 ~ ~ 0 -1 2580 S #2580 The Dense Woods~ You are surrounded on all sides by a dense forest of cryptomeria trees. Shouts and sounds of fighting seem to come from the east, while a srong smokey odor blows in from the south-west. ~ 18 0 0 D1 ~ ~ 0 -1 2577 D2 ~ ~ 0 -1 2581 S #2581 The Brigand's Camp~ A huge bonfire burns in the center of this cleared area. Bedrolls and hay pillows are scattered about the fire, and bits of food are lying everywhere. Broken pieces of crockery and blades sit next to each brigand's bedroll, and shoddy looking bamboo weapons hang from surrounding trees. There is a damp feeling in the air here. ~ 18 0 0 D0 ~ ~ 0 -1 2580 D2 ~ ~ 0 -1 2582 S #2582 Lieutenant's Tent~ The brigand Lieutenant's tent is a sight of depravity. On straw pallets lie sleeping women, some with their hands tied, others with zombie-like expressions. A fire burns in the center of the room, and the smoke from the strange leaves over the firegrillflap is open at the rear of the tent. ~ 18 0 0 D0 ~ ~ 0 -1 2581 D2 ~ ~ 0 -1 2583 S #2583 The Chief's Tent~ The brigand Chieftain's tent is very smoky and very hot. You can almost see the fleas leap onto your skin as you itch uncomfortably. Tattered clothing and bits of food litter the tent floor, and there is a strong odor of sweat here. A fire smoulders in theof dried meat, but they hardly look fit for human consumption. ~ 18 0 0 D0 ~ ~ 0 -1 2582 S #2584 The Gully~ You are standing in a narrow ravine. A small trickle of slimy water swirls around your ankles only to disappear further down the gulley. The steep ravine walls to either side of you are very steep and the bedrock is worn smooth in many places. It looks too steep to climb. The branch that you dropped down to the ravine from seems too high up to reach and it would appear that your only exit lies further down the ravine. ~ 18 0 0 D5 ~ ~ 0 -1 2585 S #2585 Barricade~ Before you lies a wooden barricade blocking off the end of the ravine. Many sharpened sticks protrude from the top of the wall, making it impossible to climb over. The gully walls are still too steep to climb up as well. In the center of the barricade a simple portcullis is closed and many guards appear to be lounging around behind it. ~ 18 0 0 D1 ~ ~ 0 -1 2586 D4 ~ ~ 0 -1 2584 E portcullis gate bars~ The portcullis is made out of sturdy iron bars. Somewhere behind the portcullis lies the crank that is used to raise and lower it. At the base of the gate lies a simple lock, fastening the portcullis to a large stone plug in the earth. ~ S #2586 Daimyo Fort~ You have entered the Daimyo Fort. To the west you see a rusted crank that may have once been used to raise and lower the portcullis behind you. From the looks of the crank you would guess that the portcullis has been opened by hand for a very long time. The rest of the fort open out before you, but overall it doesn't appear to be very big. The gulley appears to have ended at the barricade, and now you are closed in by large timber walls that seem to reach to the sky. If you continue towards the east you will be in the center of the fort. If the portcullis is open you can go west. ~ 18 0 0 D1 ~ ~ 0 -1 2587 D3 ~ ~ 0 -1 2585 S #2587 Daimyo Fort~ You are standing in the middle of the fort next to a flag pole. The flagpole has rotted away to a point where it probably couldn't hang a flag on it if you wanted to. There is a well worn trail leading off to the north. To the south is another path, although much less used. If you continue further to the east there seems to be another set of gates. ~ 18 0 0 D0 ~ ~ 0 -1 2590 D1 ~ ~ 0 -1 2588 D2 ~ ~ 0 -1 2589 D3 ~ ~ 0 -1 2586 S #2588 Daimyo Fort~ Standing next to the inner gates sends chills up your spine. These gates are only a pale resemblance to the outer portcullis. The bottom of gate anchors into stone, and there is no lock on it to pick. You will probably need the key from around the gate master's neck. On top of the gate are a bunch of shrunken heads, each one impaled on a spike at the top of the portcullis. The heads have no ears, but the gate master has a necklace of ears. Coincidence? ~ 18 0 0 D1 ~ ~ 0 -1 2597 D3 ~ ~ 0 -1 2587 S #2589 Daimyo Fort~ The path here looks little used and the ground is covered with stunted weeds. Further off to your east the path bends to the south around the corner of the wooden walls. Your boots kick up little motes of dust as you continue down the path, causing you to notice other footprints in the dust. ~ 18 0 0 D0 ~ ~ 0 -1 2587 D1 ~ ~ 0 -1 2595 E footprints~ These prints were either made by a golfer with very big feet, or someone wearing large spiked boots. ~ S #2590 Daimyo Fort~ This trail is very well worn. The footsteps on the ground would tend to indicate that they were made people running towards whatever lies to the east but not running away. Strange. This walled in section of the fort continues to the east and towards the south. You can't help but wonder what lies to the east. ~ 18 0 0 D1 ~ ~ 0 -1 2591 D2 ~ ~ 0 -1 2587 S #2591 Daimyo Fort~ Well, whatever is down at the end of this part of the fort has not made an appearance yet. The same sort of tracks still cover the ground. Except for a funny odor there would be no way to distinguish this from the area to the west. Proceeding to the north may hold the key to this mystery. ~ 18 0 0 D0 ~ secret cask~ 0 -1 2592 D3 ~ ~ 0 -1 2590 S #2592 The Latrine~ This is definately where that funny smell was coming from, but now that the stench is overwhelming you don't think that it's so funny any more. A small hut in the center of the clearing at the end of the end path seems to be the source of all your problems. Right now the door is hanging open and it appears to be unoccupied. ~ 18 0 0 D0 ~ ~ 0 -1 2635 D2 ~ secret cask~ 0 -1 2591 D5 ~ ~ 0 -1 2593 S #2593 In The Cess Pit (Yech!)~ Ok, now you've really pushed your luck. Imagine that, climbing down a toilet. Well, now that you are knee deep in refuse, probably not that good. And to imagine that your luck is getting worse. ~ 18 0 0 D1 ~ ~ 0 -1 2594 D4 ~ ~ 0 -1 2592 S #2594 Inside A Strange Cave~ For some strange reason the air is fresh in here. The cave looks like it was once part of a lava tube that collapsed. Rubble now blocks the tube to the east, but it left the area that you are standing in relatively clean. The floor is covered with little claw marks, and scrapes. Almost as if many little feet had been dragging heavy objects across the floor. ~ 18 0 0 D3 ~ ~ 0 -1 2593 E claw marks scrapes~ These marks may have been made by gremlins. I wonder where they hide their treasure. ~ S #2595 Daimyo Fort~ You are standing in the south-eastern area of the fort. To the south of you lies a somber looking structure. The sides of the tent are spotless and the flap lies open. The interior of the tent is too dim for you to make out what is inside. Those same funny footprints are still on the ground. ~ 18 0 0 D2 ~ ~ 0 -1 2596 D3 ~ ~ 0 -1 2589 S #2596 Sergeant's Quarters~ Inside the tent there are two rows of beds. Each bed is neatly made, without a wrinkle to be found. At the foot of each bed there is a locker. There are four beds here and one desk at the back of the tent. Beyond the rather muscular man with spiked boots staring at you, the tent is pretty much empty. ~ 18 0 0 D0 ~ ~ 0 -1 2595 S #2597 The Inner Gates~ The inner gates have opened to reveal an ornate walkway extending to the west. The dirt you tracked into the gate way makes loud crunching noises under your boots that echo off into the depths of the pathway. From here you can continue into the walkway, or go home, where its safe. ~ 18 0 0 D1 ~ ~ 0 -1 2598 D3 ~ ~ 0 -1 2588 S #2598 Walkway~ Ancient fir trees tower high above you to your left and right, blocking out most of the light, creating sort of a dim twilight. Every now and then the wind blows and shadows are sent scurrying across your path. Going east will lead you further into the walkway. Going west will take you back outside sooner or later. ~ 18 0 0 D1 ~ ~ 0 -1 2599 D3 ~ ~ 0 -1 2597 S #2599 Walkway~ Ancient fir trees tower high above you to your left and right, blocking out most of the light, creating sort of a dim twilight. Every now and then the wind blows and shadows are sent scurrying across your path. Going east will lead you further into the walkway. Going west will take you back outside sooner or later. ~ 18 0 0 D1 ~ ~ 0 -1 2600 D3 ~ ~ 0 -1 2598 S #2600 Walkway~ The walkway has bent to the north revealing yet another room. The rows of fir trees continue to press in around you, allowing you no other choice but to go north, or go back. Through the gloom you can see that the room ahead could have once passed as a chapel. ~ 18 0 0 D0 ~ ~ 0 -1 2601 D3 ~ ~ 0 -1 2599 S #2601 The Entry hall~ This entry way appears to once have been a chapel. The large room has been made much larger because all the pews have been stripped from it. In their stead, torture devices that are no longer gathering dust have been exhumed and brought here-a rack, an iron maiden, thumbscrews and other gruesome devices. In the middle of the ex-chapel there is a raised platform, lit by a single shaft of light from high up in the ceiling. The light plays off of a statue with a greenish tinge. ~ 18 0 0 D0 ~ ~ 0 -1 2602 D2 ~ ~ 0 -1 2600 E statue green~ The statue is of a man in tarnished green armor. It stands a little over six feet tall and wields a large wicked looking glaive. Emblazoned on his breastplate are the words, "I Love Green Kobolds." ~ S #2602 The Inner Courtyard~ The walls of the courtyard are decorated with beautiful mosaic patterns. The courtyard extends in a square pattern, this being the south west corner. It would seem that the mosaic patterns form some sort of story if they were to be looked at in a clockwise movement around the courtyard. The pattern next to you is a picture of a beautiful elven maiden dressed in long flowing robes. Jewels of wealth adorn her body and you almost can hear the clinking of the chains around her neck. The maiden is skipping merrily through a path in the countryside. ~ 18 0 0 D0 ~ ~ 0 -1 2603 D1 ~ ~ 0 -1 2609 D2 ~ ~ 0 -1 2601 S #2603 The Inner Courtyard~ You are standing in the middle of the western side of the courtyard. To the west you see an antechamber and a set of double doors. The mosaic here depicts a group of ninjas hiding in the bushes to either side of the path. They are dressed in black hakamas and black vests. Thier eyes peer intently down the path, their faces obscured by black wrappings. Their hands rest on the pommels of their wakizashi in eager anticipation. ~ 18 0 0 D0 ~ ~ 0 -1 2604 D1 ~ ~ 0 -1 2608 D2 ~ ~ 0 -1 2602 D3 ~ ~ 0 -1 2611 S #2604 The Inner Courtyard~ You are standing in the northeastern corner of the courtyard. There is an archway to the west and the mosaic continues on towards the east. The wall here depicts the four black clad ninjas srpinging out from behind the bushes at the elven maiden. The maiden's head is tilted back, her mouth open, issuing forth an unheard scream. ~ 18 0 0 D1 ~ ~ 0 -1 2606 D2 ~ ~ 0 -1 2603 D3 ~ ~ 0 -1 2605 S #2605 Altar~ This room is composed entirely of dull grey granite. At the far end of the room sits a chair in the shape of a demon. Broad wings spread from it's back to cover the rear of the chamber. Between two sets of protruding fangs large red gems sparkle in the dimness. The beast is kneeling, its tail twisting around one of it's legs to rest lightly on the floor. Both arms are resting on its knees; each one holding a stone of some sort. To the east of the statue are what appears to be several sets of stone arms that have pulled away the stone from the wall to reveal a shimmering portal. ~ 18 0 0 D1 ~ ~ 0 -1 2604 E portal gate way~ The portal seems to shimmer as you look at it. Clouds of vapor billow around inside, preventing you from getting a clear image of what lies beyond. ~ E stone stones hands hand arms arm~ Each of the demon's hands hold a large diamond iimbedded in the stone. Try as you might, they are impossible to remove. ~ S #2606 The Inner Courtyard~ You are standing in the middle of the northern wall of the courtyard. There is an arched entry way towards the north. The maoaic on the wall next to you depicts a seen similar to the previous one. You see the four assassins pinning the maid and removing her possessions, but off in the distance you can see a a figure in armor approaching, shira-tachi drawn. ~ 18 0 0 D0 ~ ~ 0 -1 2607 D1 ~ ~ 0 -1 2616 D2 ~ ~ 0 -1 2608 D3 ~ ~ 0 -1 2604 S #2607 Altar~ The room you are standing ends about two feet in front of you. Beyond that is nothing but blue. Well, almost. This blue extends as far as as the eye can see, both underfoot as well as overhead, so that, except for the entry way and the little rock ledge you are standing on, you are enclosed in a sapphire hue. Small bits of matter can be seen floating around through the air. The breezes, sometimes warm, sometimes cold, carry scents of brimstone and flowers, or hints of rain and gusts of hot desert air. ~ 18 0 0 D2 ~ ~ 0 -1 2606 S #2608 The Garden~ Sonner or Later I Will Put a Shrine here. ~ 18 0 0 D0 ~ ~ 0 -1 2606 D1 ~ ~ 0 -1 2617 D2 ~ ~ 0 -1 2609 D3 ~ ~ 0 -1 2603 S #2609 The Inner Courtyard~ You are standing in the middle of the southern wall of the courtyard. Next to the last mosaic. It depicts the samurai warrior, shoulders slumped, walking back down the path carrying the body of the maiden. There is also an exit to the south. ~ 18 0 0 D0 ~ ~ 0 -1 2608 D1 ~ ~ 0 -1 2618 D2 ~ ~ 0 -1 2610 D3 ~ ~ 0 -1 2602 S #2610 Altar~ The floor of this room turns into magma a few feet from the door and disappears into the flame a few feet beyond that. Almost immediately, you are subjected to terrible heat and brilliance. The flames here seem almost alive, all burning without consuming any fuel. There are the brilliant yellows and oranges found in any campfire, the shining light of candles and and the radiance of heated steel, as well as the blues and greens from alchemical experimants. It would probably be best to stay out of this area unless you are immune to fire. ~ 18 0 0 D0 ~ ~ 0 -1 2609 S #2611 Double Doors~ A set of steel doors stands before you. The doors are shiny and large, but beyond that they are pretty boring. The samurai guarding them, however does not look quite so boring. ~ 18 0 0 D1 ~ ~ 0 -1 2603 D3 ~ ~ 0 -1 2612 S #2612 The Art Gallery~ The doors swing inward on a well oiled halting mechanism. Swirls of dust rise in the air, then settle on the ground again. The floor is hard, dry, and covered with a thick layer of dust. Apparently no one has been here in years. The room is furnished with a small alcove on the northern wall. The alcove holds a small shrine to the god of beauty. The shrine has a book upon it, flanked by two scrolls. On either side of the shrine are two huge statues gray statues. Each statue has the mark of Muramasa on its forehead. ~ 18 0 0 D1 ~ ~ 0 -1 2611 D3 ~ ~ 0 -1 2613 S #2613 The Art Gallery~ The wall before you depicts two men wielding shinai, a bamboo sword bound with leather and wielded with two hands. They are standing on a polished wooden floor. both in fighting stances. Another part pictures men dressed in black hakamas practicing kata with bokuto and a smaller one handed sword. The chamber you are in opens up towards the north and south. ~ 18 0 0 D0 ~ ~ 0 -1 2614 D1 ~ ~ 0 -1 2612 D2 ~ ~ 0 -1 2615 S #2614 The Art Gallery~ In this room stand two exquisitely crafted jade statues. They are lifelike samurais, each one outfitted in full battle armor. One of the statues is wielding a huge two-handed katana, while the other is wielding a pair of jitte. Both of the weapons are made out of jade as well. Looking at these statues makes you think that they are just a little too realistic and that maybe they were once alive like you. ~ 18 0 0 D2 ~ ~ 0 -1 2613 S #2615 The Art Gallery~ Suffused light shines down from the skylight above. The room is built enitrely out of white marble, definatley uncommon. Columns stretch from the floor to the ceiling some 20 odd feet above you. In the middle of the ceiling is an expanse of leaded glass in a stout iron frame. Directly beneath the skylight is a tremendous statue standing on a pedestal of stone. At first you think it must be made of shattered glass, but it's brilliance is too great, nearly blinding you. It's made of diamonds. ~ 18 0 0 D0 ~ ~ 0 -1 2613 S #2616 The Inner Courtyard~ You are standing in the north western corner of the courtyard. To the east there is an arched entryway. The mosiac on this section of the wall is of the samurai just entering battle. Still only on the fringes, the the samurai has allready wetted his sword with blood and a figure in black lies crumpled on the ground. The faces of the two ninjas holding the maiden have a worried expression on their faces. ~ 18 0 0 D1 ~ ~ 0 -1 2621 D2 ~ ~ 0 -1 2617 D3 ~ ~ 0 -1 2606 S #2617 The Inner Courtyard~ You are standing in the middle eastern wall of the courtyard. To your east there is a set of double doors. The wall here shows the samurai in the midst of fighting two of the ninjas. The third has his wakizashi planted deep in the maiden's back. The samurai's face is contorted with pain as he witnesses this, his arms raised high to the heavens. ~ 18 0 0 D0 ~ ~ 0 -1 2616 D1 ~ ~ 0 -1 2620 D2 ~ ~ 0 -1 2618 D3 ~ ~ 0 -1 2608 S #2618 The Inner Courtyard~ You are standing in the south east corner of the courtyard. To your east smells of food waft towards you. The mosaic next to you is one of the samurai, arms help up to the heavens, calling upon the art of the fire dragon, Kairu. He is enveloped is enveloped in flames which spread to consume the remaining ninjas, their faces masks of agony. ~ 18 0 0 D0 ~ ~ 0 -1 2617 D1 ~ ~ 0 -1 2619 D3 ~ ~ 0 -1 2609 S #2619 The Kitchen~ This appears to once have been a kitchen. The remnants of a stove, if that is what it was, lie crumbling in a corner. The rest of the room is littered with broken dishware and saki jars. This room has not been used in a long time, which makes you wonder why you smelled food coming from this direction and what the people in this place eat. If they need to at all. ~ 18 0 0 D3 ~ ~ 0 -1 2618 S #2620 Double Doors~ A set of steel doors stands before you. The doors are shiny and large, but beyond that they are pretty boring. The samurai guarding them, however does not look quite so boring. ~ 18 0 0 D1 ~ ~ 0 -1 2622 D3 ~ ~ 0 -1 2617 S #2621 Altar~ When you enter this room you notice that you are in a bubble. Out beyond the bubble appears to be a vast expanse of water that extends in all directions without end. The entire region is illuminated by soft light: glowing blues and greens that seem to radiate from the water. Ocassionaly you see small air bubbles, small bits of earth, and even an even rarer ball of flame. ~ 18 0 0 D3 ~ ~ 0 -1 2616 S #2622 Long Hallway~ The double doors have opened to reveal a hallway with a polished dark hardwood floor. The walls are richly decorated with expensive hangings made from exotic materials. Gloden bowls of oil dot the walls with wicks set in little boats of silver, providing a dim, flickering light to the hallway. The hallway continues to your east. ~ 18 0 0 D1 ~ ~ 0 -1 2623 D3 ~ ~ 0 -1 2620 S #2623 Long Hallway~ You are in the middle of a long hallway with a polished dark hardwood floor. The walls are richly decorated with expensive hangings made from exotic materials. Gloden bowls of oil dot the walls with wicks set in little boats of silver, providing a dim, flickering light to the hallway. To the east you can see the end of the hallway. ~ 18 0 0 D1 ~ ~ 0 -1 2624 D3 ~ ~ 0 -1 2622 S #2624 Long Hallway~ You are standing at the end of the long hallway. The polished hardwood flooes are still here, as are the extravagant tapestries and the golden lamps. Peering through the dimness to the east reveal shadows of what could be plants. ~ 18 0 0 D1 ~ ~ 0 -1 2625 D3 ~ ~ 0 -1 2623 S #2625 The Secret Courtyard~ The walls of this chamber are painted flat balck. The floor is made of packed dirt from which trees and bushes spring up. The calls of wild birds reverberate throughout the chamber. In the middle of the area is a clearing containing a round stone. Atop the stone is a colorful painting of strange gods leaping about the sun. To the south the ground becomes slimy and marshy. ~ 18 0 0 D0 ~ ~ 0 -1 2628 D1 ~ ~ 0 -1 2626 D2 ~ ~ 0 -1 2632 D3 ~ ~ 0 -1 2624 S #2626 The Secret Courtyard~ The walls of this chamber are painted flat balck. The floor is made of packed dirt from which trees and bushes spring up. The calls of wild birds reverberate throughout the chamber. In the middle of the area is a clearing containing a round stone. Atop the stone is a colorful painting of strange gods leaping about the sun. To the south there is a cave of some sort. ~ 18 0 0 D0 ~ ~ 0 -1 2627 D2 ~ ~ 0 -1 2631 D3 ~ ~ 0 -1 2625 S #2627 The Secret Courtyard~ The walls of this chamber are painted flat balck. The floor is made of packed dirt from which trees and bushes spring up. The calls of wild birds reverberate throughout the chamber. In the middle of the area is a clearing containing a round stone. Atop the stone is a colorful painting of strange gods leaping about the sun. To the north there is a small structure of some sort. ~ 18 0 0 D0 ~ ~ 0 -1 2630 D2 ~ ~ 0 -1 2626 D3 ~ ~ 0 -1 2628 S #2628 The Secret Courtyard~ The walls of this chamber are painted flat balck. The floor is made of packed dirt from which trees and bushes spring up. The calls of wild birds reverberate throughout the chamber. In the middle of the area is a clearing containing a round stone. Atop the stone is a colorful painting of strange gods leaping about the sun. To the north there is a large cave from which wisps of clouds issue forth. ~ 18 0 0 D0 ~ ~ 0 -1 2629 D1 ~ ~ 0 -1 2627 D2 ~ ~ 0 -1 2625 S #2629 The Misty Room~ This is a large area, apparently without end. Large volumes of vapor swirl about the room, hiding anything that might be inside. ~ 18 0 0 D2 ~ ~ 0 -1 2628 S #2630 Daimyo's Room~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2633 D2 ~ ~ 0 -1 2627 S #2631 A Cave With A Hole~ This chamber consists of nothing but a bare dirt floor. In the middle of the room is a pit with what appears to be a skull in it. ~ 18 0 0 D0 ~ ~ 0 -1 2626 D2 ~ ~ 0 -1 2637 S #2632 A Pool Of Slimy Water~ The walkable ground ends here around a pool of slimy water. Claw marks riddle the surrounding embakement. ~ 18 0 0 D0 ~ ~ 0 -1 2625 S #2633 Yagu Aragai's Antechamber~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2634 S #2634 Yagu Aragai's Inner Sanctum~ Empty ~ 18 0 0 D3 ~ ~ 0 -1 2633 S #2635 Inside The Latrine~ Stay here much longer and you might pass out. The smells coming out from under the lid make you feel like vomiting. Maybe now would be a good time to leave, before you do pass out. ~ 18 0 0 D2 ~ ~ 0 -1 2592 S #2636 Over the Wall~ You are floating high above the wall. Going east will take you down into the jungle, and going west will take you back down to Midgaard. The treetops obsucer your vision, but you think you can make out something to the far east of the jungle. But then again you could be wrong. ~ 18 4 8 D1 ~ ~ 0 -1 2551 D3 ~ ~ 0 -1 2527 S #2637 Next to the Skull~ As you approach the skull springs up at you! ~ 18 0 0 D0 ~ ~ 0 -1 2631 D2 ~ ~ 0 -1 2637 D5 ~ ~ 0 -1 2638 S #2638 Inside the Hole~ Too dark to tell... ~ 18 0 0 D4 ~ ~ 0 -1 2637 S #2639 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hitpoints. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 18 80 0 S #2640 Hall of Rules~ Temporarily under revision. Be nice in the interim. ~ 18 0 0 D5 ~ ~ 0 -1 3054 S #2641 Hall of Rules~ 2. If someone tries to steal from you, ie: you see: "You discover that Butthead has her hands in your wallet." or "Butthead tried to steal something from you!" then ask the gods for assistance in getting your stuff back If the thief refususes to return your stuff AND THERE ARE NO GODS ON, then you may gather up your friends and seek compensation yourself. Otherwise the gods will be able to force the thief to return your stuff. If there is no message like the ones stated above, then you have no right to kill them. Period. No exceptions. Also, having someone say that they are going to steal from you is not a good reason for you to kill them. ~ 18 0 0 D4 ~ ~ 0 -1 2642 D5 ~ ~ 0 -1 2640 S #2642 Hall of Rules~ 2...(continued) In the case that a thief steals from you and fails to get anything, it would be silly to demand compensation for nothing. Call a god and tell the god that so-and-so tried to steal from you and failed. If your story seems reasonable and you have a witness then the thief will be put in jail for a number if ticks relative to the number of offenses this particular thief has. If a player is witnessed stealing from a corpse, preferably by people from different calling locations, then a god should be notified and the god will treat it as if it were a thievery. These witnesses must be present in the room when the corpse was robbed. If there are no witnesses, then there is no excusable reason to go off and kill a person in the area because he happens to have similar stuff. If you do, you will be treated as if you were a player killer without reason. ~ 18 0 0 D4 ~ ~ 0 -1 2643 D5 ~ ~ 0 -1 2641 S #2643 Hall of Rules~ 3. In the case of player Butthead killing Innocent and taking all of his stuff, Innocent should shout to the gods for assistance. The gods should do the following: They should force Butthead to return Innocent's stuff, and in lieu of the usual demand by Innocent to kill Butthead, offer that Butthead be put in jail and fined. The time in jail and the fine will depend on the number of the offense. These will be posted on the wall of the jail. This should appease Innocent, but Innocent does not have the right to hunt down Butthead unless no jail time is served. If no jail time was served and no fine levied, then Innocent is within his or her rights to try and kill Butthead. If Innocent fails then so be it, and perhaps Innocent shouldn't have tried to be so vengeful. Butthead is not however covered by those rules outlined in players killing for self defense. ~ 18 0 0 D4 ~ ~ 0 -1 2644 D5 ~ ~ 0 -1 2642 S #2644 Hall of Rules~ 4. This is the last room (thank goodness). If Butthead decides to create/charm a bunch of followers (zombies, charmed guards, hill giants, etc) and then kills Innocent, he is guilty of player killing and should be handled as if Butthead had killed Innocent himself. If Butthead charms Innocent and gets Innocent killed, then Butthead should be treated as if he killed Innocent himself. ANYTHING NOT COVERED BY THESE RULES WILL BE HANDLED ON A CASE BY CASE BASIS (Which means if you have a question) (ask a god before killing anybody) ~ 18 0 0 D5 ~ ~ 0 -1 2643 S #2645 Instruction Room for Jail~ This is the room where you figure out how to use the Jails. The time a person must spend in jail is as follows: You must be of an editing level to set the duration of the room. This is done by editing the teleport function of the room. The formula is as follows. edit tele <time> 3001 1 time is set as follows: 300 = 1 tick the duration of the sentence doubles with the offense. It starts at 4 ticks. Such that first offense is 4 ticks, second eight, third sixteen, etc. For a 3 offense the time would be: 16 * 300 = 4800 The fine a person gets is as follows: 10% of gold carried and or in bank, depending on which you can tell. Take the best weapon the person has away from them. And you fine them a number of items equal to one less than the offense. Example: If this is a person's fourth offense they get fined as follows: 40% of their gold is taken (round up) The person's best weapon is taken The person looses their 3 best items. ~ 18 0 0 S #2646 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 18 80 0 S #2647 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 18 80 0 S #2648 In Jail~ Congratulations, if you are a mortal and you are reading this You have been a complete butthead and have been stuck in jail for it. There is a Jailer here to keep you company and to make sure that you are not bored while you stay. The room is peaceful so you can't attack anything and you will not gain hit points. If you loose your link in this room, the Jailer has been instructed to hit you for your insolence and doing so will cause you to loose your stuff. So, it would be advisable to stay for the given duration. This room will automatically teleport you back to the temple at the end of the duration. Gods who are not sure how to use this room should read the rules posted in rooms 2640-2644. There are also instructions in room 2645 for setting the teleport timing for the room. ~ 18 80 0 S #2649 Warriors Mess Hall~ Rows and rows of tables line this room, each of them scarred and old. Towards the western end there is a window where you can get takeout food. Above the window there is a wicked, large axe embedded deep into the wood. Perhaps, if you were strong enough, you could get it out. ~ 18 0 0 D0 ~ ~ 0 -1 2522 D1 ~ ~ 0 -1 2671 S #2650 Dungeon Entrance~ This area is very large and empty. A simple room for the simple warrior that practice here. ~ 18 0 0 D1 ~ ~ 0 -1 2651 D2 ~ ~ 0 -1 2660 D4 ~ bottom crate box~ 1 -1 2535 S #2651 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D2 ~ ~ 0 -1 2659 D3 ~ ~ 0 -1 2652 S #2652 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2653 D2 ~ ~ 0 -1 2658 D3 ~ ~ 0 -1 2659 S #2653 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2654 D2 ~ ~ 0 -1 2651 D3 ~ ~ 0 -1 2652 S #2654 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D2 ~ ~ 0 -1 2655 D3 ~ ~ 0 -1 2653 S #2655 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2654 D1 ~ ~ 0 -1 2654 D3 ~ ~ 0 -1 2657 S #2656 Just Another Room in the Dungeon~ Empty ~ 18 0 0 S #2657 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2651 D1 ~ ~ 0 -1 2655 D2 ~ ~ 0 -1 2667 D3 ~ ~ 0 -1 2658 S #2658 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2652 D1 ~ ~ 0 -1 2659 S #2659 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2651 D3 ~ ~ 0 -1 2658 S #2660 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2650 D3 ~ ~ 0 -1 2661 S #2661 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2660 D2 ~ ~ 0 -1 2662 S #2662 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2661 D1 ~ ~ 0 -1 2661 S #2663 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2664 S #2664 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2665 D3 ~ ~ 0 -1 2663 S #2665 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2667 D2 ~ ~ 0 -1 2659 D3 ~ ~ 0 -1 2664 S #2666 Rubble Filled Room~ Empty ~ 18 0 0 S #2667 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2657 D1 ~ ~ 0 -1 2668 D2 ~ ~ 0 -1 2669 D3 ~ ~ 0 -1 2665 S #2668 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D3 ~ ~ 0 -1 2667 S #2669 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D0 ~ ~ 0 -1 2667 D1 ~ ~ 0 -1 2655 D3 ~ ~ 0 -1 2664 S #2670 Just Another Room in the Dungeon~ Empty ~ 18 0 0 D1 ~ ~ 0 -1 2650 D2 ~ ~ 0 -1 2661 S #2671 Here~ Ripper The Green Knight, Defender of Green Kobolds is standing here. ~ 18 0 0 D3 ~ ~ 0 -1 2649 S #2672 The Reception~ The room is dimly lit, the few lantern shrouded with silky screens. Thick carpets muffle your footsteps and overstuffed pillows abound on couches and divans. The smell of cheap perfume is overwhelming and shrieks, squeals, wicked laughter and other sounds of questionalbe morality issue forth from closed doors off a narrow hallway to the east. To the north a tiny room that appears to be some sort of shop. Light flickers off of a small plaque mounted on the wall to your left. ~ 18 0 0 D0 ~ ~ 0 -1 2673 D5 ~ ~ 0 -1 2504 E plaque sign burrito~ _______________________________ | | | | | Satisfaction Guarenteed | | | | Pay In Advance | | | ------------------------------- ~ S #2673 Juegetes de Sexo~ Every inch of the wall or counter space in this room is crowded with devices and implements. Most of which you can't figure out and don't want to know about. The few that you do recognize make you blush furiously. A sultry brunette looks at you through smoldering eyes and asks you what you are in the market for. This makes you blush even harder. A small sign on the counter lists signs and prices. ~ 18 0 0 D2 ~ ~ 0 -1 2672 E small sign~ For Sale: Condoms.............1gp Gold Coin Condoms...2gp Body Oil............3gp Whipped Cream.......5gp Jello...............5gp Cucumbers...........10gp For Rent: Handcuffs Whips Used Cucumber ~ S #2674 2674~ Empty ~ 18 0 0 S #2675 2675~ Empty ~ 18 0 0 S #2680 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2683 D1 ~ ~ 0 -1 2681 D2 ~ ~ 0 -1 2719 D3 ~ ~ 0 -1 2681 D4 ~ ~ 0 -1 2700 D5 ~ ~ 0 -1 2685 E small sign bulletin paper note~ You must really be a newbie or else you wouldn't have bothered to read this sign. *grin* Happy Adventuring :) ~ S #2681 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2682 D1 ~ ~ 0 -1 2680 D2 ~ ~ 0 -1 2682 D3 ~ ~ 0 -1 2680 D4 ~ ~ 0 -1 2684 D5 ~ ~ 0 -1 2684 S #2682 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2681 D1 ~ ~ 0 -1 2683 D2 ~ ~ 0 -1 2681 D3 ~ ~ 0 -1 2683 D4 ~ ~ 0 -1 2686 D5 ~ ~ 0 -1 2686 S #2683 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2680 D1 ~ ~ 0 -1 2682 D2 ~ ~ 0 -1 2680 D3 ~ ~ 0 -1 2682 D4 ~ ~ 0 -1 2723 D5 ~ ~ 0 -1 2687 S #2684 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2686 D1 ~ ~ 0 -1 2685 D2 ~ ~ 0 -1 2686 D3 ~ ~ 0 -1 2685 D4 ~ ~ 0 -1 2681 D5 ~ ~ 0 -1 2681 S #2685 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2687 D1 ~ ~ 0 -1 2684 D2 ~ ~ 0 -1 2687 D3 ~ ~ 0 -1 2684 D4 ~ ~ 0 -1 2680 D5 ~ ~ 0 -1 2728 S #2686 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2684 D1 ~ ~ 0 -1 2687 D2 ~ ~ 0 -1 2684 D3 ~ ~ 0 -1 2687 D4 ~ ~ 0 -1 2682 D5 ~ ~ 0 -1 2720 S #2687 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2685 D1 ~ ~ 0 -1 2686 D2 ~ ~ 0 -1 2685 D3 ~ ~ 0 -1 2686 D4 ~ ~ 0 -1 2683 D5 ~ ~ 0 -1 2683 S #2688 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2691 D1 ~ ~ 0 -1 2689 D2 ~ ~ 0 -1 2691 D3 ~ ~ 0 -1 2689 D4 ~ ~ 0 -1 2693 D5 ~ ~ 0 -1 2693 S #2689 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2690 D1 ~ ~ 0 -1 2688 D2 ~ ~ 0 -1 2690 D3 ~ ~ 0 -1 2688 D4 ~ ~ 0 -1 2692 D5 ~ ~ 0 -1 2692 S #2690 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2689 D1 ~ ~ 0 -1 2691 D2 ~ ~ 0 -1 2689 D3 ~ ~ 0 -1 2691 D4 ~ ~ 0 -1 2694 D5 ~ ~ 0 -1 2694 S #2691 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2688 D1 ~ ~ 0 -1 2690 D2 ~ ~ 0 -1 2688 D3 ~ ~ 0 -1 2690 D4 ~ ~ 0 -1 2735 D5 ~ ~ 0 -1 2695 S #2692 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2694 D1 ~ ~ 0 -1 2693 D2 ~ ~ 0 -1 2694 D3 ~ ~ 0 -1 2693 D4 ~ ~ 0 -1 2689 D5 ~ ~ 0 -1 2689 S #2693 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2695 D1 ~ ~ 0 -1 2692 D2 ~ ~ 0 -1 2695 D3 ~ ~ 0 -1 2692 D4 ~ ~ 0 -1 2690 D5 ~ ~ 0 -1 2690 S #2694 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2692 D1 ~ ~ 0 -1 2695 D2 ~ ~ 0 -1 2692 D3 ~ ~ 0 -1 2695 D4 ~ ~ 0 -1 2690 D5 ~ ~ 0 -1 2690 S #2695 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2693 D1 ~ ~ 0 -1 2694 D2 ~ ~ 0 -1 2693 D3 ~ ~ 0 -1 2694 D4 ~ ~ 0 -1 2691 D5 ~ ~ 0 -1 2691 S #2696 2696~ Empty ~ 18 0 0 S #2700 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 18 0 0 D0 ~ ~ 0 -1 2703 D1 ~ ~ 0 -1 2701 D2 ~ ~ 0 -1 2703 D3 ~ ~ 0 -1 2701 D4 ~ ~ 0 -1 2705 D5 ~ ~ 0 -1 2705 S #2701 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2738 D1 ~ ~ 0 -1 2700 D2 ~ ~ 0 -1 2702 D3 ~ ~ 0 -1 2700 D4 ~ ~ 0 -1 2704 D5 ~ ~ 0 -1 25000 S #2702 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2711 D1 ~ ~ 0 -1 2703 D2 ~ ~ 0 -1 2708 D3 ~ ~ 0 -1 2703 D4 ~ ~ 0 -1 2706 D5 ~ ~ 0 -1 2706 S #2703 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2700 D1 ~ ~ 0 -1 2702 D2 ~ ~ 0 -1 2700 D3 ~ ~ 0 -1 2702 D4 ~ ~ 0 -1 2707 D5 ~ ~ 0 -1 2707 S #2704 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2706 D1 ~ ~ 0 -1 2705 D2 ~ ~ 0 -1 2706 D3 ~ ~ 0 -1 2705 D4 ~ ~ 0 -1 2701 D5 ~ ~ 0 -1 2701 S #2705 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2707 D1 ~ ~ 0 -1 2704 D2 ~ ~ 0 -1 2707 D3 ~ ~ 0 -1 2704 D4 ~ ~ 0 -1 2702 D5 ~ ~ 0 -1 2702 S #2706 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2704 D1 ~ ~ 0 -1 2707 D2 ~ ~ 0 -1 2704 D3 ~ ~ 0 -1 2707 D4 ~ ~ 0 -1 2702 D5 ~ ~ 0 -1 2710 S #2707 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2705 D1 ~ ~ 0 -1 2706 D2 ~ ~ 0 -1 2714 D3 ~ ~ 0 -1 2706 D4 ~ ~ 0 -1 2703 D5 ~ ~ 0 -1 2703 S #2708 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2702 D1 ~ ~ 0 -1 2709 D2 ~ ~ 0 -1 2704 D3 ~ ~ 0 -1 2703 D4 ~ ~ 0 -1 2705 D5 ~ ~ 0 -1 2706 S #2709 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2702 D1 ~ ~ 0 -1 2701 D2 ~ ~ 0 -1 2705 D3 ~ ~ 0 -1 2708 D4 ~ ~ 0 -1 2703 D5 ~ ~ 0 -1 2704 S #2710 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2702 D1 ~ ~ 0 -1 2701 D2 ~ ~ 0 -1 2705 D3 ~ ~ 0 -1 2708 D4 ~ ~ 0 -1 2706 D5 ~ ~ 0 -1 2700 S #2711 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2708 D1 ~ ~ 0 -1 2706 D2 ~ ~ 0 -1 2702 D3 ~ ~ 0 -1 2712 D4 ~ ~ 0 -1 2704 D5 ~ ~ 0 -1 2705 S #2712 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2713 D1 ~ ~ 0 -1 2712 D2 ~ ~ 0 -1 2711 D3 ~ ~ 0 -1 2705 D4 ~ ~ 0 -1 2706 D5 ~ ~ 0 -1 2703 S #2713 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2711 D1 ~ ~ 0 -1 2701 D2 ~ ~ 0 -1 2712 D3 ~ ~ 0 -1 2704 D4 ~ ~ 0 -1 2705 D5 ~ ~ 0 -1 2708 S #2714 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2707 D1 ~ ~ 0 -1 2701 D2 ~ ~ 0 -1 2702 D3 ~ ~ 0 -1 2703 D4 ~ ~ 0 -1 2715 D5 ~ ~ 0 -1 2705 S #2715 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2703 D1 ~ ~ 0 -1 2716 D2 ~ ~ 0 -1 2704 D3 ~ ~ 0 -1 2705 D4 ~ ~ 0 -1 2706 D5 ~ ~ 0 -1 2714 S #2716 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2714 D1 ~ ~ 0 -1 2706 D2 ~ ~ 0 -1 2717 D3 ~ ~ 0 -1 2715 D4 ~ ~ 0 -1 2703 D5 ~ ~ 0 -1 2702 S #2717 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2716 D1 ~ ~ 0 -1 2704 D2 ~ ~ 0 -1 2706 D3 ~ ~ 0 -1 2718 D4 ~ ~ 0 -1 2702 D5 ~ ~ 0 -1 2703 S #2718 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2707 D1 ~ ~ 0 -1 2717 D2 ~ ~ 0 -1 2703 D3 ~ ~ 0 -1 2705 D4 ~ ~ 0 -1 2716 D5 ~ ~ 0 -1 2719 S #2719 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2680 D1 ~ ~ 0 -1 2712 D2 ~ ~ 0 -1 2701 D3 ~ ~ 0 -1 2716 D4 ~ ~ 0 -1 2718 D5 ~ ~ 0 -1 2717 S #2720 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2721 D1 ~ ~ 0 -1 2680 D2 ~ ~ 0 -1 2681 D3 ~ ~ 0 -1 2682 D4 ~ ~ 0 -1 2720 D5 ~ ~ 0 -1 2684 S #2721 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2683 D1 ~ ~ 0 -1 2680 D2 ~ ~ 0 -1 2720 D3 ~ ~ 0 -1 2722 D4 ~ ~ 0 -1 2686 D5 ~ ~ 0 -1 2683 S #2722 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2684 D1 ~ ~ 0 -1 2721 D2 ~ ~ 0 -1 2720 D3 ~ ~ 0 -1 2683 D4 ~ ~ 0 -1 2701 D5 ~ ~ 0 -1 2686 S #2723 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2680 D1 ~ ~ 0 -1 2682 D2 ~ ~ 0 -1 2724 D3 ~ ~ 0 -1 2681 D4 ~ ~ 0 -1 2684 D5 ~ ~ 0 -1 2683 S #2724 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2723 D1 ~ ~ 0 -1 2681 D2 ~ ~ 0 -1 2682 D3 ~ ~ 0 -1 2725 D4 ~ ~ 0 -1 2683 D5 ~ ~ 0 -1 2684 S #2725 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2684 D1 ~ ~ 0 -1 2724 D2 ~ ~ 0 -1 2680 D3 ~ ~ 0 -1 2723 D4 ~ ~ 0 -1 2686 D5 ~ ~ 0 -1 2726 S #2726 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2681 D1 ~ ~ 0 -1 2724 D2 ~ ~ 0 -1 2723 D3 ~ ~ 0 -1 2702 D4 ~ ~ 0 -1 2725 D5 ~ ~ 0 -1 2687 S #2727 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2708 D1 ~ ~ 0 -1 2725 D2 ~ ~ 0 -1 2784 D3 ~ ~ 0 -1 2800 D4 ~ ~ 0 -1 2752 D5 ~ ~ 0 -1 2719 S #2728 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2729 D1 ~ ~ 0 -1 2683 D2 ~ ~ 0 -1 6681 D3 ~ ~ 0 -1 2686 D4 ~ ~ 0 -1 2685 D5 ~ ~ 0 -1 2680 S #2729 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2683 D1 ~ ~ 0 -1 2682 D2 ~ ~ 0 -1 2728 D3 ~ ~ 0 -1 2681 D4 ~ ~ 0 -1 2687 D5 ~ ~ 0 -1 2730 S #2730 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2728 D1 ~ ~ 0 -1 2683 D2 ~ ~ 0 -1 2684 D3 ~ ~ 0 -1 2731 D4 ~ ~ 0 -1 2729 D5 ~ ~ 0 -1 2728 S #2731 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2684 D1 ~ ~ 0 -1 2730 D2 ~ ~ 0 -1 2732 D3 ~ ~ 0 -1 2729 D4 ~ ~ 0 -1 2728 D5 ~ ~ 0 -1 2681 S #2732 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2731 D1 ~ ~ 0 -1 2733 D2 ~ ~ 0 -1 2729 D3 ~ ~ 0 -1 2730 D4 ~ ~ 0 -1 2703 D5 ~ ~ 0 -1 2684 S #2733 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2728 D1 ~ ~ 0 -1 2681 D2 ~ ~ 0 -1 2730 D3 ~ ~ 0 -1 2732 D4 ~ ~ 0 -1 2734 D5 ~ ~ 0 -1 2685 S #2734 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2732 D1 ~ ~ 0 -1 2684 D2 ~ ~ 0 -1 2688 D3 ~ ~ 0 -1 2729 D4 ~ ~ 0 -1 2730 D5 ~ ~ 0 -1 2733 S #2735 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2688 D1 ~ ~ 0 -1 2689 D2 ~ ~ 0 -1 2690 D3 ~ ~ 0 -1 2736 D4 ~ ~ 0 -1 2694 D5 ~ ~ 0 -1 2691 S #2736 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2689 D1 ~ ~ 0 -1 2735 D2 ~ ~ 0 -1 2737 D3 ~ ~ 0 -1 2680 D4 ~ ~ 0 -1 2692 D5 ~ ~ 0 -1 2693 S #2737 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2735 D1 ~ ~ 0 -1 2683 D2 ~ ~ 0 -1 2694 D3 ~ ~ 0 -1 2701 D4 ~ ~ 0 -1 2790 D5 ~ ~ 0 -1 2791 S #2738 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2704 D1 ~ ~ 0 -1 2701 D2 ~ ~ 0 -1 2738 D3 ~ ~ 0 -1 2739 D4 ~ ~ 0 -1 2705 D5 ~ ~ 0 -1 2706 S #2739 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2704 D1 ~ ~ 0 -1 2738 D2 ~ ~ 0 -1 2704 D3 ~ ~ 0 -1 2705 D4 ~ ~ 0 -1 2718 D5 ~ ~ 0 -1 2740 S #2740 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2707 D1 ~ ~ 0 -1 2706 D2 ~ ~ 0 -1 2741 D3 ~ ~ 0 -1 2738 D4 ~ ~ 0 -1 2739 D5 ~ ~ 0 -1 2700 S #2741 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2740 D1 ~ ~ 0 -1 2742 D2 ~ ~ 0 -1 2738 D3 ~ ~ 0 -1 2703 D4 ~ ~ 0 -1 2702 D5 ~ ~ 0 -1 2705 S #2742 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2743 D1 ~ ~ 0 -1 2738 D2 ~ ~ 0 -1 2739 D3 ~ ~ 0 -1 2741 D4 ~ ~ 0 -1 2740 D5 ~ ~ 0 -1 2703 S #2743 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2740 D1 ~ ~ 0 -1 2706 D2 ~ ~ 0 -1 2742 D3 ~ ~ 0 -1 2738 D4 ~ ~ 0 -1 2702 D5 ~ ~ 0 -1 2744 S #2744 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2740 D1 ~ ~ 0 -1 2745 D2 ~ ~ 0 -1 2742 D3 ~ ~ 0 -1 2738 D4 ~ ~ 0 -1 2743 D5 ~ ~ 0 -1 2702 S #2745 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2705 D1 ~ ~ 0 -1 2741 D2 ~ ~ 0 -1 2740 D3 ~ ~ 0 -1 2744 D4 ~ ~ 0 -1 2703 D5 ~ ~ 0 -1 2746 S #2746 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2704 D1 ~ ~ 0 -1 2747 D2 ~ ~ 0 -1 2701 D3 ~ ~ 0 -1 2736 D4 ~ ~ 0 -1 2745 D5 ~ ~ 0 -1 2735 S #2747 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2741 D1 ~ ~ 0 -1 2748 D2 ~ ~ 0 -1 2743 D3 ~ ~ 0 -1 2746 D4 ~ ~ 0 -1 2743 D5 ~ ~ 0 -1 2739 S #2748 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2751 D1 ~ ~ 0 -1 2749 D2 ~ ~ 0 -1 2751 D3 ~ ~ 0 -1 2749 D4 ~ ~ 0 -1 2753 D5 ~ ~ 0 -1 2753 S #2749 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2750 D1 ~ ~ 0 -1 2748 D2 ~ ~ 0 -1 2750 D3 ~ ~ 0 -1 2748 D4 ~ ~ 0 -1 2752 D5 ~ ~ 0 -1 2752 S #2750 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2749 D1 ~ ~ 0 -1 2751 D2 ~ ~ 0 -1 2749 D3 ~ ~ 0 -1 2751 D4 ~ ~ 0 -1 2754 D5 ~ ~ 0 -1 2754 S #2751 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2748 D1 ~ ~ 0 -1 2750 D2 ~ ~ 0 -1 2748 D3 ~ ~ 0 -1 2750 D4 ~ ~ 0 -1 2755 D5 ~ ~ 0 -1 2755 S #2752 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2754 D1 ~ ~ 0 -1 2748 D2 ~ ~ 0 -1 2754 D3 ~ ~ 0 -1 2753 D4 ~ ~ 0 -1 2749 D5 ~ ~ 0 -1 2749 S #2753 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2755 D1 ~ ~ 0 -1 2752 D2 ~ ~ 0 -1 2755 D3 ~ ~ 0 -1 2752 D4 ~ ~ 0 -1 2750 D5 ~ ~ 0 -1 2750 S #2754 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2752 D1 ~ ~ 0 -1 2755 D2 ~ ~ 0 -1 2752 D3 ~ ~ 0 -1 2755 D4 ~ ~ 0 -1 2750 D5 ~ ~ 0 -1 2750 S #2755 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2753 D1 ~ ~ 0 -1 2754 D2 ~ ~ 0 -1 2753 D3 ~ ~ 0 -1 2754 D4 ~ ~ 0 -1 2751 D5 ~ ~ 0 -1 2751 S #2756 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2748 D1 ~ ~ 0 -1 2757 D2 ~ ~ 0 -1 2700 D3 ~ ~ 0 -1 2752 D4 ~ ~ 0 -1 2680 D5 ~ ~ 0 -1 2750 S #2757 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2760 D1 ~ ~ 0 -1 2758 D2 ~ ~ 0 -1 2760 D3 ~ ~ 0 -1 2758 D4 ~ ~ 0 -1 2762 D5 ~ ~ 0 -1 2762 S #2758 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2759 D1 ~ ~ 0 -1 2757 D2 ~ ~ 0 -1 2759 D3 ~ ~ 0 -1 2757 D4 ~ ~ 0 -1 2761 D5 ~ ~ 0 -1 2761 S #2759 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2758 D1 ~ ~ 0 -1 2760 D2 ~ ~ 0 -1 2758 D3 ~ ~ 0 -1 2760 D4 ~ ~ 0 -1 2763 D5 ~ ~ 0 -1 2763 S #2760 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2757 D1 ~ ~ 0 -1 2759 D2 ~ ~ 0 -1 2757 D3 ~ ~ 0 -1 2759 D4 ~ ~ 0 -1 2764 D5 ~ ~ 0 -1 2764 S #2761 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2763 D1 ~ ~ 0 -1 2762 D2 ~ ~ 0 -1 2763 D3 ~ ~ 0 -1 2762 D4 ~ ~ 0 -1 2758 D5 ~ ~ 0 -1 2758 S #2762 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2764 D1 ~ ~ 0 -1 2761 D2 ~ ~ 0 -1 2764 D3 ~ ~ 0 -1 2761 D4 ~ ~ 0 -1 2759 D5 ~ ~ 0 -1 2759 S #2763 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2761 D1 ~ ~ 0 -1 2764 D2 ~ ~ 0 -1 2761 D3 ~ ~ 0 -1 2764 D4 ~ ~ 0 -1 2759 D5 ~ ~ 0 -1 2759 S #2764 The Astral Plane~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2762 D1 ~ ~ 0 -1 2763 D2 ~ ~ 0 -1 2762 D3 ~ ~ 0 -1 2763 D4 ~ ~ 0 -1 2760 D5 ~ ~ 0 -1 2760 S #2765 END OF REVISED PLANE~ The vastness of the Astral plane engulfs you, making you feel more like an inconsequential blemish rather that a dangerous adventurer. To all sides of you there is greyness. It reaches farther than the eye can see, and farther than you will ever be able to go. Occasionally a little globular bit of water, a small mass of flame, or even a clod of earth can be seen floating by. More importantly, however, are the white, tornado-like spouts of nothingness that are called wormholes, or the different hued pools of color you occasionally glimpse. For it is those that will get you out of this vast plane. ~ 19 0 0 D0 ~ ~ 0 -1 2722 D1 ~ ~ 0 -1 2759 D2 ~ ~ 0 -1 2765 D3 ~ ~ 0 -1 2709 D4 ~ ~ 0 -1 2730 D5 ~ ~ 0 -1 2748 S #2766 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this dull grey pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2765 D1 Beyond you glimpse... The Secret Chamber of the High Priest Wow! You have found a secret passage! And you thought things like this only happened in computer games! There is a door to the west, and a stairway leading downwards. ~ ~ 0 -1 2767 D2 ~ ~ 0 -1 2741 D3 ~ ~ 0 -1 2719 D4 ~ ~ 0 -1 2734 D5 ~ ~ 0 -1 2745 S #2767 Inside A Color Pool~ The dull grey pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 152 3 1 0 S #2768 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this turquoise pool will be what you were looking for. ~ 19 0 0 D0 Beyond you glimpse a chamber being slowly filled with water. There is a flashing red light over a door on the other side of the chamber, and a loud voice stating something or other in 40 seconds. ~ ~ 0 -1 2769 D1 ~ ~ 0 -1 2705 D2 ~ ~ 0 -1 2703 D3 ~ ~ 0 -1 2755 D4 ~ ~ 0 -1 2704 D5 ~ ~ 0 -1 2723 S #2769 Inside A Color Pool~ The turquoise pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 303 3 1 0 S #2770 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this checkered pool will be what you were looking for. ~ 19 0 0 D0 Beyond you glimpse... Afk%^rG's Retreat You are standing on dusty cliff top overlooking a magnificent ocean. The sun seems to be frozen just over the horizon, turning the ocean into a swirling plain of gold and black reflections. A warm and gentle breeze brushes your face. You hear the roar of the waves crashing rhythmically on the rocks below, interspersed with cries of seagulls floating lazily overhead.... ~ ~ 0 -1 2771 D1 ~ ~ 0 -1 2716 D2 ~ ~ 0 -1 2731 D3 ~ ~ 0 -1 2756 D4 ~ ~ 0 -1 2720 D5 ~ ~ 0 -1 2728 S #2771 Inside A Color Pool~ The checkered pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 780 1474 3 1 0 S #2772 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this misty grey pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2714 D1 ~ ~ 0 -1 2753 D2 ~ ~ 0 -1 2734 D3 Beyond you glimpse... A small clearing. You are in a small clearing in the shadow grove. There is charred grass underfoot, and the signs of fire here and there. It is almost as if the plant life shuns this spot. The shadowy mist hovers all around, obscuring your view into the grove. ~ ~ 0 -1 2773 D4 ~ ~ 0 -1 2704 D5 ~ ~ 0 -1 2726 S #2773 Inside A Color Pool~ The misty grey pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 1511 3 1 0 S #2774 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this white-striped red pool will be what you were looking for. ~ 19 0 0 D1 ~ ~ 0 -1 2735 D2 ~ ~ 0 -1 2750 D3 ~ ~ 0 -1 2714 D4 ~ ~ 0 -1 2719 D5 ~ ~ 0 -1 2743 S #2775 Inside A Color Pool~ The white-striped red pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 860 2404 3 1 0 S #2776 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this tarnished gold pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2718 D1 Beyond you glimpse.... The golden cave You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south, east and north. ~ ~ 0 -1 2777 D2 ~ ~ 0 -1 2712 D3 ~ ~ 0 -1 2719 D4 ~ ~ 0 -1 2760 D5 ~ ~ 0 -1 2749 S #2777 Inside A Color Pool~ The tarnished gold pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 4109 3 1 0 S #2778 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this blue black pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2700 D1 Beyond you glimpse.... River of Lost Souls To the west, you can see a blue shimmering light. To the east, you can see a dark tunnel. The north and south are blocked by tall mountains. ~ ~ 0 -1 2779 D2 ~ ~ 0 -1 2721 D3 ~ ~ 0 -1 2738 D4 ~ ~ 0 -1 2732 D5 ~ ~ 0 -1 2711 S #2779 Inside A Color Pool~ The blue black pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 930 5000 3 1 0 S #2780 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this smoky grey pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2760 D1 ~ ~ 0 -1 2751 D2 ~ ~ 0 -1 2734 D3 ~ ~ 0 -1 2728 D4 ~ ~ 0 -1 2720 D5 Beyond you glimpse... Entrance Way You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues of spiders line the entrance way's walls. ~ ~ 0 -1 2781 S #2781 Inside A Color Pool~ The smoky grey pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 5126 3 1 0 S #2782 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this burnt red pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2728 D1 ~ ~ 0 -1 2746 D2 ~ ~ 0 -1 2755 D3 Beyond you glimpse... The smithy In here you find tools and anvils used to make various weapons and items. The walls have been stripped clean and only a few incomplete pieces of armor and weaponry are left. ~ ~ 0 -1 2783 D4 ~ ~ 0 -1 2713 D5 ~ ~ 0 -1 2722 S #2783 Inside A Color Pool~ The burnt red pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 5221 3 1 0 S #2784 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this dark green pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2727 D1 ~ ~ 0 -1 2725 D2 Beyond you glimpse... Nothing! It's too dark. Well, you do think you can pick out a few trees surrounding a dusty path. Sounds of heavy breathing seem to emanate from the portal. ~ ~ 0 -1 2785 D3 ~ ~ 0 -1 2730 D4 ~ ~ 0 -1 2729 D5 ~ ~ 0 -1 2714 S #2785 Inside A Color Pool~ The dark green pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 6129 3 1 0 S #2786 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this sickly green pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2787 D1 ~ ~ 0 -1 2725 D2 Beyond you glimpse... The sinister grove. You are in a grove surrounded by twisted vine-like plants with pointy needles covering them. You feel uncomfortable in the revealing grove, as if somebody was watching you. You can continue east down the path or go along a path to the south. The vines appear to be thick to the north but, you might be able to push your way through. ~ ~ 0 -1 2705 D3 ~ ~ 0 -1 2730 D4 ~ ~ 0 -1 2729 D5 ~ ~ 0 -1 2714 S #2787 Inside A Color Pool~ The sickly green pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 6202 3 1 0 S #2788 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this granite hued pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2742 D1 ~ ~ 0 -1 2711 D2 Beyond you glimpse... Path, middle of mountain Standing on the middle of the mountain, you can easily see the city to the south, and the top of the mountain is very near to the north. ~ ~ 0 -1 2789 D3 ~ ~ 0 -1 2700 D4 ~ ~ 0 -1 2754 D5 ~ ~ 0 -1 2719 S #2789 Inside A Color Pool~ The granite hued pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 6502 3 1 0 S #2790 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this grassy green pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2747 D1 ~ ~ 0 -1 2754 D2 ~ ~ 0 -1 2705 D3 ~ ~ 0 -1 2748 D4 Beyond you glimpse... A Green Meadow You stand in a grassy meadow with annoyingly cute dandelions growing here and there. You hear the merry bubbling of a brook somewhere ahead, and to the north you see a narrow wooden bridge. The scents of perpetual spring either delight or disgust you, depending on whether you go for the trite stuff like this. ~ ~ 0 -1 2791 D5 ~ ~ 0 -1 2739 S #2791 Inside A Color Pool~ The grassy green pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 6601 3 1 0 S #2792 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this darkest blue pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2709 D1 ~ ~ 0 -1 2737 D2 ~ ~ 0 -1 2730 D3 Beyond you glimpse... A ledge by the dark pool You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. ~ ~ 0 -1 2793 D4 ~ ~ 0 -1 2763 D5 ~ ~ 0 -1 2725 S #2793 Inside A Color Pool~ The darkest blue pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 7069 3 1 0 S #2794 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this inky black pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2739 D1 ~ ~ 0 -1 2733 D2 ~ ~ 0 -1 2730 D3 ~ ~ 0 -1 2700 D4 ~ ~ 0 -1 2728 D5 Beyond you glimpse... Nothing! It's too dark. You do hear the sounds of water echoing off of what seem to be cave walls. Perhaps it's an underground pool. Oh wait, what was that cackling noise? Sounded like an old crone? Hmm, I wonder. ~ ~ 0 -1 2795 S #2795 Inside A Color Pool~ The inky black pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 7445 3 1 0 S #2796 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this green and yellow pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2724 D1 ~ ~ 0 -1 2727 D2 Beyond you glimpse... Cavern of the Carrion Crawlers Over the years, litter and debris has built up in here from the prey of the crawlers. All sorts of bones, human and otherwise, are heaped and piled here and there. A large sinkhole in the middle of the cave has acquired some water from somewhere and you see a strange glow coming from the bottom of the hole. ~ ~ 0 -1 2797 D3 ~ ~ 0 -1 2726 D4 ~ ~ 0 -1 2763 D5 ~ ~ 0 -1 2702 S #2797 Inside A Color Pool~ The green and yellow pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 9359 3 1 0 S #2798 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this sea green pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2734 D1 ~ ~ 0 -1 2709 D2 ~ ~ 0 -1 2757 D3 Beyond you glimpse... Graecian Ocean You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ ~ 0 -1 2799 D4 ~ ~ 0 -1 2743 D5 ~ ~ 0 -1 2759 S #2799 Inside A Color Pool~ The sea green pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 0 S #2800 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this dirty brown pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2757 D1 ~ ~ 0 -1 2727 D2 ~ ~ 0 -1 2725 D3 Beyond you glimpse... The Wild Wereboar Tavern You are at the main room of the Wild Wereboar Tavern, the place is a total mess. You can tell this place is accustomed to many brawls, the many pieces of furniture spread around the room gave you the hint. There is a old, creaky, sagging staircase leading upstairs. ~ ~ 0 -2 2801 D4 ~ ~ 0 -1 2749 D5 ~ ~ 0 -1 2729 S #2801 Inside A Color Pool~ The dirty brown pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 16925 3 1 0 S #2802 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this dirty black pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2738 D1 ~ ~ 0 -1 2721 D2 Beyond you glimpse... The Slave Pit You have entered the slave pit. A voice blares in the distance, "Get back to work, maggots!" Rails upon rails of mined gold and silver clutter the trail beneath you. ~ ~ 0 -1 2803 D3 ~ ~ 0 -1 2706 D4 ~ ~ 0 -1 2709 D5 ~ ~ 0 -1 2745 S #2803 Inside A Color Pool~ The dirty black pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 0 20024 3 1 0 S #2804 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this dusty green pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2726 D1 ~ ~ 0 -1 2748 D2 Beyond you glimpse... Top of a Large Hill From this height, you can see the Eucalyptus Forest around you as well as the Aborigine Stronghold to the distant South-West, the Roo Fortress to the South, and the Eucalyptus River flowing between them towards a Lake. It looks like you can make it down the steep Western and Northern side from the top but not back up from the bottom. ~ ~ 0 -1 2805 D3 ~ ~ 0 -1 2712 D4 ~ ~ 0 -1 2727 D5 ~ ~ 0 -1 2710 S #2805 Inside A Color Pool~ The dusty green pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 1060 27431 3 1 0 S #2806 Nearby A Color Pool~ You have found an oasis of sorts in this plane. Just ahead is a color pool leading to some other firmer reality. Around you the nothingness of the astral plane beckons, encouraging you to plant your feet on something solid. Perhaps what awaits you beyond this murky grey pool will be what you were looking for. ~ 19 0 0 D0 ~ ~ 0 -1 2755 D1 ~ ~ 0 -1 2756 D2 ~ ~ 0 -1 2711 D3 Beyond you glimpse... Many Tunnels This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ ~ 0 -1 2807 D4 ~ ~ 0 -1 2707 D5 ~ ~ 0 -1 2760 S #2807 Inside A Color Pool~ The murky grey pool shimmers and ripples before you. There is no pull, except possibly the desire to go someplace firmer. You attempt to enter the pool, and it gives. You press on further and the pool surrounds you, like some soft membrane. There is a slight wrenching sensation, and then the color disappears. ~ 19 0 -1 1100 21210 3 1 0 S #2808 2808~ Empty ~ 19 0 0 S #2809 2809~ Empty ~ 19 0 0 S #2810 2810~ Empty ~ 19 0 0 S #3001 The Temple Of Midgaard~ You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. ~ 30 28 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 3054 D1 ~ ~ 0 -1 99 D2 You look down the huge stone steps at the temple square below. ~ ~ 0 -1 3005 D3 You can see a small wooden door. ~ ~ 0 -1 100 D5 You see the temple square. ~ ~ 0 -1 3005 S #3002 Cleric's Inner Sanctum~ This is the inner sanctum. A picture of the mighty Thor, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 30 12 0 D1 You see your favorite place, the bar of divination. ~ ~ 0 -1 3003 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7026 S #3003 Cleric's Bar~ The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall. ~ 30 88 0 D2 You see the entrance. ~ ~ 0 -1 3004 D3 You see the inner sanctum. ~ ~ 0 -1 3002 E sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. ~ S #3004 Entrance to Cleric's Guild~ The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall. ~ 30 8 0 D0 You see the bar, richly decorated with really stylish furniture. ~ ~ 0 -1 3003 D1 You see the Temple Square. ~ ~ 0 -1 3005 S #3005 The Temple Square~ You are standing on the temple square. Huge marble steps lead up to the temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. ~ 30 0 1 D0 You see the temple. ~ ~ 0 -1 98 D1 You see the good old Grunting Boar Inn. ~ ~ 0 -1 3006 D2 You see the Market Square. ~ ~ 0 -1 3014 D3 You see the entrance to the Clerics Guild. ~ ~ 0 -1 3004 S #3006 Entrance to the Grunting Boar Inn~ You are standing in the entrance hall of the Grunting Boar Inn. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the reception and the bar is to the east. ~ 30 8 0 D1 Surprise! You see the bar. ~ ~ 0 -1 3007 D3 You see the temple square. ~ ~ 0 -1 3005 D4 You see the reception room. ~ ~ 0 -1 3008 S #3007 The Grunting Boar~ You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. A small sign with big letters is fastened to the bar. ~ 30 72 0 D3 You see the exit to the entrance hall. ~ ~ 0 -1 3006 E sign~ The sign reads: Free instructions provided by the Grunting Boar Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each. ~ E writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs. ~ S #3008 The Reception~ You are standing in the reception. The staircase leads down to the entrance hall. There is a small sign on the counter. ~ 30 92 0 D5 You see the entrance hall. ~ ~ 0 -1 3006 E sign~ Rooms are expensive but good! You may: Offer - get an offer on a room - Time is in real life days. Rent - Rent a room (saves your stuff, and quits the game), minimum charge is one day. MY WAY OR THE HIGHWAY PAY YOUR RENT! WE WON'T THINK TWICE BEFORE KICKING YOU OUT. ~ S #3009 The Bakery~ You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter. ~ 30 24 0 D2 You see the main street. ~ ~ 0 -1 3013 E danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. ~ E sign~ Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery. ~ S #3010 The General Store~ You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall. ~ 30 24 0 D2 You see the main street. ~ ~ 0 -1 3015 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3011 The Weapon Shop~ You are inside the weapon shop. There is a small note on the counter. ~ 30 24 0 D2 You see the main street. ~ ~ 0 -1 3016 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3012 Main Street~ You are at the end of the main street of Midgaard. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate. ~ 30 0 1 D0 You see the magic shop. ~ ~ 0 -1 3033 D1 You see the main street. ~ ~ 0 -1 3013 D2 You see the entrance to the Guild of Magic Users. ~ ~ 0 -1 3017 D3 You see the city gate. ~ ~ 0 -1 3040 S #3013 Main Street~ You are on the main street passing through the City of Midgaard. South of here is the entrance to the Armory, and the bakery is to the north. East of here is the market square. ~ 30 0 1 D0 You see the bakery. ~ ~ 0 -1 3009 D1 You see the market square. ~ ~ 0 -1 3014 D2 You see the armory. ~ ~ 0 -1 3020 D3 You see the main street. ~ ~ 0 -1 3012 S #3014 Market Square~ You are standing on the market square, the famous Square of Midgaard. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square and east and westbound on the main street. ~ 30 0 1 D0 You see the temple square. ~ ~ 0 -1 3005 D1 You see the main street. ~ ~ 0 -1 3015 D2 You see the common square. ~ ~ 0 -1 3025 D3 You see the main street. ~ ~ 0 -1 3013 E statue~ What you see is the Midgaard Worm, stretching around the Palace of Midgaard. ~ S #3015 The Main Street~ You are on the main street crossing through town. To the north is the general store, and the main street continues east. To the west you see and hear the market place. ~ 30 0 1 D0 You see the general store. ~ ~ 0 -1 3010 D1 You see the main street. ~ ~ 0 -1 3016 D3 You see the market square. ~ ~ 0 -1 3014 S #3016 The Main Street~ The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square. ~ 30 0 1 D0 You see the weapon shop. ~ ~ 0 -1 3011 D1 You see the city gate. ~ ~ 0 -1 3041 D2 You see the swordpeople's guild. ~ ~ 0 -1 3021 D3 You see the main street leading to the market square. ~ ~ 0 -1 3015 S #3017 Entrance to Mage's Guild~ The entrance hall is a small, poor lighted room. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3012 D2 You see your favorite place, the Mage's Bar. ~ ~ 0 -1 3018 S #3018 Mage's Bar~ The bar is one of the wierdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. ~ 30 28 0 D0 You see the lobby. ~ ~ 0 -1 3017 D1 You see the laboratory. ~ ~ 0 -1 3019 S #3019 Mage's Laboratory~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 30 12 0 D3 You see the bar. ~ ~ 0 -1 3018 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7017 S #3020 The Armory~ The armory with all kinds of armors on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note. ~ 30 24 0 D0 You see the main street. ~ ~ 0 -1 3013 E note~ You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. ~ S #3021 Entrance Hall to the Guild of Swordspeople~ The entrance hall to the Guild of Swordspeople. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3016 D1 You see the swordspeople's bar, many noises comes from there. ~ ~ 0 -1 3022 S #3022 The Bar of Swordspeople~ The bar of swordspeople, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall. ~ 30 28 0 D2 You see the practice yard. ~ ~ 0 -1 3023 D3 You see the entrance hall to the thieves' guild. ~ ~ 0 -1 3021 S #3023 The Tournament and Practice Yard~ The practice yard of the fighters. To the north is the bar. A well leads down into darkness. ~ 30 12 0 D0 You see the bar. ~ ~ 0 -1 3022 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7048 S #3024 Eastern End of Poor Alley~ You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. The alley continues further west. ~ 30 0 1 D1 You see the common square. ~ ~ 0 -1 3025 D2 You see the Inn. ~ ~ 0 -1 3048 D3 You see the poor alley. ~ ~ 0 -1 3044 S #3025 The Common Square~ The common square, people pass by, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell. ~ 30 0 1 D0 You see the market square. ~ ~ 0 -1 3014 D1 You see the dark alley. ~ ~ 0 -1 3026 D2 You see the city dump. ~ ~ 0 -1 3030 D3 You see the poor alley. ~ ~ 0 -1 3024 S #3026 The Dark Alley~ The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east. ~ 30 0 1 D1 The alley continues east. ~ ~ 0 -1 3045 D2 You see the entrance to the thieves' guild. ~ ~ 0 -1 3027 D3 You see the common square. ~ ~ 0 -1 3025 E guild~ It is the thieves guild, don't enter if you care about your health or money. ~ S #3027 Entrance Hall to the Guild of Thieves~ The entrance hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3026 D1 You see the thieves' bar, where everything disappears. ~ ~ 0 -1 3028 S #3028 The Thieves' Bar~ The bar of the thieves. Once upon a time this place must have been beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. ~ 30 28 0 D2 You see the secret yard. ~ ~ 0 -1 3029 D3 You see the entrance hall to the thieves' guild. ~ ~ 0 -1 3027 E furniture~ As you look at the scant remaining furniture, the chair you sit on disappears. ~ S #3029 The Secret Yard~ The secret practice yard of thieves and assassins. To the north is the bar. A well leads down into darkness. ~ 30 12 0 D0 You see the bar. ~ ~ 0 -1 3028 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7043 S #3030 The Dump~ The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. South of here you see the Midgaard Zoo and to the north is the common square. ~ 30 4 2 D0 You see the common square. ~ ~ 0 -1 3025 D2 You see the entrance to the Zoo. Numerous snorts and screeches can be heard. ~ ~ 0 -1 3056 D5 You see the sewers. ~ ~ 0 -1 7030 S #3031 The Pet Shop~ The Pet Shop is a small crowded store, full of cages and animals of various sizes. There is a sign on the wall. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3015 E sign~ The sign reads: Use 'List' to see the available pets. Use 'Buy <pet>' to buy yourself a pet. Instructions for having pets: You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers <instructions>' You can name the pet you buy as : "buy <pet> <name>" Regards, The Shopkeeper ~ S #3032 Pet Shop Store~ This is the small dark room in which the Pet shop keeps his pets. It is vital that this room's virtual number is exactly one larger than the Pet Shop number. ~ 30 8 0 S #3033 The Magic Shop~ Behind the counter you see various items, neatly placed in racks, presumably most of them are magic. ~ 30 24 0 D2 You see the main street. ~ ~ 0 -1 3012 S #3040 Inside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here. ~ 30 0 1 D1 You see Main Street. ~ ~ 0 -1 3012 D2 You see the road running along the inner side of the city wall. You notice that it is called Wall Road. ~ ~ 0 -1 3042 D3 The city gate is to the west. ~ gate~ 1 3133 3052 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3041 Inside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here, a pretty white stone road leads north. ~ 30 0 1 D0 You see the road to the palace.~ ~ 0 -1 8000 D1 You see the city gate. ~ gate~ 1 3133 3053 D3 You see Main Street.~ ~ 0 -1 3016 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3042 Wall Road~ You are walking next to the western city wall. The road continues further south and the city gate is just north of here. ~ 30 0 1 D0 You see the city gate. ~ ~ 0 -1 3040 D2 The road continues further south. ~ ~ 0 -1 3043 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3043 Wall Road~ You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. A huge tower stands to the west. Some letters have been written on the wall here. ~ 30 0 1 D0 The road continues further north. ~ ~ 0 -1 3042 D1 The alley leads east. ~ ~ 0 -1 3044 D2 The road continues further south. ~ ~ 0 -1 3047 D3 The ivory tower stands to the west ~ ~ 0 -1 1499 E letters~ They read ' Try Milliways, the Restaurant at the End of the Universe. ' ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3044 Poor Alley~ You are in the poor alley, which continues further east. You see the city wall to the west. ~ 30 0 1 D1 The alley leads east. ~ ~ 0 -1 3024 D3 The alley leads west. ~ ~ 0 -1 3043 S #3045 Alley at Levee~ You are standing in the alley which continues east and west. South of here you see the levee. ~ 30 0 1 D1 The alley leads east. ~ ~ 0 -1 3046 D2 You see the levee. ~ ~ 0 -1 3049 D3 The alley leads west. ~ ~ 0 -1 3026 S #3046 Eastern end of Alley~ You are standing at the eastern end of the alley, the city wall is just east, blocking any further movement. A small warehouse is directly south of here. ~ 30 0 1 D2 You see the warehouse. ~ ~ 0 -1 3050 D3 You see the alley. ~ ~ 0 -1 3045 S #3047 Wall Road~ You are standing on the road next to the western city wall, which continues north. South of here is a bridge across the river. ~ 30 0 1 D0 You see the road. ~ ~ 0 -1 3043 D2 You see the bridge. ~ ~ 0 -1 3051 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3048 Grubby Inn~ You are inside the old Grubby Inn. This place has not been cleaned for several decades, the vile smells make you dizzy. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3024 S #3049 Levee~ You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river. ~ 30 16 1 D0 You see the Alley. ~ ~ 0 -1 3045 D2 You see the river flowing west. ~ ~ 0 -1 3203 S #3050 Warehouse~ You are inside the warehouse. The room is decorated with various old items from ships. ~ 30 8 0 D0 You see the Alley. ~ ~ 0 -1 3046 S #3051 On the Bridge~ You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge. ~ 30 0 1 D0 You see the road. ~ ~ 0 -1 3047 D2 You see the Concourse. ~ ~ 0 -1 3100 E bridge~ It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall. ~ E opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3052 Outside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. A small path leads north. ~ 30 0 1 D0 You see a path leading along the side of the city. ~ ~ 0 -1 50 D1 The city gate is to the east. ~ gate~ 1 3133 3040 D3 The forest edge is to the west. ~ ~ 0 -1 6000 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3053 Outside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. A small path leads north ~ 30 0 1 D0 You see a path stretching northward ~ ~ 0 -1 58 D1 You see the plains.~ ~ 0 -1 3503 D3 You see the city gate. ~ gate~ 1 3133 3041 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3054 By the Temple Altar~ You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. ~ 30 1032 0 D2 You see the southern end of the temple. ~ ~ 0 -1 98 D4 The Tower of Rules Stretches above you. ~ ~ 0 -1 2640 E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. ~ E statue Odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ S #3055 Odin's Store~ This is the small dark room in which Odin keeps the player items that he takes care of. It is vital that this room's virtual number is exactly one larger than the room by the temple altar. ~ 30 8 0 S #3056 Midgaard Zoo~ This zoo has been furnished for the use and abuse of the more bloodthirsty citizens of Midgaard. You can see the petting zoo to the east, there is a path to the south, the Nursery is to the west and the dump is to the north. ~ 30 0 1 D0 The Dump. ~ ~ 0 -1 3030 D1 The petting zoo. ~ ~ 0 -1 3057 D2 Zoo Path. ~ ~ 0 -1 3058 D3 Nursery ~ ~ 0 -1 3059 S #3057 Petting Zoo~ Lots of soft and furry animals live here! You can leave to the west. ~ 30 0 1 D3 Zoo entrance. ~ ~ 0 -1 3056 S #3058 Zoo path~ This path, made of rich mulch, winds through the Zoo. To the left and right you can see cute (and not so cute) little animals. To the east is the petting zoo, to the west the Nursery, and to the north the zoo entrance. To the south the path continues. ~ 30 0 1 D0 The Zoo entrance. ~ ~ 0 -1 3056 D1 The petting zoo. ~ ~ 0 -1 3057 D2 New Annex Zone. ~ ~ 0 -1 3060 D3 The Nursery. ~ ~ 0 -1 3059 S #3059 Nursery~ A nursery for all of the little animals! They are so cute! Even the dangerous ones are cute! ~ 30 0 1 D1 Zoo entrance ~ ~ 0 -1 3056 S #3060 Zoo path~ Made of cedar chips, this path leads north and south through the Zoo. To the east you can see the Aviary, and to the west you can see the Canine exhibit. ~ 30 0 2 D0 Zoo path ~ ~ 0 -1 3058 D1 Aviary ~ ~ 0 -1 3061 D2 Zoo Annex ~ ~ 0 -1 3067 D3 Canine Exhibit ~ ~ 0 -1 3064 S #3061 Aviary~ A large Aviary is here, containing birds of all sorts. They can be dangerous in groups, so watch out!. ~ 30 0 1 D1 Aviary ~ ~ 0 -1 3062 D3 The New Annex Path ~ ~ 0 -1 3060 S #3062 Aviary~ An Aviary is being built here. Looks like it will be a wonderful place. They haven't finished yet, but you can go east and west. ~ 30 0 1 D1 Aviary ~ ~ 0 -1 3063 D3 Aviary ~ ~ 0 -1 3061 S #3063 Aviary~ An Aviary is being built here. Looks like it will be a wonderful place. They haven't finished yet, you can go west. ~ 30 0 1 D3 Aviary ~ ~ 0 -1 3062 S #3064 Canine Exhibit~ This is where the canines are. You can almost the loud barks. You can go east and west from here. ~ 30 0 1 D1 The New Annex Path ~ ~ 0 -1 3060 D3 Canine Exhibit ~ ~ 0 -1 3065 S #3065 Canine Exhibit~ This is where the canines will go. You can almost hear the barks. You can go east or west. ~ 30 0 1 D1 Canine Exhibit ~ ~ 0 -1 3064 D3 Canine Exhibit ~ ~ 0 -1 3066 S #3066 Canine Exhibit~ This is where the canines will go. You can almost hear the barks. You can go east. ~ 30 0 1 D1 Canine Exhibit ~ ~ 0 -1 3065 S #3067 New Annex Path~ You see more exhibits, insects to the east, monkeys to the south, and the path continues to the west. You note that some of it is still under contruction. ~ 30 0 1 D0 The New Annex Path ~ ~ 0 -1 3060 D1 Insect exhibit ~ ~ 0 -1 3068 D2 Primate exhibit ~ ~ 0 -1 3071 D3 Zoo path ~ ~ 0 -1 3074 S #3068 Insect Exhibit~ This is where the fascinating insect exhibit is. Truly amazing... You can go east or west. ~ 30 0 1 D1 Insect Exhibit ~ ~ 0 -1 3069 D3 New Annex path ~ ~ 0 -1 3067 S #3069 Insect Exhibit~ This is where the fascinating insect exhibit is. Truly amazing... You can go east or west. ~ 30 0 1 D1 Insect Exhibit ~ ~ 0 -1 3070 D3 Insect Exhibit ~ ~ 0 -1 3068 S #3070 Insect Exhibit~ This is where the fascinating insect exhibit is. Truly amazing... You can go west. ~ 30 0 1 D3 Insect Exhibit ~ ~ 0 -1 3069 S #3071 Primate Exhibit~ Monkeys, baboons, gorillas, a bit of everything. You can go north or south. ~ 30 0 1 D0 New Annex Path. ~ ~ 0 -1 3067 D2 Primate Exhibit ~ ~ 0 -1 3072 S #3072 Primate Exhibit~ Monkeys, baboons, gorillas, a bit of everything. You can go north or south. ~ 30 0 1 D0 Primate Exhibit ~ ~ 0 -1 3071 D2 Primate Exhibit ~ ~ 0 -1 3073 S #3073 Primate Exhibit~ Monkeys, baboons, gorillas, a bit of everything. You can go north. ~ 30 0 1 D0 Primate Exhibit ~ ~ 0 -1 3072 S #3074 E-W Path~ The path goes east and west, and to the south is the reptile exhibit. To the north, you can see the wall of the canine exhibit. ~ 30 0 1 D1 New Annex Path ~ ~ 0 -1 3067 D2 Reptile exhibit ~ ~ 0 -1 3075 D3 E-W path ~ ~ 0 -1 3078 S #3075 Reptile Exhibit~ This is where the reptiles are kept. You can go north or south. ~ 30 0 1 D0 You see a path through the zoo. ~ ~ 0 -1 3074 D2 You see the next section of the reptile exhibit. ~ ~ 0 -1 3076 S #3076 Reptile Exhibit~ This is where the reptiles are kept. You can go north or south. ~ 30 0 1 D0 You see a path through the zoo. ~ ~ 0 -1 3075 D2 You see the next section of the reptile exhibit. ~ ~ 0 -1 3077 S #3077 Reptile Exhibit~ This is where the reptiles are kept. You can go north. ~ 30 0 1 D0 You see a path through the Exhibit ~ ~ 0 -1 3076 S #3078 E-W path~ To the south you see the Bear exhibit. To the east and west you see paths ~ 30 0 1 D1 E-W Path ~ ~ 0 -1 3074 D2 Bear Exhibit ~ ~ 0 -1 3079 D3 E-W path ~ ~ 0 -1 3082 S #3079 Bear Exhibit~ There are bears here. You can north or south. ~ 30 0 1 D0 You see the path ~ ~ 0 -1 3078 D2 You see the bear exhibit ~ ~ 0 -1 3080 S #3080 Bear Exhibit~ There are bears here. You can north or south. ~ 30 0 1 D0 You see the path through the bear exhibit. ~ ~ 0 -1 3079 D2 You see the bear exhibit ~ ~ 0 -1 3081 S #3081 Bear Exhibit~ There are bears here. You can north. ~ 30 0 1 D0 You see the path through the bear exhibit. ~ ~ 0 -1 3080 S #3082 E-W path~ The Feline exhibit is to the south. To the north, you can hear the yapping of dogs. The path goes east to west ~ 30 0 1 D1 You see the path ~ ~ 0 -1 3078 D2 You see the Feline exhibit. ~ ~ 0 -1 3083 D3 You see the path ~ ~ 0 -1 3086 S #3083 Feline Exhibit~ This is where the great cats are. They are fierce, and mighty fighters. The only exits are north, and south. ~ 30 0 1 D0 You see the path ~ ~ 0 -1 3082 D2 You can see another section of the feline exhibit. ~ ~ 0 -1 3084 S #3084 Feline Exhibit~ This is where the great cats are. They are fierce, and mighty fighters. You can go north, or south. ~ 30 0 1 D0 You see the entrance to the Feline Exhibit. ~ ~ 0 -1 3083 D2 You see another section of the Feline Exhibit ~ ~ 0 -1 3085 S #3085 Feline Exhibit~ This is where the great cats are. They are fierce, and mighty fighters. The only exit is north. ~ 30 0 1 D0 You see another section of the feline exhibit. ~ ~ 0 -1 3084 S #3086 End of Path~ You have come to western end of the path. To the west, you can see a bolted and barred door. A sign on the door reads: WARNING: Proceeding into the Dangerous Creatures Exhibit can be HIGHLY dangerous. WE MEAN IT. ZOO WILL NOT BE HELD LIABLE FOR ANY DEATHS OR DISMEMBERMENTS ~ 30 0 1 D1 You can see the path to the east ~ ~ 0 -1 3082 D3 You can see the Deadly Creatures Exhibit ~ ~ 1 10000 10000 S #3099 Franz's Gym~ You are in a musty gym filled with barbells and weight benches. Along the walls are pictures of Franz and his long lost buddy Hanz slaying foes and hitting deathtraps. In the far corner is a bronze plaque tarnished with age. ~ 12 0 0 E plaque~ This plaque reads: Your mother does not work here. Put all weights back in their place. Signed, Hanz and Franz ~ E picture~ You see a depiction of Franz slaying his first fido hanging in the corner of the room. The warrior Franz is in awful condition. ~ E bench~ This is a old york bench stained with the sweat of Hans and Franz. ~ E barbell~ This is a barbell labeled 150 lbs. It looks heavy and well used. ~ S #3100 Northwest end of Concourse~ You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall. ~ 31 0 1 D0 You see the Bridge. ~ ~ 0 -1 3051 D1 You see the promenade. ~ ~ 0 -1 3101 D2 The promenade continues far south. ~ ~ 0 -1 3127 D3 You see a hole in the wall. ~ hole~ 2 100 3156 S #3101 Promenade~ The river gently flows west just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here. ~ 31 0 1 D0 A small cottage ~ ~ 0 -1 3146 D1 The promenade. ~ ~ 0 -1 3102 D2 Park Road leads south. ~ ~ 0 -1 3131 D3 You see the Concourse. ~ ~ 0 -1 3100 S #3102 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance. ~ 31 0 1 D0 A small cottage. ~ ~ 0 -1 3145 D1 You see the promenade. ~ ~ 0 -1 3103 D2 You see the park entrance. ~ ~ 0 -1 3105 D3 You see the promenade. ~ ~ 0 -1 3101 S #3103 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. A small path leads south. A cozy cottage lies north of here, and looking across the river you see the levee. ~ 31 0 1 D0 You see a cozy cottage. ~ door wooden n~ 2 750 3142 D1 You see the Concourse. ~ ~ 0 -1 3104 D2 The small path leads south. ~ ~ 0 -1 3132 D3 You see the promenade. ~ ~ 0 -1 3102 S #3104 Northeast end of Concourse~ You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall. ~ 31 0 1 D0 ~ door wooden n~ 2 753 3155 D2 The Concourse continues south. ~ ~ 0 -1 3130 D3 You see the promenade. ~ ~ 0 -1 3103 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3105 Park Entrance~ You are standing just inside the small park of Midgaard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. ~ 31 0 1 D0 You see the promenade. ~ ~ 0 -1 3102 D1 You see Park Cafe. ~ ~ 0 -1 3106 D2 You see the park. ~ ~ 0 -1 3108 S #3106 Park Cafe~ You are inside Park Cafe, a very well lighted, cozy place. The cafe is built from large logs. Through the windows in the northern wall you see the river, and through the southern window you see many vigorous colorful plants. ~ 31 24 0 D3 You see the park entrance. ~ ~ 0 -1 3105 S #3107 Small path through the park~ You are walking along a small path through the park. The path continues south and east. ~ 31 0 1 D1 ~ ~ 0 -1 3108 D2 ~ ~ 0 -1 3113 S #3108 Small path in the park~ You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west. ~ 31 0 1 D0 You see the northern park entrance. ~ ~ 0 -1 3105 D1 ~ ~ 0 -1 3109 D3 ~ ~ 0 -1 3107 S #3109 Small path in the park~ You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe. ~ 31 0 1 D2 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3108 S #3110 Cityguard Head Quarters~ You are inside a tidy office. ~ 31 8 0 D1 You see the park road. ~ door~ 1 3120 3111 S #3111 Park Road~ The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east. ~ 31 0 1 D0 ~ ~ 0 -1 3131 D1 You see the park entrance. ~ ~ 0 -1 3112 D2 ~ ~ 0 -1 3118 D3 You see the cityguard head quarters. ~ door~ 1 3120 3110 E building door sign~ The sign on the door says:- Cityguard Head Quarters WARNING: Authorized Personnel Only! ~ S #3112 Western Park Entrance~ You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road. ~ 31 4 1 D1 ~ ~ 0 -1 3113 D3 ~ ~ 0 -1 3111 S #3113 A path in the park~ You are in the park. The paths lead north and west. Westwards is the park entrance and to the east you see a small pond. ~ 31 0 1 D0 ~ ~ 0 -1 3107 D1 You see the pond. ~ ~ 0 -1 3114 D3 You see the western park entrance. ~ ~ 0 -1 3112 S #3114 The Pond~ You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond. ~ 31 0 6 D1 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3113 S #3115 A path in the park~ You are in the park. The paths lead north and east. Eastwards is the park entrance and to the west you see a small pond. ~ 31 0 1 D0 ~ ~ 0 -1 3109 D1 ~ ~ 0 -1 3116 D3 ~ ~ 0 -1 3114 S #3116 Eastern Park Entrance~ You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue. ~ 31 4 1 D1 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3115 S #3117 Emerald Avenue~ You are standing on the north end of Emerald Avenue. To the north is the promenade and to the west is the park entrance. To the east is the not very big Town Hall of Midgaard. ~ 31 0 1 D0 ~ ~ 0 -1 3132 D1 ~ ~ 0 -1 3137 D2 ~ ~ 0 -1 3119 D3 ~ ~ 0 -1 3116 S #3118 Park Road~ You are on Park Road which leads north and south. A cottage is just east of here. ~ 31 0 1 D0 ~ ~ 0 -1 3111 D2 ~ ~ 0 -1 3135 E plate name~ The name 'Papi Llon' has been carved into the name plate. ~ S #3119 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3133 S #3120 Road Crossing~ You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the center of the road cross. Its other end leads directly upwards towards the sky. A road sign is here. ~ 31 0 1 D0 ~ ~ 0 -1 3133 D1 ~ ~ 0 -1 3136 D2 ~ ~ 0 -1 3134 D3 ~ ~ 0 -1 3135 D4 The chain disappears in the clouds.~ ~ 0 -1 7914 E sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel. ~ E chain~ The the chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place. ~ S #3121 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads south and east. ~ 31 0 1 D1 ~ ~ 0 -1 3134 D2 ~ ~ 0 -1 3125 S #3122 Park Road~ You are on Park Road which leads south and north. Elm Street is east of here. ~ 31 0 1 D0 ~ ~ 0 -1 3136 D1 ~ ~ 0 -1 3123 D2 ~ ~ 0 -1 3126 S #3123 Elm Street~ You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction. ~ 31 0 1 D1 ~ ~ 0 -1 3124 D3 ~ ~ 0 -1 3122 S #3124 End of Elm Street~ You are at the end of Elm Street. An old elm tree grows here. ~ 31 0 1 D3 ~ ~ 0 -1 3123 E elm tree~ The fresh young leaves of the elm tree wave gently in the wind. ~ S #3125 Emerald Avenue~ You are on Emerald Avenue which continues north. The Concourse is south of here. ~ 31 0 1 D0 ~ ~ 0 -1 3121 D2 ~ ~ 0 -1 3128 S #3126 Park Road~ You are on Park Road which continues north. The Concourse is south of here. An old two-story house is to the east. ~ 31 0 1 D0 ~ ~ 0 -1 3122 D2 ~ ~ 0 -1 3129 E house~ The house is obviously very old and needs painting. The heavy oaken door is equipped with a brass door knocker shaped as a goblin's head. No name plate is to be seen anywhere. ~ E door knocker~ As you look at it, the goblin door knocker comes alive! The head splutters 'Tiz iz da houze uff Kwiff... Kuiffe... Qwiff... Erhm...' The head splutters 'Quiff... Quiffil... Ne'er mind! Quiffy livez ere!' It opens its mouth wide and gobbles 'Unlokk me!' ~ S #3127 On the Concourse~ You are at the southwest corner of the city wall. The Concourse leads both north and east. ~ 31 0 1 D0 ~ ~ 0 -1 3100 D1 ~ ~ 0 -1 3128 S #3128 On the Concourse~ The Concourse continues both east and west. Emerald Avenue is north of here. ~ 31 0 1 D0 ~ ~ 0 -1 3125 D1 ~ ~ 0 -1 3129 D3 ~ ~ 0 -1 3127 S #3129 On the Concourse~ The Concourse continues both east and west. Park Road is north of here and an iron grate leads south to the graveyard. ~ 31 0 1 D0 ~ ~ 0 -1 3126 D1 ~ ~ 0 -1 3130 D2 Through the solid iron bars you see the graveyard. ~ grate~ 1 3121 3400 D3 ~ ~ 0 -1 3128 S #3130 On the Concourse~ You are at the southeast corner of the city wall. The Concourse leads both north and west. ~ 10 0 1 D0 ~ ~ 0 -1 3104 D1 ~ door wooden e~ 1 3161 3161 D3 ~ ~ 0 -1 3129 S #3131 Park Road~ You are at Park Road which continues north and south. To the west is a small pub. ~ 31 0 1 D0 ~ ~ 0 -1 3101 D1 ~ door wooden e~ 1 3162 3162 D2 ~ ~ 0 -1 3111 D3 ~ door west pub andy's ~ 1 3952 3940 S #3132 Emerald Avenue~ You are at Emerald Avenue which continues north and south. Penny Lane leads east from here. There is a small dwelling to the west. ~ 31 0 1 D0 ~ ~ 0 -1 3103 D1 ~ ~ 0 -1 3139 D2 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3163 S #3133 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing. ~ 31 0 1 D1 ~ ~ 0 -1 3119 D2 ~ ~ 0 -1 3120 S #3134 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing. ~ 31 0 1 D0 ~ ~ 0 -1 3120 D3 ~ ~ 0 -1 3121 S #3135 Park Road~ You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. ~ 31 0 1 D0 ~ ~ 0 -1 3118 D1 ~ ~ 0 -1 3120 S #3136 Park Road~ You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing. To the north is a brick house with a shaggy lawn. ~ 31 0 1 D0 ~ ~ 0 -1 3900 D2 ~ ~ 0 -1 3122 D3 ~ ~ 0 -1 3120 S #3137 The Waiting Room~ You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk with a typewriter is placed in the middle of the room. ~ 30 8 0 D1 It looks like some kind of office. ~ ~ 0 -1 3138 D3 The exit west leads to Emerald Avenue. ~ ~ 0 -1 3117 E chair chairs~ Not the very least comfortable. ~ E desk~ An extremely heavy desk. It is so large that it doesn't even need drawers. Everything can be stored on its top. ~ E typewriter~ It is an ancient Quifatronic T-1000 mk I. These machines are known for their incredible durability, and for their even more incredible weight. They make a Cray II look like a laptop. ~ S #3138 The Mayors Office~ You are in the not very big office of the Mayor of Midgaard. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly. ~ 30 8 0 D3 The waiting room is to the west. ~ ~ 0 -1 3137 E desk~ This desk is obviously very old. Nevertheless it looks as if has never been used. ~ E chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All auditoriums should be equipped with these things. A shame that there wouldn't be room for the students too, though. ~ S #3139 Penny Lane~ You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. ~ 31 0 1 D1 ~ ~ 0 -1 3140 D3 ~ ~ 0 -1 3132 S #3140 Penny Lane~ You are on Penny Lane. The narrow road continues north and west. To the south there is a strange metal cylinder with a open doorway. ~ 31 0 1 D0 ~ ~ 0 -1 3141 D3 ~ ~ 0 -1 3139 D2 ~ ~ 0 -1 298 S #3141 End of Penny Lane~ You are at the end of Penny Lane. The only exit appears to be south. ~ 31 0 1 D2 ~ ~ 0 -1 3140 S #3142 A cozy cottage~ You are in the main room of a cozy little cottage. It is about the sweetest, nicest, and most pleasant little place you have ever been in. There is a wooden door to the south, and hallways leading east and west. To the north is a beautiful view of the river of midgaard. ~ 31 512 1 D1 You see Justine's room ~ ~ 0 -1 3143 D2 ~ door wooden s~ 2 750 3103 D3 ~ ~ 0 -1 3144 S #3143 Justine's room~ This is Justine's bedroom. It is in equisitely good taste. There is a hallway to the west. ~ 31 512 1 D1 ~ ~ 0 -1 3147 D3 ~ ~ 0 -1 3142 S #3144 Zip's room~ This is Zip's bedroom. It is in very good taste. There is a hallway to the East. ~ 31 512 1 D1 ~ ~ 0 -1 3142 S #3145 Crimson's house~ This is Crimson's bedroom. It is in very good taste. There is an exit to the south. ~ 31 512 1 D2 ~ ~ 0 -1 3102 S #3146 Bane's Tower~ This is Bane's Tower. It is in very good taste. There is an exit to the south. ~ 31 512 1 D1 ~ ~ 0 -1 3149 D2 ~ ~ 0 -1 3101 D3 ~ ~ 0 -1 3150 S #3147 Salamander's room~ This is Salamander's bedroom. It is in very good taste. There is an exit to the west. ~ 31 512 1 D3 ~ ~ 0 -1 3143 S #3148 Darktural's room~ This is Zip's bedroom. It is in very good taste. There is a hallway to the East. ~ 31 512 1 D1 ~ ~ 0 -1 3142 S #3149 Bane's Tower~ This is a room in bane's tower ~ 31 512 1 D3 ~ ~ 0 -1 3146 S #3150 Bane's Tower~ this is a room in banes tower ~ 31 512 1 D1 ~ ~ 0 -1 3146 S #3151 The Gardens of Sasaki Kojiro~ You have entered a quiet garden on a gentle hillside, which is covered in well tended grasses and cherry trees. A red laquered bridge crosses a babbling brook, and joins this garden to the walk leading up the hill to a pagoda of copper and laquered woods. Wind chimes echo in the breeze, and the fresh open air fills your body with peace and harmony. Welcome home. A beautiful swan walks about. ~ 10 512 2 D0 ~ ~ 0 -1 3152 D2 ~ heavens ~ 2 25006 6145 S #3152 Kojiro's dojo~ You have entered the practice hall of Sasaki Kojiro. This is a well lit, breezy room, with an open roof looking out to the heavens above. Plants hang from the rafters along the sides of the room, and the walls are whitened rice paper shoji. Gifts and trophies hang about the room, some include a laquered kendo uniform, a pair of sticks, several ink paintings and a golden plaque. The floor is padded, and a hearth is open in the west side of the room, upon which a black iron tea kettle is gently warming. ~ 10 604 0 D2 ~ ~ 0 -1 3151 E uniform~ It is a black heavily laquered suit of Kendo mail, inscribed with runes and ancient Japanese. Most notably it reads: - To Sasaki Kojiro, Champion of Midgaard. -- Loki, God of Thieves. ~ E sticks~ They are a plain pair of sticks used for Thai stickfighting and weapon k kata. A piece of muslin hangs next to them, reading: From my teacher, Pohn Sissavat, who I hope to make proud someday. ~ S #3153 The hills of MacAllister~ You walk out onto a wide open field in the hills of Scotland. Not far to the west is the great ocean, where limestone cliffs plunge hundreds of feet to the shore below. Atop a nearby hill stands a proud stone tower, from which flags and pennons fly from its battlements. A fallow deer wanders about. ~ 10 512 4 D0 ~ tartan ~ 2 6914 6145 D2 ~ ~ 0 -1 3154 S #3154 Magnus MacAllister's Tower~ This large spacious stone hall is well lit and very warm, welcoming home the tired journeyman. Many well stuffed seats are arranged about a longtable in the middle of the hall. The tartans of the MacAllister clans cover the walls as would tapestries, and on the far eastern wall a fire blazes in a great granite fireplace. Sit and rest, the day is done. ~ 10 604 0 D0 ~ ~ 0 -1 3153 S #3155 Rincewind's room~ You are standing in the domain of rincewind. He lives here. ~ 10 8 0 D2 ~ door wooden s~ 2 753 3104 S #3156 Compton's War Room~ You have entered the humble home of Compton. There are various freeze dried animals lying around the room, some of Compton's conquests. ~ 10 8 0 D1 ~ hole~ 2 100 3100 S #3157 A small house~ This is a quaint, 2 bedroom house, right on delving lane. Its well made, using the latest in hobbit technology, and just the right size for a small human. To the north is one of the bedrooms, and another is to the south. To the east, you see delving lane, and the bright green door of Bag End. ~ 10 0 0 D0 ~ ~ 0 -1 3158 D1 ~ door wooden e~ 1 3157 1134 D2 ~ ~ 0 -1 3159 S #3158 Cuban's bedroom~ This is the north bedroom. It is large, and spacious, with big walk in closets, a lovely bath, and nice big windows. ~ 10 0 0 D2 ~ ~ 0 -1 3157 S #3159 Vester's Bedroom~ This is the south bedroom. It is large, and spacious, with big walk in closets, a lovely bath, and nice big windows. ~ 10 0 0 D0 ~ ~ 0 -1 3157 S #3160 Eddie's Mage Bar and Grill~ The room you are standing in has a slight odor to it... Barbeque flavors assualt the senses. The walls are covered with soot, a testament to Eddie's lack of skill with the fireball spell, as applied to barbequing chickens... ~ 10 12 0 D0 ~ door wooden n~ 2 3160 6017 S #3161 Rodgrim's house~ You are standing in a small, but cozy dwelling. To the west, you can see the concourse, and watch people wander by, living thier virtual lives. The house is unfurnished, but the walls, carpets, ceilings, etc, are all in perfect shape. There is a door to the west. ~ 10 0 0 D3 ~ door wooden w~ 1 3161 3130 S #3162 Riffraff's house~ You are standing in a small, but cozy dwelling. To the west, you can see the concourse, and watch people wander by, living thier virtual lives. The house is unfurnished, but the walls, carpets, ceilings, etc, are all in perfect shape. There is a door to the west. ~ 10 0 0 D3 ~ door wooden w~ 1 3162 3131 S #3163 Fanchon's house~ You are standing in a small, but cozy dwelling. To the east, you see Emerald avenue, and beyond that, Penny lane. Although the house is unfurnished, it is in perfect shape. There is a door to the east. ~ 10 0 0 D1 ~ door wooden w~ 1 3163 3132 S #3200 Under the Bridge~ The arch under the bridge is covered by seaweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. ~ 32 0 7 30 3 D1 ~ ~ 0 -1 3201 D3 You see the river flowing west into the Forest of Haon-Dor.~ ~ 0 -1 13672 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. ~ S #3201 On the River~ North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. ~ 32 0 7 30 3 D1 ~ ~ 0 -1 3202 D3 ~ ~ 0 -1 3200 S #3202 On the River~ North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. ~ 32 0 7 30 3 D1 ~ ~ 0 -1 3203 D3 ~ ~ 0 -1 3201 S #3203 On the River~ The levee is directly north of here. The river flows in an east west direction. ~ 32 0 7 30 3 D0 ~ ~ 0 -1 3049 D1 ~ ~ 0 -1 3204 D3 ~ ~ 0 -1 3202 S #3204 On the River~ You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee. ~ 32 0 7 30 3 D1 ~ ~ 0 -1 3205 D3 ~ ~ 0 -1 3203 S #3205 On the River~ The river enters from a hole in the eastern city wall. The hole has been blocked by several vertically positioned iron bars set into the wall. ~ 32 0 7 30 3 D1 The iron bars make it impossible to pass through the hole in the wall. Beyond the bars you see the great plains. ~ ~ 0 -1 13671 D3 ~ ~ 0 -1 3204 S #3300 Papi's Cosy Cottage~ You are inside Papi's living room, a light room at around three by four meters in size. The nicely carved oaken front door is set in the middle of the western wall, just between two windows. A small fire crackles in the fireplace which is set against the northern wall. ~ 33 8 0 D3 ~ door~ 2 3300 3118 S #3400 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. An iron grate is to the north. ~ 34 0 1 D0 Through the solid iron bars you see the Concourse. ~ grate~ 1 3121 3129 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3406 D2 The gravel road continues southwards. ~ ~ 0 -1 3401 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 S #3401 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 34 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3400 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3407 D2 The gravel road continues southward. ~ ~ 0 -1 3402 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 S #3402 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 34 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3401 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3408 D2 The gravel road continues southward. ~ ~ 0 -1 3403 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 S #3403 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 34 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3402 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3409 D2 The gravel road continues southward to an open space before a small building. ~ ~ 0 -1 3404 D3 You can see the tombstones through the trees ~ ~ 0 -1 3450 S #3404 In front of the Chapel~ You are on an open space before a small chapel. A gravel road leads north through the graveyard and the chapel entrance is to the south. ~ 34 0 1 D0 The gravel road continues northwards. ~ ~ 0 -1 3403 D1 You can see the tombstones of the graveyard. ~ ~ 0 -1 3410 D2 The chapel door is made of dark wood. ~ door~ 1 -1 3405 S #3405 Inside the Chapel~ You are in a small, dark chapel. The dark brown glass in the tiny windows do not let much light through. A few rows of worn wooden benches stand here. ~ 34 0 1 D0 The chapel door is made of dark wood. ~ door~ 1 -1 3404 E glass windows~ The windows must be meant to be dark. At least they are completely clean. ~ E benches rows~ The benches are not of the comfortable kind. ~ S #3406 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. ~ 30 0 1 D2 You can see more of the graveyard. ~ ~ 0 -1 3407 D3 You can see the gravel road through the trees ~ ~ 0 -1 3400 E tombstone tomb~ 'Here lies dear old Fred A big rock fell on his head.' ~ S #3407 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. ~ 30 0 1 D0 You can see more of the graveyard. ~ ~ 0 -1 3406 D2 You can see more of the graveyard. ~ ~ 0 -1 3408 D3 You can see the gravel road through the trees ~ ~ 0 -1 3401 E tombstone tomb~ 'Here lies uncle Jack A big rock fell on his head.' ~ S #3408 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. You can see a large hole to the east ~ 30 0 1 D0 You can see more of the graveyard. ~ ~ 0 -1 3407 D1 You can see a large hole in the side of a hill. ~ ~ 0 -1 24760 D2 You can see more of the graveyard. ~ ~ 0 -1 3409 D3 You can see the gravel road through the trees ~ ~ 0 -1 3402 E tombstone tomb~ 'Here lies Grandpa Joe A big rock fell on his head.' ~ S #3409 The graveyard~ There are tombstones everywhere. The gravel road is to the west, and the graveyard continues to the south. ~ 30 0 1 D0 You can see more of the graveyard. ~ ~ 0 -1 3408 D2 You can see more of the graveyard. ~ ~ 0 -1 3410 D3 You can see the gravel road through the trees ~ ~ 0 -1 3403 E tombstone tomb~ 'Here lies Auntie Mae A big rock fell on her head.' ~ S #3410 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 30 0 1 D2 You can see more of the graveyard to the south ~ ~ 0 -1 3411 D3 You can see the gravel road through the trees ~ ~ 0 -1 3401 E tombstone tomb~ 'Here lies dear old Buck He died while he was starting to XXXX.' ~ S #3411 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 30 0 1 D0 You can see more of the graveyard ~ ~ 0 -1 3410 D2 You can see more of the graveyard to the south ~ ~ 0 -1 3412 D3 You can see the gravel road through the trees ~ ~ 0 -1 3402 E tombstone tomb~ 'Here lies dear old Buck He died while he was starting to XXXX.' ~ S #3412 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 30 0 1 D0 You can see more of the graveyard ~ ~ 0 -1 3411 D2 You can see more of the graveyard to the south ~ ~ 0 -1 3413 D3 You can see the gravel road through the trees ~ ~ 0 -1 3403 E tombstone tomb~ 'Here lies dear old Buck He died while he was starting to XXXX.' ~ S #3413 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 30 0 1 D0 You can see more of the graveyard ~ ~ 0 -1 3412 D3 You can see the gravel road through the trees ~ ~ 0 -1 3404 E tombstone tomb~ 'Here lies dear old Mike He was an illiterate peasant.' ~ S #3450 The graveyard~ There are tombstones everywhere. The gravel road is to the west. ~ 30 0 1 D1 You can see the gravel road through the trees ~ ~ 0 -1 3404 E tombstone tomb~ 'Here lies dear old Fred A big rock fell on his head.' ~ S #3500 The Plains~ You are on the plains, to the north you notice a small path into the hills. ~ 30 0 1 D0 ~ ~ 0 0 4000 D1 ~ door~ 1 -1 13100 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. ~ 30 0 1 D0 ~ ~ 0 0 3500 D2 ~ ~ 0 0 3502 S #3502 The Crossroad~ Four roads meet here, and a large signpost labels each of them. To the west, you can see the smoke and haze of a city. To the north is a hilly area, to the east, another hilly area that looks like it heads into the mountains, and to the south is a spooky forest. ~ 30 0 1 D0 ~ ~ 0 0 3501 D1 You see a path, winding into the eastern mountains. ~ ~ 0 0 16000 D2 You see a path, leading into the spooky forest. ~ ~ 0 0 15000 D3 ~ ~ 0 0 3503 E post signpost sign~ The sign reads : North - Moria East - The eastern mountains South - Southern Swamps West - Midgaard ~ S #3503 City Entrance~ You stand on the outskirts of a large city - Midgaard; 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. ~ 30 4 1 D1 ~ ~ 0 0 3502 D3 ~ ~ 0 0 3053 S #3700 Felix's Workshop ~ This is where Felix works on ideas for the Arena. The room has a desk and some chairs. There is very little light! There is a complete suit of black armor in the corner. ~ 9 8 0 D0 ~ Theres a black door on the northern wall. ~ 0 -1 3701 E armor~ You see a well worn suit of armor. The name Felix is imprinted on the right side of the chest. This is not a normal suit of armor! ~ S #3701 Felix's Living Area ~ This is where Felix lives, when he isnt working on the Arena or adventuring. There is a bed, desk, and a bathroom here. There is a computer on the desk with a note on it. ~ 9 8 0 D0 ~ Slab~ 2 17002 3702 D2 ~ There is a black door set in the southern wall. ~ 0 -1 3700 E computer~ You notice that this computer is old. It's a XT! Felix jacks into the CIS and Circa computers through this computer! ~ E note~ Mr. Bunny, Be back later! I love you! Mrs. Bunny ~ S #3702 Entrance to the Arena~ You see an old and deserted Arena to the north. There are ornate iron gates in front of the entrance. As to prevent something from escaping into country side. You notice that the gates have been destroyed! Torn off their hinges and smashed! You see a large new sign in front of the gates. ~ 9 12 0 D0 ~ door~ 1 -1 3703 D3 ~ ~ 0 -1 18280 E sign~ The Arena is designed by levels. Level 1 part 1 is for adventurers 1 to 5 approx. Level 1 part 2 is for adventurers 6 to 12 approx. Level 2 is for adventurers 12 to 20 approx. Level 3 is for adventurers 20 to 30 approx. Note: Numbers are in levels. I would suggest grouping especially in lower levels. Signed, The Master of the Arena, Felix ~ E gates~ You see what remains of the gates. There is a note here. Note says: Kojiro and Ripper destroyed the gates! Your Welcome.. ~ S #3703 Southern End of Arena~ You notice that the arena is mostly made up of marble and such. You see stands, where once the public viewed the battles between man and monster. The floor is made up of hard packed dirt. There are signs of blood and bones ages old all around you. ~ 9 0 0 D0 ~ ~ 0 -1 3707 D1 ~ ~ 0 -1 3705 D2 ~ door~ 1 -1 3702 D3 ~ ~ 0 -1 3704 S #3704 South Western end of Arena~ You are standing ankle deep in bones. Someone must be piling bones here. There are broken weapons and equipment scattered around in the piles of bones. You can go North or East. ~ 9 0 0 D0 ~ ~ 0 -1 3708 D1 ~ ~ 0 -1 3703 S #3705 South Eastern end of Arena~ You can better see the stands from here. The ancient skeletons of an and monsters who once fought here can be seen. You can go North or West. ~ 9 0 0 D0 ~ ~ 0 -1 3706 D3 ~ ~ 0 -1 3703 S #3706 East end of Arena~ You are standing at the eastern end of the Arena. You can tell that this place was built to last. The ever present signs of ancient battles are still present on the walls and the ground. You can go North, South, or West. ~ 9 0 0 D0 ~ ~ 0 -1 3711 D2 ~ ~ 0 -1 3705 D3 ~ ~ 0 -1 3707 S #3707 Center of the Arena~ You are in the very center of the Arena. You see stands all around you. There are more signs of violent death here. Blood and bones can be find here and there. You can go in all directions from here. ~ 9 0 0 D0 ~ ~ 0 -1 3710 D1 ~ ~ 0 -1 3706 D2 ~ ~ 0 -1 3703 D3 ~ ~ 0 -1 3708 S #3708 Western end of Arena~ You are standing at the western side of Arena. You can see alot of bones and equipment in the stands and around you on the floor. You can go North, South, or East. ~ 9 0 0 D0 ~ ~ 0 -1 3709 D1 ~ ~ 0 -1 3707 D2 ~ ~ 0 -1 3704 S #3709 North Western end of Arena~ You are in the north western corner of the Arena. This corner looks like there was a blood bath here years ago. Someone has tried to clean the walls with little success. You can go South or East. ~ 9 0 0 D1 ~ ~ 0 -1 3710 D2 ~ ~ 0 -1 3708 S #3710 Northern end of Arena~ You are at the northern end of Arena. You now notice that another section of the Arena is north through a tunnel. This area looks like someone has been trying to clean up. You see a sign on the wall. You can go in all directions. ~ 9 0 0 D0 ~ door~ 1 -1 3712 D1 ~ ~ 0 -1 3711 D2 ~ ~ 0 -1 3707 D3 ~ ~ 0 -1 3709 E sign~ WARNING!!!! Dont go North if you are under 6th level or not in a group!! WARNING!!!! ~ S #3711 North Eastern end of Arena~ You notice that this end of the Arena is not as badly damaged or worn. There are fewer bones and other items on the floor and stands. You can go South or West. ~ 9 0 0 D2 ~ ~ 0 -1 3706 D3 ~ ~ 0 -1 3710 S #3712 Tunnel between Arenas~ You have entered a stone tunnel. It's damp and cool here. There is moss growing on the walls. You can see a sign on the wall. You can go in all directions. ~ 9 13 0 D0 ~ A sturdy wooden door is set in northern wall.~ 0 -1 3715 D1 ~ ~ 0 -1 3713 D2 ~ ~ 0 -1 3710 D3 ~ ~ 0 -1 3714 E sign~ East - Fighters quarters West - Supply Room/Clerical Aid ~ S #3713 Fighters Quarters~ This was a room where fighters/Gladiators could rest between matches. There are beds, chairs, tables, and a big mat for training. This room is Big! Most of the stuff is in bad condition due to age. You can go West. ~ 9 9 0 D3 ~ ~ 0 -1 3712 D5 ~ secret~ 1 -1 3720 E mat~ You notice the mat is loose on the floor! Hmmm, theres a trap door here. ~ S #3714 Supply/Clerical Healing Room ~ This was once a supply room. There were racks that held weapons and armor. Most of the racks are now broken on the floor. You can see beds that were for the injured. The place is a mess! You can go East. ~ 9 9 0 D1 ~ ~ 0 -1 3712 S #3715 South end Advanced Arena~ You enter a smaller arena. There are stands all around you. The place is slowly being over grown with plants. There are cracks in the walls. You can go in all directions. ~ 9 0 0 D0 ~ ~ 0 -1 3716 D1 ~ ~ 0 -1 3718 D2 ~ ~ 0 -1 3712 D3 ~ ~ 0 -1 3717 S #3716 Center of Advanced Arena~ You are standing in a mini-jungle. It's hard to see the stands. You can hear noises coming from animals or is that monsters? You might need a machette to get out of here! You can go in all directions. ~ 9 0 0 D0 ~ ~ 0 -1 3721 D1 ~ ~ 0 -1 3719 D2 ~ ~ 0 -1 3715 D3 ~ ~ 0 -1 3722 S #3717 South Western end of Advanced Arena~ The grass is not as bad here. Someone has tried to mow the grass with some luck. You can see faint traces of blood of the walls. You can go East. ~ 9 0 0 D1 ~ ~ 0 -1 3715 S #3718 South Eastern end of Advanced Arena~ The lack of care is obvious. You see where a fountain above you is spilling water on to the floor. The grass is very thick here! You can go West. ~ 9 0 0 D3 ~ ~ 0 -1 3715 S #3719 Eastern end of Advanced Arena~ You are now sure you' re in a jungle! Anything can or could be hiding in here! You can just see the wall of the Arena. Plants now cover just about everything. You can go West. ~ 9 0 0 D3 ~ ~ 0 -1 3716 S #3720 Passage~ You are standing in a worked tunnel. It's cool and you can feel the dampness in your bones. The walls are made of a black material and are very smooth. It's quiet. You can tell this place hasn't been used in years. You can go North. ~ 9 8 0 D0 ~ ~ 0 -1 3725 S #3721 North End of Advanced Arena~ You see alot of plants and thick grass here. You can just make out a door in the northern wall. There are two men (?) standing in front of the door as if on guard duty. The men look very skilled and are in plate armor. They carry large battleaxes! You can go South, East, or West. ~ 9 0 0 D0 ~ Door~ 2 17002 3750 D1 ~ ~ 0 -1 3724 D2 ~ ~ 0 -1 3716 D3 ~ ~ 0 -1 3723 S #3722 Western end of Advanced Arena~ You are swimming through the grass and other plant life. You are sure, you heard a noise around here somewhere. You can go East. ~ 9 0 0 D1 ~ ~ 0 -1 3716 S #3723 North Western end Advanced Arena~ You note that the plant problem is much better here. You can actually see the marble wall! You feel better knowing monsters cant hide here so easily. Again you wonder is this a sign of a cleanup attempt? You can go East. ~ 9 0 0 D1 ~ ~ 0 -1 3721 S #3724 North Eastern end of Advanced Arena~ You swore you just saw something move! You feel the hair on the back of your neck raise. The wall is covered that much, you'll swear its made of plants and vines. You can go West. ~ 9 0 0 D3 ~ ~ 0 -1 3721 S #3725 Passage~ You are standing in a long abandoned tunnel. There are cobwebs on the walls. There's some writing on the wall. You can go South or East. ~ 9 9 0 D1 ~ ~ 0 -1 3726 D2 ~ ~ 0 -1 3720 E writing~ Thieves' Den the only place for Thieves to be! ~ S #3726 Passage~ You are in a quiet tunnel. You can hear a pin drop here. You can go North or West. ~ 9 9 0 D0 ~ ~ 0 -1 3727 D3 ~ ~ 0 -1 3725 S #3727 Passage~ You are standing in a tunnel. The walls are polished made of a black material(s)? You can see traces of animal life down here. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3728 D2 ~ ~ 0 -1 3726 S #3728 Water Spring~ You have entered a room with a natural water spring in the center of the floor. You can see water bubbling up. The water looks good enough to drink. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3729 D2 ~ ~ 0 -1 3727 S #3729 Passage~ You have come to the end of the tunnel. the end of the tunnel is rough and unworked. Maybe someone planned to continue it someday. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3728 D3 You see a rough and unworked wall. ~ secret~ 1 -1 3730 E wall~ You see a rough and unworked wall. ~ S #3730 Passage~ You have standing in a tunnel. You can see ancient traces of blood and bones. There has been a fight here. You can see the skeleton of an adventurer to one side. You can go South, East, or West. ~ 9 9 0 D1 ~ secret~ 1 -1 3729 D2 ~ ~ 0 -1 3731 D3 ~ ~ 0 -1 3732 E remains~ The skeleton is wearing chain armor. There are a few rotting bags by the skeleton. You see a rusted longsword in the skeleton's hand. ~ E skeleton~ You see the old bones of a mage on the floor. The left hand is pointing to the wall. You can see a faint message. "..ware the King Cat's Cla...." ~ S #3731 Passage~ You have come to a deadend. You can go North. ~ 9 9 0 D0 ~ ~ 0 -1 3730 S #3732 Passage~ You have entered a deserted tunnel. You can go North, East, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3735 D1 ~ ~ 0 -1 3730 D3 ~ Wall~ 0 -1 3733 S #3733 Passage~ You are standing in a tunnel. You can see tracks in the dust. You can't be sure if the tracks are of creatures or bodies being carried away. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3734 D1 ~ ~ 0 -1 3732 D3 ~ secret~ 1 -1 3738 S #3734 Passage~ You are standing in a tunnel. You hear dripping water. You can go South or East. ~ 9 9 0 D1 ~ ~ 0 -1 3735 D2 ~ ~ 0 -1 3733 S #3735 Passage~ You are in a 4 way tunnel. You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3747 D1 ~ ~ 0 -1 3736 D2 ~ ~ 0 -1 3732 D3 ~ ~ 0 -1 3734 S #3736 Passage~ You are standing in a tunnel. It's damp. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3737 D3 ~ ~ 0 -1 3735 S #3737 Passage~ You are standing in a tunnel. You see water leaking out of the wall. It's cool and damp here. You can go North or West. ~ 9 9 0 D0 ~ 1 -1 3749 D3 ~ 0 -1 3749 D3 ~ ~ 0 -1 3736 S #3738 Passage~ You have opened the the Wall to discover a passage beyond! You can see tracks in the dust. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3739 D1 ~ secret~ 1 -1 3733 S #3739 Passage~ You are standing in a tunnel. You hear few noises in the distance. You see evidence of tracks/trails in the floor. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3740 D2 ~ ~ 0 -1 3738 S #3740 Passage~ You are standing in a tunnel. There are faint tracks going south and east. You can go South or East. ~ 9 9 0 D1 ~ ~ 0 -1 3741 D2 ~ ~ 0 -1 3739 S #3741 Passage~ You are standing in a tunnel. You can hear faint noises off and on. The tracks continue north. You can go North or West. ~ 9 9 0 D0 ~ ~ 0 -1 3742 D3 ~ ~ 0 -1 3740 S #3742 Passage~ You are standing in a damp tunnel. You can hear the noises clearly now. You can see tracks going in all directions. You can go North, South, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3743 D2 ~ ~ 0 -1 3741 D3 ~ ~ 0 -1 3745 S #3743 Passage~ You are standing in a damp tunnel. There is blood on the walls. The noises are getting more frequent and getting louder. You can go South or West. ~ 9 9 0 D2 ~ ~ 0 -1 3742 D3 ~ ~ 0 -1 3744 S #3744 Passage~ You are in a tunnel. You see some bones on the floor. The noises are pretty close now. Tracks and blood traces are seen going south. You can go South or East. ~ 9 9 0 D1 ~ ~ 0 -1 3743 D2 ~ ~ 0 -1 3745 S #3745 Entrance to Lair of Cat People~ You are standing in the mouth of the lair. Someone has written CAT PEOPLE BEWARE! on the wall. You can see bones and blood on the floor. You can go North, East, and West. ~ 9 9 0 D0 ~ ~ 0 -1 3744 D1 ~ ~ 0 -1 3742 D3 ~ ~ 0 -1 3746 S #3746 Eastern End of Main Hall~ You have entered a Great Hall. The hall is used for feasts and meetings. You can see shields and odd weapons on the walls around you. There is a huge table in the center of the hall with many chairs around it. You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3768 D1 ~ ~ 0 -1 3745 D2 ~ ~ 0 -1 3762 D3 ~ ~ 0 -1 3765 S #3747 Passage~ You are standing at a T junction. You can go North, South, or East. ~ 9 9 0 D0 ~ ~ 0 -1 3752 D1 ~ ~ 0 -1 3748 D2 ~ ~ 0 -1 3735 S #3748 Passage~ You are standing in a tunnel. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3749 D3 ~ ~ 0 -1 3747 S #3749 Passage~ You hear noises coming from the north. Could a monster be there? You can go North, South, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3751 D2 ~ ~ 0 -1 3737 D3 ~ ~ 0 -1 3748 S #3750 Stair Well~ You are standing in a small square room. Its damp and cool here. You can see plants growing on the walls. There is a ladder on the northern wall. The ladder looks old but solid. You can go South or Down. ~ 9 9 0 D2 ~ Door~ 2 17002 3721 D5 ~ ~ 0 -1 3757 S #3751 WereWolves' Lair~ You have entered a room thats a MESS! It looks like a creature has made its room here. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3753 D2 ~ ~ 0 -1 3749 S #3752 Passage~ You are standing in a tunnel. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3760 D2 ~ ~ 0 -1 3747 S #3753 Passage~ You are standing in a tunnel. You can hear noises to the south. Maybe there's a creature in there! You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3754 D2 ~ ~ 0 -1 3751 S #3754 Passage~ You are standing in a tunnel. It's damp and cool here. You can go South or West. ~ 9 9 0 D2 ~ ~ 0 -1 3753 D3 ~ ~ 0 -1 3755 S #3755 Passage~ You are standing in a tunnel. You can't hear any noise. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3754 D3 ~ ~ 0 -1 3756 S #3756 Passage~ You are standing in a tunnel. Its cold and damp here. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3755 D3 ~ ~ 0 -1 3757 S #3757 Bottom of Ladder~ You are standing at the bottom of a iron ladder. You are in a small room. Doesn't look like anyone has been here in awhile! There is a sign on the wall! You can go South, East, or Up. ~ 9 9 0 D1 ~ ~ 0 -1 3756 D2 ~ ~ 0 -1 3758 D4 ~ ~ 0 -1 3750 E sign~ Welcome! The lower levels are holding areas for monsters and prisoners to be used in the arena. Enter at Your Own Risk! ~ S #3758 Passage~ You are standing in a tunnel. You hear noises to the east. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3757 D1 ~ ~ 0 -1 3759 S #3759 Passage~ You are in a tunnel. There are pools of water on the floor. You see moss growing on the walls. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3760 D3 ~ ~ 0 -1 3758 S #3760 Passage~ You are standing in a tunnel. You can go South or West. ~ 9 9 0 D2 ~ ~ 0 -1 3752 D3 ~ ~ 0 -1 3759 S #3761 West Guard Room~ You have walked in a guard room. You see racks of weapons and armor on the walls. You see beds and tables w/ chairs to either side of the room. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3765 D2 ~ ~ 0 -1 3763 S #3762 East Guard Room~ You have walked into a guard room. There are weapons on racks. You see suits of armor on the walls waiting to be used. There are beds and tables with chairs as well. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3746 D2 ~ ~ 0 -1 3764 S #3763 Throne Room~ You enter a reception/meeting hall. There is a large marble throne on a dais at the southern end. You can see seats to either side of the room. This is where The Cat King holds his court. There are weapons and suits of armor on the walls. A standard of a closed paw is above the throne. You can go North. ~ 9 9 0 D0 ~ ~ 0 -1 3761 D2 ~ secret~ 2 17002 3769 S #3764 Common Room~ You have entered the living area of most of the Cat People. There are beds, tables, chairs, and crude cabinets. There are heads of monsters and humans on the walls. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3762 D2 ~ ~ 0 -1 3766 S #3765 Western End of Main Hall~ You are standing in the west end of the main hall. The huge table ends here. There are many chairs all around. You see a statue of a cat man (?) against the western wall. You see suits of armor on stands around you. You can North, South, or East. ~ 9 9 0 D0 ~ ~ 0 -1 3767 D1 ~ ~ 0 -1 3746 D2 ~ ~ 0 -1 3761 S #3766 Supply Room/Armory~ You can entered a supply room. There are many bags and barrels everywhere. You see shelves of weapons and parts of armor. There is even a small forge here. You can go North ~ 9 9 0 D0 ~ ~ 0 -1 3764 S #3767 Kitchen~ You have entered the kitchen. There are great stoves and fireplaces all around. Great pots are bubbling on stoves. Who knows what these creatures are cooking. Pans and other cooking utensils are on racks all around you. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3765 S #3768 Slave Pen~ You have entered the living quarters of the slaves. You see crude beds on the floors. There are cells in the back of the pen. The slaves are chained to the wall. The slaves look like they are in very poor shape. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3746 S #3769 Cat King's Living Quarters~ You have entered a royal apartment. There is a great bed in the center. You see closets, dressers, and a mirror on the west wall. Everything here looks new and very crafted. You can go North. ~ 9 9 0 D0 ~ door~ 1 -1 3763 D2 ~ secret~ 1 -1 3772 S #3770 Passage~ You have standing in a tunnel. It's a deadend. You see a sign on the wall. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3771 E sign~ There are "secret" passages abound in the Arena! ~ S #3771 Passage~ You are standing in a L-shaped passage. This tunnel looks like it hasn't been used in years. There's alot of dust on the floor. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3770 D1 ~ ~ 0 -1 3772 D2 ~ secret~ 1 -1 3782 S #3772 Passage~ You are standing in a tunnel. You can go East or West. ~ 9 9 0 D0 ~ secret~ 2 17002 3769 D1 ~ ~ 0 -1 3773 D2 ~ ~ 0 -1 3775 D3 ~ ~ 0 -1 3771 S #3773 Passage~ You are standing in a tunnel. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3774 D2 ~ ~ 0 -1 3780 D3 ~ ~ 0 -1 3772 S #3774 Passage~ You are standing in a tunnel. You can go South or West. ~ 9 9 0 D2 ~ ~ 0 -1 3777 D3 ~ ~ 0 -1 3773 S #3775 Passage~ You are standing in a tunnel. You can hear faint sounds to the south. You can go North, South, or East. ~ 9 9 0 D0 ~ ~ 0 -1 3772 D1 ~ ~ 0 -1 3777 D2 ~ ~ 0 -1 3779 S #3777 Passage~ You are standing in a tunnel. You hear few sounds to the south. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3774 D2 ~ ~ 0 -1 3781 D3 ~ ~ 0 -1 3775 S #3779 Passage~ You are standing in a tunnel. You are at a T. You can hear noises to the south. You can go North, South, or East. ~ 9 9 0 D0 ~ ~ 0 -1 3775 D1 ~ ~ 0 -1 3780 D2 ~ ~ 0 -1 3798 S #3780 Passage~ You are standing in a tunnel. You can hear faint noises to the west. You can go North, East, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3773 D1 ~ ~ 0 -1 3780 D3 ~ ~ 0 -1 3779 S #3781 Passage~ You are standing in a tunnel. You can hear faint sounds coming from the west. You can go North or West. ~ 9 9 0 D0 ~ ~ 0 -1 3777 D3 ~ ~ 0 -1 3780 S #3782 Passage~ You are standing in a barren tunnel. No ones been here in a while! You can go the way you came. ~ 9 9 0 D0 ~ secret~ 1 -1 3771 D2 ~ secret~ 1 -1 3783 S #3783 Orange Knight's Room~ You are standing in a hexagonal room. You see there is a tall knight standing protectly in front of a ladder going down into the darkness. You can go North, South, or Down. ~ 9 9 0 D0 ~ secret~ 1 -1 3782 D2 ~ secret~ 1 -1 3784 S #3784 Passage~ You have come to a deadend. The passage looks like it has collapsed. You can go South. ~ 9 9 0 D0 ~ secret~ 1 -1 3783 D2 ~ ~ 0 -1 3785 S #3785 Passage~ You are standing in a tunnel. You see faint tracks. You can not tell where the tracks are leading. You can go North or West. ~ 9 9 0 D0 ~ ~ 0 -1 3784 D3 ~ ~ 0 -1 3786 S #3786 Passage~ You are standing in a tunnel. It's pretty quiet here. You can go South or East. ~ 9 9 0 D1 ~ ~ 0 -1 3785 D2 ~ ~ 0 -1 3787 S #3787 Entrance to Thieves' Den~ You are standing in room. There are some dark clothed people you see standing in the shadows. You can just make them out. You can go North, South, or East. ~ 9 9 0 D0 ~ ~ 0 -1 3786 D1 ~ ~ 0 -1 3788 D2 ~ ~ 0 -1 3790 S #3788 Kitchen~ You have entered the Kitchen. It's fairly clean and organized. There a few pots on a stove. You can smell coffee in the air. You can go South, East, or West. ~ 9 9 0 D1 ~ ~ 0 -1 3789 D2 ~ ~ 0 -1 3791 D3 ~ ~ 0 -1 3787 S #3789 Sleeping Quarters~ You are in the sleeping quarters of the thieves. There are beds, closets, and dressers against the walls. You can go South or West. ~ 9 9 0 D2 ~ ~ 0 -1 3792 D3 ~ ~ 0 -1 3788 S #3790 Master Thieves' Sleeping Quarters~ You have entered another sleeping room. There are few beds here. Everything looks to be of higher quality than other sleeping room. Place looks cleaner as well. You can go North, South, or East. ~ 9 9 0 D0 ~ ~ 0 -1 3787 D1 ~ ~ 0 -1 3791 D2 ~ ~ 0 -1 3793 S #3791 Meeting Hall~ You are standing in the hall. You see a large table with alot of chairs around it. There are daggers and short swords on the wall. You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3788 D1 ~ ~ 0 -1 3792 D2 ~ ~ 0 -1 3794 D3 ~ ~ 0 -1 3790 S #3792 Practice Room~ You have entered a weird room. There are many doors without walls, dummies that are clothed, and pits around the room. You see thieves working on improving themselves. You can go North, South, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3789 D2 ~ ~ 0 -1 3795 D3 ~ ~ 0 -1 3791 S #3793 Loot Room~ You are standing in the treasure room of the thieves. You see chests, bags, coffers, and loose coins everywhere. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3790 D1 ~ ~ 0 -1 3794 S #3794 Weapons and Armor Room~ You are standing in the room where weapons and armor is made and stored. You can see raw materials for various weapons and armor in bins against the walls. There is a small forge here as well. You can go North, East, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3791 D1 ~ ~ 0 -1 3795 D3 ~ ~ 0 -1 3793 S #3795 Entrance to the Thieves' Den~ You are standing in the entrance. You can see a table with chairs around it. Four thieves are here relaxing and drink beer. You can go North, South, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3792 D2 ~ ~ 0 -1 3796 D3 ~ ~ 0 -1 3794 S #3796 Passage~ You are standing in a tunnel. You hear laughter ahead. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3795 D1 ~ ~ 0 -1 3797 S #3797 Passage~ You are standing in a tunnel. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3821 D3 ~ ~ 0 -1 3796 S #3798 Guard Room~ You have entered a guard room. You can see a few crude beds and a table with some chairs. This place isn't the cleanest. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3779 D1 ~ ~ 0 -1 3802 S #3799 Vistor's Quarters~ You have entered a room with some beds and dressers. There is a closet or two against the walls. It's cleaner here. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3802 S #3800 Kitchens of the Ogres~ You have entered a huge kitchen. There are pots and pans everywhere! Big pots are cooking on the stoves. God knows whats in them! If you aren't careful, it might be you! You can South. ~ 9 9 0 D2 ~ ~ 0 -1 3803 S #3801 Slave Quarters~ You have entered the slaves quarters. There is hay on the floor. There are chains attached to the walls. This place is full of poor slaves of many races. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3804 S #3802 Western End of Ogre's Main Hall~ You have entered a feast hall. There is a large table with many chairs around it. There is food and bones still on the table. The chairs are in a mess. The place needs a janitor! There's not much on the walls except food! You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3799 D1 ~ ~ 0 -1 3803 D2 ~ ~ 0 -1 3807 D3 ~ ~ 0 -1 3798 S #3803 Eastern End of Ogre's Main Hall~ You are in main hall. The great table ends here. The place is really a MESS! But ogre's aren't known for cleanliness. The smell is bad here. Food is everywhere but on the plates. You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3800 D1 ~ ~ 0 -1 3804 D2 ~ ~ 0 -1 3808 D3 ~ ~ 0 -1 3802 S #3804 Guard Room~ You have entered a guard room. You see cots next to the wall. There is a table in the center of the room. There's guards playing a game at the table. You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3801 D1 ~ ~ 0 -1 3805 D2 ~ ~ 0 -1 3809 D3 ~ ~ 0 -1 3803 S #3805 King Ogre's Room~ You have entered a ROYAL mess! The place is cleaner, but is totally unorganized. There is a place for a sword and shield on the wall. There is a chest in one corner. You can go West. ~ 9 9 0 D1 ~ secret~ 1 -1 3806 D2 ~ ~ 0 -1 3810 D3 ~ ~ 0 -1 3804 S #3806 Passage~ You are standing in a tunnel. You have come to a deadend. You can go South. ~ 9 9 0 D2 ~ ~ 0 -1 3811 D3 ~ secret~ 1 -1 3805 S #3807 Common Area~ You have entered the living quarters of most of the Ogres. There are mounds of clothes, hay, dirt, and who knows what all around. The room is in bad shape. You can go North. ~ 9 9 0 D0 ~ ~ 0 -1 3802 S #3808 Armory/Storage Room~ You have entered a room full of items. There are foodstuffs, armor, weapons , barrels, and boxes all over the room. Only the Gods could inventory this room! If you look long enough you might find it here! You can go North. ~ 9 9 0 D0 ~ ~ 0 -1 3803 S #3809 Trash Room~ You have entered a room full of trash! There are many piles of trash all around the room. It stinks! You can go North. ~ 9 9 0 D0 ~ ~ 0 -1 3804 S #3810 Ogres' Treasure Room~ You have entered a treasure room. There are bags and some chests thrown around the room. Yeah, It's a mess! You can go North. ~ 9 9 0 D0 ~ ~ 0 -1 3805 S #3811 Passage~ You are standing in a tunnel. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3806 D2 ~ ~ 0 -1 3815 S #3815 Passage~ You are standing in a tunnel. You can go North or South. ~ 9 9 0 D0 ~ ~ 0 -1 3811 D2 ~ ~ 0 -1 3820 S #3816 Passage~ You are standing in a tunnel. You can hear faint noise(s)? You can go South or East. ~ 9 9 0 D1 ~ ~ 0 -1 3817 D2 ~ ~ 0 -1 3821 S #3817 Passage~ You are standing in a tunnel. Faint echoes can be heard. You cant be sure in which direction. You can go South, East, or West. ~ 9 9 0 D1 ~ ~ 0 -1 3818 D2 ~ ~ 0 -1 3822 D3 ~ ~ 0 -1 3816 S #3818 Passage~ You are standing in a tunnel. Is that a sound you heard? You can't be sure. You can go South, East, or West. ~ 9 9 0 D1 ~ ~ 0 -1 3819 D2 ~ ~ 0 -1 3823 D3 ~ ~ 0 -1 3817 S #3819 Passage~ You are standing in a tunnel. You can go East or West. ~ 9 9 0 D1 ~ ~ 0 -1 3820 D3 ~ ~ 0 -1 3818 S #3820 Passage~ You are standing in a tunnel. You are in a L-shaped tunnel. You can go North or West. ~ 9 9 0 D0 ~ ~ 0 -1 3815 D3 ~ ~ 0 -1 3819 S #3821 Passage~ You are standing in a tunnel. Faint sounds can just be heard. You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3816 D1 ~ ~ 0 -1 3822 D2 ~ ~ 0 -1 3824 D3 ~ ~ 0 -1 3797 S #3822 Minotaur's Lair~ You have entered the lair of the Minotaur. You see bones of past adventurers in one corner of the room. You see a crude bed in another corner. This room smells awful! You can go in all directions. ~ 9 9 0 D0 ~ ~ 0 -1 3817 D1 ~ ~ 0 -1 3823 D2 ~ ~ 0 -1 3825 D3 ~ ~ 0 -1 3821 S #3823 Passage~ You are standing in a tunnel. Sounds continue to be faintly heard. You can go North, South, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3818 D2 ~ ~ 0 -1 3826 D3 ~ ~ 0 -1 3822 S #3824 Passage~ You are standing in a tunnel. You swear noises can be heard coming from all around you. You can go North or East. ~ 9 9 0 D0 ~ ~ 0 -1 3821 D1 ~ ~ 0 -1 3825 S #3825 Passage~ You are standing in a tunnel. Noises echo off the walls! Where's it coming from? You can North, East, or West. ~ 9 9 0 D0 ~ ~ 0 -1 3822 D1 ~ ~ 0 -1 3826 D3 ~ ~ 0 -1 3824 S #3826 Passage~ You are standing in a tunnel. You can hear sound(s)? off in the distance. You can go North or West. ~ 9 9 0 D0 ~ ~ 0 -1 3823 D3 ~ ~ 0 -1 3825 S #3827 Steve's room~ There isn't much here ~ 0 0 0 S #3900 Front Porch of the DanjerHaus~ You are on the front porch of the DanjerHaus. The entire house is made of brick and it has a rusting metal roof with a few chimneys sticking out. The vegetation seems a bit unkempt for a house in the noble district, but the residents obviously are above catering to the needs of their neighbors. Diamond Street is south of here. The wooden front door to the north leads into the living room. ~ 14 4 1 D0 ~ door north front ~ 2 3950 3901 D2 ~ ~ 0 -1 3136 E vegetation shrubbery plants~ It looks like the residents have not done any yardwork in a LONG time. There are numerous beer bottles from uncounted parties hidden in the bushes and tall grass. Venturing off the sidewalk would prove an adventure in itself. ~ S #3901 DanjerHaus living room~ This is the living room of the DanjerHaus. There are windows in most of the south wall giving you a nice view of the overgrown shrubbery and the street. There is a brick fireplace in the center of the north wall. Furniture is almost nonexistent, but there is quite a bit of musical equipment scattered about. To the east, through a glass-paned door, you can see a screened-in brick porch. The door leading to the front porch is in the west corner of the south wall. A comfortable TV room is to the west and a door to the hallway is in the west end of the north wall. ~ 14 8 0 D0 ~ door north hall hallway ~ 1 -1 3906 D1 ~ door east glass porch ~ 1 -1 3902 D2 ~ door south front ~ 2 3950 3900 D3 ~ door west glass tv ~ 1 -1 3903 E band equipment amp drums bass keyboard ~ It looks like a band practices in this room. There's a drum set in one corner, a bass amp in another, a keyboard near the fireplace and a few microphone stands scattered randomly with a couple of exotic percussion instruments on a crate. ~ E fireplace~ This fireplace used to keep the living room warm before central heating was installed. Unlike the other two (former) fireplaces in this house, this one could still warm the house. ~ E floor~ The formerly beautiful hardwood floors are a bit scuffed from the numerous parties. ~ S #3902 East porch of the DanjerHaus~ This is a very comfortable place to relax on a warm summer day. The porch is made mostly of brick with a ceiling fan in the middle of wood roof. The porch is screened beginning about 2' off the floor and ending at the ceiling. You can see Diamond Street south through the screens. There are a few couches along the walls and some chairs facing the couches. Maybe you should have a nap? Through the glass paned door to the west is the living room. Through a screen door to the north is an overgrown, narrow side yard. ~ 14 8 0 D0 ~ door screen north ~ 1 -1 3909 D3 ~ door west glass livingroom ~ 1 -1 3901 E fan~ This ceiling fan was installed rather well by a former resident. It helps keep the porch cool in the summer. ~~ E couch couches chairs chair lamp~ There are two couches along the west wall and several chairs scattered to form a sitting circle. There is a lamp on a table. It seems to have a red light bulb?! ~ S #3903 TV room~ This room has several comfortable couches on all but the north walls and potted plants all around. There is a TV in the center of the north end of the room with two old VCRs stacked on top of it. There are several bizzare wall hangings including "native" masks and a guitar. There are windows in the south and west walls looking out over Diamond Street and the driveway respectively. To the east is the living room and a door in the north wall leads to the kitchen. ~ 14 8 0 D0 ~ door north kitchen ~ 1 -1 3904 D1 ~ door east glass livingroom ~ 1 -1 3901 E TV vcr~ This is a fairly small TV with two VCRs stacked on top of it. You try to turn it on, but it seems this reality doesn't support electricity. ~ E hangings hanging painting ~ One of the curtains is actually a rug or towel or something depicting a herd of camels equipped in very regal style. There are some pictures of native huts from Africa. ~ E masks mask~ These are bizzare face masks. You can't tell if they're genuine native masks or fake tourist masks. They have bright colors and funky facial expressions. If you were an evil spirit you'd be scared too. ~ E guitar~ It's a small guitar hanging from a nail on the wall. It seems to be in tune. ~ S #3904 Kitchen of the DanjerHaus~ This room, like many kitchens, has linoleum floor. There is a closet in the east wall that used to have a fireplace, but now contains the hot water heater and the air conditioning equipment. A pantry is in the east wall as well. There are cabinets on the south wall, a sink on the west end, and a green and a brown refrigerator on the north and west walls respectively. Through a door to the south is the TV room. Two doors in the north end of the east and west walls lead to the hallway and the west porch respectively. ~ 14 8 0 D1 ~ door east hall hallway ~ 1 -1 3906 D2 ~ door south tvroom ~ 1 -1 3903 D3 ~ door west porch ~ 2 3950 3905 S #3905 West porch of the DanjerHaus~ This porch has a wooden floor, brick walls and screened windows. There are a few disconnected laundry appliances and HUGE garbage cans full of empty beer bottles and cans. There is also a bowl of cat food and a bowl of water for the kittens Little Guy and Runt. There is a heavy wooden door to the east that leads into the kitchen. Through a screen door to the west is a garage. ~ 14 8 0 D1 ~ door east kitchen ~ 2 3950 3904 D3 ~ door screen west ~ 1 -1 3911 E bottles cans garbage ~ It seems that all the bottles and cans that are generated at the parties make their way out here. There are several garbage cans filled to the brim with bottles and cans of sorted glass and tin. ~ E bowls~ There is a bowl of water and a bowl of food here. It probably belongs to the kittens since Big Guy would need more food than this. ~ E appliances washer dryer ~ There is a pair of disconnected laundry appliances here. Evidently the residents plan to do away with trips to the laundromat eventually. ~ S #3906 South end of hallway~ This is the central hallway of the house. It extends north for the remainder of the house with bedrooms on either side. Through a door to the south is the living room. Through a door to the west is the kitchen. ~ 14 8 0 D0 ~ ~ 0 -1 3907 D2 ~ door south livingroom ~ 1 -1 3901 D3 ~ door west kitchen ~ 1 -1 3904 S #3907 Central hallway~ This is the central hallway of the house. Where there once was a fireplace there now is an alcove with a table and a telephone with a chalkboard above it. To the west is Hammor's bedroom. To the west is another bedroom. The hall ends to the south where it leads to the social areas. ~ 14 8 0 D0 ~ door north~ 1 -1 3941 D2 ~ ~ 0 -1 3906 D3 ~ door west Hammor ~ 2 -1 3908 E phone~ You pick up the phone, but there's no dial tone. The residents are probably still waiting for it to be invented. ~ S #3908 Hammor's bedroom~ This room is EXTREMELY messy. There is laundry piled in a number of corners and spilling out of the closet. Every horizontal surface, including the floor, is covered by something. Books, printouts, and clothes are scattered around the room haphazardly. There is a messy bed in the middle of the room and a couch and chair for visitors, although they would have to remove a few layers of junk to sit down. There is a rather small stereo system in the closet with a small collection of CDs. ~ 14 0 0 D1 ~ door east hallway ~ 2 -1 3907 S #3909 Side yard~ You are in the side yard of the DanjerHaus. The house is to the west and the brick porch is to the south. There is a line of tall trees to the east with 8' shrubs screening out the view of other houses. There is a clearing to the north that must be the back yard. This place is completely overgrown with shrubs, vines and weeds and there are only faint trails leading north to the back yard, south to the porch and east around the porch. ~ 14 0 0 D0 ~ ~ 0 -1 3910 D1 ~ ~ 0 -1 3900 D2 ~ door screen south ~ 1 -1 3902 S #3910 Back yard~ You are in the back yard of the DanjerHaus. It is a large clearing in the middle of the rampant shrubbery that surrounds the brick structure. The house is to the south while on all other sides you are surrounded by tall trees with thick shrubs between them. There is a garage to the southwest and a 6' fence to the west behind the trees. There is a door into the house to the south, but it's locked. There is also a trail to the east leading to the side yard and a trail to the west leading to the garage. ~ 14 0 0 D1 ~ ~ 0 -1 3909 D3 ~ ~ 0 -1 3911 S #3911 DanjerGarage~ You are in the garage of the DanjerHaus. What a dangerous place it is too. There are tools scattered all over the place and a mostly disassembled VW van on the west half of the concrete slab. The ceiling over the concrete slab is aluminum, supported by poles. The garage proper is closed and contains lots of furniture and probably poisonous spiders. The house is to the east and a wooden fence blocks any movement west. A wide path leads north to the back yard. There is a lane between parked cars south of here that leads to the front yard. To the east is a brick porch with garbage cans and laundry appliances. ~ 14 0 0 D0 ~ ~ 0 -1 3910 D1 ~ door screen east ~ 1 -1 3905 D2 ~ ~ 0 -1 3900 S #3940 Andy's Imports~ This is an English-style pub, selling food and beer. Andy has all the wimpy American beers for the peasants, as well as fine imports and locally brewed beers for the connoisseurs. There are numerous mirrors on the wall advertising the various beers for sale. There is a menu on the bar listing the available viands and beverages for sale. ~ 14 0 0 D1 ~ door east~ 1 3952 3131 E menu~ Beers are listed on the mirrors. The food purchasable here includes Italian Sub Grilled Cheese Sandwich Cajun Sausage ~ E mirrors mirror~ The mirrors advertise Budweiser, Coors, Michelob, Guinness Stout, Pilsner Urquell, Sierra Nevada Pale Ale, and through the window behind the bar you can see a mini-brewery where Andy brews his own beer for sale in the pub. ~ S #3941 Eric's Lair~ This is the lair of Eric the roommate. He has a waterbed in the far corner, a couch along one wall and a bookcase filled with science fiction and technical reference manuals on another wall. There is a stereo near the bed and an old terminal on a table. There are bowls filled with cat food and water beneath the stereo. This must be where Big Guy gets his food. ~ 14 0 0 D2 ~ door south~ 1 -1 3907 E terminal computer~ It is an ancient CIT-101 connected to the phone lines with a 9600 baud modem. Because of this wonderful device Eric never has to leave the DanjerHaus. He can hack from home. ~ S #4000 The hills~ You are on a path leading north, small hills surrounds you. You feel the forces of evil approach you from the north. ~ 40 4 4 D0 ~ ~ 0 0 4001 D2 ~ ~ 0 0 3500 S #4001 The hills~ You are on a small path leading north, dark threatening hills surrounds you to almost all sides. There is a path to the west, leading towards a mysterious castle. ~ 40 4 4 D0 ~ ~ 0 0 4002 D2 ~ ~ 0 0 4000 D3 ~ ~ 0 -1 19200 D4 door~ ~ 1 0 6698 S #4002 End of the path~ The path stops here, to the north is a single mountain and around you are some threatening hills. There is a dark cave to the north. You see a large sign on the mountain. ~ 40 4 4 D0 ~ ~ 0 0 4010 D2 ~ ~ 0 0 4001 E sign~ The sign says: *********************************************************************** * * * ******************************************************************* * * * * * * * The Mines of Moria * * * * * * * * Enter at your own risk. * * * * * * * * Welcome to the mines of Moria.. At present there are only * * * * 3 levels. Later the plan is to build 20... * * * * * * * * Are you below level 3 Don't enter.. * * * * Are you below level 8 Don't enter alone.. * * * * * * * ******************************************************************* * * * *********************************************************************** ~ S #4010 The cave~ You are in a cave, to the south you sense fresh air. To the north a small tunnel continues into the mountain. ~ 40 9 2 D0 ~ ~ 0 0 4011 D2 ~ ~ 0 0 4002 S #4011 The tunnel~ You force your way through a small tunnel, to you south you sense a little fresh air, and to the north the tunnel continues. ~ 40 9 3 D0 ~ ~ 0 0 4014 D2 ~ ~ 0 0 4010 S #4012 The tunnel~ You are in a small tunnel, to the north there is a cave. The tunnel continues to the east. ~ 40 9 3 D0 ~ ~ 0 0 4016 D1 ~ ~ 0 0 4013 S #4013 The tunnel~ You are in a small tunnel leading east-west. The floor is covered by dust. ~ 40 9 3 D1 ~ ~ 0 0 4014 D3 ~ ~ 0 0 4012 S #4014 The tunnel~ You are in a tunnel, the tunnel continues to the south and to the west, to the north there is a cave. ~ 40 9 3 D0 ~ ~ 0 0 4018 D2 ~ ~ 0 0 4011 D3 ~ ~ 0 0 4013 S #4015 The tunnel~ You are in a small tunnel, the tunnel continues west. ~ 40 9 3 D0 ~ ~ 0 0 4019 D3 ~ ~ 0 0 4014 S #4016 The large cave~ You are in a large cave, the cave continues east and west, to the south you notice a small tunnel. ~ 40 9 2 D1 ~ ~ 0 0 4017 D2 ~ ~ 0 0 4012 D3 ~ ~ 0 0 4023 S #4017 The large cave~ You are in the east end of the large cave. ~ 40 9 2 D3 ~ ~ 0 0 4016 S #4018 The cave~ You are in the south end of a cave, to the south you see a tunnel. You notice a large pile of bones in the corner. ~ 40 9 2 D0 ~ ~ 0 0 4025 D2 ~ ~ 0 0 4014 E pile bones~ Well you better watch out - some of the bones are human ! ~ S #4019 The tunnel~ You are in a north-south leading tunnel. ~ 40 9 3 D0 ~ ~ 0 0 4026 D2 ~ ~ 0 0 4015 S #4020 The hole~ You are by a hole in the floor, you can leave down, or north. ~ 40 13 3 D0 ~ ~ 0 0 4027 D5 ~ ~ 0 0 4064 S #4021 The hole~ You are by a hole in the floor, exits are down or east. ~ 40 13 3 D1 ~ ~ 0 0 4022 D5 ~ ~ 0 0 4115 S #4022 The damp tunnel~ You are in a damp tunnel, your clothes feel wet. The tunnel continues to the north, to the west you see a hole in the floor and to the east there is a large cave. ~ 40 9 3 D0 ~ ~ 0 0 4024 D1 ~ ~ 0 0 4023 D3 ~ ~ 0 0 4021 S #4023 The large cave~ You are in the western part of the large cave, to the west you see a damp tunnel. ~ 40 9 2 D1 ~ ~ 0 0 4016 D3 ~ ~ 0 0 4022 S #4024 The damp tunnel~ You are in a damp tunnel, that leads west. ~ 40 9 3 D2 ~ ~ 0 0 4022 D3 ~ ~ 0 0 4059 S #4025 The cave~ You are in the north end of a cave. To the east you see some tunnels which leads in many directions. ~ 40 9 2 D1 ~ ~ 0 0 4026 D2 ~ ~ 0 0 4018 S #4026 The many tunnels~ You are in a tunnel, that leads of in all directions. ~ 40 9 3 D0 ~ ~ 0 0 4028 D1 ~ ~ 0 0 4027 D2 ~ ~ 0 0 4019 D3 ~ ~ 0 0 4025 S #4027 The tunnel~ You are in a north-south leading tunnel, you also notice a tunnel to the west. From the north you sense the fresh air! ~ 40 9 3 D0 ~ ~ 0 0 4029 D2 ~ ~ 0 0 4020 D3 ~ ~ 0 0 4026 S #4028 The smelly tunnel~ You are in a north-south leading tunnel, you see a small light to the north. You notice a strange smell from the north.. ~ 40 9 3 D0 ~ ~ 0 0 4030 D2 ~ ~ 0 0 4026 S #4029 The cave~ You are in a cave that is filled with fresh air, you sense the wind blowing from the north. To the south you see a small tunnel continue into the mountain. ~ 40 9 2 D0 ~ ~ 0 0 4031 D2 ~ ~ 0 0 4027 S #4030 The light cave~ You are in a light cave, through a hole large above you, you see the sky. A small tunnel to the south is the only way out. You notice the source of the strange smell, all around you there is corpses from several monsters. ~ 40 0 2 D2 ~ ~ 0 0 4028 E corpse corpses~ IT STINKS! ~ S #4031 The valley~ You are in a small valley, surrounded by hills and a mountain to the south. In the mountain there is a cave. To the north, a path stretches into the hills. ~ 40 0 2 D0 You can see the path through the hills. To the far north, you can make out some smoke. ~ ~ 0 -1 9000 D2 ~ ~ 0 0 4029 E cave~ Well it doesn't look nice, but it's the only way out.. ~ S #4050 The tunnel~ You are in a tunnel, which turns here. The tunnel continues to the east and the south. ~ 40 9 3 D1 ~ ~ 0 0 4051 D2 ~ ~ 0 0 4053 S #4051 The tunnel~ You are in an east-west leading tunnel. The tunnel is very narrow here. ~ 40 9 3 D1 ~ ~ 0 0 4052 D3 ~ ~ 0 0 4050 S #4052 The tunnel~ You are in an east-west leading tunnel. ~ 40 9 3 D1 ~ ~ 0 0 4100 D3 ~ ~ 0 0 4051 S #4053 The tunnel~ You are at a turn, the tunnel continues north and east. ~ 40 9 3 D0 ~ ~ 0 0 4050 D1 ~ ~ 0 0 4054 S #4054 The light cave~ You are in a cave, to south from you there is a large fire that lights the entire cave, to the east and west tunnels leads off. ~ 40 8 2 D1 ~ ~ 0 0 4055 D2 ~ ~ 0 0 4056 D3 ~ ~ 0 0 4053 S #4055 The maze~ You are in a maze of small damp tunnels. Only exit is west to a light cave. ~ 40 9 3 D3 ~ ~ 0 0 4054 S #4056 The light cave~ You are in a light cave, a large fire in front of you lights the room. The cave continues to the north and south. ~ 40 8 2 D0 ~ ~ 0 0 4054 D2 ~ ~ 0 0 4061 E fire~ Well, errh - It looks somehow quite warm..! ~ S #4057 The maze~ You are in a maze of small damp tunnels. Exits leads both north and south. ~ 40 9 3 D0 ~ ~ 0 0 4055 D2 ~ ~ 0 0 4062 S #4058 The maze~ You are in a maze of small damp tunnels. Exits leads west and south. ~ 40 9 3 D2 ~ ~ 0 0 4063 D3 ~ ~ 0 0 4057 S #4059 The tunnel~ You are in a tunnel, only exit is to the east. You sense that the tunnel leads slightly down. ~ 40 13 3 D1 ~ ~ 0 0 4060 S #4060 The tunnel~ You are in a small tunnel, to the west the tunnel continues and to the east you see some light. ~ 40 9 3 D1 ~ ~ 0 0 4061 D3 ~ ~ 0 0 4059 S #4061 The light cave~ You are in the south end of a light cave, tunnels leads of to the south and west. ~ 40 8 2 D0 ~ ~ 0 0 4056 D2 ~ ~ 0 0 4065 D3 ~ ~ 0 0 4060 S #4062 The maze~ You are in a maze of small damp tunnels. Exits leads east and west. ~ 40 9 3 D1 ~ ~ 0 0 4063 D3 ~ ~ 0 0 4061 S #4063 The maze~ You are in a maze of small damp tunnels. Exits leads north and east. ~ 40 9 3 D0 ~ ~ 0 0 4054 D1 ~ ~ 0 0 4064 S #4064 The tunnel~ You are in a tunnel, only exit is west - Only exit, well there is also a hole in the ceiling. ~ 40 9 3 D3 ~ ~ 0 0 4063 D4 ~ ~ 0 0 4020 S #4065 The maze~ You are in a maze of small damp tunnels. The tunnel continues east. To the north there is a light cave. ~ 40 9 3 D0 ~ ~ 0 0 4061 D1 ~ ~ 0 0 4066 S #4066 The maze~ You are in a maze of small damp tunnels. Exits leads east and north. To the south is a large cave. ~ 40 9 3 D0 ~ ~ 0 0 4062 D1 ~ ~ 0 0 4067 D2 ~ ~ 0 0 4069 S #4067 The maze~ You are in a maze of small damp tunnels. Exits leads west and north. ~ 40 9 3 D0 ~ ~ 0 0 4063 D3 ~ ~ 0 0 4066 S #4068 The large cave~ You are in the northwest end of a large cave. ~ 40 9 2 D1 ~ ~ 0 0 4069 D2 ~ ~ 0 0 4070 S #4069 The large cave~ You are in the northeast end of a large cave. To the north the is a small damp tunnel. ~ 40 9 2 D0 ~ ~ 0 0 4066 D2 ~ ~ 0 0 4071 D3 ~ ~ 0 0 4068 S #4070 The large cave~ You are in the southwest end of a large cave. ~ 40 9 2 D0 ~ ~ 0 0 4068 D1 ~ ~ 0 0 4071 S #4071 The large cave~ You are in the southeast end of a large cave. To the east you notice a small tunnel. ~ 40 9 2 D0 ~ ~ 0 0 4069 D1 ~ ~ 0 0 4072 D3 ~ ~ 0 0 4070 S #4072 The tunnel~ You are in a narrow tunnel, which leads both to the east and the south. There is also an exit towards the west, where you see a large cave. ~ 40 9 3 D1 ~ ~ 0 0 4073 D2 ~ ~ 0 0 4074 D3 ~ ~ 0 0 4071 S #4073 End of tunnel~ The tunnel stops here. There is no other exits than the one you came from. ~ 40 9 3 D3 ~ ~ 0 0 4072 S #4074 The hole~ You are at a small hole in the floor, you can either leave north or try your luck and leave down into the unknown! ~ 40 9 3 D0 ~ ~ 0 0 4072 D5 ~ ~ 0 0 -1 S #4100 The tunnel~ Suddenly you feel that the tunnel leads slightly down.. The only exit is to the west, and it leads down.. ~ 41 13 3 D3 ~ ~ 0 0 4101 S #4101 The long tunnel~ You are in a long east-west leading tunnel. The tunnel is quite wide at this point. ~ 41 9 3 D1 ~ ~ 0 0 4100 D3 ~ ~ 0 0 4102 S #4102 The long tunnel~ You are in a long east-west leading tunnel. The tunnel becomes narrow to the west. ~ 41 9 3 D1 ~ ~ 0 0 4101 D3 ~ ~ 0 0 4103 S #4103 The long tunnel~ You are in a long east-west leading tunnel. The tunnel is quite narrow at this point. You notice a small hole leading south. ~ 41 9 3 D1 ~ ~ 0 0 4102 D2 ~ ~ 0 0 4106 D3 ~ ~ 0 0 4104 S #4104 The long tunnel~ You are in a long east-west leading tunnel. The tunnel starts sloping down towards the west. ~ 41 9 3 D1 ~ ~ 0 0 4103 D3 ~ ~ 0 0 -1 S #4105 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south and west. ~ 41 8 1 D2 ~ ~ 0 0 4108 D3 ~ ~ 0 0 4106 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4106 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south and east, to the north i a narrow tunnel. ~ 41 8 1 D0 ~ ~ 0 0 4103 D1 ~ ~ 0 0 4105 D2 ~ ~ 0 0 4109 E light gold golden~ It looks good, but as you look closely you realize that it has no value. ~ S #4107 The passage~ You are in a small passage, it leads south, to the west is a golden cave. ~ 41 9 3 D2 ~ ~ 0 0 4113 D3 ~ ~ 0 0 4108 S #4108 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the north and west, east from you there is a small passage. ~ 41 8 1 D0 ~ ~ 0 0 4105 D1 ~ ~ 0 0 4107 D3 ~ ~ 0 0 4109 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4109 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south, east and north. ~ 41 8 1 D0 ~ ~ 0 0 4106 D1 ~ ~ 0 0 4108 D2 ~ ~ 0 0 4114 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4110 The hole~ You are standing by a large hole in the floor, when you looks down into the darkness you feel frightened. ~ 41 77 3 D3 ~ ~ 0 0 4111 D5 ~ ~ 0 0 -1 S #4111 The tunnel~ You are in a small tunnel, it leads from east to the west. ~ 41 9 3 D1 ~ ~ 0 0 4110 D3 ~ ~ 0 0 4112 S #4112 The tunnel~ You are in a larger tunnel, it leads from west to east. ~ 41 9 3 D1 ~ ~ 0 0 4111 D3 ~ ~ 0 0 4113 S #4113 The passage~ You are in a passage that leads towards the south. To the east you see a tunnel. ~ 41 9 3 D0 ~ ~ 0 0 4107 D1 ~ ~ 0 0 4112 D2 ~ ~ 0 0 4116 S #4114 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the north, to the west you see a dark passage. ~ 41 8 1 D0 ~ ~ 0 0 4109 D3 ~ ~ 0 0 4115 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4115 The dark passage.~ You are in a dark passage, that leads east. In the ceiling you notice a small hole, just big enough to pass through. ~ 41 9 3 D1 ~ ~ 0 0 4114 D4 ~ ~ 0 0 4021 S #4116 The passage~ You are in a passage that leads north-south. You notice a small light to the south. ~ 41 9 3 D0 ~ ~ 0 0 4113 D2 ~ ~ 0 0 4120 E light~ Well you can't see where it comes from.. ~ S #4117 The secret tunnel~ You are in a secret tunnel that leads north, to the south you see a small chamber. ~ 41 9 3 D0 ~ ~ 0 0 4114 D2 ~ ~ 0 0 4122 S #4118 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the west and south. To the north a small hole leads to a tunnel. ~ 41 8 1 D0 ~ ~ 0 0 4111 D2 ~ ~ 0 0 4123 D3 ~ ~ 0 0 4119 S #4119 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the east and south. ~ 41 8 1 D1 ~ ~ 0 0 4118 D2 ~ ~ 0 0 4124 D3 ~ ~ 0 0 4121 S #4120 The passage~ You are in a north-south leading passage. To the south you see light. ~ 40 9 3 D0 ~ ~ 0 0 4116 D2 ~ ~ 0 0 4125 E light~ It nearly is enough to light the passage. ~ S #4121 The secret tunnel~ You are in a secret tunnel that leads west, you feel evilness approaching you as you continue west. ~ 40 9 3 D3 ~ ~ 0 0 4122 S #4122 The secret chamber~ You are in a secret chamber, the room is filled with an evil feeling. ~ 40 9 3 D0 ~ ~ 0 0 4117 S #4123 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the north and west. ~ 41 8 1 D0 ~ ~ 0 0 4118 D3 ~ ~ 0 0 4124 S #4124 The cave~ You are in a light cave, from torches several feet above your head fire lights the room. The cave continues to the east and north. To the west a passage leads north. ~ 41 8 1 D0 ~ ~ 0 0 4119 D1 ~ ~ 0 0 4123 D3 ~ ~ 0 0 4125 S #4125 The passage~ You are in a passage, to the east you see a cave. Light from the cave lights up the passage. To the north the passage leads into the darkness.. ~ 40 8 3 D0 ~ ~ 0 0 4120 D1 ~ ~ 0 0 4124 S #5000 River of Lost Souls~ To the west, you can see a blue shimmering light. To the east, you can see a dark tunnel. The north and south are blocked by tall mountains. ~ 50 9 7 15 1 D1 ~ ~ 0 -1 5001 D3 ~ ~ 0 -1 13643 E blue shimmering light~ The light shimmers and dances before your eyes. It seems magical in some way! ~ S #5001 River of Lost Souls~ You encounter some rapids as you enter this tunnel cut out of the mountains by the river. ~ 50 9 7 15 1 D1 ~ ~ 0 0 5002 D3 ~ ~ 0 0 5000 S #5002 A long tunnel~ The tunnel branches off north. ~ 50 9 7 15 1 D0 ~ ~ 0 0 5008 D1 ~ ~ 0 0 5003 D3 ~ ~ 0 0 5001 S #5003 A long tunnel~ The tunnel branches off south. ~ 50 9 7 15 1 D1 ~ ~ 0 0 5004 D2 ~ ~ 0 0 5017 D3 ~ ~ 0 0 5002 S #5004 A long tunnel~ The tunnel branches off to the south. ~ 50 9 7 15 1 D1 ~ ~ 0 0 5005 D2 ~ ~ 0 0 5018 D3 ~ ~ 0 0 5003 S #5005 An underground lake~ You are floating on a jet-black underground lake fed by dripping water and lime from above. The tunnel continues to the east and the river leads back west. To the north is a roughly-hewn hallway. ~ 50 9 7 0 0 D0 ~ ~ 0 0 5016 D1 ~ ~ 0 0 5006 D2 ~ ~ 0 0 5023 D3 ~ ~ 0 0 5004 S #5006 A long narrow tunnel~ The tunnel rises sharply to the east. ~ 50 9 5 D1 ~ ~ 0 0 5007 D3 ~ ~ 0 0 5005 S #5007 A wide tunnel~ The tunnel continues east and west. To the east the tunnel dives down into a bright light. ~ 50 9 5 D1 ~ ~ 0 0 5026 D3 ~ ~ 0 0 5006 S #5008 Cave-in~ You stand at the edge of a large pile of rubble created from the last rockslide. ~ 50 9 5 D2 ~ ~ 0 0 5002 D5 You can easily slide down the rocks without getting hurt.~ ~ 0 0 5009 S #5009 At the foot of the rubble~ You are at the bottom of a large pile of rubble. A tunnel branches off to the north and east. ~ 50 9 5 D0 ~ ~ 0 0 5010 D1 ~ ~ 0 0 5012 D4 ~ ~ 0 0 5008 S #5010 Cave entrance~ You stand in the middle of a large and beautiful cave. A path leads deeper into the darkness. ~ 50 9 5 D2 ~ ~ 0 0 5009 D5 You look down into the cave. Bones are strewn about everywhere.~ ~ 0 0 5011 S #5011 Giant cave~ This cavern overwhelms you. The walls and ceiling seem miles away. Bones of previous adventurers lie strewn on the cavern floor. ~ 50 9 5 D4 ~ ~ 0 0 5010 D5 ~ ~ 0 0 5100 S #5012 Narrow bend~ The tunnel turns to the south and west. ~ 50 9 5 D2 ~ ~ 0 0 5013 D3 ~ ~ 0 0 5009 S #5013 Large cave~ You are standing in a large cave. Many furs are spread out on the floor. ~ 50 9 5 D0 ~ ~ 0 0 5012 D1 ~ ~ 0 0 5014 S #5014 Damp hallway~ The walls here are extremely damp, as well as the floor. ~ 50 9 5 D1 You hear drops of water.~ ~ 0 0 5015 D3 ~ ~ 0 0 5013 S #5015 Underground pool~ You are wading in a knee deep pool of lime-water. ~ 50 9 6 D2 ~ ~ 0 0 5016 D3 ~ ~ 0 0 5014 S #5016 Damp hallway~ The walls of the tunnel are extremely damp here. You hear the faint sound of running water to the south. ~ 50 9 5 D0 You hear drops of water.~ ~ 0 0 5015 D2 ~ ~ 0 0 5005 S #5017 Narrow crawlway~ This crawlway is just big enough for a human to crawl through or a halfling to walk through. ~ 50 9 5 D0 ~ ~ 0 0 5003 D1 ~ ~ 0 0 5018 D2 You smell the fragrant odor of fungus.~ ~ 0 0 5019 S #5018 Large cavern~ You have entered a very large cavern. The rock formations would amaze almost any dwarf. ~ 50 9 5 D0 ~ ~ 0 0 5004 D3 ~ ~ 0 0 5017 S #5019 Fungus patch~ As you walk through the fungus patch, you are shot at by many millions of spores. You can hardly breathe. ~ 50 9 5 D0 ~ ~ 0 0 5017 D1 The fragrant smell of fungus spores continues to the east~ ~ 0 0 5020 S #5020 Fungus path~ As you walk along the path, millions of spores are shot at you. You can hardly breathe. ~ 50 9 5 D2 A giant mushroom temple stands to the south.~ ~ 0 0 5021 D3 The fragrant smell of spores continues to the west.~ ~ 0 0 5019 S #5021 Fungus temple~ You find yourself standing inside of a giant mushroom. The inside is decorated in the fashion of a temple. ~ 50 9 5 D0 ~ ~ 0 0 5020 D1 ~ ~ 0 0 5022 S #5022 Sloping passage~ You follow a path sloping down from the fungus temple. ~ 50 9 5 D2 ~ ~ 0 0 5021 D5 ~ ~ 0 0 5023 S #5023 Sloping passage~ You are on a path that gently slopes up from the underground pool. ~ 50 9 5 D0 You hear sounds of trickling water.~ ~ 0 0 5005 D4 ~ ~ 0 0 5022 S #5024 The Great Eastern Desert~ A vast desert stretches for miles, the sand constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5030 D1 Sand as far as the eye can see.~ ~ 0 0 5034 D2 Sand as far as the eye can see.~ ~ 0 0 5025 S #5025 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5024 D1 Sand as far as the eye can see.~ ~ 0 0 5031 D2 Sand as far as the eye can see.~ ~ 0 0 5026 S #5026 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. The hole which you tumbled out of is too high for you to reach. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5025 D1 Sand as far as the eye can see.~ ~ 0 0 5036 D2 Sand as far as the eye can see.~ ~ 0 0 5027 S #5027 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5026 D1 Sand as far as the eye can see.~ ~ 0 0 5033 D2 Sand as far as the eye can see.~ ~ 0 0 5028 S #5028 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5027 D1 Sand as far as the eye can see.~ ~ 0 0 5033 D2 Sand as far as the eye can see.~ ~ 0 0 5029 S #5029 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5028 D1 Sand as far as the eye can see.~ ~ 0 0 5037 D2 Sand as far as the eye can see.~ ~ 0 0 5044 S #5030 A small oasis~ You stand beside a small pool of crystal-blue water bathed in the shade of a few scarce palm trees. To the north you see a small encampment stopped for the day. ~ 50 0 2 D0 You see three tents and some camels hitched to a stake. Shadows moving across the tents suggest activity.~ ~ 0 0 5056 D1 Sand as far as the eye can see.~ ~ 0 0 5036 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5025 S #5031 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5031 D1 Sand as far as the eye can see.~ ~ 0 0 5031 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5024 S #5032 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5035 D1 Sand as far as the eye can see.~ ~ 0 0 5036 D2 Sand as far as the eye can see.~ ~ 0 0 5033 D3 Sand as far as the eye can see.~ ~ 0 0 5032 S #5033 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5037 D1 Sand as far as the eye can see.~ ~ 0 0 5037 D2 Sand as far as the eye can see.~ ~ 0 0 5043 D3 Sand as far as the eye can see.~ ~ 0 0 5028 S #5034 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5038 D1 Sand as far as the eye can see.~ ~ 0 0 5048 D2 Sand as far as the eye can see.~ ~ 0 0 5034 D3 Sand as far as the eye can see.~ ~ 0 0 5035 S #5035 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east, although it doesn't seem to be resting on the ground. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5039 D1 The pyramid seems to be floating about 100 meters in the air. Even from here, you can sense a great evil residing within.~ ~ 0 0 5040 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5034 S #5036 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5035 D1 Sand as far as the eye can see.~ ~ 0 0 5041 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5030 S #5037 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5048 D1 Sand as far as the eye can see.~ ~ 0 0 21100 D2 Sand as far as the eye can see.~ ~ 0 0 5042 D3 Sand as far as the eye can see.~ ~ 0 0 5033 S #5038 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 D1 Sand as far as the eye can see.~ ~ 0 0 5045 D2 Sand as far as the eye can see.~ ~ 0 0 5040 D3 Sand as far as the eye can see.~ ~ 0 0 5034 S #5039 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 2 D0 The Southern Gates of New Thalos.~ ~ 0 0 13411 D1 Sand as far as the eye can see.~ ~ 0 0 5039 D2 Sand as far as the eye can see.~ ~ 0 0 5048 D3 Sand as far as the eye can see.~ ~ 0 0 5039 S #5040 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. You are standing below a gigantic pyramid floating about 100 meters above the ground. To your left hangs a rope which leads straight up to the massive structure. From here you can sense the great evil which resides within. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5036 D1 Sand as far as the eye can see.~ ~ 0 0 5049 D2 Sand as far as the eye can see.~ ~ 0 0 5041 D3 Sand as far as the eye can see.~ ~ 0 0 5043 D4 You can see a rope stretching upwards. ~ ~ 0 0 5300 S #5041 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 The pyramid seems to be floating about 100 meters above the desert. Even from here you can sense the great evil within.~ ~ 0 0 5040 D1 Sand as far as the eye can see.~ ~ 0 0 5048 D2 Sand as far as the eye can see.~ ~ 0 0 5041 D3 Sand as far as the eye can see.~ ~ 0 0 5037 S #5042 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5049 D1 Sand as far as the eye can see.~ ~ 0 0 5055 D2 Sand as far as the eye can see.~ ~ 0 0 5043 D3 Sand as far as the eye can see.~ ~ 0 0 5041 S #5043 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5042 D1 Sand as far as the eye can see.~ ~ 0 0 5055 D2 Sand as far as the eye can see.~ ~ 0 0 5044 D3 Sand as far as the eye can see.~ ~ 0 0 5033 S #5044 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north and a ruined city to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5050 D1 Sand as far as the eye can see.~ ~ 0 0 5055 D2 Sand as far as the eye can see.~ ~ 0 0 5029 D3 Sand as far as the eye can see.~ ~ 0 0 5200 S #5045 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5045 D1 Sand as far as the eye can see.~ ~ 0 0 5052 D2 Sand as far as the eye can see.~ ~ 0 0 5045 D3 Sand as far as the eye can see.~ ~ 0 0 5038 S #5046 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5038 D1 Sand as far as the eye can see.~ ~ 0 0 5047 D2 Sand as far as the eye can see.~ ~ 0 0 5047 D3 Sand as far as the eye can see.~ ~ 0 0 5039 S #5047 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 D1 Sand as far as the eye can see.~ ~ 0 0 5051 D2 Sand as far as the eye can see.~ ~ 0 0 5053 D3 The pyramid seems to be floating about 100 meters above the desert. Even from here you can sense an evil presence within.~ ~ 0 0 5040 S #5048 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5039 D1 Sand as far as the eye can see.~ ~ 0 0 5048 D2 Sand as far as the eye can see.~ ~ 0 0 5053 D3 Sand as far as the eye can see.~ ~ 0 0 5041 S #5049 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5053 D1 Sand as far as the eye can see.~ ~ 0 0 5054 D2 Sand as far as the eye can see.~ ~ 0 0 5050 D3 Sand as far as the eye can see.~ ~ 0 0 5042 S #5050 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5050 D1 Sand as far as the eye can see.~ ~ 0 0 5054 D2 Sand as far as the eye can see.~ ~ 0 0 5044 D3 Sand as far as the eye can see.~ ~ 0 0 5042 S #5051 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5051 D2 Sand as far as the eye can see.~ ~ 0 0 5052 D3 Sand as far as the eye can see.~ ~ 0 0 5047 S #5052 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. Just below you can make out a tiny ledge. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5051 D2 Sand as far as the eye can see.~ ~ 0 0 5053 D3 Sand as far as the eye can see.~ ~ 0 0 5045 D5 ~ ~ 0 0 5063 S #5053 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5052 D1 A rickety rope bridge stretches across the canyon...it doesn't look too safe.~ ~ 0 0 5062 D2 Sand as far as the eye can see.~ ~ 0 0 5054 D3 Sand as far as the eye can see.~ ~ 0 0 5049 S #5054 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5053 D2 Sand as far as the eye can see.~ ~ 0 0 5055 D3 Sand as far as the eye can see.~ ~ 0 0 5050 S #5055 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5054 D2 Sand as far as the eye can see.~ ~ 0 0 5055 D3 Sand as far as the eye can see.~ ~ 0 0 5043 S #5056 A nomad camp~ This small group of desert nomads has stopped for the day to rest and refresh themselves beside this beautiful oasis. Three tents and some camels make up the party. From within two of the tents you hear muffled voices, obviously surprised at your visit. ~ 50 128 2 D0 Some camels are tied up to a mass of stakes plugged into the ground.~ ~ 0 0 5058 D1 You see inside one of the tents a huddled mass of people, probably slaves.~ ~ 0 0 5057 D2 Sand as far as the eye can see.~ ~ 0 0 5030 D3 Sand as far as the eye can see.~ ~ 0 0 5025 S #5057 Inside a small tent~ This is a small and simple tent with few possessions in sight. Lying here and there are young-looking men and women, possibly slaves to the leader of this band. ~ 50 128 2 D3 You see the center of the nomad camp.~ ~ 0 0 5056 S #5058 Beside the camels~ Here stand about ten camels, all hitched to some stakes plugged into the ground. To the east you see a small tent while to the north you see a larger, fancier tent. ~ 50 128 2 D0 This tent seems to be the temporary abode of the nomad leader. You make a mental note to visit it before you leave.~ ~ 0 0 5060 D1 In this tent there are very large men, all carrying weapons.~ ~ 0 0 5059 D2 You see the center of the nomad camp.~ ~ 0 0 5056 D3 Sand as far as the eye can see.~ ~ 0 0 5024 S #5059 The warrior's tent.~ This tent has a few furnishings, but mainly it holds the band's protectors. They all stare at you coldly as you enter. ~ 50 128 2 D3 Outside you see some peaceful camels.~ ~ 0 0 5058 S #5060 The main tent~ This tent is as lavishly decorated on the inside as it is on the outside. A fancy carpet lies on the sand and numerous baskets line the walls. ~ 50 128 2 D1 ~ ~ 0 0 5061 D2 You see some peaceful camels.~ ~ 0 0 5058 S #5061 The main tent~ This is where the leader of this band of nomads resides. He is definitely rich as you inspect the tapestries, baskets, and a few paintings as well. ~ 50 128 2 D3 You see the entrance to this tent.~ ~ 0 0 5060 S #5062 The rickety rope bridge.~ You carefully begin across the bridge, but strong gusts of wind buffet you. Might be a wise idea to leave. ~ 50 0 -1 1 5071 3 10 D3 ~ ~ 0 0 5053 S #5063 The wind-swept ledge~ Being very careful not to lose your balance, you look around and find that this canyon is about a half a kilometer deep. To the west is a dark cave leading under the desert sands and above you a rope bridge spans the gap. ~ 50 0 5 D3 ~ ~ 0 0 5064 D4 The desert sands blow down in your face.~ ~ 0 0 5052 S #5064 The cavemouth~ The air in here is MUCH cooler than outside. From the west you hear strange sounds, but can see nothing. The cave slopes down into the darkness. ~ 50 9 5 D1 Outside is lighter and very windy.~ ~ 0 0 5063 D3 ~ ~ 0 0 5065 S #5065 The mysterious lair.~ You have stumbled upon the home of something. From the treasure haphazardly strewn about and the rotting carcases, you would guess that this is a dragon's lair. As to what type, you can't really say. The cave narrows out into a tunnel to the west. ~ 50 137 5 D1 ~ ~ 0 0 5064 D3 ~ ~ 0 0 5066 S #5066 A wide tunnel~ This tunnel seems to go on forever into the darkness. You carefully feel your way along the walls. ~ 50 9 5 D1 ~ ~ 0 0 5065 D3 ~ ~ 0 0 5067 S #5067 A narrower tunnel~ The tunnel becomes very narrow and you fight to squeeze your way through. The floor seems to level off a little. ~ 50 9 5 D1 ~ ~ 0 0 5066 D2 ~ ~ 0 0 5068 S #5068 A narrow crack~ This part of the tunnel is the hardest to move through as the walls move in to meet you. ~ 50 9 5 D0 ~ ~ 0 0 5067 D3 ~ ~ 0 0 5069 S #5069 A small cavern.~ It is dark and damp and bats hang from the ceiling. A narrow crack is in the east wall. The floor now slopes upwards. ~ 50 9 5 D0 ~ ~ 0 0 5070 D1 ~ ~ 0 0 5068 S #5070 A small shaft~ From within this shaft you can see a narrow hole in the roof just large enough for one person. Back east is the cavern. ~ 50 9 5 D2 ~ ~ 0 0 5068 D4 ~ ~ 0 0 5009 S #5071 Smashed Against the Rocks~ Suddenly, a gust of wind arises out of nowhere! You attempt to maintain your control, but the wind is too much. Ack, your losing it... You fall... ...and fall ...and fall ...and are slammed to death on the rocks. ~ 50 2 10 S #5100 City Entrance~ You are standing at the entrance of a small underground city. The city gates stand to your south, finely crafted from adamantite. You guess the workmanship to be that of drow. Standing to the north, you see a large palace, which seems to be made of solid black onyx. The palace doors are trimmed in gold. From the south, you hear the bustling sounds of a busy city. Looking up, you see a small, mine like tunnel. ~ 51 8 0 D0 You see a huge palace ~ palace~ 2 5197 5197 D3 A huge gate opens to the west allowing entrance into the city.~ gate~ 0 0 5101 D4 A small hole leads upwards, to the DracoLich's cave. ~ gate~ 0 -1 5011 E gate~ A large adamantite gate with giant spider shaped emblems stands here.~ S #5101 City street~ You walk along a highly ornate street going north-south. A large gate lies to the east while a building lies to the west. ~ 51 9 0 D0 ~ ~ 0 0 5123 D1 ~ ~ 0 0 5100 D2 ~ ~ 0 0 5102 D3 ~ ~ 0 0 5122 S #5102 City street~ You walk along a highly ornate city street going north and west. ~ 51 9 0 D0 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5103 S #5103 City street~ You walk along a highly ornate city street going east-west. A large house stands to the south. ~ 51 9 0 D1 ~ ~ 0 0 5102 D2 ~ ~ 0 0 5104 D3 ~ ~ 0 0 5106 S #5104 3rd House~ You stand inside the 3rd house of the city; it is fairly well decorated by drow standards having a few statues, murals and such. A door leads to the south. ~ 51 9 0 D0 ~ ~ 0 0 5103 D2 ~ ~ 1 -1 5105 S #5105 Throne Room~ The throne room of the 3rd house is about as decorated as the inner courtyard except with a blood covered altar in the center of the room. ~ 51 9 0 D0 ~ ~ 1 -1 5104 S #5106 City street~ You walk along a highly ornate city street going east-west. To the north is a large building. ~ 51 9 0 D0 ~ ~ 0 0 5118 D1 ~ ~ 0 0 5103 D3 ~ ~ 0 0 5107 S #5107 City street~ You walk along a highly ornate city street leading north and east. To the south is an extremely large house. ~ 51 9 0 D0 ~ ~ 0 0 5110 D1 ~ ~ 0 0 5106 D2 ~ ~ 0 0 5108 S #5108 2nd House~ You stand inside the 2nd house of the city. The room is highly decorated with statues of spiders and murals everywhere. ~ 51 9 0 D0 ~ ~ 0 0 5107 D3 ~ ~ 1 -1 5109 S #5109 Throne Room~ The throne room of the 2nd house is just a little more decorative than the inner courtyard having an altar in the center of the room. ~ 51 9 0 D1 ~ ~ 1 -1 5108 S #5110 Main Gate~ You are at the entrance to the 1st house of the city. A large gate, almost as big and elegant as the one at the entrance to the city, stands here. ~ 51 9 0 D0 ~ ~ 0 0 5114 D2 ~ ~ 0 0 5107 D3 A large gate lies to the west.~ gate~ 1 -1 5111 S #5111 1st House~ You stand in the inner courtyard of the 1st and largest house in the city. The room is extremely large and decorative. Mural and paintings hang on the walls depicting some battles and a spider queen. ~ 51 9 0 D1 ~ ~ 1 -1 5110 D3 ~ ~ 0 0 5112 S #5112 Throne Room~ The throne room of the 1st house is in one word...awesome. It is so horrifying it is almost beautiful. ~ 51 9 0 D0 ~ ~ 1 -1 5113 D1 ~ ~ 0 -1 5111 S #5113 Main Chamber~ This is the council chamber for the Matron Mother herself. A huge table and chairs surrounding it sits in the center of the room. ~ 51 9 0 D2 ~ ~ 1 -1 5112 S #5114 City street~ You walk along a highly ornate city street leading north-south and east. ~ 51 9 0 D0 ~ ~ 0 0 5115 D1 ~ ~ 0 0 5117 D2 ~ ~ 0 0 5110 S #5115 City street~ You walk along a highly ornate city street leading south. A building is to the west. ~ 51 9 0 D2 ~ ~ 0 0 5114 D3 ~ ~ 1 -1 5116 S #5116 Cleric Academy~ This is the most lavish of the academies being that it is for the clerics. ~ 51 9 0 D1 ~ ~ 1 -1 5115 S #5117 City street~ You walk along a highly ornate city street going east-west. To the north is a giant temple. ~ 51 9 0 D0 The entrance to the temple of Lloth.~ ~ 1 -1 5119 D1 ~ ~ 0 0 5121 D3 ~ ~ 0 0 5114 S #5118 Warrior's Academy~ This looks more like a barracks than a school. ~ 51 9 0 D2 ~ ~ 0 0 5106 S #5119 Entrance to the Temple of Lloth~ The temple is the largest building in the city. Even it's doors are beyond imagination. Inside of the temple entrance, the walls are made of gold and adamantite. ~ 51 9 0 D2 ~ ~ 1 -1 5117 D5 ~ ~ 0 0 5126 S #5120 Mage's Academy~ The mages academy is fairly well decorated see that the drow prefer magic over physical power greatly. ~ 51 9 0 D2 ~ ~ 1 -1 5121 S #5121 City street~ You walk along a highly ornate city street going eastward. To the north is a building. ~ 51 9 0 D0 ~ ~ 1 -1 5120 D1 ~ ~ 0 0 5123 D2 ~ ~ 0 0 5122 D3 ~ ~ 0 0 5117 S #5122 Slave Chamber~ The room is in shambles. Straw is strewn all about the room as beds for the unfortunate creatures who have fallen prey to drow empirialism. ~ 51 9 0 D0 ~ ~ 0 0 5121 D1 ~ ~ 0 0 5101 S #5123 City street~ You walk along a highly ornate city street leading west and south. To the north is a relatively small house. ~ 51 9 0 D0 ~ ~ 1 -1 5124 D2 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5121 S #5124 4th house~ You stand inside the 4th house of the city. Its inner courtyard is rather dull by drow standards and rather small as well. ~ 51 9 0 D1 ~ ~ 0 0 5125 D2 ~ ~ 1 -1 5123 S #5125 Throne Room~ The throne room is basically similar to the inner courtyard in regards to decor. there is a small throne behind the altar but that is about it. ~ 51 9 0 D3 ~ ~ 0 0 5124 S #5126 Entrance Way~ You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues of spiders line the entrance way's walls. ~ 51 9 0 D0 ~ ~ 0 0 5127 D4 ~ ~ 0 0 5119 S #5127 Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a obsidian stairway. ~ 51 9 0 D0 ~ ~ 0 0 5135 D2 ~ ~ 0 0 5126 D1 ~ ~ 0 0 5128 D3 ~ ~ 0 0 5131 S #5128 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5129 D3 ~ ~ 0 0 5127 S #5129 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a door. ~ 51 9 0 D0 ~ ~ 1 -1 5150 D1 ~ ~ 0 0 5130 D3 ~ ~ 0 0 5128 S #5130 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5134 D3 ~ ~ 0 0 5129 S #5131 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5127 D3 ~ ~ 0 0 5132 S #5132 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the south is a door. ~ 51 9 0 D1 ~ ~ 0 0 5131 D2 ~ ~ 1 -1 5133 D3 ~ ~ 0 0 5134 S #5133 Warrior's Barracks~ The room is a complete mess. None of the beds are made, clothes and other items have been left all about the room. Well drow warriors never were known for neatness. ~ 51 9 0 D0 ~ ~ 1 -1 5131 S #5134 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5132 D3 ~ ~ 0 0 5130 S #5135 Grand Stairway~ You are standing at the bottom of a giant obsidian and adamantite stairway. The edges are trimmed with gold. ~ 51 9 0 D2 ~ ~ 0 0 5127 D4 ~ ~ 0 0 5136 S #5136 Grand Hallway~ You are standing in the middle of a grand hallway. The walls are of the purest adamantite with gold trim. Mosaics line the walls. ~ 51 9 0 D0 ~ ~ 0 0 5138 D1 ~ ~ 1 -1 5137 D5 ~ ~ 0 0 5135 S #5137 Mage's Barracks~ The mage's living quarters is rather clean with the exception of a few used component containers. It is rather well decorated as well. Cots line the floor for the mages to sleep on. the only door is to the west. ~ 51 9 0 D3 ~ ~ 1 -1 5136 S #5138 Grand Hallway~ You are walking down a grand hallway, heavily decorated with adamantite and gold. To the north the hall goes down a flight of stairs while a door is too the west. ~ 51 9 0 D2 ~ ~ 0 0 5136 D3 ~ ~ 1 -1 5139 D5 ~ ~ 0 0 5140 S #5139 Cleric's Barracks~ The bed chamber is brightly decorated with spider shaped statues, murals and the like. Large beds line the floor making this a comfortable room to live in. ~ 51 9 0 D1 ~ ~ 1 -1 5138 S #5140 Grand Stairway~ You are climbing a set of obsidian stairs surrounded by adamantite walls. To the north are a set of large golden doors. ~ 51 9 0 D0 ~ ~ 1 -1 5141 D4 ~ ~ 0 0 5138 S #5141 Main Chamber~ This is the south side of a large auditorium used for services by the drow priestesses. In the center is a large sacrificial pit and beyond that is an altar. ~ 51 9 0 D1 ~ ~ 0 0 5142 D2 ~ ~ 1 -1 5140 D3 ~ ~ 0 0 5144 S #5142 Easternside of Chamber~ You are on the easternside of the chamber overlooking the pit. To the east is a door while to the north is an altar. ~ 51 9 0 D0 ~ ~ 0 0 5145 D1 ~ ~ 1 -1 5146 D2 ~ ~ 0 0 5141 S #5143 Sacrificial Pit~ A you climb down into the pit thousands of spiders cover you tearing your body to shreds. Lloth thanks you for your sacrifice. ~ 51 6 0 D4 ~ ~ 0 -1 5145 S #5144 Westernside of Chamber~ You are on the westernside of the main chamber overlooking a sacrificial pit. To the north is an altar. ~ 51 9 0 D0 ~ ~ 0 0 5145 D2 ~ ~ 0 0 5141 S #5145 The Altar~ You are standing infront of a highly and freshly bloodstained altar. Engraved on the top of the altar is a giant spider witha human head. Looking down from the altar you see a large sacrificial pit. Maybe you will get to be one! ~ 51 9 0 D0 ~ ~ 0 0 5148 D1 ~ ~ 0 0 5142 D3 ~ ~ 0 0 5144 D5 ~ ~ 0 0 5143 S #5146 Slave Cells~ This is the main room to the cell chambers for the slaves to be sacrificed. You notice there are no guards around. ~ 51 9 0 D0 ~ ~ 1 -1 5147 D3 ~ ~ 0 0 5142 S #5147 Slave Pen~ Rotten meat and breads lie about the floor while shackles hang from the walls. The room reeks of death. You almost become nauseated and decide to leave the room since you were obviously too late to save the slaves. ~ 51 9 0 D2 ~ ~ 1 -1 5146 S #5148 Dais~ You stand upon a dais behind the altar. Above you is a enormous illusion of a female drow turning into a giant spider and back again. There is a door to the west. ~ 51 73 0 D2 ~ ~ 0 0 5145 D3 ~ ~ 1 -1 5149 S #5149 The Treasury~ This is obviously only a temporary storage place for the collected treasure being rather bare. ~ 51 9 0 D1 ~ ~ 1 -1 5148 S #5150 Weaponsmaster's Chamber~ This one person bedchamber is very elegant. The owner must be held in high to get this kind of treatment. ~ 51 73 0 D2 ~ ~ 1 -1 5129 S #5197 The Throne Room of Drow~ This is a massive hall, with walls made of solid onyx. The light from a massive chandelier illuminates the large hall, making the onyx walls glisten. The floor is covered in a thick, deep red shag carpet, except for an aisle spanning the center of the hall, which leads to two thrones. One huge throne, made of gold and ivory, has a demon's leering face hanging over it's back, and the second, smaller throne has the legs of a spider curling around the cushion. There are two gold doors, one leading east, and the other leading west, as well as the exit to the south. ~ 43 12 0 D1 ~ door east~ 2 5197 5198 D2 ~ palace~ 2 5197 5100 D3 ~ door west~ 2 5197 5199 S #5198 Rambozo's Room~ This is the room of Rambozo, the Dark Dwarf High Priest of Lolth. This room is dominated by a large altar, bearing the likeness of the Spider Queen herself on the sacrificial table, her legs curling up to surround whoever is unfortunate enough to be placed there. The table is stained the dark color of the blood of her sacrifices. In the corner, you see a small bedchamber, where the High Priest sleeps. The only exit is to the west. ~ 43 12 0 D3 ~ door~ 2 5197 5197 S #5199 Shadowspawn's Room~ This is the bedroom of Shadowspawn, Prince of the Drow. The bed in here dominates the entire room. It's canopied in red silk, draping down to the edge of the red satin sheets. The floor is carpeted in a dark black shag, which matches the color of the onyx walls. The only exit is east. ~ 43 12 0 D1 ~ door~ 2 5197 5197 S #5200 The Grand Gate of Thalos~ You stand in the archway of a gigantic stone archway. The two steel gates have been forced open and have rusted in place. A hollow gust of wind blows by you into the deserted, and seemingly destroyed, city. ~ 52 0 1 D1 The desert sands stretch on for miles and miles.~ ~ 0 0 5043 D3 You see devastation everywhere. Houses lie in ruin and skeletons litter the streets. You see strange beasts stalking the shadows.~ ~ 0 0 5201 S #5201 Main Street~ This was once a magnificent street, but now is in total ruin. The streets are barren and windswept and the silence is unending. To the south you see a ruined cottage while north leads into a dark back alley. Howls and screams echo through the deserted city. ~ 52 0 1 D0 It's a dark alley.~ ~ 0 0 5239 D1 The entrance to the city lies this way.~ ~ 0 0 5200 D2 A ruined shack lies to the south.~ ~ 0 0 5235 D3 Main Street lies this way.~ ~ 0 0 5202 S #5202 Main Street~ This was once a magnificant street, but now is in total ruin. The streets are barren and windswept and the silence is unending. On one side is a collapsed house while on the other is the entrance to a large ruined mansion. Eerie sounds echo within the mansion. Near the center of town you see a large domed building, relatively intact. ~ 52 0 1 D0 The remnants of a store lie this way.~ ~ 0 0 5236 D1 ~ ~ 0 0 5201 D2 It looks like what used to be the main building in the city.~ ~ 0 0 5232 D3 A withered garden path lies this way.~ ~ 0 0 5203 S #5203 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. A sudden volley of howls pierces the air. ~ 52 0 1 D0 The garden path continues around the building.~ ~ 0 0 5204 D1 This is the main street leading to the city's entrance~ ~ 0 0 5202 D2 The garden path continues around the building.~ ~ 0 0 5206 D3 Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling.~ ~ 0 0 5250 S #5204 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. ~ 52 0 1 D0 A side street leads of to the northern half of the city.~ ~ 0 0 5211 D1 The garden path continues around the building.~ ~ 0 0 5203 D2 Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling.~ ~ 0 0 5250 D3 The garden path continues around the building.~ ~ 0 0 5205 S #5205 A garden path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 52 0 1 D0 The garden path continues around the building.~ ~ 0 0 5204 D1 Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling.~ ~ 0 0 5250 D2 The garden path continues around the building.~ ~ 0 0 5206 D3 What looks like a market place lies this way.~ ~ 0 0 5207 S #5206 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 52 0 1 D0 Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling.~ ~ 0 0 5250 D1 The garden path continues around the building.~ ~ 0 0 5203 D2 A small side street leads to the southern half of the city.~ ~ 0 0 5212 D3 The garden path continues around the building.~ ~ 0 0 5205 S #5207 The market place~ You stand in the middle of a large square lined on each side with baskets, carts, and stands of all shapes and sizes. Abandoned, these little shops still contain some of their goods once sold to a demanding public. ~ 52 0 1 D0 A small table has been toppled over, spilling fine jewelry and gems onto the ground.~ ~ 0 0 5225 D1 A small garden path encircles a large domed temple in the center of the city.~ ~ 0 0 5205 D2 Rotted remains of fruits and vegetables lie strewn about.~ ~ 0 0 5220 D3 The market place continues.~ ~ 0 0 5208 S #5208 The market place~ You stand at the end of the market square. Stands and carts line each side, filled with remnants of fine foods and exquisite goods. A small hole in the western wall of the city leads back out into the desert. ~ 52 0 1 D0 Tattered carpets and ruined bales of silk sit idly by a run down stand.~ ~ 0 0 5222 D1 The center of the market lies this way.~ ~ 0 0 5207 D2 >From the massive stench, this must have been a meat and poultry stand. It lies totally bare.~ ~ 0 0 5217 S #5209 A side street~ This small side street leads east and west into back alleys while to the south you see the temple. The incessant howling tears at your mind. ~ 52 0 1 D1 ~ ~ 0 0 5243 D2 ~ ~ 0 0 5210 D3 ~ ~ 0 0 5228 S #5210 A side street~ You are in the common section of the city. Ruined buildings made of clay and stone is all the view has to offer. Most of these homes are nothing but piles of rubble, but some look almost safe enough to venture into. The street continues north and south and buildings line the street. ~ 52 0 1 D0 ~ ~ 0 0 5209 D1 A small doorway leads into a partially collapsed house.~ ~ 1 -1 5244 D2 ~ ~ 0 0 5211 D3 A small clay dwelling sits here.~ ~ 0 0 5226 S #5211 A side street~ This small side street leads away from the garden path to the south. Around you stand large piles or rubble where the houses of commoners used to be. A lone howl makes you worry greatly about your safety here. ~ 52 0 1 D0 ~ ~ 0 0 5210 D1 An unusually tall dwelling stands looming over you.~ ~ 0 0 5237 D2 A garden path circles around the temple.~ ~ 0 0 5204 D3 Here lies a small stone house with a thatched roof.~ ~ 0 0 5227 S #5212 A side street~ This small side street leads south away from the temple into the business section of town. The destruction that leveled this city was not biased; these important looking buildings have been almost totally destroyed. There is a hole in the wall of a very large structure to the east. ~ 52 0 1 D0 A small garden path encircles the temple.~ ~ 0 0 5206 D1 This possibly could be the city hall.~ ~ 0 0 5232 D2 ~ ~ 0 0 5213 D3 Inside the building you see long pieces of metal, an oven, and some anvils.~ ~ 0 0 5221 S #5213 A side street~ This small side street is lined with the remains of once great buildings. To the north is a dark, foreboding structure while to the south lies the entrance to a small tavern. The street continues north and south. ~ 52 0 1 D0 ~ ~ 0 0 5212 D1 >From the looks of it, this was once a two story abode. The entire second floor has collapsed leaving a very little part of the bar still free from debris.~ ~ 0 0 5230 D2 ~ ~ 0 0 5214 D3 This seems to be the only guild house in the entire city. It's dark nature makes you wonder about its' origins.~ ~ 0 0 5219 S #5214 A side street~ You are at the end of a long street leading to the center of the city. A long dark alley runs east and west. ~ 52 0 1 D0 ~ ~ 0 0 5213 D1 ~ ~ 0 0 5229 D3 ~ ~ 0 0 5218 S #5215 Under a ruined watchtower~ You stand at the base of a tall watchtower built to protect the city from invaders. From the looks of things, it did not do a good job. ~ 52 0 1 D0 ~ ~ 0 0 5216 D1 ~ ~ 0 0 5218 D4 ~ ~ 0 0 5247 S #5216 A back alley~ This alley leads to the rear of what used to be a meat stand. You wince at the stench. South is one of the city watchtowers. ~ 52 0 1 D0 You see the back-side of the market place meat stand.~ ~ 0 0 5217 D2 A tall watchtower stands a silent vigil over the city.~ ~ 0 0 5215 S #5217 The meat stand~ A large stand has been set up here with metal hooks and wooden racks in the background. Hanging on the hooks are very small scraps of meat and other game. This stand is relatively empty, and a sudden burst of howling and screaming makes you realize why this is so. ~ 52 0 1 D0 The market place lies this way.~ ~ 0 0 5208 D1 This is a cart full of rotted vegitables and fruits.~ ~ 0 0 5220 D2 ~ ~ 0 0 5216 S #5218 A back alley~ A narrow alley leads east to a wider street and west to one of the city watchtowers. ~ 52 0 1 D1 A small side street greets you.~ ~ 0 0 5214 D3 A tall watchtower stands a silent vigel over the city.~ ~ 0 0 5215 S #5219 The guild house~ You are standing in what once was this city's ONLY guild house. Tables and chairs have been smashed and broken weapons lie strewn about the floor as if some massive battle had taken place here. Draped along the back wall is a tattered, jet-black banner with the symbol of the Darkside set upon it. ~ 52 8 1 D1 A small side street runs past the building.~ ~ 0 0 5213 S #5220 The produce stand~ A large cart sits here carrying rotted fruit and vegitables. Flys swarm all about what seems to be the last remaining bits of food left in the city. ~ 52 0 1 D0 The market place is deserted.~ ~ 0 0 5207 D3 A strong stench eminates from the meat stand next to you.~ ~ 0 0 5217 S #5221 The smithy~ In here you find tools and anvils used to make various weapons and items. The walls have been stripped clean and only a few incomplete pieces of armor and weaponry are left. ~ 52 8 1 D1 A small side street runs past the building.~ ~ 0 0 5212 S #5222 The tapestry stand~ Tattered and torn tapestries and rugs lie heaped in piles. Fancy robes and various articles of clothing are now just rags. You stare at the strange piles for a long time until a piercing howl makes you think these might be beds. ~ 52 0 1 D0 ~ ~ 0 0 5223 D1 A fine jewelry stand lies in ruin next to you.~ ~ 0 0 5225 D2 The market place is deserted.~ ~ 0 0 5208 S #5223 A back alley~ A narrow alley leads north to one of the city watchtowers while to the south there lies a market stand full of torn clothes and rugs. ~ 52 0 1 D0 A tall watchtower stands a silent vigel over the city.~ ~ 0 0 5224 D2 ~ ~ 0 0 5222 S #5224 Under the watchtower~ You stand under one of the city watchtowers built to protect the city from invaders. Obviously, it failed. ~ 52 0 1 D1 ~ ~ 0 0 5228 D2 ~ ~ 0 0 5223 D4 Above you looms a tall watchtower.~ ~ 0 0 5246 S #5225 The jewelery stand~ A table has been tipped over, spilling fine jewelery and gems across the market place. Most of these trinkets are battered and tarnished and few would have any value anymore. ~ 52 0 1 D2 The market place is deserted.~ ~ 0 0 5207 D3 Next to you is a stand full of ruined clothes and rugs.~ ~ 0 0 5222 S #5226 A ruined clay dwelling~ This was once a very plain house with nothing more than a few chairs and a bed. A cold fireplace suggests that the city has been adandoned for quite a while. Almost nothing remains of this humble abode. ~ 52 8 1 D1 Outside is a small side street.~ ~ 0 0 5210 S #5227 A collapsed stone dwelling~ This small house has completely collapsed upon itself leaving piles of debris here and there. A few rafters still stand with thatched straw hanging downand a hot wind gusts through the hollow dwelling. ~ 52 0 1 D1 A small side street runs past the house.~ ~ 0 0 5211 S #5228 A back alley~ A narrow alley leads east to one of the city watchtowers and west to a small side street. ~ 52 0 1 D1 ~ ~ 0 0 5209 D3 ~ ~ 0 0 5224 S #5229 An abandoned shop~ From the outside this place looks like an ordinary pile of rubble, but inside these cramped quarters you discover what used to be a shop filled with armor, weapons, and various other goods. A small sign flutters in the wind. ~ 52 8 1 D3 A small side street runs past the shop.~ ~ 0 0 5214 S #5230 The Tavern of the Sun~ A glorious place in it's prime, this tavern now lies in ruin; tables and chairs are broken scattered, bottles and glasses shattered, and a small performance stage crushed. Musical instruments and personal belongings lie under the rubble, but the people they once belonged to are not with them. Looking up you see that the entire second floor and roof has fallen in, leaving a gaping hole above. ~ 52 0 1 D3 A small side street runs past the tavern.~ ~ 0 0 5213 S #5231 South wing of the city hall~ You stand in a large room attached to this end of the hallway which leads back north to the reception area. Pedistals and columns have fallen and most of the valuable items have been taken, leaving worthless debris. A few chairs have survived, as well as a large curved desk. To the east is a vine-covered archway leading out into a private courtyard. ~ 52 8 1 D0 The long hallway leads back to the main reception area of the city hall.~ ~ 0 0 5232 D1 ~ ~ 0 0 5234 S #5232 The city hall~ This is the main reception area of Thalos' city hall. The walls have been charred and scored massively and debris is spread from wall to wall. A large gaping hole in the west wall allows you to see out to one of the city's side streets. Obviously noone will be seeing you through today. Hallways lead south and east. ~ 52 520 1 D0 Main street runs past the city hall.~ ~ 0 0 5202 D1 A hallway leads to the east wing of the city hall.~ ~ 0 0 5233 D2 A hallway leads to the south wing of the city hall.~ ~ 0 0 5231 D3 ~ ~ 0 0 5212 S #5233 East wing of the city hall~ Here lies the reminants of a fancy office, possibly the mayor's. A few withered plants and broken pieces of furniture make this place anything but fancy, though. The only thing remaining intact here is a large glass cabinet. A long hallway leads west back to the reception area and an ivy-covered archway leads south into a private courtyard. ~ 52 8 1 D2 ~ ~ 0 0 5234 D3 ~ ~ 0 0 5232 S #5234 The private gardens and courtyard of Thalos~ What a shame that this mass destruction also touched this once beautiful place. The temple's garden path has nothing on this garden. Flowers and trees have been smashed into the ground and lawn benches thrown through walls. A large marble fountain in the center of the courtyard still stands, though, defying any attempts to destroy its beauty. Above stands the reminants of one of the watchtowers. Archways north and west lead back into the city hall. ~ 52 0 1 D0 ~ ~ 0 0 5233 D3 ~ ~ 0 0 5231 S #5235 A small guard house~ This was once the barracks for Thalos' cityguards. Now just an empty shell, this small shack still stands guarding the entrance both to the city and to the city hall. ~ 52 0 1 D0 Main street runs by this building.~ ~ 0 0 5201 S #5236 A collapsed home~ All that's left of this house is a few scattered piles of rubble and a very large blast crater. Obviously someone or something important was once housed here. A shreeking howl chills your blood. ~ 52 0 1 D2 Main street runs past this ruined home.~ ~ 0 0 5202 S #5237 A tall dwelling~ This seems to be the tallest structure remaining in the city. At one time this could have been an inn of some sort, but now it's just a mess. The back wall as been completely knocked down revealing an entrance into another building through yet another collapsed wall. Between the two buildings are a few blast craters and boulders. An old, very dangerous looking set of wooden steps leads up to a badly rotting second floor. It does not look safe to go up those stairs. ~ 52 8 1 D1 ~ ~ 0 0 5238 D3 A small side street winds past the dwelling.~ ~ 0 0 5211 D4 The stairs and even the entire second floor itself looks very unsafe for travel. Gusts of wind make them creak and shudder.~ ~ 0 0 5245 S #5238 A small shack~ This cramped dwelling could not have housed more than one person. Now with the back wall missing, it could hold many more. Looking around you find broken shelves and workbenches with various vials and pouches spilling contents all across the floor. This was possibly the magic shop of the city. The doorway to the east is blocked, making the only exit back west. ~ 52 8 1 D3 ~ ~ 0 0 5237 S #5239 A back alley~ A narrow back alley goes south to main street and north towards a watchtower. A mass of howls catches you of guard. ~ 52 0 1 D0 ~ ~ 0 0 5240 D2 Main street runs past here.~ ~ 0 0 5201 S #5240 A back alley~ A narrow back alley leads north to one of the city watchtowers and south towards main street. To the west is a doorway to a small house blocked by debris. ~ 52 0 1 D0 A tall watchtower stands a silent vigil over the city.~ ~ 0 0 5241 D2 ~ ~ 0 0 5239 S #5241 Under a watchtower~ You stand under a tall watchtower. Narrow back alleys lead west and south and a very weak looking ladder leads up into the tower. ~ 52 0 1 D2 ~ ~ 0 0 5240 D3 ~ ~ 0 0 5243 D4 Winds howl high above your head in the tower above.~ ~ 0 0 5248 S #5242 A bath house~ This was once the bath house for the commoners of the city. Hot steamy water still wells up from a hole in the floor. Obviously there is a hot spring located under the city (making the decision to put a city here seem much more reasonable). Closer inspection of the water yields a dead body floating around in it, skin melted away from months of floating in there. The west wall has collapsed revealing another collapsed house. ~ 52 8 1 D0 ~ ~ 0 0 5243 D3 The wall has collapsed on the adjoining house, creating a new opening in it.~ ~ 0 0 5244 S #5243 A back alley~ A narrow back alley leads west to a small side street and east to one of the city watchtowers. Great amounts of steam issue forth from the building to the south. ~ 52 0 1 D1 A watchtower stands a silent vigil over the city.~ ~ 0 0 5241 D2 ~ ~ 0 0 5242 D3 A side street runs by here.~ ~ 0 0 5209 S #5244 An upright house~ This home is practically the only one around that is still standing. Except for the massive hole in the east wall, evrything else looks intact, including the windows. Great amounts of steam issue forth from the hole in the east wall. ~ 52 8 1 D1 ~ ~ 0 0 5242 D3 A small side street runs past the house.~ ~ 0 0 5210 S #5245 On the second floor~ The minute you step off onto this floor you realize it was a mistake. The old rotted floorboards suddenly give way and you fall down, impaling yourself on jagged boards below. ~ 52 2 1 S #5246 The north-west watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. No wonder this place stood for so long. ~ 52 0 1 D5 The city lies below.~ ~ 0 0 5224 S #5247 The south-west watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. To the south the desert stretches to the horizon. No wonder this place stood for so long. ~ 52 0 1 D5 The city lies below.~ ~ 0 0 5215 S #5248 The north-east watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see a great floating pyramid to the north-east. Desert sand stretches to the horizon. No wonder this place stood for so long. ~ 52 0 1 D5 The city lies below.~ ~ 0 0 5241 S #5249 Under a watchtower~ As you desend the ladder, the rotted rungs break sending you quickly to your demise far below on the city street. Splat. ~ 52 2 1 S #5250 The Temple of Thalos~ You stand within one of the most holy places in the realm. This stunning domed temple once housed the city's worshipers en masse. Unfortunately, it succumed to the destruction brought on this city. Long benches lie toppled and the altar desicrated. Large chunks of stone have fallen from the walls and roof, sending sunlight streaming in on you. A few books lie about, conveying to you a holy message in a strange tounge. Wind gusts through the four archways and howls and screams can be heard from all parts of the city. ~ 52 136 1 D0 A side street leads to the northern half of the city.~ ~ 0 0 5204 D1 Main street leads out to the main gate of the city.~ ~ 0 0 5203 D2 A side street leads to the southern part of the city.~ ~ 0 0 5206 D3 The market place lies this way.~ ~ 0 0 5205 S #5251 The Southeast Watchtower~ Odd, this tower seemed old and rotting before, but now that you have entered it, you realize that the rot was an illusion! This tower is in perfect condition! Something ususual is going on here.... ~ 52 0 1 D5 You see the city hall below ~ ~ 0 -1 5234 S #5300 The rope to the Pyramid~ The rope stretches upwards to the pyramid. However you notice as you climb that it seems to be fraying. You should probably hurry. ~ 19 0 5 D4 ~ ~ 0 -1 5307 D5 You can see the floor of the desert ~ ~ 0 -1 5040 S #5301 Sarcophagi of Akinra~ You have entered a secret passage that leads down to a solemn chamber. Here lies the great coffin of Akinra ! ~ 19 9 0 D4 ~ coffin~ 2 5304 5304 S #5302 Altar of The Sun God Ra~ A colorful altar dominates the center of this shrine. Paintings surround you paying homage to the great god Ra. A huge statue of the once omnipotent Pharaoh Akinra looms over a dias behind the altar. Hieroglyphic etchings cover the sandstone floor. A spiral stairway leads down. ~ 19 1 0 D4 ~ ~ 0 -1 5303 D5 ~ ~ 0 -1 5304 E translation~ Great was the reign of Akinra. The ... God brought his empire much ... and power. Since you are reading these writings you have already desecrated the ... of this holy place. So be warned: Leave now or be forever cursed. The greatest riches and relics of Akinra lay ... his tomb to be reclaimed in his ... reign. The Guardians of Akinra are not to be trifled with and will protect the tomb fiercly. Suffer defeat and ... ~ E etchings~ Unfortunately you can't read ancient egyptian.... however a faded ink translation, apparently left by the owners of the grappling hook, is here. ~ S #5303 West face of Pyramid~ Winds test your footing as you stand here. A Sphinx facing east hasn't noticed your presence nor that of a grappling hook under its left paw. There is just room enough for you to stand on the ledge and walk around the sides. Someone has gained entrance to the tomb by removing some stones near his tail. ~ 19 0 0 D0 ~ ~ 0 -1 5305 D2 ~ ~ 0 -1 5313 D3 You see the rope stretch over the edge~ ~ 0 -1 5307 D5 ~ ~ 0 -1 5302 S #5304 Tomb of King Akinra~ This is the tomb of the Great One. A cold feeling of death intrudes upon your being. Looking down the vaulted chamber you see a huge sarcophagus bearing the likeness of Akinra. Statues of kneeling worshipers face his tomb. You notice the bones of some daring adventurers, less fortunate than you hope to be. One still grasps an ink pen in his right hand. Passages lead off in all directions. ~ 19 9 0 D0 ~ ~ 0 -1 5306 D1 You see a door here with no apparent keyhole. I trust you have a mage or thief with you. ~ door~ 1 3134 5308 D2 ~ ~ 0 -1 5310 D3 ~ ~ 0 -1 5309 D4 Something or someone has magically blocked your way~ nothing ~ 2 1 5302 D5 ~ Coffin~ 1 17001 5301 E up~ Someone or something has magically blocked your way up. ~ E coffin~ After brushing off some fo the dust, a sapphire bracelt becomes visible engraved on the side of the coffin. ~ S #5305 North face of Pryamid~ Guess what... you see sand. ~ 19 0 0 D1 ~ ~ 0 -1 5312 D3 ~ ~ 0 -1 5303 D5 You see a VERY long drop down. ~ ~ 0 -1 5350 S #5306 Preperation room~ This is one of the side rooms off of the tomb chamber. A table stands here covered with the tools of mummification. ~ 19 9 0 D2 ~ ~ 0 -1 5304 S #5307 The rope to the Pyramid~ You have a good view from up here, hope you aren't afraid of heights. The rope continues up disappearing over a ledge. Looking over your shoulder you see the vast expanses of the desert stretching off to the horizon. Evil permeates the stones of the Pyramid. The rope continues up and trails off below. ~ 19 0 0 D4 ~ ~ 0 -1 5303 D5 ~ ~ 0 -1 5300 S #5308 Treasure room~ Many of Akinra's most prized possesions lie here in ornately carved chests. ~ 19 9 0 D3 ~ ~ 0 -1 5304 S #5309 Passage to Tomb~ This is a side room off of the main tomb chamber. A spiral staircase leads down into darkness. ~ 19 9 0 D1 ~ ~ 0 -1 5304 D5 ~ ~ 0 -1 5311 S #5310 Storage room~ This room is filled with religious artifacts... candles, robes, incense, and small stone daggers (too small to be useful). ~ 19 9 0 D0 ~ ~ 0 -1 5304 S #5311 Corridor~ A mural of mosaic tiles line the walls depicting the empire of Akinra at its height of power. Passages lead east west and south. ~ 19 9 0 D1 ~ ~ 0 -1 5318 D2 ~ ~ 0 -1 5320 D3 ~ ~ 0 -1 5315 D4 ~ ~ 0 -1 5309 S #5312 East face of Pyramid~ Sand, sand, and more sand... off into the distance you see a sandstorm. Is it heading this way ? ~ 19 0 0 D0 ~ ~ 0 -1 5305 D2 ~ ~ 0 -1 5313 D5 You see a VERY long drop down. ~ ~ 0 -1 5350 S #5313 South face of Pyramid~ Heat beats down upon you. Looking out across the desert you see the ruins of a once great city to the south-west. ~ 19 0 0 D1 ~ ~ 0 -1 5312 D3 ~ ~ 0 -1 5303 D5 You see a VERY long drop down. ~ ~ 0 -1 5350 S #5314 Guardian's Room~ This room appears to have one purpose, to house the Stone Golem standing here. His last action seems to have been grasping a stone key. ~ 19 9 0 D2 ~ door~ 1 -1 5315 S #5315 West Corridor~ The corridor ends here. There are doors to the north and south, the corridor leaves east. ~ 19 9 0 D0 ~ door~ 1 -1 5314 D1 ~ ~ 0 -1 5311 D2 ~ south door~ 1 -1 5316 S #5316 Guardian's Room~ This room is non-descrip, save the clay spattered on the ground. ~ 19 9 0 D0 ~ door~ 2 -1 5315 S #5317 Guardian's Room~ This room pales in comparison to the others. The only noteworthy item here is the HUGE chair... and the golem sitting in it. He stands at your entrance. ~ 19 9 0 D2 ~ door~ 1 -1 5318 S #5318 East Corridor~ The corridor ends here with doors to the north and south. ~ 19 9 0 D0 ~ door~ 1 -1 5317 D2 you see a large iron gate to the south. ~ gate~ 2 5300 5319 D3 ~ ~ 0 -1 5311 S #5319 Room of Anubis~ You have entered an ornately guilded throne room. Sitting upon the giant throne is the mighty figure of Anubis, wearing a glowing key on a chain about his neck. ~ 19 9 0 D0 ~ gate~ 2 5300 5318 S #5320 Culdesac~ The murals continue into this room, but tell a different story. They show images of death and pain as demonic beings cruely torture egyptian heroes. The passage way ends and along the floor you notice an iron door set into the ground. The image of a horned devil adornes the handle. The only other way is north to the chamber. ~ 19 9 0 D0 ~ ~ 0 -1 5311 D5 The iron door looks unopenable without the proper key. The eyes of the horned devil glow slightly. ~ iron~ 2 5301 5334 S #5321 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D2 ~ ~ 0 -1 5327 D3 The maze is very twisty here... your not sure where this leads to. ~ ~ 0 -1 5321 S #5322 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D1 ~ ~ 0 -1 5323 S #5323 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D1 ~ ~ 0 -1 5324 D3 The maze continues here. You hear faint chanting and the sounds of slithering. ~ ~ 0 -1 5322 S #5324 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D1 ~ ~ 0 -1 5325 D2 ~ ~ 0 -1 5330 D3 ~ ~ 0 -1 5323 S #5325 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D2 The maze continues here. You hear a low gutteral moaning from this direction. ~ ~ 0 -1 5331 D3 ~ ~ 0 -1 5324 S #5326 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D1 The maze continues to the east. ~ ~ 0 -1 5327 D2 The maze continues to the south. ~ ~ 0 -1 5332 S #5327 Maze ?~ a bunch of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5321 D1 ~ ~ 0 -1 5328 D2 ~ ~ 0 -1 5333 D3 ~ ~ 0 -1 5326 S #5328 Maze ?~ A bunch of twisty passages that all look alike.~ 19 9 0 D1 ~ ~ 0 -1 5329 D2 ~ ~ 0 -1 5334 D3 ~ ~ 0 -1 5327 S #5329 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D3 ~ ~ 0 -1 5328 S #5330 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5324 D2 ~ ~ 0 -1 5336 S #5331 Dead End.~ This corridor ends here, but a lonely Spectre looks up as you enter. He is carrying a sapphire bracelet. He looks into your eyes almost as if too say, "I'm sorry, but I have to kill you." ~ 19 9 0 D0 ~ ~ 0 -1 5325 S #5332 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 The maze continues to the north. ~ ~ 0 -1 5326 D2 The maze continues to the south. ~ ~ 0 -1 5338 S #5333 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5327 D1 ~ ~ 0 -1 5334 D2 ~ ~ 0 -1 5339 S #5334 Maze ?~ You have entered the King's Labyrinth. Passages lead off in all directions. You think you hear movement nearby. ~ 19 9 0 D0 ~ ~ 0 -1 5328 D1 ~ ~ 0 -1 5335 D2 ~ ~ 0 -1 5340 D3 ~ ~ 0 -1 5333 D4 ~ iron~ 2 5301 5320 S #5335 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D2 ~ ~ 0 -1 5341 D3 ~ ~ 0 -1 5334 S #5336 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5330 D1 ~ ~ 0 -1 5337 D2 ~ ~ 0 -1 5342 S #5337 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D2 ~ ~ 0 -1 5343 D3 ~ ~ 0 -1 5336 S #5338 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 The maze continues to the north. ~ ~ 0 -1 5332 D2 The maze continues to the south. You hear faint sounds from this direction. ~ ~ 0 -1 5344 S #5339 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5333 S #5340 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5334 D2 ~ ~ 0 -1 5346 S #5341 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5335 S #5342 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5336 D2 ~ ~ 0 -1 5348 S #5343 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5337 D2 ~ ~ 0 -1 5349 S #5344 Maze ?~ A maze of twisty passages that all look alike. You think you might hear the sound of blowing wind from below. ~ 19 9 0 D0 The maze continues to the north. ~ ~ 0 -1 5338 D5 ~ door~ 1 17003 5040 S #5345 Maze ?~ A maze of twisty passages that all look alike. ~ 19 0 0 D1 ~ ~ 0 -1 5346 S #5346 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5340 D1 ~ ~ 0 -1 5347 D3 ~ ~ 0 -1 5345 S #5347 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D1 ~ ~ 0 -1 5348 D3 ~ ~ 0 -1 5346 S #5348 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5342 D3 ~ ~ 0 -1 5347 S #5349 Maze ?~ A maze of twisty passages that all look alike. ~ 19 9 0 D0 ~ ~ 0 -1 5343 S #5350 Desert Floor.~ For some strange reason you decided to jump off the pyramid. You're dead. ~ 19 2 0 S #5700 Cador's Oasis from Reality~ Before you is a grey room made of bricks and mortor. The east wall is lined with a shelf of magical tomes, books, and other apparatuses. The west wall is filled with religious discourses and holy symbols. There are a few bottles of holy water on the higher shelves of the west wall. The south wall is lined with countless weapons of perfection whose beauty is unsurpassed. Each weapon is honed to finest condition and kept that way by meticulously. To the south leads the way into town. ~ 26 512 0 D1 ~ ~ 1 5700 5896 D2 ~ ~ 0 -1 3001 D3 ~ ~ 0 -1 5701 E bed~ A big plush and spacious bed is here ~ E runes~ this is a test. ~ S #5896 Mynax's Room~ Mynax has his cozy little room. It has his little, but very sharp Garote, diamond knife, and a few other toys. There is ninja suit hanging on the bed. ~ 27 24 0 D3 ~ door mynax~ 1 5700 5700 S #5897 reserved house~ Empty ~ 27 0 0 S #5898 reserved house~ Empty ~ 27 0 0 S #5899 Erik's Room~ Empty ~ 27 0 0 D2 ~ ~ 0 -1 5700 S #6000 The edge of the forest~ You are standing at the eastern edge of a big forest. To the east is the West Gate of Midgaard and to the west is a narrow trail, leading in through the forest. ~ 60 4 2 D0 You hear a faint sound. ~ ~ 0 -1 1100 D1 You see the West Gate of the City of Midgaard. ~ ~ 0 -1 3052 D3 You see the narrow forest trail winding westwards in between the trees. ~ ~ 0 -1 6001 E trail~ The forest trail winds westwards through the trees. ~ E tree trees~ The trees are quite tall considering most of them appear to be quite young. On one of the trees, crude letters forming the word "Haon-Dor" have been carved into the bark. ~ S #6001 A trail through the light forest~ You are on a trail leading through the forest. To the east is the forest edge and to the west, the trail leads further into the forest. ~ 60 0 3 D1 The trail continues eastwards out of the forest. ~ ~ 0 -1 6000 D3 You see the narrow forest trail winding westwards in between the trees. ~ ~ 0 -1 6002 E trail~ The forest trail winds east-west through the trees. ~ E tree trees~ The trees here are quite young and fresh. They seem to accommodate many kinds of birds, insects and other small animals. ~ E birds insects animals~ Very cute little creatures, they seem to enjoy life. ~ S #6002 A trail through the light forest~ You are on a narrow trail leading east and west through the forest. To the west, the forest gradually becomes more dense. A small forest path leads south. ~ 60 0 3 D1 The trail continues eastwards through the young trees. ~ ~ 0 -1 6001 D2 The small path leads south through the young trees. ~ ~ 0 -1 6011 D3 You see the narrow forest trail winding westwards into the dense forest. ~ ~ 0 -1 6003 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E trail~ The forest trail winds east-west through the trees. ~ E tree trees~ The young, slender trees look beautiful, their fresh, green leaves moving lightly in the wind. ~ S #6003 A trail through the dense forest~ You are on a trail leading east and west through the dense forest. To the east, the forest gradually seems to become lighter. A small path branches off the path to the north. ~ 60 0 3 D0 A small path leads through the woods to the north. ~ ~ 0 -1 22601 D1 The trail continues eastwards to the younger part of the forest. ~ ~ 0 -1 6002 D3 You see the narrow trail winding westwards through the dense forest. ~ ~ 0 -1 6004 E trail~ The forest trail seems almost fragile compared to the massive trunks. ~ E tree trees~ The dense crowns of the mature trees leave only a fraction of the sky to be seen through the leaves. ~ S #6004 A trail through the dense forest~ You are on a trail leading east and west through the dense forest. To the west, the trees are so huge and their crowns so dense that forest remains in total darkness. A small path leads south through the trees. ~ 60 0 3 D1 The trail continues eastwards through the dense forest. ~ ~ 0 -1 6003 D2 The small path leads south through the trees. ~ ~ 0 -1 6005 D3 The narrow trail almost seems to disappear between the enourmous trunks. ~ ~ 0 -1 6100 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E trail~ The forest trail seems almost fragile compared to the massive trunks. ~ E tree trees~ The crowns of the old trees almost cut out all light. ~ S #6005 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6004 D2 The small path leads south through the trees. ~ ~ 0 -1 6006 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6006 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and east. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6005 D1 The small path leads east through the trees. ~ ~ 0 -1 6007 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6007 An intersection in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The forest gradually lightens to the east. Paths lead east, west and south. ~ 60 0 3 D1 You can barely make out a clearing to the east. ~ ~ 0 -1 6008 D2 The small path leads south through the trees. ~ ~ 0 -1 6012 D3 The small path leads west through the trees. ~ ~ 0 -1 6006 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6008 The forest clearing~ You are in a clearing in the forest. Lots of fresh stumps of varying sizes protrude from the ground and heavy logs are stacked neatly in a big pile supported by stakes set into the ground. Paths lead north, east and west. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6011 D1 The small path leads east through the trees. ~ ~ 0 -1 6009 D3 The small path leads west through the trees. ~ ~ 0 -1 6007 E log logs~ Even though the logs have been chopped to shorter pieces, they are quite heavy as they are fresh and still filled with sap. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ E stake stakes~ The stakes keep the logs from rolling down. ~ E stump stumps~ There are more stumps than logs and some of the stumps are partly covered in moss. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6009 Outside a small cabin in the forest~ You are outside a small cabin built entirely from heavy logs. There is a wooden door to the north and small paths lead west and south through the trees. ~ 60 0 3 D0 The wooden door is quite sturdy but does not appear to be equipped with a lock. ~ door wooden~ 1 -1 6010 D2 The small path leads south through the dense forest. ~ ~ 0 -1 6014 D3 The small path leads west through the light forest. ~ ~ 0 -1 6008 E cabin logs~ It looks simple but comfortable and the slender trees make the whole place seem pretty idyllic. It's a cabin built from logs. Wooden logs, not system logs. ~ E path paths~ The path is probably used by the cabin's inhabitants. ~ E tree trees~ The trees are fairly young, not much more than a hundred years or so. ~ S #6010 Inside the cabin~ You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only most basic housekeeping equipment, such as a bed, a chair and a table. ~ 60 8 0 D2 The wooden door leads south. ~ door wooden~ 1 -1 6009 E bed~ It is definitely not the most comfortable bed you have seen in your life. ~ E chair~ It is made from oak and looks strong and sturdy. ~ E table~ A heavy table that doesn't even appear to rock. ~ S #6011 A small path through the light forest~ You are on a small path leading through the forest. The trees are tall and slender. Paths lead north and south. ~ 60 0 3 D0 The path leads north through the young trees. ~ ~ 0 -1 6002 D2 The path leads south through the young trees. ~ ~ 0 -1 6008 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are fairly young, not much more than a hundred years or so. ~ S #6012 An intersection in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest floor in an unreal twilight illumination. Paths lead north, east and south. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6007 D1 The small path leads east through the trees. ~ ~ 0 -1 6013 D2 The small path leads south through the trees. ~ ~ 0 -1 6021 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6013 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues east and west. ~ 60 0 3 D1 The small path leads east through the trees. ~ ~ 0 -1 6014 D3 The small path leads west through the trees. ~ ~ 0 -1 6012 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6014 An intersection in the dense forest~ You are on a small path leading through the dense forest. The forest gradually lightens to the north. Paths lead north, east and west. ~ 60 0 3 D0 The path leads north to a lighter part of the forest. ~ ~ 0 -1 6009 D1 The small path leads east through the trees. ~ ~ 0 -1 6015 D3 The small path leads west through the trees. ~ ~ 0 -1 6013 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ S #6015 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ 24 0 3 D1 ~ ~ 0 -1 6201 D2 The small path leads south through the trees. ~ ~ 0 -1 6016 D3 The small path leads west through the trees. ~ ~ 0 -1 6014 E tree trees~ The trees are mostly old beeches and oaks. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6016 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6015 D2 The small path leads south through the trees. ~ ~ 0 -1 6017 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6017 A small path in the dense forest~ You are on a small path leading through the dense forest. The forest seems to become lighter to the west. The path continues north and west. A trail leads southwards, between surprisingly beautiful and healthy lookin trees. ~ 23 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6016 D2 You see a path, leading towards some sort of grove ~ ~ 0 -1 515 D3 The small path leads west through the trees to a lighter part of the forest. ~ ~ 0 -1 6018 E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ S #6018 An intersection in the light forest~ You are on a small path leading through the forest. A path leads north to a small field and other paths lead east and west into the dense forest. ~ 60 0 3 D0 The path leads north to a small, grassy field. ~ ~ 0 -1 6023 D1 The path leads east to a dense part of the forest. ~ ~ 0 -1 6017 D3 The path leads west to a dense part of the forest. ~ ~ 0 -1 6019 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The tall trees are young and slender, not much more than a hundred years or so. ~ S #6019 A small path in the dense forest~ You are on a small path leading through the dense forest. The forest seems to become lighter to the east. The path continues north and east. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6020 D1 The small path leads east through the trees to a lighter part of the forest. ~ ~ 0 -1 6018 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ S #6020 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ 60 0 3 D2 The small path leads south through the trees. ~ ~ 0 -1 6019 D3 The small path leads west through the trees. ~ ~ 0 -1 6021 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6021 A small path in the dense forest~ You are on a small path leading through the dense forest. To the west there is a cave entrance. The path continues north and east. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6012 D1 The small path leads east through the trees. ~ ~ 0 -1 6020 D3 The cave is very dark. ~ ~ 0 -1 6022 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ E cave entrance~ The irregular opening is eight feet wide and six feet tall. An acrid smell emanates from within. ~ S #6022 Inside the cave~ You are in a natural cave. Various sorts of debris cover the stone floor, emitting a rather unpleasant smell that makes the air thick and hard to breathe. The only obvious exit is east. ~ 60 9 0 D1 The cave opening is to the east. ~ ~ 0 -1 6021 E debris~ It consists mostly of gnawed bones mixed with small pieces of torn fur. ~ E cave walls floor stone~ Quite uninteresting. ~ E air smell~ Kind of transparent, but quite noticeable nevertheless. ~ S #6023 On a small, grassy field~ You are in a small, grassy field somewhere in the forest. The tall grass nearly reaches your waist, and the surrounding oaks and beeches form an almost wall-like thicket on all sides of the field. A small path leads south through the trees. ~ 60 0 2 D2 The small path leads south in between the trees. ~ ~ 0 -1 6018 E grass~ The tall grass makes a nice hiding place for animals. ~ E path~ The narrow path is probably used by the animals living in the forest. ~ E tree trees thicket~ The trees form a close thicket. ~ S #6100 A narrow trail through the deep, dark forest~ You are on a narrow trail winding its way between the enormous, grey trunks. The crowns of the trees must be very dense, as they leave the forest floor in utter darkness. To the north you can see the entrance to Castle MacCleod. It appears to be accessible by invitation only. The trail leads east and west. ~ 61 1 3 D0 ~ drawbridge draw bridge~ 2 7901 13494 D1 The narrow trail leads east to a somewhat lighter part of the forest. ~ ~ 0 -1 6004 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6101 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6101 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees whose grey trunks remind you of ancient pillars in a enormous, deserted hall. To the south, a frail path leads away from the trail. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6100 D2 The path leads south - away from the trail. ~ ~ 0 -1 6104 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6102 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6102 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6101 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6103 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6103 A narrow trail through the deep, dark forest~ You are where the dusty trail bends, as to avoid conflict with a colossal trunk to the west. Not a sound is to be heard - everything is ominously quiet. The trail leads east and south. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6102 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6108 D3 The colossal tree looks as old as the hills. ~ ~ 0 -1 508 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E trees trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6104 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and south. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6101 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6105 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6105 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and west. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6104 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6106 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6106 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead east, south and west. ~ 61 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6105 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6117 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6107 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6107 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and east. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6108 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6106 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6108 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the south, a frail path leads away from the trail. ~ 61 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6103 D2 The path leads south - away from the trail. ~ ~ 0 -1 6107 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6109 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6109 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6108 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6110 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6110 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees that stand close on all sides. The trail leads east and south. To the west, a narrow path leads away from the trail. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6109 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6111 D3 The narrow path leads west between the giant trees. ~ ~ 0 -1 6130 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ Some of the trunks to the west are covered in a thin, almost transparent substance. It looks like small threads woven carefully together. ~ S #6111 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way north-south between huge, ancient trees that loom ominously above you. ~ 61 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6110 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6112 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6112 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the east, a frail path leads away from the trail. ~ 61 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6111 D1 The path leads east - away from the trail. ~ ~ 0 -1 6113 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6127 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6113 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom in all directions. The path continues south and west. ~ 61 1 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6114 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6112 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6114 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead north, east and west. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6113 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6115 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6122 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6115 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6116 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6114 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6116 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously on all sides. The path continues east and south. ~ 61 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6117 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6115 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6117 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all sides. Paths lead north, east and west. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6106 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6118 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6116 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6118 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The path continues south and west. ~ 61 1 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6119 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6117 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6119 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Huge, ancient trees are on all sides. The path continues north and south. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6118 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6120 E tree trees trunk trunks~ You feel as if they are watching you. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6120 On the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. To the south a fast river is flowing westwards through the forest. Ancient grey trees loom on both banks. The path continues north and west. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6119 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6121 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6121 A dead end path on the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be east. ~ 61 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6120 D2 You see the dark river to the south ~ ~ 0 -1 13673 D5 ~ ~ 0 -1 27434 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6122 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. ~ 61 1 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6114 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6123 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6123 A junction on the river bank in the deep, dark forest~ You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6122 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6124 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6125 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6124 A dead end path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be west. ~ 61 1 3 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6123 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6125 A small path on the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south a dark river flows westwards through the forest. The path continues north and east. ~ 61 1 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6126 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6123 D2 You see the river. You can enter it here ~ ~ 0 -1 6144 D3 You see a large, dark tower. ~ door~ 2 714 714 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6126 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west, and to the south a frail path leads away from the trail. ~ 61 1 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6127 D2 The path leads south - away from the trail. ~ ~ 0 -1 6125 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6128 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6127 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads east and south. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6112 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6126 D3 ~ ~ 0 -1 17011 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6128 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6126 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6129 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6129 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6128 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6135 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6130 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way westwards between huge, ancient trees that stand close on all sides. The tree trunks seem to be covered in some sticky substance. ~ 61 1 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6110 D3 The sticky substance is hanging like ropes between the trees just above the path. To the west the path seems to be covered with these giant threads covered with glue. ~ ~ 0 -1 6131 D4 ~ ~ 0 -1 6132 E substance rope ropes thread threads~ The substance reminds you of giant threads covered with glue. If it hadn't been for the size you could have sworn it was part of a spider web. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ The sticky substance is hanging like ropes between the ancient trees, crossing the path just out of reach. It might be possible to climb one of the sticky trunks. ~ S #6131 The spider web~ You are walking along the narrow path, ducking under the sticky ropes as you advance... > A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! > The huge, poisonous spider stings you! You resist the poison! The huge, poisonous spider stings you! You are poisoned! The huge, poisonous spider stings you! You are poisoned! ~ 61 4 3 S #6132 Up in the tree~ You are hanging on the outside of a huge tree trunk covered in a sticky substance. Directly to the west is an immense spider web suspended between numerous of the giant trees including the one you are hanging on. ~ 61 13 6 D3 To the west is the immense spider web. It seems to move softly. ~ ~ 0 -1 6133 D5 Downwards is the narrow forest path. ~ ~ 0 -1 6130 E web~ The spider web stretches out to the west. It looks as if it is possible to walk on it. ~ S #6133 On the spider web~ You are balancing carefully on the giant sticky threads that holds the giant web in place. To the east is a giant tree trunk and to the west is an entrance to a cave-like structure made from many layers of spider web. ~ 61 9 6 D1 To the east is the giant tree trunk. ~ ~ 0 -1 6132 D3 To the west is the entrance to the cave-like structure. ~ ~ 0 -1 6134 E web~ The immense spider web moves softly. ~ E cave structure~ It covers a ground area corresponding to an irregular circle with a diameter of about 20 feet and is nearly 10 feet tall. It looks very old. ~ S #6134 The Den of the Queen Spider~ You are inside a cave-like structure that seems to be made entirely from countless layers of spider web. Temperature and humidity is very high making it hard to breathe the foul air that lingers here. The walls are covered with open cocoons. ~ 61 9 6 D1 Compared to this place the east exit looks inviting. ~ ~ 0 -1 6133 E web wall walls~ The sticky walls are covered with open cocoons. ~ E cocoon cocoons~ The cocoons are burst open as if something inside really wanted to get out. They are at the size of a human head. ~ S #6135 A a dusty trail in the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The trail continues north and east. ~ 61 1 3 D0 The dusty trail leads north through the trees. ~ ~ 0 -1 6136 D1 The dusty trail leads east through the trees. ~ ~ 0 -1 6129 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6136 A dusty trail in the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient, grey trees loom everywhere. The trail continues south and west. A broad irregular path leads eastwards away from the trail. ~ 61 1 3 D1 The trees standing on the sides of the path have scratch marks on them. ~ ~ 0 -1 6142 D2 The dusty trail leads south through the trees. ~ ~ 0 -1 6135 D3 The dusty trail leads west through the trees. ~ ~ 0 -1 6137 E tree trees trunk trunks~ To the east the ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. ~ E path~ The trees standing on the sides of the path have scratch marks on them. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6137 At the end of the trail through the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The only exit is east. ~ 61 1 3 D1 The dusty trail leads east through the trees. ~ ~ 0 -1 6136 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6142 Outside a cave in the deep, dark forest~ You are at the end of a broad, irregular path. To the north is a very large ominous-looking cave opening. The trees here have many marks as if something with huge claws has been tearing at them in rage. ~ 61 1 3 D0 The disgusting smell of a large reptile emanates from the cave opening. ~ ~ 0 -1 6143 D3 The path winds its way westwards. ~ ~ 0 -1 6136 E tree trees~ The ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. ~ E cave opening~ The disgusting smell of a large reptile emanates from the cave opening. ~ S #6143 The cave of the Green Dragon~ You are in a big natural cave. The floor is littered with bones of all sorts and the stench is so massive that you could cut it with a knife. The only exit is to the south. ~ 61 9 3 D2 The exit leads out into the forest. ~ ~ 0 -1 6142 E bone bones floor~ Most of the bones on the floor appear to be of human origin. ~ S #6144 On the Dark River~ You are on the Black waters of the Dark River. The river stretches to the west, and to the east, and huge network of trees and vines block passage. Looks like eventually it could be cleared and turned into a nice place to visit. To the north is the riverbank. ~ 61 1 7 30 3 D0 The river bank ~ ~ 0 -1 6125 D1 You see a stretch of river ~ ~ 0 -1 6145 D3 You see a stretch of river ~ ~ 0 -1 6147 S #6145 Dark River~ The river continues to the east and west. To the north and south are the trees of the forest. ~ 61 1 7 30 3 D0 ~ heavens~ 2 25006 3151 D1 You can see more of the river to the east. ~ ~ 0 -1 13675 D2 ~ tartan~ 2 6914 3153 D3 You can see the river and a stretch of land that you could land on. ~ ~ 0 -1 6144 S #6147 Dark River~ You find yourself floating under a huge fallen tree. Moss and vines drop down from it, reaching out at you like tentacles. It is very dark here, and very still. ~ 25 1 7 30 3 D1 ~ ~ 0 -1 6144 D3 ~ ~ 0 -1 6148 S #6148 Dark River~ You are floating down the dark river. To the south-west, you can see an Island. The river is divided in two by the island, it continues flowing to the west, or you can journey south. ~ 25 1 7 30 3 D1 ~ ~ 0 -1 6147 D2 ~ ~ 0 -1 6153 D3 ~ ~ 0 -1 6149 S #6149 Dark River~ You are floating down the dark river. To the south you can see an island. You can get to the island from here, or you can journey down-river to the west, or upriver to the east. ~ 25 1 7 30 3 D1 ~ ~ 0 -1 6148 D2 ~ ~ 0 -1 16601 D3 ~ ~ 0 -1 6150 S #6150 Dark River~ You are floating down the dark river. To the south-east you can see an island. The river turns here, and flows southward. You can also journey upriver to the east, and a large volcano lies to the north. ~ 25 1 7 30 2 D0 ~ ~ 0 -1 17004 D1 ~ ~ 0 -1 6149 D2 ~ ~ 0 -1 6151 S #6151 Dark River~ You are floating down the dark river. To the east you can see an island. The river flows north to south, you can journey either direction, or you can go east, to the island ~ 25 1 7 30 2 D0 ~ ~ 0 -1 6150 D1 ~ ~ 0 -1 16602 D2 ~ ~ 0 -1 6152 S #6152 Dark River~ You are on Dark River, which flows from north to east here, around the southern tip of a small island. The river is covered with trees, letting in no natural light. Small creatures slither through the water, and you can occasionally hear a creature calling in the dense forest. ~ 25 1 7 30 1 D0 ~ ~ 0 -1 6151 D1 ~ ~ 0 -1 16605 S #6153 Dark River~ You are on Dark River, which flows from north to south here, along the edge of a small island. The river is covered by trees, which block off all natural light. Small creatures scurry and slither through the shallows and trees. ~ 25 1 7 30 2 D0 ~ ~ 0 -1 6148 D2 ~ ~ 0 -1 6154 D3 ~ ~ 0 -1 16602 S #6154 Dark river~ You are on Dark river, which flows from north to west around the southern tip of this island. The canopy of trees blocks out all sunlight, and gives the impression that you are in a dark, moldy cave in the forest. Small creatures scurry about through the water, occasionally turning thier eyes towards you. ~ 25 1 7 30 3 D0 ~ ~ 0 -1 6153 D1 ~ ~ 0 -1 16605 D3 ~ ~ 0 -1 16605 S #6155 Dark River~ Alas, dark river has come to a virtual end here, since we haven't the desire to finish her right at this moment. But there is a mighty fine island just to the east of here. And a large cave entrance lies to the south. ~ 25 1 7 0 0 D1 ~ ~ 0 -1 16607 D2 ~ ~ 0 -2 15800 S #6201 The sinister forest path~ You feel a strange difference in the forest. You have left the fiendly forest of rabbits behind. Ahead you sense the presence of malicious and cruel monsters ahead, reflected in the way the plants have twisted into spiky bizarre growths you don't recognize. You can continue down the path to the east or retreat back to the west. There is a wooden sign here. ~ 26 4 3 D1 You see the a sinister grove to the east. ~ ~ 0 -1 6202 D3 You see the forest near John's cabin. ~ ~ 0 -1 6015 E sign~ Warning! You are about to enter the lands of the quicklings. They don't take kindly to visitors. Be very careful around the quickling raiders, for they are trained soldiers. -John the Lumberjack ~ S #6202 The sinister grove.~ You are in a grove surrounded by twisted vine-like plants with pointy needles covering them. You feel uncomfortable in the revealing grove, as if somebody was watching you. You can continue east down the path or go along a path to the south. The vines appear to be thick to the north but, you might be able to push your way through. ~ 26 0 3 D0 The vines hanging from the trees are impossible to see through, you might be able to push through though. ~ ~ 0 -1 6203 D1 To the east, you see widening path. ~ ~ 0 -1 6207 D2 You see a sinister looking path to the south. ~ ~ 0 -1 6212 D3 You see a sinister looking path to the east. ~ ~ 0 -1 6201 E vines~ The vines here are covered with pointy spikes, don't touch! ~ E vine~ The vines here are covered with pointy spikes, don't touch! ~ S #6203 Thick vines~ The vines are very thick here, you think you can mange to push your way north again though. ~ 26 0 3 D0 The vines are very thick, it is impossible to see what is north of you. ~ ~ 0 -1 6204 D2 You see the sinister grove to the south. ~ ~ 0 -1 6202 S #6204 More thick vines~ You manage to shove your way through more vines only to find more vines! You can continue north, go back, or push your way to the east. ~ 26 0 3 D0 The folliage is so thick that you can't see what is north of here. ~ ~ 0 -1 6205 D1 The vines are so thick here that you can't see what is east of here. ~ ~ 0 -1 6206 D2 Through the vines you can catch glimpses of the grove. ~ ~ 0 -1 6202 E folliage~ The folliage (mostly vines) is very thick. ~ E vines~ The vines are covered with pointy spikes, don't touch! ~~ E vine~ The vines are covered with pointy spikes, don't touch! ~ S #6205 The grove of the baby Quicklings.~ You push through the dense folliage to find a carefully grown grove of trees. The trees surround the grove pefectly in a neat circle. In the grove you see several small rapidly moving baby quicklings speeding around. There are several corpses of young human children littered about the room in various states of decomposition. One says in a high pitched voice, "Ohboy!Bigpeople havecometoplaywithus!" They start poking you with their toys (knives)! ~ 26 0 3 D2 To the south you see dense folliage. ~ ~ 0 -1 6204 E corpses~ The human corpses look like they have been play things for the young quick- lings. ~ E corpse~ The human corpses look like they have been play things for the young quick- lings. ~ S #6206 The Queen Quickling's Grove.~ The Queen Quickling blurs about the room ignoring you as she gives orders to quickling servants. "Givetheyoungmorehumanstokill," says the Queen. The servant says, "Yesmyqueen." Everybody just ignores you as they blur about talking about how to train the proper evilness into the young. ~ 26 0 3 D3 To the west you see dense folliage. ~ ~ 0 -1 6204 S #6207 The widening path.~ The path widens here with a branch going north along with it continueing to the east. Quickling commoners blur along the path, not paying any attention to you. They move so quickly you wouldn't have a chance to attack them if you wanted to. ~ 26 0 3 D1 You see many quicklings moving around to the east. ~ ~ 0 -1 6208 D2 You see a twisting path to the south. ~ ~ 0 -1 6217 D3 You see a sinister grove to the east. ~ ~ 0 -1 6202 S #6208 The Busy Intersection.~ Everywhere you look you see quicklings speeding around, going north, east, west, or up a rope ladder to the tops of the trees. The quicklings climb the ladder so quickly it looks like they fly straight up! ~ 26 0 3 D0 To the north you see a well troden path that has been covered with beautiful red stones. ~ ~ 0 -1 6210 D1 To the east you see a sheltered grove that looks like some sort of barracks. ~ ~ 0 -1 6209 D3 To the west you see a widening path. ~ ~ 0 -1 6207 D4 You can't see anything up the tree through the dense leaves. ~ ~ 0 -1 6221 E ladder~ The latter looks a little small but, it appears to be made out of a strong material. It looks fairly safe. ~ S #6209 The Quickling Raiders' Barrack.~ This is where the Raiders talk about all the great things they have stolen from nearby towns. There is a chart on the wall with the names of different quicklings on it, along with how much they have stolen from Midgaard. The captian of the guard shouts out in a high vioce, "Hey!Youpeopleshouldnotbe here!Preparetodie!" ~ 26 0 3 D3 To the west you see a busy intersection. ~ ~ 0 -1 6208 E chart~ The chart shows a ranking of all the quicklings that go on raids. At the top is the King of the Quicklings, Tephanis. ~ S #6210 The red stone path.~ This path has been set with beautiful red stones. It feels like this path is good enough for royalty to walk on. The path bends off to the east. You can see a small sign tacked to a tree nearby. ~ 26 0 1 D1 To the east you see a fantastic clearing with a ornate oaken throne. ~ ~ 0 -1 6211 D2 South you see a busy intersection. ~ ~ 0 -1 6208 E sign~ Warning! Bother Tephanis on pain of death! ~ S #6211 Tephanis's Clearing.~ You have entered a splendid clearing with a ornate oaken throne in the middle. Tephanis looks at you angrily from his throne and says, "Soyou havedecidedtoentermyclearing..DIE!" He rushes you so quickly it is awe- enspiring. ~ 26 0 1 D3 To the west you see a red stone path. ~ ~ 0 -1 6210 E throne~ The throne is a beautiful piece of work that was probably stolen by the quick- lings, it's unlikely that they could make something so beautiful. ~ S #6212 A sinister path.~ You are on a sinister path running north and south. ~ 26 0 3 D0 You see a sinister path to the north. ~ ~ 0 -1 6212 D1 You see a sinister path to the east. ~ ~ 0 -1 6214 D2 You see a sinister path to the south. ~ ~ 0 -1 6213 S #6214 A sinister path.~ You are on a sinister path running east/west. ~ 26 0 3 D1 To the east you see a sinister path. ~ ~ 0 -1 6215 D3 To the west you see a sinister path. ~ ~ 0 -1 6213 S #6215 A sinister path.~ You are walking along a sinister path running east/west. ~ 26 0 3 D1 You see a sinister path to the east. ~ ~ 0 -1 6216 D3 You see a sinister path to the west. ~ ~ 0 -1 6214 S #6216 A sinister path.~ To the north you see a twisting path, to the south there is a dark road. You can also head along the sinister path to the west. ~ 26 0 3 D0 To the north you see a twisting path. ~ ~ 0 -1 6219 D1 To the east you see a sinister path. ~ ~ 0 -1 6215 D2 To the south you see a dark road. ~ ~ 0 -1 6220 S #6217 A twisting path.~ You are walking on a twisting path that goes north and east. ~ 26 0 3 D0 To the north you see a widening path. ~ ~ 0 -1 6207 D1 The twisting path continues to the east. ~ ~ 0 -1 6218 S #6218 A twisting path.~ You are on a twisting path running east/west. ~ 26 0 3 D1 To the east you see a twisting path. ~ ~ 0 -1 6219 D3 To the west you see a twisting path. ~ ~ 0 -1 6217 S #6219 A twisting path.~ You are on a twisting path that goes to the south and west. ~ 26 0 3 D2 To the south you see a sinister path. ~ ~ 0 -1 6216 D3 To the west you see a twisting path. ~ ~ 0 -1 6218 S #6220 A dark road.~ You are on a dark road, the road continues to the south. You feel very uncomfortable on this road, as if there was a great evil at its end. ~ 26 4 1 D0 To the north is a sinister path. ~ ~ 0 -1 6219 D2 The dark road continues to the south. ~ ~ 0 -1 6222 S #6221 The lookout tree.~ You climb up to a platform hidden in the leaves. You can see a great distance from so high up. To the east you can see the town of Midgaard, to the west you see high trees with silky strands between them, to the south all you can see is a dark area, it makes you shiver. ~ 26 0 3 D5 You can't see anything when you look down, the leaves are very dense. ~ ~ 0 -1 6208 S #6222 The shore of the dark river~ You are standing on a road at the northern shore of the dark river. The road leads northwards, and the river flows just south of here. It looks like there was a bridge crossing the river at the point, but the bridge is long gone, perhaps a victim of a flood sometime in the past. ~ 26 9 1 D1 ~ ~ 0 -1 6220 D2 ~ ~ 0 -1 13674 S #6500 Path to Dwarven Village~ You are walking down a path that leads to the dwarven village. To the south you see a large mine entrance, and to the north the path continues toward the mountains. ~ 65 4 2 D2 You see the inside of some dark mine ~ ~ 0 -1 16053 D0 The path continues. ~ ~ 0 -1 6501 S #6501 Path, base of mountain~ Now you are at the bottom of a rugged mountain. The forest around you is very dense, and it seems very dark to the north. ~ 65 0 4 D0 The path coninues up the mountain. ~ ~ 0 -1 6502 D2 The path heads toward a dark mineshaft. ~ ~ 0 -1 6500 S #6502 Path, middle of mountain~ Standing on the middle of the mountain, you can easily see the city to the south, and the top of the mountain is very near to the north. ~ 65 0 5 D0 The top of the mountain is easilly seen from here. ~ ~ 0 -1 6503 D2 The base of the mountain is near. ~ ~ 0 -1 6501 S #6503 Top of mountain~ You are now on the top of the mountain. To the south you see a path leading down the mountain. To the east and west you see entrances to what seems like mines. ~ 65 0 4 D2 The path leads down the mountain to a dark mineshaft. ~ ~ 0 -1 6502 D1 An entrance to the mountain which seems to lead underground. ~ ~ 0 -1 6540 D3 There is an entrance to the mountain. ~ ~ 0 -1 6505 S #6504 Narrow Path~ This is a narrow path leading to the Dwarven Kingdom. It looks less travelled than the others, and it is very creepy. The path opens up to the south, and continues to the north. ~ 65 8 0 D0 ~ ~ 0 -1 6506 D2 ~ ~ 0 -1 6540 S #6505 Entrance to Mountain~ Here is an entrance to the mountain. The door looks very well built, and you can hear noise coming from within. ~ 65 0 2 D3 ~ door~ 1 6550 6513 D1 ~ ~ 0 -1 6503 S #6506 Bend in Narrow Path~ This is a narrow path that bends to the east here. The trees hang over the path, and it is very overgrovn. The narrow path continues to the south and to the east. ~ 65 8 0 D1 ~ ~ 0 -1 6507 D2 ~ ~ 0 -1 6504 E tree trees~ They hang over the road in the most ominous of ways. ~ S #6507 Narrow path~ This path is very narrow, and it continues to the north and west. ~ 65 8 0 D0 ~ ~ 0 -1 6508 D3 ~ ~ 0 -1 6506 S #6508 Narrow north-south path~ This path leads to the north and south. To the north you can see a door, and to the south the path continues. ~ 65 8 0 D0 ~ ~ 0 -1 6509 D2 ~ ~ 0 -1 6507 S #6509 Door to Kingdom~ Here the path turns to the west. You can see a door in front of you, and the path continues to the west and south. ~ 65 8 0 D0 ~ door~ 1 6503 6510 D3 ~ ~ 0 -1 6522 D2 ~ ~ 0 -1 6508 S #6510 Path to the Castle~ You are on a path that will eventually lead to the castle. It continues north to the castle, and there is a door on the southern wall. ~ 65 8 0 D2 ~ door~ 1 6503 6509 D0 ~ ~ 0 -1 6511 S #6511 Still on the path to the Castle~ You are still on the path to the castle, or back to the Dwarven village, whichever way you wish to go. The path continues to the north and south. ~ 65 8 0 D2 ~ ~ 0 -1 6510 D0 ~ ~ 0 -1 6512 S #6512 Door to Castle~ Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on it's end. There is a sign which says: ****************************************** * WELCOME TO THE CASTLE OF STRANGELOVE * * Here, celibacy is uninvited * ****************************************** ~ 65 8 0 D1 ~ door~ 1 6514 6525 D2 ~ ~ 0 -1 6511 S #6513 Inside the entrance~ Everything here is covered in soot and very grimy. The path continues to the east and north, and there is a door to the west. ~ 65 8 0 D3 This looks like an entrance to some type of store room. ~ ~ 0 -1 6526 D0 The little underground path continues to the north. ~ ~ 0 -1 6514 D1 The path leads outside the entrance. ~ door~ 1 6550 6505 S #6514 Path~ You are on a path in the dwarven village which leads north to the shops and south to the corner of the area. ~ 65 8 0 D2 ~ ~ 0 -1 6513 D0 ~ ~ 0 -1 6515 S #6515 Turn in road~ You are on a path that leads to a Hide & Tooth shop to the west, and the path continues to the south. ~ 65 8 0 D3 The Hide & Tooth shop is seen to the west. ~ ~ 0 -1 6516 D2 ~ ~ 0 -1 6514 S #6516 Hide & Tooth Shop~ You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven weapons and armors. The path continues to the north and east. ~ 65 8 0 D1 ~ ~ 0 -1 6515 D0 ~ ~ 0 -1 6517 S #6517 Path to the north of shop~ You are on a path to the north of the Hide & Tooth shop. The path continues to the north, and there is Granite Head's bakery to the west. ~ 65 8 0 D0 ~ ~ 0 -1 6518 D2 ~ ~ 0 -1 6516 D3 ~ ~ 0 -1 6535 S #6518 North of Shops~ Here the path bends to the east towards the barracks. To the south you can see the shops. ~ 65 8 0 D1 ~ ~ 0 -1 6519 D2 ~ ~ 0 -1 6517 S #6519 Path by Hospital~ Here the path passes by the Hospital to the north. It continues to the east to the barracks, and to the west. ~ 65 8 0 D0 ~ ~ 0 -1 6534 D1 ~ ~ 0 -1 6520 D3 ~ ~ 0 -1 6518 S #6520 Path next to barracks~ Here the path continues west, and east to the barracks. ~ 65 8 0 D1 ~ ~ 0 -1 6521 D3 ~ ~ 0 -1 6519 S #6521 Entrance to barracks~ Here there is an entrance to the barracks to the south, and the path continues to the west. ~ 65 8 0 D3 ~ ~ 0 -1 6520 D2 ~ door~ 1 0 6523 S #6522 Guard House~ You are in the guard house to the west of the entrance to the castle. There are nudie posters covering the walls. ~ 65 8 0 D1 ~ ~ 0 -1 6509 E poster~ There is a wall poster of a nude Minne Pearl. ~ S #6523 First Barrack room~ Here is the first of two main rooms of barracks. The barracks continue to the south, and you can leave the room to the north. ~ 65 8 0 D0 ~ door~ 1 0 6521 D2 ~ ~ 0 -1 6524 S #6524 Back of Barracks~ Here is the back of the dwarven barracks. There are rows of beds here, and there is a stench that is unbearable. ~ 65 8 0 D0 ~ ~ 0 -1 6523 S #6525 Inside of Castle Strangelove~ You are just inside the castle. It is very tubular in shape, and it is very featureless. There is a set of stairs that lead up, and the door leads out of the castle to the west. ~ 65 8 0 D3 ~ door~ 1 6514 6512 D4 ~ ~ 0 -1 6528 S #6526 A store room~ There is a layer of dust on the floor at least 3 inches thick! It is probable that not many people have been in here for many months. ~ 65 9 0 D1 A lighted area that looks like a well worn path. ~ ~ 0 -1 6513 D5 ~ trapdoor~ 1 0 6527 E floor dust~ After blowing all the dust off the floor, you notice a trapdoor! ~ S #6527 Wine cellar~ This room smells like wine, and you can only assume it used to be a wine cellar at one time. ~ 65 9 0 D4 ~ ~ 0 -1 6526 S #6528 Stairs in castle~ The stairs continue to circle up and down here. ~ 65 8 0 D5 ~ ~ 0 -1 6525 D4 ~ ~ 0 -1 6529 S #6529 Stairs~ You are still circling around on the stairs. You are starting to get dizzy from going around and around and around and around and around. The stairs continue up and down. ~ 65 8 0 D5 ~ ~ 0 -1 6528 D4 ~ ~ 0 -1 6530 S #6530 Top of stairs~ You are at the top of the stairs in the castle. There is an exit to the east, and the stairs lead down. ~ 65 8 0 D5 ~ ~ 0 -1 6529 D1 ~ ~ 0 -1 6531 S #6531 Queen's waiting room~ This is the Queen's waiting room. Here the men literally "wait" for the queen. You've heard that the queen really likes to get to 'know' her people, in the biblical sense. The queen's bedroom is to the north, and you can see stairs to the west. ~ 65 8 0 D3 ~ ~ 0 -1 6530 D0 ~ door~ 1 0 6532 S #6532 Bedroom~ This is the Queen's bedroom. The bed is all ruffled, and there is a stack of dirty sheets piled in the corner. There is a ladder that leads down, out of the castle, and you can leave the room to the south. ~ 65 8 0 D2 ~ door~ 1 0 6531 D5 ~ ~ 0 -1 6533 S #6533 North side of Castle Strangelove~ You are standing on the north side of Castle Strangelove. You notice that you are no longer inside the mountain anymore either. Along the southern horizon you see towering mountains. ~ 65 0 0 D4 ~ ~ 0 -1 6532 S #6534 Hospital~ You are inside the Dwarven Hospital. It smells like rubbing alcohol, and there is blood all over the walls. ~ 65 8 0 D2 ~ ~ 0 -1 6519 S #6535 Granite Head's Bakery~ The aroma coming from this room is astonishing. You can almost taste the pastry's dissolving in your mouth. ~ 65 8 0 D1 ~ ~ 0 -1 6517 S #6540 Dark path~ This path is very well worn, and there is an entrance to the mines to the east, while the path continues to the north and west. ~ 65 8 0 D1 ~ door~ 1 6502 6541 D0 ~ ~ 0 -1 6504 D3 ~ ~ 0 -1 6503 S #6541 Mine entrance~ The little path here leads down toward the mines, while the worn path continues to the west. ~ 65 8 0 D5 ~ ~ 0 -1 6542 D3 ~ door~ 1 6502 6540 S #6542 Inside the mine~ There are holes everywhere from the places that the workers blew away the rock to get to whatever they were looking for. A path leads down and up. ~ 65 9 0 D4 ~ ~ 0 -1 6541 D5 ~ ~ 0 -1 6543 S #6542 Bottom of mineshaft~ You are at the bottom of the mineshaft. The air here is very sooty, and it is very hard to breath. The mineshaft leads up and east. ~ 65 9 0 D4 ~ ~ 0 -1 6541 D1 ~ ~ 0 -1 6543 S #6543 Path in the mine~ You are deep inside the mine, and you feel very uncomfortable. The path continues to the east, and leads to the mineshaft to the west. ~ 65 9 0 D3 ~ ~ 0 -1 6542 D1 ~ ~ 0 -1 6544 S #6544 Mine crossroad~ You are at a crossroad in the mine. There is a door to the north, and the path continues to the south, east, and west. ~ 65 9 0 D1 ~ ~ 0 -1 6545 D3 ~ ~ 0 -1 6543 D0 ~ door~ 2 6516 6546 D2 ~ ~ 0 -1 6551 S #6545 Coal Room~ You are inside the storage area for the raw materials that are found down here. The room is very unsturdy as the supports are very rickety. ~ 54 9 0 D3 ~ ~ 0 -1 6544 S #6546 Mine Maze~ You have entered the maze of the mines. To the east you can see some inscriptions, and you can exit to the south. ~ 65 9 0 D2 ~ door~ 2 6516 6544 D1 ~ ~ 0 -1 6547 S #6547 Maze inscription~ You are inside the maze, but not far enough in that you could get lost. There is an enscription on the wall which says: 1 3 2 4 N W N S This isn't too tough, so don't take it so rough. ~ 65 9 0 D0 ~ ~ 0 -1 6548 D3 ~ ~ 0 -1 6546 D1 ~ ~ 0 -1 6544 S #6548 Maze~ You are in a maze. ~ 65 9 0 D0 ~ ~ 0 -1 6549 D3 ~ ~ 0 -1 6548 D2 ~ ~ 0 -1 6547 S #6549 Maze~ You are in a maze. ~ 65 9 0 D3 ~ ~ 0 -1 6550 D0 ~ ~ 0 -1 6548 D2 ~ ~ 0 -1 6548 S #6550 Maze~ You are in a maze. ~ 65 9 0 D2 ~ ~ 0 -1 6552 D1 ~ ~ 0 -1 6549 D0 ~ ~ 0 -1 6549 D3 ~ ~ 0 -1 6548 S #6551 Mining equipment room~ This is the storage room for equipment used by the Dwarven miners. It is very small, and you can tell that not many miners actually use any equipment. ~ 65 9 0 D0 ~ ~ 0 -1 6544 S #6552 Solved the Maze.~ You have solved the maze. You can tell by the last few moves that there is no way that a dumb worker could have figured that out. It seems pretty desolate here. To the south is a bleak room. To the north, you see the maze. There is a sign above the south exit: THOSE WHO ENTER, PLAN ON A TIMELY DEATH. (ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN) ~ 65 9 0 D0 ~ ~ 0 -1 6550 D2 ~ ~ 0 -1 6553 S #6553 The Mazekeeper's Room~ You have entered the Mazekeeper's room. There are pictures of the Queen with darts thrown in it. Spraypainted on the wall are things like 'the queen shall suffer' and 'Catholics Rule'. ~ 65 9 0 D0 ~ ~ 0 -1 6552 S #6600 Haag's Throne Room~ This grand hall dwarfs many of the castles you have seen. Marble columns as thick as a man is tall stretch up to meet a ceiling that seems to crowd the stars. A reflecting pool in the floor shows scenes too horrific to be anything but hell itself, and you find yourself avoiding the pool reflexively. Doorways of a relatively normal size (for Haag that is) on the East and West walls seem to shimmer and dance as if they were weak spots in the fabric of space-time. Circling the pool is a majestic spiral staircase wide enough for a dozen men to walk abreast; it seems to lead up right out of the world. The most striking aspect of the room, however, is the great throne of gold at its northern end. Up on a dais sits a throne that looks older than time itself, and sitting upon it is Mighty Haag, the immortal Ard-righ of all Prydain. The High-king watches you cooly. ~ 35 8 0 D5 ~ ~ 0 -1 3001 S #6601 A Green Meadow~ You stand in a grassy meadow with annoyingly cute dandylions growing here and there. You hear the merry bubbling of a brook somewhere ahead, and to the north you see a narrow wooden bridge. The scents of perpetual spring either delight or disgust you, depending on whether you go for the trite stuff like this. ~ 35 0 2 D0 ~ ~ 0 -1 6602 D2 ~ ~ 0 -1 13950 S #6602 The Black Knight's Bridge~ A quaint little bridge over the pleasant stream. To the south is a green field and to the north is the southern terminus of the King's Road. The scene would be utterly charming if this were not the bridge frequented by the infamous black knight. He just doesn't know when to quit, does he? ~ 35 1 2 D0 ~ ~ 0 -1 6603 D2 ~ ~ 0 -1 6601 S #6603 The King's Road~ This is the southern end of the King's Road. It is a well maintained cobblestone road that shows every indication of frequent use. The road continues off to the north, and to the south is a wooden bridge over a small stream. A path leads westward away from the main thoroughfare. ~ 35 0 2 D0 ~ ~ 0 -1 6604 D2 ~ ~ 0 -1 6602 S #6604 The King's Road~ The road here runs from north to south. The sounds of bargaining and merriment drift in from the east, where the county fair seems to be in full swing. ~ 35 0 2 D0 ~ ~ 0 -1 6605 D2 ~ ~ 0 -1 6603 S #6605 The King's Road~ The King's Road bends here from west to south. The terrain is mountainous and stately pine trees rise up to either side of the road. There seems to be no directions open to travel other than along the road. ~ 35 0 5 D2 ~ ~ 0 -1 6604 D3 ~ ~ 0 -1 6606 S #6606 The King's Road~ The road winds its way from east to west as it cuts between the peaks of the Gwynned Mountains. Some cheerful traders wave happily as they pass you headed in the opposite direction. They seem to feel protected as they travel the King's Road. A path leads up the side of the hill north of the road, and it appears to be wide enough to allow humanoid traffic. ~ 35 0 5 D0 ~ ~ 0 -1 6638 D1 ~ ~ 0 -1 6605 D3 ~ ~ 0 -1 6607 S #6607 The King's Road~ The King's Road here leads both up into the mountains in the east, and down into a wide green valley in the west. The smells and sounds of a castle are barely discernible off in the distance. ~ 35 0 5 D1 ~ ~ 0 -1 6606 D3 ~ ~ 0 -1 6608 S #6608 Outside Camelot~ The King's Road has its western terminus here just north of a glorious castle. High, unbreached walls of granite and majestic towers of gold characterize this imposing fortress, which can only be the legendary Camelot. A stout drawbridge, down at the moment, offers entrance to the gatehouse, where you see occasional flashes of Arthur's white and gold liveried guards. To the west you see flashes of bright colors and hear the merriment echoing from a visiting fair. ~ 35 0 2 D1 ~ ~ 0 -1 6607 D2 ~ ~ 0 -1 6609 D3 ~ ~ 0 -1 6618 S #6609 The Gatehouse~ This solid stone building meets all visitors as they arrive and depart noble Camelot. A great iron portcullis is suspended overhead, ready to drop and deny ingress to the enemies of the king, but surely no-one would desire as an enemy the good king, Arthur! ~ 35 8 0 D0 ~ ~ 0 -1 6608 D1 ~ ~ 0 -1 6615 D2 ~ ~ 0 -1 6610 D3 ~ ~ 0 -1 6616 S #6610 The Courtyard of Camelot~ This small but busy courtyard opens onto the southern hallway south of here, as well as to the gatehouse to the north. Doors to the east and west lead to the training yard and to the entrance to the great Field of Honor. The sun's rays are brilliantly reflected by banners of all colors hanging from the high walls on all sides. ~ 35 0 1 D0 ~ ~ 0 -1 6609 D1 ~ ~ 0 -1 6617 D2 ~ ~ 0 -1 6611 S #6611 The Hallway~ This Hallway has a floor of well-worn flagstones and a high arched ceiling. Light is provided by torches set in sconces on either wall, and there are doors leading both east and west. ~ 35 8 0 D0 ~ ~ 0 -1 6610 D1 ~ ~ 0 -1 6620 D2 ~ ~ 0 -1 6612 D3 ~ ~ 0 -1 6621 S #6612 Hall of the Round Table~ The hallway widens here to at least 60 paces, and the ceiling rises up as high as well. A great round table of solid oak dominates the chamber, and looks as if it could seat well over a hundred men. The tempting smells of a fine meal in preparation waft in from the west. You could almost swear that you hear praying through the door to the east. The hallway continues both to the north and south. ~ 35 8 0 D0 ~ ~ 0 -1 6611 D1 ~ ~ 0 -1 6622 D2 ~ ~ 0 -1 6613 D3 ~ ~ 0 -1 6623 S #6613 The Hallway~ Things seem a little quieter back here in the hall past the round table. It goes no farther south, but doors open through the southern, eastern, and western walls. ~ 35 8 0 D0 ~ ~ 0 -1 6612 D1 ~ ~ 0 -1 6625 D2 ~ ~ 0 -1 6614 D3 ~ ~ 0 -1 6626 S #6614 Arthur's Throne Room~ Here is another hall equal in majesty to the hall of the round table. At the southern end of the vault, high on a dais sits Arthur, king of of the realm. Guinevere has her own throne just below Arthur's, at his right hand. The champion's chamber is visible through an open doorway to the east. ~ 35 8 0 D0 ~ ~ 0 -1 6613 D1 ~ ~ 0 -1 6627 S #6615 Guard Room~ Bunk beds, weapon racks, and card tables fill this room, which is obviously where the castle guards spend there time while not out on patrol or at some important post. ~ 35 8 0 D2 ~ ~ 0 -1 6617 D3 ~ ~ 0 -1 6609 S #6616 Guard Room~ Bunk beds, weapon racks, and card tables fill this room, which is obviously where the castle guards spend there time while not out on patrol or at some important post. ~ 35 8 0 D1 ~ ~ 0 -1 6609 S #6617 Training Yard~ The training grounds are littered with broken wooden swords and spattered with the blood of the less talented pages. The old master of arms eyes you cooly as he glances up from his efforts to teach a particularly hopeless clutz. You don't think he is in the mood for light conversation. ~ 35 8 0 D0 ~ ~ 0 -1 6615 D3 ~ ~ 0 -1 6610 S #6618 At the Maypole~ You stand at the entrance to the fairgrounds. To the north you see an arched sign over a bridge. To the south a trail leads toward cluster of assorted stands. A maypole stands here, trailing a number of colorful ribbons just begging to be twisted. ~ 35 0 2 D0 ~ ~ 0 -1 6619 D1 ~ ~ 0 -1 6608 D2 ~ ~ 0 -1 6684 D3 ~ ~ 0 -1 6681 S #6619 Bridge to the Freak Show~ A small wooden bridge leading over a small creek. To the west the creek leads back through a stand of trees. ~ 35 0 2 D0 ~ ~ 0 -1 6631 D2 ~ ~ 0 -1 6618 D3 ~ ~ 0 -1 6630 S #6620 A Knight's Chamber~ A bedroom/meditation chamber for some sort of ascetic knight. The spartan furniture includes only a hard bed and a small foot locker. No wall hangings, carpets, or other adornments are present to liven up the room. ~ 35 8 0 D3 ~ ~ 0 -1 6611 S #6621 Servants' Quarters~ A large room with a relatively low ceiling. Several beds and dressers stand here and there about the chamber. Lots of clutter is strewn about, and from the looks of things this is where the servants live. The smell is not the most pleasant one you've encountered. ~ 35 8 0 D1 ~ ~ 0 -1 6611 D2 ~ ~ 0 -1 6623 S #6622 Galahad's Post~ This small cell is devoid of all furnishings, and appears to be in the nature of a guard point to prevent passage eastward into the shrine of the Holy Grail. Sir Galahad, purest of all men alive, rises from where he knelt praying and moves to block your path east. ~ 35 8 0 D1 ~ ~ 0 -1 6624 D3 ~ ~ 0 -1 6612 S #6623 The Scullery~ This is the room where food is prepared for service to the knights of the round table. Scullery knaves are busily running about, desperately trying to get dinner ready on time. Ocasionally one cries out as he burns his fingers trying to stoke the fire under one of the great pots. ~ 35 8 0 D0 ~ ~ 0 -1 6621 D1 ~ ~ 0 -1 6612 S #6624 Shrine of the Grail~ The shrine seems to be illuminated from all directions. It is as if The walls themselves shone with a white light as a result of being in the presence of the most Holy Grail. ~ 35 8 0 D3 ~ ~ 0 -1 6622 S #6625 Mordred's Room~ Black curtains hang by the windows, and black carpet covers the floor. A black chair sits in the corner. As if to bely his evil nature, however, Mordred is clad "cap a pie" in armor of purest gold. ~ 35 8 0 D3 ~ ~ 0 -1 6613 S #6626 Gawain's Sanctum~ A large and a well appointed chamber. A shield bearing Gawain's colors hangs on the wall. The floor is richly carpeted with rare Persian imports. Clearly Gawain has the favor of his royal cousin, and he chooses to show off his position. ~ 35 8 0 D1 ~ ~ 0 -1 6613 S #6627 The chamber of Sir Lancelot~ You are standing in the simple, austere quarters of the greatest knight the world has ever know, Lancelot Du Lac. A small, firm bed rests in one corner. It looks barely used. A small desk, with several candles atop it, and several books, of poetry, science and comedy attest to Lancelot's interest in mental ability, as well as physicial ability. ~ 35 0 2 D3 ~ ~ 0 -1 6614 S #6628 A Red Brick House~ In the middle of a grassy clearing is a neat little house built entirely of bricks. Peaking out of one of the windows are visible the faces of three little pigs. When you ask to be let in, they respond with, "Not by the hair of your chinny chin chin!" The name on the mailbox reads P. Pig. ~ 35 0 2 S #6629 The Tarot Reader's Tent~ You enter a small tent, in the middle a wizened old woman sits cross legged. She waves her hand over her ball as you enter, and beckons you to sit. She absentmindedly shuffles through her tarot. ~ 35 520 0 D1 ~ ~ 0 -1 6685 S #6630 A small creek~ This small creek leads through a thick group of vines to the west, and to the east you hear the sounds of bustling people. ~ 35 0 6 D1 ~ ~ 0 -1 6619 D3 ~ ~ 0 -1 6630 S #6631 Path through the freak show~ You are walking along a path which leads past a number of tents. To the north is a sign written in bold letters declaring SMALLEST MAN IN THE WORLD, and to the west another reading THE UGLIEST MAN ON EARTH! The path continues on to the east. ~ 35 0 2 D0 ~ ~ 0 -1 6634 D1 ~ ~ 0 -1 6632 D2 ~ ~ 0 -1 6619 D3 ~ ~ 0 -1 6636 S #6632 Path through the Freak Show~ The path continues to the west, and tents lie in each of the other four cardinal directions. To the north is the Fat Lady's tent, to the east is the tent belonging to the hariest man in town, and to the south lies a tent for the Three Armed Man. ~ 35 0 2 D0 ~ ~ 0 -1 6635 D1 ~ ~ 0 -1 6633 D2 ~ ~ 0 -1 6637 D3 ~ ~ 0 -1 6631 S #6633 A Tent Fashioned of Furs~ This is the tent belonging to the hariest man in town. ~ 35 8 0 D3 ~ ~ 0 -1 6632 S #6634 A Very Small Circus Tent~ You stand in the middle of a tent belonging to a very small man. The midget looks up at you and says, 'It's two gold to be in here!'. ~ 35 8 0 D2 ~ ~ 0 -1 6631 S #6635 A Large Circus Tent~ You enter a very cramped residence due to the fact that an extremely enormous woman occupies most of the tent. ~ 35 8 0 D2 ~ ~ 0 -1 6632 S #6636 An Odd Colored Circus Tent~ You enter a small tent with a very strange color scheme that is as repulsive as it is strange. A man as hideous as his tent looks you over. ~ 35 8 0 D1 ~ ~ 0 -1 6631 S #6637 A Spare Tent~ Lounging in an odd chair is a strange looking man. He rests an arm on each of the three arms of the chair. ~ 35 8 0 D0 ~ ~ 0 -1 6632 S #6638 The Northern Path~ This path seems to be little more than a widened game trail twisting around through the mountains, but it does connect the hinterlands of the north with the more civilized south. ~ 35 0 5 D0 ~ ~ 0 -1 6639 D2 ~ ~ 0 -1 6606 S #6639 The Northern Path~ The trail forks here, with the main path continuing north and south. branching off to the west is what appears to be the track of some extraordinary creature. ~ 35 0 5 D0 ~ ~ 0 -1 6640 D2 ~ ~ 0 -1 6638 D3 ~ ~ 0 -1 6651 S #6640 End of the Northern Path~ The edge of the mountains here is also the junction of three small roads. One leads south into the hills, one west (it looks confusing), and one leads east toward the coast. Of the three paths, the coastal road appears to be the most easily navigated. ~ 35 0 4 D1 ~ ~ 0 -1 6649 D2 ~ ~ 0 -1 6639 D3 ~ ~ 0 -1 6641 S #6641 Scary Path~ This path looks scary and confusing. To the north it looks even more confusing. ~ 35 0 3 D0 ~ ~ 0 -1 6642 D1 ~ ~ 0 -1 6640 S #6642 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 35 1 3 D0 ~ ~ 0 -1 6643 D2 ~ ~ 0 -1 6641 D3 ~ ~ 0 -1 6642 S #6643 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 35 1 3 D0 ~ ~ 0 -1 6644 D1 ~ ~ 0 -1 6647 D3 ~ ~ 0 -1 6642 S #6644 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 35 1 3 D0 ~ ~ 0 -1 6644 D1 ~ ~ 0 -1 6642 D2 ~ ~ 0 -1 6643 D3 ~ ~ 0 -1 6645 S #6645 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 35 1 3 D0 ~ ~ 0 -1 6646 D1 ~ ~ 0 -1 6644 D2 ~ ~ 0 -1 6644 D3 ~ ~ 0 -1 6654 S #6646 Morganna's Hut~ You made it out of the confusing forest and are now in a strangely arranged hut. Bizarre smells and sounds come through a door to the north. Morganna the sorceress has many of her arcane art-pieces sitting in odd little perches about the room. ~ 35 9 0 D0 ~ ~ 0 -1 6690 D2 ~ ~ 0 -1 6645 S #6647 Confusing Path~ This is a confusing path through a confusing and swampy forest. ~ 35 1 3 D0 ~ ~ 0 -1 6648 D1 ~ ~ 0 -1 6647 D2 ~ ~ 0 -1 6647 D3 ~ ~ 0 -1 6643 S #6648 Merlin's Hut~ Emerging from the dark and confusing wood, you have come to the home a Merlin the good wizard. Experiments too obscure for you to understand are in progress all over the place. Merlin seems to have developed bad housekeeping habits in his last 800 years of living alone: the place hasn't been swept in centuries. Doors lead to the north and east. ~ 35 9 0 D0 ~ ~ 0 -1 6695 D1 ~ ~ 0 -1 6694 D2 ~ ~ 0 -1 6647 S #6649 A Path Near the Coast~ This sandy trail runs from east to west. To the west is visible the intersection of several paths, and to the east are the shores of the great ocean. ~ 35 0 4 D1 ~ ~ 0 -1 6650 D3 ~ ~ 0 -1 6640 S #6650 A Sandy Beach~ The white sand of the beach feels good under your feet compared to the hard stone and wood to which you are accustomed. The pounding of the surf and the salty sea smell tickle your senses and call out to you to explore the wonder and greatness of the ocean. ~ 35 0 2 D0 ~ ~ 0 -1 6672 D1 ~ ~ 0 -1 6655 D2 ~ ~ 0 -1 6671 D3 ~ ~ 0 -1 6649 S #6651 Trail of the Questing Beast~ The trail of the strange beast here runs from east to west. ~ 35 0 5 D1 ~ ~ 0 -1 6639 D3 ~ ~ 0 -1 6652 S #6652 Trail of the Questing Beast~ The trail turns south and east, and the southern leg climbs up toward a craggy peak. ~ 35 0 5 D1 ~ ~ 0 -1 6651 D2 ~ ~ 0 -1 6653 S #6653 Lair of the Questing Beast~ You have reached the end of the trail of the questing beast, and have arrived at its lair. Its droppings are all over the ground, as are the bones of the beast's unsuccessful hunter, Sir Palomedes. ~ 35 0 5 D0 ~ ~ 0 -1 6652 S #6654 The Bad Old Bog~ You have taken a VERY WRONG TURN. Tentacles begin reaching up out of the bog as you realize that you are now trapped in the lair of the big old bog beasts. ~ 35 3 3 S #6655 Coastal Waters~ You are in the waters off of the coast of Prydain's sandy eastern beach. ~ 35 0 7 D0 ~ ~ 0 -1 6656 D1 ~ ~ 0 -1 6666 D2 ~ ~ 0 -1 6657 D3 ~ ~ 0 -1 6650 S #6656 Northern Coastal Waters~ You are in the waters off the northern portion of Prydain's eastern coastline. ~ 35 0 7 D1 ~ ~ 0 -1 6666 D2 ~ ~ 0 -1 6655 D3 ~ ~ 0 -1 6672 S #6657 Southern Coastal Waters~ You are in the waters off of the southern portion of Prydain's eastern coastline. ~ 35 0 7 D0 ~ ~ 0 -1 6655 D1 ~ ~ 0 -1 6666 D3 ~ ~ 0 -1 6671 S #6658 The Point of No Return~ You are now in the eastern waters of the great ocean. Unless you want to wind up on the edge of the world, going east probably is not such a great idea. ~ 35 0 7 D0 ~ ~ 0 -1 6669 D1 ~ ~ 0 -1 6659 D2 ~ ~ 0 -1 6664 D3 ~ ~ 0 -1 6661 S #6659 The Eastern Edge of the World~ According to all the navigational charts you have ever seen, you are on the eastern edge of the world. There seems to be a strong eastward current for some reason. ~ 35 0 7 D1 ~ ~ 0 -1 6660 S #6660 The Land of Disappointed Explorers~ After passing off of the eastern edge of the world you have fallen along with the waters into what could be described as Davy Jones's locker. Scattered about are some globes that have been heavily abused-- you think you can guess why. Wreckage is lying about from several ships foolish enough to brave the point of no return. A sign hanging off of one old piece of wreckage reads, "Go either north or south, but only one is a way out and you'll be sorry if you go the other way." mysterious glowing doorways lead both north and south. A group of disappointed explorers mills around bitching about what an idiot Columbus was. ~ 35 0 2 D0 ~ ~ 0 -1 6696 D2 ~ ~ 0 -1 6682 S #6661 Isle of the Great Cyclops~ This small island is the home of a rather antisocial cyclops. Bones of his kills litter the beach, where they are slowly bleaching under the sun's rays. ~ 35 0 2 D0 ~ ~ 0 -1 6668 D1 ~ ~ 0 -1 6658 D2 ~ ~ 0 -1 6663 D3 ~ ~ 0 -1 6666 S #6662 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6666 D1 ~ ~ 0 -1 6663 S #6663 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6661 D1 ~ ~ 0 -1 6664 D3 ~ ~ 0 -1 6662 S #6664 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6658 D2 ~ ~ 0 -1 6665 D3 ~ ~ 0 -1 6663 S #6665 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6664 S #6666 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6667 D1 ~ ~ 0 -1 6661 D2 ~ ~ 0 -1 6662 D3 ~ ~ 0 -1 6655 S #6667 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D1 ~ ~ 0 -1 6668 D2 ~ ~ 0 -1 6666 S #6668 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D1 ~ ~ 0 -1 6669 D2 ~ ~ 0 -1 6661 D3 ~ ~ 0 -1 6667 S #6669 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6670 D2 ~ ~ 0 -1 6658 D3 ~ ~ 0 -1 6668 S #6670 At Sea on the Great Ocean~ You are at sea on the great ocean. There doesn't seem to be any dry land anywhere nearby, but the bright sunlight reflecting off of the waves keeps getting in your eyes, making it hard to be sure. ~ 35 0 7 D0 ~ ~ 0 -1 6675 D2 ~ ~ 0 -1 6669 S #6671 The Northern East Coast~ The southern coastline is rocky and inhospitable. Progress further south looks impossible, but there is a cave high up to the west, and the water appears to be free of shoals. ~ 35 0 4 D0 ~ ~ 0 -1 6650 D1 ~ ~ 0 -1 6657 D3 ~ ~ 0 -1 6674 S #6672 The Southern East Coast~ North of the beach, the coast is less idyllic. Here white sand is replaced by black rocks. In the distance, smoke can be seen curling from the peak of a forbidding mountain. A small path leads up the side of a cliff to the west, disappearing behind a large rock. ~ 35 0 4 D1 ~ ~ 0 -1 6656 D2 ~ ~ 0 -1 6650 D3 ~ ~ 0 -1 6673 S #6673 Seaside Cave~ This stony cave has a high roof and a floor covered with stalagmites and loose stones. The hammering of the waves against the coast is audible, and the smell of the sea is strong on the air. The only exit from the cave is to the east. ~ 35 9 4 D1 ~ ~ 0 -1 6672 S #6674 Seaside Cave~ This cave has walls of scorched stone and is big enough to house a behemoth. Giant reptilian scales and charcoal line the floor. Sure enough, you have stumbled onto the home of a genuine, fire-breathing dragon. ~ 35 9 4 D1 ~ ~ 0 -1 6671 S #6675 An Icy Shore~ To the north you can see icy tundra. You have found land, if it is frozen land anyway. ~ 35 0 7 D0 ~ ~ 0 -1 6676 D2 ~ ~ 0 -1 6670 S #6676 Tundra~ This is the iciest shoreline on which you have ever stood. South of here are the northern waters of the great ocean, and to the north stretches a vast plain of tundra. ~ 35 0 2 D0 ~ ~ 0 -1 6677 D2 ~ ~ 0 -1 6675 S #6677 Tundra~ You stand in the center of an expanse of tundra, freezing your ~ 35 0 2 D1 ~ ~ 0 -1 6679 D2 ~ ~ 0 -1 6676 D3 ~ ~ 0 -1 6678 S #6678 Lair of the Great White Dragon~ An icy plateau empty of all signs of normal life. Icy winds whip at your cloak, and the chill creeps into your bones as you realize that you have stumbled into a great white dragon. ~ 35 0 2 D1 ~ ~ 0 -1 6677 S #6679 Guarded Spot in the Tundra~ Two massive ice statues stir to life as you approach, and move to block your progress to the east. They are determined to kill you, rather than let you get by them. ~ 35 0 2 D1 ~ ~ 0 -1 6680 D3 ~ ~ 0 -1 6677 S #6680 Zippy's Favorite Hang-out~ This particular icy plain is the favorite hang-out of Zippy the snow wizard, enemy of all normal people and some weird ones too. ~ 35 0 2 D3 ~ ~ 0 -1 6679 S #6681 Fat Frank's Pizza Shop~ Scattered behind the counter are a number of pizza boxes and empty drink cans. Frank licks sauce off of his fingers, making a strange slurping noise as he looks up and says, 'Watcha want?'. ~ 35 8 0 D1 ~ ~ 0 -1 6618 S #6682 Mario's Gaming Palace~ Games of all imaginable types (and then some) fill your view in every direction. As far as the eye can see, toys and games abound. Immediately before you is a comfy chair with controls to access the game of your pleasure. You have the most powerful craving for some Nintendo. ~ 35 520 0 S #6683 Near the shore~ At last you can see land to the south. A sandy shore is to the south, and more water to the north. ~ 35 0 7 D0 ~ ~ 0 -1 6665 D2 ~ ~ 0 -1 6684 S #6684 The Fairground~ To the east is a bright red tent, to the south you see an odd tent, and to the west lies more of the fairgrounds. ~ 35 0 2 D0 ~ ~ 0 -1 6618 D1 ~ ~ 0 -1 6687 D2 ~ ~ 0 -1 6689 D3 ~ ~ 0 -1 6685 S #6685 The Fairground~ You stand in the southwest corner of the faigrounds. To the north and south stand liveried tents, and to the west is an ominous black tent. ~ 35 0 2 D0 ~ ~ 0 -1 6686 D1 ~ ~ 0 -1 6684 D2 ~ ~ 0 -1 6688 D3 ~ ~ 0 -1 6629 S #6686 The Sword Swallower's Tent~ A tall man bows rather stiffly to you as you enter the tent. You notice the hilt of a sword protruding from his mouth. ~ 35 8 0 D2 ~ ~ 0 -1 6685 S #6687 A Bright Red Tent~ There is a short man here, swatting at a fire starting on the edge of the tent. ~ 35 8 0 D3 ~ ~ 0 -1 6684 S #6688 The Juggler's Tent~ Around the edges of the tent, you see an array of sharp weapons,~ 35 8 0 D0 ~ ~ 0 -1 6685 S #6689 A Shimmering Tent~ Around this stand are strewn arcane books, and components for spells you could only dream of. ~ 35 8 0 D0 ~ ~ 0 -1 6684 S #6690 Morganna's Mini-Zoo~ This is the area where Morganna keeps her favorite fantastic pets. To the north is the cage of the hippogriff. To the east is the cage of the cockatrice, and to the west is the great goldfish tank. Several large corpses on meathooks are ready for feeding to the denizens in their cages. ~ 35 0 1 D0 ~ ~ 0 -1 6692 D1 ~ ~ 0 -1 6691 D2 ~ ~ 0 -1 6646 D3 ~ ~ 0 -1 6693 S #6691 Cockatrice Cage~ An iron cage with an open door and a set of manacles to prevent unauthorized leaves of absence on the part of the cockatrice. ~ 35 0 1 D3 ~ ~ 0 -1 6690 S #6692 Hippogriif Pin~ An iron cage with an open door and a set of leg irons to keep the hippogriff from wandering off in search of food. ~ 35 0 1 D2 ~ ~ 0 -1 6690 S #6693 The Aquarium~ The only item of note in this room is a large glass tank filled with water. Swimming around inside are Morganna's prize collection of man-eating goldfish. Fortunately, these fish dont know how to get out of their protective tank. ~ 35 0 1 D1 ~ ~ 0 -1 6690 S #6694 Archimedes's Roost~ This little room is a roost for Archimdedes, Merlin's pet owl. Aside from a liberal quantity of owl pellets, a worn tea service, and some decaying mice, Archimedes has nothing of value around the house. ~ 35 8 0 D3 ~ ~ 0 -1 6648 S #6695 Merlin's Private Library~ Row upon row of shelves are filled with all manner of books. Merlin keeps quite a personal library. You are able to spot tomes dealing with everything from childbirth to downhill skiing. Arcane texts dealing with conjurations, transmutations, and other spells also line the walls. These books, however, are from the future, and you think it would be better if you left them alone for now. ~ 35 8 0 D2 ~ ~ 0 -1 6648 S #6696 Wondrous Hall in No Place~ You have chosen the right door! You find yourself in a wondrous cavern with halls leading out in every direction. You see that the southern way leads into Midgaard's Market Square. To the north, you spy what appears to be a grassy meadow in the Shire. Westward, you can see the courtyard of Castle Python, and to the east you spy the foot of the great pyramid of Akin-Ra. You count your blessings that you did not choose the other door, and with it a trip to Hell. ~ 35 8 0 S #6697 Diarmuid's Work Room~ This is where Diarmuid does his dirty (and clean) work.~ 32 120 1 D3 ~ door~ 1 -1 6699 D5 ~ ~ 0 -1 6698 S #6698 Diarmuid's House~ This is the main chamber of Diarmuid's residence.~ 32 1020 1 3 D4 ~ ~ 0 -1 6697 D5 ~ ~ 0 -1 4001 S #6699 Luigi's Game Room~ The entire far wall seems to be a big screen tv, and with all the video game equipment scattered around the room you can't even make out the floor. ~ 32 1020 0 2 D1 ~ door~ 1 -1 6697 D5 ~ ~ 0 -1 6700 S #6700 Luigi's Bedroom~ There is a large water bed in the middle of the room where Luigi sleeps. ~ 32 1020 0 2 D3 ~ door~ 1 -1 3141 D4 ~ ~ 0 -1 6699 S #6801 Forest trail~ As you wander down the trail, you notice small animals darting through the brush. The trees seem larger and more crowded here and you notice that there has been a slight drop in the temperature. ~ 68 0 2 D0 ~ ~ 0 -1 6802 D2 ~ ~ 0 -1 17043 S #6802 A small meadow~ You emerge from the forest to find yourself in a small meadow carpeted with wildflowers. You can barely see the mountains that peek over the treetops to the north. ~ 68 0 2 D0 ~ ~ 0 -1 6803 D2 ~ ~ 0 -1 6801 S #6803 A trail~ The forest here is very dark and desolate. As you look around you notice a small sign on one of the trees. ~ 68 1 3 D0 ~ ~ 0 -1 6804 D2 ~ ~ 0 -1 6802 E sign small~ You are on the trail to ARCTICA. The lost city of the north. Turn back now or you will most surely die! ~ S #6804 Deadwood Forest~ You are wandering aimlessly in Deadwood Forest. The trees here are so close together that no sunlight can reach through the treetops to warm the frigid air. As you wander you notice something that you failed to notice before ...there are no forest sounds here...only dead silence. ~ 68 1 3 D0 ~ ~ 0 -1 6805 D2 ~ ~ 0 -1 6803 S #6805 The Basin~ You emerge to find yourself at the bottom of a large, towering ice formation...The air here chills you to the bone. As you take a look at the glacier you notice that there is a small level spot that you might be able to walk on... ~ 68 5 3 D0 ~ ~ 0 -1 6806 D2 ~ ~ 0 -1 6804 S #6806 The Icy Trail~ The trail here is very slippery and it is very hard to maintain your balance on this icy area. The walls of the glacier rise high above you... As you look you notice a small crevice in the ice... ~ 68 0 4 D0 ~ ~ 0 -1 6807 D2 ~ ~ 0 -1 6805 E crevice~ The is a small crevice in the ice here..it looks like a tight squeeze but... ~ S #6807 The Crevice~ You are inside a crevice in the ice. It is a tight squeeze here but you are not all that uncomfortable...There is a hole in the ground here. ~ 68 4 4 D1 ~ ~ 0 -1 6856 D2 ~ ~ 0 -1 6806 E hole~ the hole looks dark and desolate...there is no telling how deep it goes..... ~ S #6809 The Cool Room...~ This room is nice and cool... so cool that you want to lie down and fall asleep..... ~ 68 0 5 D2 ~ ~ 0 -1 6810 D3 ~ ~ 0 -1 6814 S #6810 Another ice cave~ The ice in this room has slightly melted... If you are not careful you might... ... SLAM!!!!!!! You slip, hitting your head HARD on the ice. Your head hurts so bad the only thing you can think of is getting out of this room... If only you could remember which way you came in. ~ 68 8 5 D0 ~ ~ 0 -1 6823 D1 ~ ~ 0 -1 6816 D2 ~ ~ 0 -1 6809 D3 ~ ~ 0 -1 6811 S #6811 Another ice cave~ This cave looks just like the last couple rooms. Not much of interest here unless you like sucking the ice off the walls. ~ 68 8 5 D0 ~ ~ 0 -1 6810 D1 ~ ~ 0 -1 6826 D3 ~ ~ 0 -1 6817 D5 ~ ~ 0 -1 6812 S #6812 The lava pool~ As you climb down the hole to get here you notice that this room is HOT!!!! REAL HOT!!! You figure the heat is coming from the pool of lava in the center of the room.. You also hope nothing live in the pool... ~ 68 8 3 D1 ~ ~ 0 -1 6825 D4 ~ ~ 0 -1 6811 D5 ~ ~ 0 -1 6813 E pool lava~ The molten pool is steaming and bubbling... you hope you don't fall in.. ~ S #6813 Stair room~ As you enter this room your glad to get out of the heat of the previous room. You feel a blast of heat from the hole in the floor. there is also a stairway to the south leading down. ~ 68 8 2 D4 ~ ~ 0 -1 6812 D5 ~ ~ 0 -1 6837 S #6814 Ice plant cave~ As you enter you are amazed by the variety of plants made of ice. you wander through the harmless plants enjoying the peacefulness of the place. ~ 68 8 1 D1 ~ ~ 0 -1 6809 D2 ~ ~ 0 -1 6819 E plant~ These plants look so much like normal plants you feel like tasting it, but the white and transparent colors turn you off... ~ S #6815 Bright cave~ The light in this cave is intense, you are almost blinded by the light. You can barely make out passages to the west and south. ~ 68 8 5 D2 ~ ~ 0 -1 6817 D3 ~ ~ 0 -1 6818 S #6816 Foggy cave~ This cave has somehow filled with fog... Your not sure how it got here but it is. As you feel your way around you find two exits to the east and west. ~ 68 9 3 D1 ~ ~ 0 -1 6810 D3 ~ ~ 0 -1 6819 E fog~ Yep... its fog. ~ S #6817 It is pitch black...~ ~ 68 9 4 D0 ~ ~ 0 -1 6816 D1 ~ ~ 0 -1 6811 D3 ~ ~ 0 -1 6822 S #6818 The Lair of The Purple Dragon~ This is the Lair of the Dreaded Purple Dragon... you find there is about an inch of dust everywhere as though no ones been here for a while. This room is richly furnished, and seems extremely comfortable. There are books and scrolls in shelves written in language you don't understand. You see a pile of bones in one corner of the room. ~ 68 9 5 D1 ~ ~ 0 -1 6815 D2 ~ ~ 0 -1 6820 D3 ~ ~ 0 -1 6827 E bones~ These are the bones of the Purple Dragon, you notice some silver scales mixed with the bones. you also notice a dark spot behind the behind the bones. ~ S #6819 Animal cave~ This cave is filled with frozen animals doing various things like eating, sleeping and other unmentionables, obviously the person who set up this room had a sick mind. There is a small sign here. ~ 68 8 3 D0 ~ ~ 0 -1 6814 D1 ~ ~ 0 -1 6816 D3 ~ ~ 0 -1 6820 D5 ~ ~ 0 -1 6897 E sign~ ******************** * WARNING!!!!! * * * * DO * * * * NOT * * * * GO * * * * DOWN * * * ******************** * * * Unexplored * * * * Areas * * * ******************** ~ S #6820 The Purple Dragons Waiting room~ This is where creatures wait to be honored by being eaten by the Purple Dragon. There are large comfortable chairs and couches to rest in while waiting. ~ 68 9 2 D0 ~ ~ 0 -1 6818 D1 ~ ~ 0 -1 6819 S #6821 Ice cavern~ This is of no particularly interesting except for the inscriptions on the wall. There are exits to the south and east. ~ 68 8 1 D1 ~ ~ 0 -1 6822 D2 ~ ~ 0 -1 6826 E inscription~ written on the wall is: (\/) Chelliance \/ Zonni!!!!!!! S t w y a H r s E Cigma is a SHITTY sex slave!!!!! o R *SMIRK*-------> for a good time call Cigma!! ZONNI LOVES AN ANGEL!!!!!!!!!!!!!!!!!!! ~ S #6822 Snow cave~ This cave is completely filled with snow. you notice small passages to the east, west, and south. ~ 68 9 4 D1 ~ ~ 0 -1 6817 D2 ~ ~ 0 -1 6823 D3 ~ ~ 0 -1 6821 E snow~ there is so much snow in this room you think you'll puke.. ~ S #6823 Computer Center~ As you enter the room you see the massive computer system running the MUD. You are amazed at the complicity of the computer, all the lights, buttons, and dials. You don't touch anything for fear of accidently erasing yourself from the world. You notice portals to the north, east, and west. ~ 68 8 2 D0 ~ ~ 0 -1 6822 D1 ~ ~ 0 -1 6824 D3 ~ ~ 0 -1 6810 E computer~ The system is awesome compared to anything you've ever seen.(as if you ever seen a computer before.) ~ S #6824 Entrance to the penguin lair~ Here lies the entrance to the lair of the Emperor Penguin. You see a few penguin come and go as they please from it. ~ 68 8 3 D3 ~ ~ 0 -1 6823 D5 ~ ~ 0 -1 6825 S #6825 The Lair of the Great and Terrible Emperor Penguin~ This is the lair of the emperor penguin. It does not look like he lives up to the room title thou... You think you could beat him easily. ~ 68 8 2 D3 ~ ~ 0 -1 6812 D4 ~ ~ 0 -1 6824 S #6826 Ice Pool~ In the center of the room is a pool of water with large chunks of ice floating in it. It seems as though someone or something has been talking water out of the pool. ~ 68 0 2 D0 ~ ~ 0 -1 6821 D3 ~ ~ 0 -1 6811 E pool~ The water in this pool looks real refreshing. ~ S #6827 Purple Dragon treasure room~ You stand in the once great treasure room of the Purple Dragon. Just as the dragon has disappeared so has the treasure. ~ 68 208 1 D1 ~ ~ 0 -1 6818 D4 ~ ~ 0 -1 6828 S #6828 Do Not Enter... Death Trap~ ~ 68 8 0 D3 ~ ~ 0 -1 6829 D5 ~ ~ 0 -1 6827 S #6829 Cat Lord's Private Camber~ The is the private chamber of The Cat Lord (a.k.a Cat). This place is extremely peaceful.. although it shows a couple signs of battle. ~ 68 8 0 D1 ~ ~ 0 -1 6828 S #6830 ARTICA~ You see below you the frozen city of ARCTICA. There is a small trail leading down to it but it is unpassable at this time. ~ 68 8 2 D4 ~ ~ 0 -1 6831 S #6831 The Secret Room~ You are in the middle of an Ice chamber. You notice a small hole in the ground. You can also see an exit to the east. ~ 68 8 2 D1 ~ ~ 0 -1 6832 D4 ~ ~ 0 -1 6830 S #6832 The Passage end~ The Passage way dead ends here. Although you think it is rather strange you notice a small breeze coming from somewhere... ~ 68 8 3 D0 ~ ~ 0 -1 6833 D3 ~ ~ 0 -1 6831 S #6833 Narrow Corridor~ You are standing in a long corridor running from north to south. Which are the only exits you can see. ~ 68 9 3 D0 ~ ~ 0 -1 6837 D2 ~ ~ 0 -1 6832 S #6834 Silver cave~ You find your self in a large silver cave the ice that make up the walls have a strange silver glow to them. Even though the temperature is low enough to freeze water you see a large pool in the middle of the room. This is the perfect place for a large animal to live near... ~ 68 8 3 D0 ~ ~ 0 -1 6844 D4 ~ ~ 0 -1 6876 E pool water~ The pool is very deep as you stare into it you find your self lost in the beauty of the room. ~ S #6835 Snow Cave~ You are standing in the middle of a small chamber. As you look around you notice that there are some tracks in the snow... ~ 68 0 3 D0 ~ ~ 0 -1 6836 S #6836 Tunnels End~ You are standing at the end of a long narrow corridor. You see a white door to the south. The only other exit you see is to the east (back the way you came from) ~ 68 9 3 D1 ~ ~ 0 -1 6837 D2 ~ ~ 0 -1 6835 E white~ You see a small white door. ~ S #6837 Ice Cavern~ You are Standing in the middle of a large ice cavern. As you look around you notice that the entire room has been carved out of ice. You feel a draft of air from a very LARGE hole in the ceiling. There are small passages leading north, west and a large tunnel leading to the east. ~ 68 8 3 D0 ~ ~ 0 -1 6838 D1 ~ ~ 0 -1 6840 D2 ~ ~ 0 -1 6833 D3 ~ ~ 0 -1 6836 D4 ~ ~ 0 -1 6813 S #6838 A small passage bend~ You are at the bend in this small passage. You notice that the walls kind of close in on you the further you go. Almost like a funnel... what could be at the end?? ~ 68 9 3 D1 ~ ~ 0 -1 6839 D2 ~ ~ 0 -1 6837 S #6839 Narrow Passage through the ice~ This long ice passage seems to go on forever. As you make your way down it you wonder to yourself... "Should I be doing this??" ~ 68 9 3 D1 ~ ~ 0 -1 6850 D3 ~ ~ 0 -1 6838 S #6840 The Large Tunnel~ You are at a bend in a VERY large tunnel leading south and west. ~ 68 9 3 D2 ~ ~ 0 -1 6841 D3 ~ ~ 0 -1 6837 S #6841 Bend~ Yet another boring bend with passages leading north and east. You can't help but notice the frozen mage in the ice. There are tunnels leading north and east. ~ 68 9 3 D0 ~ ~ 0 -1 6840 D1 ~ ~ 0 -1 6842 E mage ice west~ You can see quite clearly though the ice a frozen mage. She is quite good looking. As you look at her you realize it is someone you have seen before. ~ S #6842 3 way Junction~ You are in the middle of a junction with tunnels leading off in three directions West, South, and East. You also note that the walls are made of ice yet are not cold to the touch. ~ 68 9 3 D1 ~ ~ 0 -1 6847 D2 ~ ~ 0 -1 6843 D3 ~ ~ 0 -1 6841 S #6843 Large Tunnel~ The tunnels in this part part of the cave are enormous. There are Large tunnels leading north, east and south. You can feel an evil presence in this room as though the room is used by some large evil creature. ~ 68 9 3 D0 ~ ~ 0 -1 6842 D1 ~ ~ 0 -1 6845 D2 ~ ~ 0 -1 6844 E room~ Just north of you is a small opening in the wall. When you look though the opening you can see a Large hall and you wander how to get into it. Try as you may you can not get though the opening. ~ S #6844 The Tunnel~ You are in the middle of a large tunnel. You decide that standing in the middle of the room is not the best of places to stand and quickly move to the side. Although it seems odd you can see a strange silver light coming from the south. ~ 68 9 3 D0 ~ ~ 0 -1 6843 D2 ~ ~ 0 -1 6834 S #6845 Lair Entrance~ The tunnel here is very wide. As if a VERY large creature has been coming and going for a long time. You notice that there is a strange sound coming from the east.. ~ 68 9 3 D1 ~ ~ 0 -1 6846 D3 ~ ~ 0 -1 6843 E sound~ You can here a loud clawing noise and heavy breathing. ~ S #6846 Xenia's cave~ As you enter the room you see that it is the lair of a very large Silver Dragon. To one side of the room is a large pile of straw obviously a bed. But no one or thing is sleeping in it!! You notice a few purple dragon scales piled in one corner of the cave. ~ 68 9 3 D1 ~ ~ 0 -1 6855 D3 ~ ~ 0 -1 6845 S #6847 Tunnel Bend~ The bend of this tunnel leads off in two directions. North you can see nothing and to the West you have the same problem. ~ 68 9 3 D0 ~ ~ 0 -1 6848 D3 ~ ~ 0 -1 6842 S #6848 Tunnel~ You are in the middle of a long narrow tunnel. As you stop to rest you notice a small door to the west that seems to be made of glass. You can see right though it in to what looks like a endless passage. ~ 68 8 3 D0 ~ ~ 0 -1 6849 D2 ~ ~ 0 -1 6847 D3 ~ ~ 0 -1 6854 S #6849 Tunnel Bend~ You are at a turning point in a long tunnel. The tunnel turns here and continues to the west and south. ~ 68 9 3 D2 ~ ~ 0 -1 6848 D3 ~ ~ 0 -1 6851 S #6850 Bend in the snowy passage~ You are at a bend in the long passage. The passage continues north and south. You can see form the condition of this area that know one has been here in a long time. A small pile of bones in the corner look as if they where layed out to look like -> A SKULL AND CROSS BONES <- ~ 68 9 3 D0 ~ ~ 0 -1 6851 D3 ~ ~ 0 -1 6839 S #6851 Large Caverns~ You emerge from the passage to find yourself in a large cavern. There are passages leading off to the east, south and west. The one to the south is very narrow you will have to crawl to get though. ~ 68 9 3 D1 ~ ~ 0 -1 6849 D2 ~ ~ 0 -1 6850 D3 ~ ~ 0 -1 6852 S #6852 The Bend~ You are at at a bend in the corridor which leads to the north and east. ~ 68 9 3 D0 ~ ~ 0 -1 6853 D1 ~ ~ 0 -1 6851 S #6853 Dead End~ You are at a dead end in the passage and the only exit is back the way you came from south. ~ 68 9 3 D2 ~ ~ 0 -1 6852 S #6854 Glass Maze~ You are in the middle of a room made entirely of Ice. The walls of the room are so smooth that they appear to be made of glass. Exits appear to lead off in all directions. ~ 68 8 3 D0 ~ ~ 0 -1 6854 D1 ~ ~ 0 -1 6848 D2 ~ ~ 0 -1 6854 D3 ~ ~ 0 -1 6854 D4 ~ ~ 0 -1 6854 D5 ~ ~ 0 -1 6854 S #6855 Treasure Room~ The walls of this room are made of solid ice. You see only one exit the way you can in to the west. ~ 68 8 3 D3 ~ ~ 0 -1 6846 S #6856 Overlook~ To the east you see a mist covered valley. Mountain peaks can be seen poking through the misty blanket. ~ 68 0 5 D1 ~ ~ 0 -1 6857 D3 ~ ~ 0 -1 6807 S #6857 The Icy Ledge~ You are sitting at the side of a hill. To the east is a trail coming down. It looks impossible to make it back up. A trail leads south along the ledge. ~ 68 0 5 D2 ~ ~ 0 -1 6865 D3 ~ ~ 0 -1 6856 S #6858 Top of the Hill~ With a final step you make it off the long trail. As you catch your breath you see a small downward trail west. the trail you arrived on can't be found. Looks like you have a big choice. ~ 68 0 5 D3 ~ ~ 0 -1 6857 D5 ~ ~ 0 -1 6857 E slope~ It looks steep. ~ S #6859 The Northwest End of the Valley~ The wind blows off the mountain to the north, far above your head. This creates an unusual calm. Trails lead east and south. ~ 68 0 4 D1 ~ ~ 0 -1 6860 D2 ~ ~ 0 -1 6866 S #6860 The T Crossing~ The path you're on reminds you of the Great White North, eh. The paths leave east, south, and west. ~ 68 0 4 D1 ~ ~ 0 -1 6861 D2 ~ ~ 0 -1 6867 D3 ~ ~ 0 -1 6859 S #6861 The Northern Path~ The path looks like it ended here once, but recently, it would appear, someone has carved a path through the ice. It leads north. Another path leads west. ~ 68 0 4 D0 ~ ~ 0 -1 9401 D3 ~ ~ 0 -1 6860 E sign~ Yep this is the end of the path. ~ S #6862 The L in the Ice Path~ There's a bend in the path. The path leads east and south. ~ 68 0 4 D1 ~ ~ 0 -1 6863 D2 ~ ~ 0 -1 6869 S #6863 Ice Path~ This is an Ice Path. It leads east and west. ~ 68 0 4 D1 ~ ~ 0 -1 6864 D3 ~ ~ 0 -1 6862 S #6864 A Turn in the Path~ You have come to a T in the path. You notice a Trail leading north and then carry west. To the south you notice some trees. To the west is a path. There is a sign here. ~ 68 0 4 D0 ~ ~ 0 -1 6858 D2 ~ ~ 0 -1 6870 D3 ~ ~ 0 -1 6863 E sign~ There come a time in your life when a decision become crucial. ~ S #6865 The mouth of a Cave~ As you look back north you realize the ICE is too slippery to make it back up the ledge. A trail down leads east. A cave is to the south. ~ 68 0 5 D1 ~ ~ 0 -1 6866 D2 ~ ~ 0 -1 6871 D5 ~ ~ 0 -1 6866 S #6866 Bottom of the Valley~ The valley extends beyond. Paths lead north and south. ~ 68 0 4 D0 ~ ~ 0 -1 6859 D2 ~ ~ 0 -1 6872 S #6867 The Middle of the Path~ The snow is starting you get deeper here. Making movement very hard. The path branches to the east and north. ~ 68 0 5 D0 ~ ~ 0 -1 6860 D1 ~ ~ 0 -1 6868 S #6868 North of a Rocky Path~ The path starts to get rocky and slippery.. Your footing is very unsure. The path to the south becomes almost invisible in the rock. The trail east takes a sudden bend to the south. The snow is a little deeper to the west. ~ 68 0 5 D1 ~ ~ 0 -1 6875 D2 ~ ~ 0 -1 6874 D3 ~ ~ 0 -1 6867 S #6869 The Ice Path~ This place is real icy. Be careful you just might have a fall. The path gets worse toward the north. It seems clearer to the south. ~ 68 0 5 D0 ~ ~ 0 -1 6862 D2 ~ ~ 0 -1 6875 S #6870 The Light Brush~ Your in some small brush and scrubs. To the south is a wall of trees. Its too dark to see what's beyond them. The forest to the east is not possible to enter. ~ 68 0 2 D0 ~ ~ 0 -1 6864 D2 ~ ~ 0 -1 6877 S #6871 An Icy Cave~ The wind has been swirling and blowing from the north making the walls like mirrors. It makes it so you can't tell which way you came in. In the middle of the room you notice a mass of sticks and cloth. ~ 68 9 2 D3 ~ ~ 0 -1 6865 E wall mirror~ You see your own reflection. ~ S #6872 Blind Spot~ Because of the snow blowing in from the north, you are quite blinded. ~ 68 0 5 D0 ~ ~ 0 -1 6866 D1 ~ ~ 0 -1 6873 E snow~ You are quite blinded. ~ S #6873 Rocky Path~ The snow coming from the west makes it hard to see. The rocks are iced and you see ice shapes in the snow. ~ 68 0 5 D1 ~ ~ 0 -1 6874 E figures shapes people ice shape figure~ As you take a closer look you can barely make out a human form. ~ S #6874 A Rocky Overhang~ An interesting rock formation is here. The rocks pile up like a wave. It looks like they have been cemented together. A wind comes in from the west. ~ 68 1 4 D0 ~ ~ 0 -1 6868 D3 ~ ~ 0 -1 6873 E rock cement rocks ice wave~ The rocks that overhang are actually frozen together. ~ S #6875 Start of the Ice Path~ After coming down from the rocks you notice the snow is not as deep. To the far east you notice a large forest. To the east is a small cabin. A sign is posted on the door. The icy path continues north. ~ 68 0 5 D0 ~ ~ 0 -1 6869 D1 ~ ~ 0 -1 6876 E sign post door cabin~ Welcome to Uncle Tom's Cabin. Come on in. Stay as long as you like. ~ S #6876 Uncle Tom's Cabin~ The place is lavishly furnished. Paintings adorn the walls. There is a bed, table, and chairs. On the east wall, a fireplace is burning bright, causing a warm, shadowy glow to form in the room. Makes you want to stay a while. A blue potion is sitting on the mantle. ~ 68 8 0 D3 ~ ~ 0 -1 6875 D5 ~ ~ 0 0 6834 E painting picture paintings pictures~ Some are of a beautiful woman, other of winter scenery. ~ S #6877 The Dark Forest~ After entering you have seemed to have gotten lost and cannot find your way back. The wind wisping through has covered your tracks. A broken sign is nailed to a tree. ~ 68 1 3 D2 ~ ~ 0 -1 6879 E sign tree~ Lions and tigers and bears....Oh My! ~ S #6878 The Dark Forest~ This place is dark and dreary. Maybe you shouldn't have come this way. ~ 68 1 3 D0 ~ ~ 0 -1 6864 S #6879 The Dark Forest~ You are still lost, but wait what is this a landmark. You stand beside a large rock. The forest continues in all directions, but east. To the east is the large rock. ~ 68 1 3 D0 ~ ~ 0 -1 6878 D1 ~ ~ 0 -1 6880 D2 ~ ~ 0 -1 6878 D3 ~ ~ 0 -1 6878 E rock~ After taking a closer look you notice tracks leading into the rock. ~ S #6880 Under the Rock~ You are in a tunnel leading down. You see a picture on the north wall. ~ 68 9 1 D3 ~ ~ 0 -1 6879 D5 ~ ~ 0 -1 6809 E wall picture~ You see a picture of a handsome young thief. You think you recall this face. ~ S #6897 The ICEolation Chamber~ The walls of this room are very slick as you try to hold to the sides you find your self losing your grip and you start to slide down ... ... down down ... down ... You come to rest at the bottom of a cold dark pit! the walls are made of ice and you can find no way out!! As you realize you are trapped you can hear a faint laugh in the distance.... ~ 68 5 0 D0 ~ ~ 0 -1 6897 D1 ~ ~ 0 -1 6897 D2 ~ ~ 0 -1 6897 D3 ~ ~ 0 -1 6897 D4 ~ ~ 0 -1 6897 D5 ~ ~ 0 -1 6897 E the iceolation chamber~ You are hopelessly trapped in the bottom of a deep pit. SORRY! ~ S #6999 The Realm of the Dead~ You are standing on an immense, grey stone floor that stretches as far as you can see in all directions. Rough winds plunging from the dark, starless sky tear savagely at your fragile body. ~ 69 8200 0 D0 The hard floor seems to go on forever. ~ ~ 0 -1 6999 D1 The hard floor seems to go on forever. ~ ~ 0 -1 6999 D2 The hard floor seems to go on forever. ~ ~ 0 -1 6999 D3 The hard floor seems to go on forever. ~ ~ 0 -1 6999 E floor~ The stone floor is the same shade of grey as the sky and is completely plain and unscratched. It is probably too hard for anything to leave as much as a scratch on it. ~ E sky wind winds~ Cold winds plunge ceaselessly at you from the dark, cloudless sky. ~ S #7001 The muddy sewer~ You are standing in mud to your knees. This is not the kind of place for a picnic. The muddy sewer stretches further into the south. ~ 70 9 5 D2 You see the muddy sewer continuing into the darkness to the south. ~ ~ 0 -1 7002 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7002 The muddy sewer junction~ The muddy sewer stretches into the dark to the south. It looks as if no person has ever sat his foot here before. It's too muddy for that anyway. The sewer leads north, south and east from here. ~ 70 9 5 D0 The muddy sewer stretches into the dark to the north. ~ ~ 0 -1 7001 D2 South. The muddy sewer ends in a mudhole that way. ~ ~ 0 -1 7003 D1 East. The muddy sewer leads into a bend that goes south. ~ ~ 0 -1 7007 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7003 The mudhole~ You stand in mud all the way up to your thighs and it's not too comfortable since you are used to a somewhat different environment. The sewer leads to the north of here. In the middle you can just make out an enormous drainpipe leading down. ~ 70 13 5 D0 North. The muddy junction lies in that direction. ~ ~ 0 -1 7002 D5 The muddy drainpipe leads down through the mud, otherwise it is utterly dark. ~ ~ 0 -1 7101 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7004 The Dark Pit~ You are standing by the edge of a dark pit that leads down into even deeper darkness. >BWWAAADDRR< - The smell from down there is unbearable. The sewer stretches into the darkness to the east. ~ 70 9 0 D1 East. The sewer leads into the sewer junction. ~ ~ 0 -1 7009 D5 The Dark Pit leads down an down and down ... well you can't see the bottom anyway. There are bars that function as a ladder on the side. ~ ~ 0 -1 7102 S #7005 The muddy sewer~ You are standing in the middle of a bend of the sewer pipe. It is very dark around here and the mud is sticking to your legs, not very pleasant. The pipe leads east and south from here. ~ 70 9 4 D1 East. The mud stretches on into the darkness. ~ ~ 0 -1 7011 D2 South. There is even more mud in that direction than where you are now. Incredible. ~ ~ 0 -1 7006 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7006 The muddy sewer~ You are standing in something that reminds you very much of porridge, this has the advantage that it's not hot, it's rather cold actually. The pipe bends to the north and east. ~ 70 9 5 D1 The pipe leads into a bend that goes south. Interesting, there's mud on the floor there. ~ ~ 0 -1 7012 D0 The muddy sewer pipe leads into a bend that goes east. ~ ~ 0 -1 7005 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7007 The muddy sewer bend~ This isn't your idea of a place to stay too long. You're in up to your knees in something that resembles mud, but you're not quite sure. The bend in which you stand leads west and south. ~ 70 9 5 D3 The pipe (still filled with mud) leads into a intersection that goes north and south. Interesting. ~ ~ 0 -1 7002 D2 The pipe leads into a intersection that goes south and east. The floor here is still covered in mud. ~ ~ 0 -1 7008 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7008 A muddy intersection~ You have both your feet safely stuck in mud. It isn't the mud that's wrong it's the smell, the sounds, the total darkness that surrounds you. Everything here is so depressing. The pipe leads on with a trail of thick mud to the north, east and south. ~ 70 9 4 D0 North. The pipe goes into a bend with a load of mud all the way up the walls. The bend leads west. ~ ~ 0 -1 7007 D1 East. This way like a place for the annual mud festival, although the stench wouldn't allow any happiness at all. The pipe leads into a bend that leads north. ~ ~ 0 -1 7014 D2 South. There's less mud in that direction. *smile*. Your light doesn't cover enough space for you to see much more than that it leads into some sort of junction. ~ ~ 0 -1 7009 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7009 The Sewer Junction~ You stand in the middle of a huge junction of sewer pipes right under what you'd think was an air shaft. The sewer pipes lead to the north, south, east and west. It look quite impossible to force your way up. ~ 70 9 3 D0 North. Mud is the floor basis in that direction. Yummy. ~ ~ 0 -1 7008 D1 YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies. ~ ~ 0 -1 7017 D2 North. This direction looks quite nice actually. The pipe leads into a bend that goes east. ~ ~ 0 -1 7010 D3 A few yards ahead - away from this junction - there is a pit leading down, but the smell from there...>PHEWW<. ~ ~ 0 -1 7004 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7010 A bend in sewer pipe~ You are in a bend in the sewer pipe. A strong smell seeps in from the north. The sewer goes north and east. ~ 70 9 2 D0 North. You are staring into a huge junction with exits in all directions. ~ ~ 0 -1 7009 D1 East. The Pipe leads into utter darkness that way. ~ ~ 0 -1 7018 S #7011 The muddy sewer pipe~ You have entered a kind of tube intersection that leads south, west and east. Your legs are covered in mud up to the knees. REAL yucky! ~ 70 9 5 D3 West. The mud reaches that way too, all the way up the walls. ~ ~ 0 -1 7005 D1 East. There's less mud in that direction, or that's your impression. ~ ~ 0 -1 7024 D2 That way is lost in darkness, though you sense less mud in that direction, perhaps even a complete end to this sludge that surrounds you. ~ ~ 0 -1 7021 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7012 The bend in the Muddy sewer~ This is not your idea of a holiday. You stand in mud up to your knees. It's absolutely inconceivable how all this mud could have been placed here. The pipe leads to the west and south. ~ 70 9 5 D3 West. All you can see, is that the pipe leads into a bend that goes north. But there's less mud in that direction, however odd that sounds. ~ ~ 0 -1 7006 D2 South. There's even more mud that way, incredible! Although it looks like an intersection in the sewer system that leads east and south. ~ ~ 0 -1 7013 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7013 A MUDDY intersection~ You wouldn't want to know the true feeling of standing in this mud up to your hips. >BWAADR<. All that fills your mind right now is the dream of a hot bath. This is NOT very clean mud you know, remember you're in the sewer! The pipes leads north, south and east. ~ 70 9 5 D0 North. Sludge and sediment fills this corridor of the sewer that leads into a bend going west. ~ ~ 0 -1 7012 D1 East. You can see absolutely nothing of interest in that direction (Maybe that's why it's so damn interesting.??) There's no mud in that direction either, GREAT! ~ ~ 0 -1 7026 D2 South. All you can see is more mud! Although the pipe goes into a bend leading west. ~ ~ 0 -1 7014 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ E sediment~ It's NOT the kind of matter that would concern you too much, normally, but as you are in the middle of it, it just might become your main concern. REAL YUCKY! ~ S #7014 Muddy sewer~ You stand in a bend of the pipe system of the sewer with mud up to your thighs. Contemplating a higher level of existence here would be utterly inappropriate, as the smell would keep any intelligent creature from even thinking of anything but getting away from this foul end of the WORLD. The bend goes from north to west. ~ 70 9 5 D0 North. Filled with mud, that place looks like an impassable intersection with pipes leading north and east. ~ ~ 0 -1 7013 D3 West. There's less mud that way, maybe you're on your way out of this foul place. ~ ~ 0 -1 7008 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7015 The old well~ You are standing by an old and worn well from before this century. The sewer leads to the east from here and the well leads down into darkness. Metal bars implanted in the side of the well lead down as a ladder. ~ 70 9 3 D1 East. You see, because of the utter darkness that surround you, absolutely nothing. Your light isn't of much use for that kind of distance. ~ ~ 0 -1 7028 D5 Down the well there's even less light than up here, so ... sorry, you can't see a thing. There are metal bars in the side leading down into the darkness. ~ ~ 0 -1 7105 E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. ~ S #7016 The ordinary bend~ You are in the middle of a bend in the pipe system of the sewer system, WHAT a place!!! The pipe leads to the south and the east. ~ 70 9 1 D2 South. You see nothing at all in that direction it's too dark anyway. ~ ~ 0 -1 7017 D1 East. What a quiet place you've found there. It's an intersection that have pipeways going north and east. ~ ~ 0 -1 7021 S #7017 The sewer junction~ You are in a junction that leads north, west and south. ~ 70 9 1 D0 North. You see a bend. ~ ~ 0 -1 7016 D3 West. There's a junction with four pipelines in that direction. ~ ~ 0 -1 7009 D2 South. It looks like a pipe junction just like this one. Only that one leads east and west. ~ ~ 0 -1 7018 S #7018 The ordinary junction~ This looks like an ordinary junction, actually it seems very quiet here. The pipelines lead west, east and north. ~ 70 13 1 D3 There's a bend to the west leading north. ~ ~ 0 -1 7010 D0 To the north you can see a junction like this one, leading north and west. ~ ~ 0 -1 7017 D1 To the east there's nothing of particular interest, though there's a junction with pipelines leading norht and east. ~ ~ 0 -1 7031 S #7021 A quiet pipe junction~ This is the kind of place to rest, though the smell could be a LOT better than this. The sewer goes east, north and west from here. ~ 70 13 1 D0 In that direction, you can't see anything. It's just too dark. ~ ~ 0 -1 7011 D1 There's an ordinary junction in the pipe system to the east ~ ~ 0 -1 7029 D3 West. There's an ordinary bend leading south into the sewer system in that direction. ~ ~ 0 -1 7016 S #7022 The odd room with smooth walls~ As you enter you hear a loud click from one of the walls ... and you fall and fall and fall ... . . . . ... And come to an abrupt end. THIS is strange indeed. There's an arched entryway leading down. ~ 70 9 5 D5 Down. It's utterly dark that way, though you can make out an intersection of sewer pipes leading west, north and east. ~ entryway~ 0 -1 7112 S #7024 The sewer~ You are standing in mud up to your ankles. This is an intersection with sewer pipes leading east, south and west. ~ 70 13 1 D2 To the south there's another intersection with pipes going south and east. ~ ~ 0 -1 7025 D1 To the east there's a peculiar looking round room. ~ ~ 0 -1 7037 D3 To the west there's another intersection like this one, with sewer pipes leading south and west. ~ ~ 0 -1 7011 S #7025 Another intersection~ You have never seen anything so BORING...This is an intersection with pipes leading north, south and east. ~ 70 9 1 D0 To the north there's an intersection, where the pipes are leading west and east. You notice that the floor to the west is covered in mud. ~ ~ 0 -1 7024 D2 Another intersection lies to the south. It leads west and south. ~ ~ 0 -1 7026 D1 East. You see nothing of interest in that direction, just another intersection. This one leads east and south. ~ ~ 0 -1 7038 S #7026 A junction~ This one seems interesting, a big difference from all the other junctions. It seems cleaner than the rest of them. Weird. Something that looks like an air shaft leads upwards, but it looks far too slippery to climb. The pipes lead to the south, west and north. ~ 70 13 0 D0 North. You see an intersection there, leading north and east. ~ ~ 0 -1 7025 D3 To the west you see a load of mud and sediment in the sewer. That should be an intersection there but you're not quite sure. ~ ~ 0 -1 7013 D2 To the south there's ANOTHER junction leading west and east. ~ ~ 0 -1 7028 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7028 The sewer junction~ You stand in a junction of sewer pipes leading north, east and west. ~ 70 9 1 D0 ~ ~ 0 -1 7026 D3 To the west you can just make out an old well. ~ ~ 0 -1 7015 D1 To the east you can see a bend in the pipe going south. ~ ~ 0 -1 7034 S #7029 The Triple Junction~ You stand in the middle of a huge junction of concrete sewer pipes. The pipes lead into three different directions : east, south and west. ~ 70 9 1 D3 To the west you can just make out another junction similar to the one you are standing in. ~ ~ 0 -1 7021 D2 To the south there's a ENORMOUS quadruple sewer junction, all lit up by an odd light. ~ ~ 0 -1 7030 D1 East. You can see a bend in the sewer pipe leading north. ~ ~ 0 -1 7035 S #7030 The Quadruple Junction Under the Dump~ You are standing in something that reminds you of an entry to an ant hive. There are enormous concrete pipes leading north, south, east and west. There's also a metal ladder built into the concrete wall leading up through a layer of garbage. ~ 70 13 1 D0 To the north you can see a huge triple junction with sewer pipes leading west and east. ~ ~ 0 -1 7029 D1 East. You can see a pit in the floor. ~ ~ 0 -1 7036 D2 To the south there's a huge junction with pipes leading east and west. ~ ~ 0 -1 7031 D3 To the west there's an odd looking room with totally smooth walls. ~ ~ 0 -1 7022 D4 Up through the garbage you can just make out what looks like the Dump in Midgaard. ~ ~ 0 -1 3030 E ladder~ It looks as if it's made of stainless steel, and it would very well function as a club of considerable power, but alas ... You can't take at all since it's firmly set into the concrete wall. ~ S #7031 A triple junction~ You stand in a junction with pipes leading west, north and east. ~ 70 9 1 D0 To the north there's a ENORMOUS quadruple sewer junction, all lit up by an odd light. ~ ~ 0 -1 7030 D1 East. You can just make out a triple junction leading north and east. ~ ~ 0 -1 7044 D3 West. You can just make out a triple junction leading north and west. ~ ~ 0 -1 7018 S #7034 A bend in the sewer pipe~ You can look in two directions where the pipe leads : south and west. ~ 70 9 2 D3 West. You can just make out a triple junction leading north and west. ~ ~ 0 -1 7028 D2 To the south you can see another bend leading west. ~ ~ 0 -1 7035 S #7035 The sewer pipe bend~ You can look in two different directions where the pipe goes : west and north. ~ 70 9 2 D0 North. You see another bend leading west. ~ ~ 0 -1 7034 D3 You can see another junction although this one is a triple one with pipes going south and west. ~ ~ 0 -1 7029 S #7036 The pit~ You stand in a section of a pipe that leads to a dead end. In the floor there's a pit leading down. There are bars set in the side of the pit wall functioning as a ladder. ~ 70 9 5 D3 West. You can see a dimly lit quadruple junction with an exit up. ~ ~ 0 -1 7030 D5 Down the pit it's utterly dark you can't see a thing. ~ ~ 0 -1 7122 S #7037 The round room~ As you enter the room it starts rotating - at first slowly, later faster and faster - You get totally confused as to where up and down is, but you are certain that the doorway is in the opposite direction of what it was when you entered. It now leads east. There was only this one exit. ~ 70 9 1 D1 You can just make out a smaller room with a chair. ~ ~ 0 -1 7050 S #7038 The three way junction~ You are standing in a junction of pipes that lead west, east and south. ~ 70 9 1 D3 West. You see another junction similar to this one leading north and south. ~ ~ 0 -1 7025 D1 East. You can make out a dimly lit Guard Room. ~ ~ 2 -1 7045 D2 To the south you can see what looks like a store room. ~ ~ 2 -1 7039 S #7039 The Sewer Store Room~ You stand in a small room lit by a single torch set in the wall. The only way out of here is to the north. ~ 70 8 1 D0 To the north you see a pipe junction. ~ ~ 2 -1 7038 S #7041 The Shaft~ You are standing by the edge of a deep, dark shaft leading down. A single ladder is your tool to work your way down if you so wish. The sewer pipe leads south from here. ~ 70 9 1 D5 Down and utter darkness. There's absolutely nothing to be seen in that direction. ~ ~ 0 -1 7123 D2 To the south you can see the pipe leading further south into darkness. ~ ~ 0 -1 7043 E ladder~ Firmly set into the wall of the shaft it's impossible to even rock, is your estimate. ~ S #7043 The Sewer Entrance~ You stand in the middle of a pipe that leads from north to south. Above you an air shaft leads up into sunlight. It seems totally impossible to go up that way. ~ 70 9 1 D0 To the north you can just make out a huge shaft leading down. ~ ~ 0 -1 7041 D2 To the south you can see a triple junction leading west and east. ~ ~ 0 -1 7044 S #7044 The junction going three ways~ You are in a passageway in the pipes of the sewer system leading north, east and west. ~ 70 9 1 D1 ~ ~ 0 -1 7049 D0 You see a sewer pipe leading north. ~ ~ 0 -1 7043 D3 West. You see another junction very similar to this one that leads north and west. ~ ~ 0 -1 7031 S #7045 The Sewer Room~ You are standing in a large room with chairs set in the walls. You have the feeling of being watched. To the south there's an entry to a larger room. The room is lit by five torches, also set in the walls. To the west there is a doorway leading out to the sewers. ~ 70 8 1 D2 You can see an even larger room than this one, filled with light. ~ ~ 0 -1 7046 D3 To the west you can see the sewers. ~ ~ 2 -1 7038 S #7046 The Sewer room~ This is a Room with walls that glitters like gold though not quite like it. This is strange as it looks as if the glitter lights the whole room. It looks very bright. To the south the floor is covered with yucky water. The North leads to sort of a Guard Room. ~ 70 8 1 D0 To the north you can see the guard room. ~ ~ 0 -1 7045 D2 To the south there is nothing but water and an exit leads east from there. ~ ~ 0 -1 7047 S #7047 The Pool in the sewer~ You stand in water to your waste. To the north is the entrance to this room. A single door leads east. ~ 70 8 1 D0 To the north you see the entrance to this room. ~ ~ 0 -1 7047 D1 You can see an enormous hall through the doorway. ~ ~ 2 -1 7053 S #7048 The Sewers~ You stand in a dead end of the sewer. The only way out is south. You can see a shaft leading up but it looks too difficult to go up that way. ~ 70 9 1 D2 ~ ~ 0 -1 7049 S #7049 The junction~ You stand in a junction leading north, west and east. ~ 70 9 1 D0 ~ ~ 0 -1 7048 D1 Darkness has closed in on that part of the sewer system, you can't see a thing in that direction. ~ ~ 0 -1 7060 D3 West. You see another junction very similar to this one that leads north and west. ~ ~ 0 -1 7044 S #7050 The small room~ The only thing in this room of interest is a chair, and that's tight to the rock floor. A doorway leads south and another leads east into darkness. ~ 70 9 1 D2 You can see a room with a lot of light in it. You can't make out any details. ~ ~ 2 -1 7051 D1 Utter darkness...! ~ ~ 0 -1 7055 S #7051 The Sewer pipe~ You are in what reminds you of a foul sewer, as if you liked being here! You can see two exits leading either north or south. ~ 70 8 1 D0 ~ ~ 2 -1 7050 D2 To the south you can see a strange light flowing from there. ~ ~ 0 -1 7052 S #7052 The Grand Sewer~ You are in a Grand Sewer Pipe. This stretches toward the south. It's large indeed! A doorway leads to the east from here. ~ 70 8 1 D2 In the south end of the pipe the "floor" is completely covered with water. ~ ~ 0 -1 7053 D0 To the north you can see a doorway. ~ ~ 0 -1 7051 D1 You can't see anything in that darkness. ~ ~ 2 -1 7056 S #7053 The South end of the Grand Pipe~ You stand in water to your knees. A doorway leads west from here. The Pipe stretches north. ~ 70 8 1 D3 ~ ~ 2 -1 7047 D0 You see a lot of pictures decorating the walls. ~ ~ 0 -1 7052 S #7055 The Edge of The Water Sewer~ You stand in a room where half of the floor is covered in water. The water leads east and a doorway leads west. ~ 70 9 3 D3 ~ ~ 0 -1 7050 D1 You can hardly make out much more than that the next place is in a pipe with more water. ~ ~ 0 -1 7061 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7056 The Dark hallway~ You can't see much of this, even with a light. The hallway goes into a passageway to the south. A dorway leads west. ~ 70 9 1 D3 You see a lot of light, bright as daylight, but nothing of interest. ~ ~ 0 -1 7052 D2 You can see nothing at all, because it's completely dark in that direction. ~ ~ 0 -1 7057 S #7057 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7056 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7058 S #7058 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7057 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7059 S #7059 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7058 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7060 S #7060 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue west and north. To the east there's water covering the floor and that leads through an arched entry to a watery sewer. ~ 70 9 1 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7068 D3 You can just make out a triple junction leading north and west. ~ ~ 0 -1 7049 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7059 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7061 The Watery Sewer Bend~ You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead south and west. ~ 70 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7062 D3 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7055 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7062 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7063 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7061 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7063 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7064 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7062 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7064 The Watery Sewer Junction~ You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction going south,north and east. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7063 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7065 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7069 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7065 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7064 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7066 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7066 The Watery sewer junction~ You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction that goes north,south and east. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7065 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7067 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7070 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7067 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7066 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7068 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7068 The Watery sewer bend~ You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead west and north. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7067 D3 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7060 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7069 A ledge by the dark pool~ You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. ~ 70 9 5 D3 You can't see a thing. It's too dark. ~ ~ 0 -1 7064 D2 You can't see a thing. It's too dark. ~ ~ 0 -1 7070 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7070 A ledge by the dark pool~ You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. Under you there is a small fissure in the rock. It seems big enough to contain a few people. ~ 70 9 5 D3 You can't see a thing. It's too dark. ~ ~ 0 -1 7066 D0 You can't see a thing. It's too dark. ~ ~ 0 -1 7069 D5 ~ ~ 0 -1 7099 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7099 The fissure under the ledge~ This is a small fissure in the solid rock. Under you lies the deep dark pool. The water trickles quietly down from the ledge above you. The water smells like the water in a sewer. ~ 70 13 5 D4 ~ ~ 0 -1 7070 D5 The water edge. ~ ~ 0 -1 7199 S #7101 Under the mudhole~ You stand in a small room with a great big opening in the ceiling. From this opening there's mud dripping down in large lumps. >YUCK<. You can smell the foul stench of the slimy sediment as you try not to get covered by the falling sludge. To the east there is an entryway leading out from here and it seems absolutely impossible to force the muddy decent. ~ 71 13 5 D1 East. You see nothing of interest. ~ ~ 0 -1 7103 E mud~ You never saw such disgusting matter before, it nearly makes you puke. ~ S #7102 Under the Dark Pit~ Nice place you found yourself. You stand in the middle of a room with only two exits, Up and East. A tall ladder is left here so that you can climb up through the Pit without the use of a rope. ~ 71 9 1 D4 Up. You can't see a thing up there, it's way too dark. ~ ~ 0 -1 7004 D1 ~ ~ 0 -1 7104 D5 ~ trapdoor~ 2 -1 7400 E ladder~ This is funny enough a wooden ladder and, after closer inspection, you discover it is magically held towards the wall! You can't, even with your greatest effort, rock it at ALL! ~ S #7103 A muddy bend in the sewer system~ You are standing in what looks like a bend in the pipe system of the sewer. The 'floor' is covered completely by mud! This includes covering your legs up to you knees as well. The pipe leads west and south. ~ 71 9 4 D3 You can see a room in which mud drips from the roof onto the floor in great cakes of sludge. There doesn't seem to be any exits from that room apart from in you direction. ~ ~ 0 -1 7101 D2 To the south there's less mud than here! It actually seems to end there! You have a felling it would be nice to have your feet free from mud again. ~ ~ 0 -1 7104 E mud~ You never saw such disgusting matter before, it nearly makes you puke. ~ S #7104 A junction in the sewer pipes~ You stand in the middle of what looks like a triple junction of pipes going east, west and north. ~ 71 9 1 D0 You can see a mud area starting in that direction. ~ ~ 0 -1 7103 D3 West. There's a room with a ladder leading up. ~ ~ 0 -1 7102 D1 East. You can't even make out what it might look like, it's just too dark. ~ ~ 0 -1 7112 S #7105 Down the old well~ You are dangling on the slippery sides of the old well leading down and up. The only secure point here is the metal bars that are cemented into the sides, the ones that you cling frantically to so that you don't fall. Who knows how deep this well is? The bars lead down and up and nowhere else. ~ 71 9 5 D4 There's a slight, dim light from above, or maybe it's your imagination. Anyway it SEEMS darker down here than up there, if that is possible. ~ ~ 0 -1 7015 D5 Down there nothing at all can be spotted. The darkness that engulfs this decent seems utterly impossible in a mortal world. It's so thick that a torch down there would be utterly useless ... or so it seems to you. Not the kind of thing to cheer you up on this voyage , eh? ~ ~ 0 -1 -1 E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. ~ S #7106 The northwestern corner of the ledge~ You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the east but not back south. It seems that the ledge is too narrow to turn on so you'll have to continue foreward. ~ 71 13 5 D1 The ledge continues east. ~ ~ 0 -1 7113 D2 The ledge continues south. ~ ~ 0 -1 7107 D3 ~ ~ 2 -1 -1 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 2 -1 7279 E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ S #7107 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads into a corner and turns eastward. ~ ~ 0 -1 7106 D2 South. The ledge leads further south into utter darkness. ~ ~ 0 -1 7108 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling an utterly unknown distance. ~ ~ 0 -1 7190 S #7108 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7107 D2 The ledge continues further south into darkness. ~ ~ 0 -1 7109 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7109 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7108 D2 The ledge continues south into darkness. ~ ~ 0 -1 7110 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7110 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7107 D2 South. You can just make out the south-western corner of this ledge. ~ ~ 0 -1 7111 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7111 The southwestern corner of the ledge~ This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of Abyss of total darkness. The ledge seems to have an odd-looking edge here. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7110 D1 You see a broad ledge leading eastward. ~ ~ 0 -1 7115 D2 South of here is the exit from the ledge. ~ ~ 0 -1 7112 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 2 -1 7279 E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ S #7112 An odd intersection~ You stand in a rather odd intersection of pipes. The pipes actually don't resemble pipes anymore. They look more like a real stone tunnel, or a passageway hewn directly into the rock. The ways from here lead north, east and west. ~ 71 9 1 D0 North. You see a ledge to something that looks like an abyss. ~ ~ 0 -1 7111 D1 ~ ~ 0 -1 7122 D3 ~ ~ 0 -1 7104 S #7113 The narrow ledge going east to west~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D1 The ledge leads further east. ~ ~ 0 -1 7116 D2 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7114 Mid-air~ You've just stepped into the most unlucky position in the whole of DikuMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 metres per second per second, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Bye Cruel World. ~ 71 526 0 D0 ~ ~ 0 -1 7119 D1 ~ ~ 0 -1 7118 D2 ~ ~ 0 -1 7120 D3 ~ ~ 0 -1 7117 D4 ~ ~ 0 -1 7115 S #7115 The Broad ledge~ You are standing on a ledge that seems quite a lot larger than the rest of the ledges. This one leads to the west and the east, plus it has an exit going to the south. Though you could jump into mid-air, but it probably wouldn't be such a good idea. The way south is in utter darkness. ~ 71 13 4 D0 ~ ~ 0 -1 7114 D1 ~ ~ 0 -1 7121 D3 ~ ~ 0 -1 7111 D2 ~ ~ 0 -1 7129 S #7116 The northeastern corner of the ledge~ You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the west and leads south from here into darkness. ~ 71 13 5 D3 The ledge continues west. ~ ~ 0 -1 7113 D2 ~ ~ 0 -1 7117 D5 ~ secret trapdoor entrance~ 2 -1 7280 E ground ledge rock~ The ground here seems a little different from all the other ledges along the Abyss. There's a kind of soft soil on this ledge, maybe you should look carefully at this. It seems to be of some interest. ~ E soil soft earth~ You can just make out the outline of a trapdoor here in the soil. The earth is probably there to conceal a secret entrance. This looks as if it leads down into the seemingly solid rock face of the ledge. ~ S #7117 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7118 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 S #7118 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7119 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 S #7119 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7120 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 S #7120 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. You also see a small opening to the east. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7121 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 D1 East. You stare into darkness. ~ ~ 0 -1 7123 S #7121 The southeastern corner of the ledge~ This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of abyss of total darkness. ~ 71 13 5 D3 The ledge leads further west. ~ ~ 0 -1 7115 D0 North of here you can see a ledge. ~ ~ 0 -1 7120 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 2 -1 7279 E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ S #7122 Under the pit~ You stand in a completely dark cavern leading west. The wall looks weird here. ~ 71 9 0 D3 ~ ~ 0 -1 7112 D1 ~ crack wall rock~ 0 -1 -1 E wall~ There is a crack here that looks like it has been made recently. ~ S #7123 Under The Shaft~ A ladder leads up from here to the Shaft. A small opening leads west from here. ~ 71 9 5 D4 It's too dark up there. ~ ~ 0 -1 7041 D3 You can see a narrow ledge going north and south. ~ ~ 0 -1 7120 S #7129 The sewer line.~ You are in a narrow part of the sewer. Down the sewer continues and to the north is the ledge. ~ 72 9 3 D0 You can see the southern part of the ledge. ~ ~ 0 -1 7115 D5 You look deeper down into the drain. ~ ~ 0 -1 7221 S #7130 The sewer pipe.~ You are in an odd sewer pipe You see some odd scrates on the pipe wall, as from a gigantic rat. You can see some slimy water gently running down into a sewer drain, and north the drain continues. ~ 72 9 3 S #7190 Mid-air~ You've just stepped into the most unlucky position in the whole of DikuMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 metres per second per second, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Bye Cruel World. ~ 71 10 0 D0 ~ ~ 0 -1 7109 D1 ~ ~ 0 -1 7108 D2 ~ ~ 0 -1 7110 D3 ~ ~ 0 -1 7107 D4 ~ ~ 0 -1 7113 S #7199 The Edge of the Water~ The pool side is dimly lit up by your light. You can see absolutely nothing else nearby. The darkness her seems enormously oppressive here. The air is damp and the rock on which you stand is slippery. The pool seems too dark to make anything clear. The pool seems to extend to the east. The rock can be climbed upwards from here. ~ 71 13 5 D1 ~ ~ 0 -1 -1 D4 ~ ~ 0 -1 7099 S #7200 The Treasury~ You are in a small but well equipped treasury. You can see some writing on the wall. The celing has a funny glow, which enables you to see. You can get back into the inner lair through the stone door which is east. ~ 72 12 0 D1 You look back through the opening into the inner lair. ~ door stone~ 1 7205 7201 E door stone~ This is a heavy black stone door it looks very solid. ~ E writing~ You read the number '666'. ~ S #7201 The inner Lair~ You are in a octagonal room with smooth purple stone walls. The floor is made from black stone. In the western wall you see a large black stone door. ~ 72 9 0 D2 You look back through the door into the lair. ~ door wooden~ 1 -1 7202 D3 You see the treasury. ~ door stone~ 1 7205 7200 S #7202 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. To the north are a wooden door. ~ 72 8 1 D0 You can see the inner lair. ~ door wooden~ 1 -1 7201 D1 You see another part of the lair. ~ ~ 0 -1 7205 D2 You see another part of the lair. ~ ~ 0 -1 7203 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7203 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7202 D1 You see another part of the lair. ~ ~ 0 -1 7206 D2 You see another part of the lair. ~ ~ 0 -1 7204 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7204 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7203 D1 You see another part of the lair. ~ ~ 0 -1 7207 D2 You see the lair entrance. ~ door wooden~ 1 -1 7208 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7205 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D2 You see another part of the lair. ~ ~ 0 -1 7206 D3 You see another part of the lair. ~ ~ 0 -1 7202 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7206 The lair.~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 12 1 D0 You see another part of the lair. ~ ~ 0 -1 7205 D2 You see another part of the lair. ~ ~ 0 -1 7207 D3 You see another part of the lair. ~ ~ 0 -1 7203 E bones decay~ All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7207 The lair.~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7206 D3 You see another part of the lair. ~ ~ 1 -1 7204 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7208 The lair entrance.~ You are in a dry part of the sewer. To the north is a wooden door, you can see some slime at the lower part of the door. You also see some skulls and some broken bones. ~ 72 13 2 D0 You can see the lair. ~ door wooden~ 1 -1 7204 D1 You see a crawlway. ~ ~ 0 -1 7209 E slime~ The slime is slimy and uninteresting. ~ S #7209 The crawlway.~ You are in a narrow crawlway. Here is very boring. ~ 72 9 3 D1 You see a four-way junction. ~ ~ 0 -1 7210 D3 You see the entrance to a lair. ~ ~ 0 -1 7208 S #7210 The four-way function.~ You are in a sewer junction. To the north is a small hole, to the west is a narrow crawlway and to the east and south the sewer continues. ~ 72 9 3 D0 You can see a small cave-like room. ~ ~ 0 -1 7211 D1 You can see a sewer drain. ~ ~ 0 -1 7212 D2 You can see a sewer drain. ~ ~ 0 -1 7215 D3 You can see a narrow crawlway. ~ ~ 0 -1 7209 S #7211 The small cave.~ You are in a collapsed sewer drain, which now is more like a small cave. ~ 72 9 3 D2 You look back into the four-way junction. ~ ~ 0 -1 7210 S #7212 The sewer drain.~ You are in a dry sewer drain which bends to the north. ~ 72 9 3 D0 You can see the drain continuing north. ~ ~ 0 -1 7213 D3 You can see the four-way junction. ~ ~ 0 -1 7210 S #7213 The sewer drain.~ You are in a dry sewer drain which bends to the east. ~ 72 9 3 D1 You can see the drain continuing east. ~ ~ 0 -1 7214 D2 You can see the drain continuing south. ~ ~ 0 -1 7212 S #7214 The drain end.~ You are at the end of the drain around you the sewer has collapsed, the only exit is west. ~ 72 9 3 D3 You see the sewer drain. ~ ~ 0 -1 7213 S #7215 The half-wet drain.~ You are in a sewer drain where the floor is covered with water. To the north it looks more dry, south however the drain runs down into some water. ~ 72 9 4 D0 To the north lies a dry four-way junction. ~ ~ 0 -1 7210 D2 To the south you see a sewer drain filled with water. ~ ~ 0 -1 7216 E water~ The water is dirty but it looks like you would be able to swim in it. ~ S #7216 Under water in the sewer.~ You swim in some dirty water and is holding you breath. You'll better continue before you drown. It is a good thing that you can hold your light above water-level. ~ 72 9 6 D0 It is hard to see, but it looks like the drain runs slightly upwards. ~ ~ 0 -1 7215 D2 It is hard to see, but it looks like the drain runs a little bit upwards. ~ ~ 0 -1 7217 S #7217 The half-dry drain.~ You are in a half-dry sewer drain. To the north the drain runs a little bit downwards into some water to the east you can see a small hole. To the west you see another drain. ~ 72 9 4 D0 You see the drain running down into some water. ~ ~ 0 -1 7216 D1 Through the hole you can just make out a very small room. ~ ~ 0 -1 7218 D3 You see a drain running to the west. ~ ~ 0 -1 7219 E water~ The water is dirty but it looks like you would be able to swim in it. ~ E hole~ Through the hole you can just make out a very small room. ~ S #7218 The very small room.~ You are in a very small room, it is pretty uninteresting. ~ 72 9 3 D3 Through the little hole you can see a half-dry drain. ~ ~ 0 -1 7217 S #7219 A dry sewer drain.~ You are in a dry but dirty sewer drain. The drain continues east and south. ~ 72 9 3 D1 You see a half-dry drain. ~ ~ 0 -1 7217 D2 You see another boring sewer drain. ~ ~ 0 -1 7220 S #7220 A boring drain.~ You are in yet another sewer drain. ~ 72 9 3 D0 You see a sewer drain continuing to the north. ~ ~ 0 -1 7219 D1 You can see another drain to the east. ~ ~ 0 -1 7221 S #7221 The sewer drain.~ You are in a sewer drain, there is nothing special in here, except for a loud echo. ~ 72 9 3 D1 You can see another sewer drain. ~ ~ 0 -1 7222 D3 You can make out a sewer drain to the west. ~ ~ 0 -1 7220 D4 You can see a sewer line. ~ ~ 0 -1 7129 S #7222 The sewer drain.~ You are in a drain, with some slimy water on the floor. ~ 72 9 3 D1 You see a sewer bend. ~ ~ 0 -1 7223 D3 You see a sewer drain. ~ ~ 0 -1 7221 E slimy water~ The water floats to the east from here. ~ S #7223 The sewer bend.~ You find yourself in an ordinary sewer bend, which bend from west to north. ~ 72 9 3 D0 You see a sewer drain. ~ ~ 0 -1 7224 D3 You see a sewer drain. ~ ~ 0 -1 7222 S #7224 The sewer junction~ You stand in a junction of three sewer drains. You see some odd scrates on the pipe wall, as from a gigantic rat.North and south the sewer continues as usual, but west it looks a little strange. ~ 72 9 3 D0 You see nothing but a sewer drain. ~ ~ 0 -1 7225 D2 You see nothing vut a sewer drain. ~ ~ 0 -1 7223 D3 You see a strange sewer pipe. ~ ~ 0 -1 7229 S #7225 The sewer~ You are in a sewer, where the slimy water runs down through a tiny hole. You see some odd scrates on the pipe wall, as from a gigantic rat. There is a sewer drain south. ~ 72 9 3 D2 You see a sewer drain. ~ ~ 0 -1 7224 S #7229 The strange sewer~ You are in a very strange sewer indeed, there are some odd scrates on the pipe wall, as from a gigantic rat. And you can see a lot of organic decay like bones from animals AND humans. West the drain runs slightly upwards. ~ 72 9 3 D1 You see a sewer junction. ~ ~ 0 -1 7224 D3 You see a slimy sewer drain. ~ ~ 0 -1 7230 S #7230 The damp sewer~ You are in a sewer drain with a funny damp substance on the floor, in the substance you see a lot of decay. You see some odd scrates on the wall, as from a gigantic rat. Both to the east and west the pipe seems to run down. ~ 72 13 3 D1 You see a sewer. ~ ~ 0 -1 7229 D3 You see a sewer. ~ ~ 0 -1 7231 S #7231 The strange sewer~ You are in an ordinary sewer exept for a lot of scrates on the sewer wall, ad a lot of debris on the floor. ~ 72 9 3 D1 You see a sewer. ~ ~ 0 -1 7230 D3 You see another sewer. ~ ~ 0 -1 7232 E debris~ You see a lot of organic decay on the floor. ~ S #7232 The sewer~ You are in a sewer with more scrates on the walls. And ofcouse a whole lot of decay. The drain runs east and north. ~ 72 9 3 D0 You see yet another sewer line. ~ ~ 0 -1 7233 D1 You see a sewer pipe. ~ ~ 0 -1 7231 S #7233 The sewer drain~ You stand in in a sewer drain, you are able to see some kind of cave-like room. You see some odd scrates on the drain wall, as from a gigantic rat. The sewer leads south. ~ 72 9 3 D1 You see a cave-like room. ~ ~ 0 -1 7234 D2 You see a sewer. ~ ~ 0 -1 7232 S #7234 The rat's lair~ You are in a little cave. You are able to see quite a lot of debris on the floor. There is a sewer drain west of here. ~ 72 9 3 D3 You see the sewer system that way. ~ ~ 0 -1 7233 S #7279 The Wall of the Abyss~ You hang onto some steps leading down into utter darkness. There's an exit leading up as well, though you'll have to open the tiny rock again to do so. ~ 72 9 5 D4 ~ rock~ 2 -1 7111 D5 ~ ~ 0 -1 7399 S #7280 The entrance.~ You are in a very dark room. You notice that some faces are staring at you from inside the walls. In the middle of the room there is a small altar. To the north there is a small round door. ~ 72 9 1 D0 A beam of red light seeps through a hole in the door. ~ small round door~ 1 -1 7281 D4 ~ secret door~ 1 -1 7116 E altar~ This altar are very special. Faces are smiling from it. There is a triangle in top of it. ~ E triangle~ The triangle are filled with small symbols. A language you have never seen before. ~ S #7281 The corridor.~ The corridor is glowing oppressively in a red hue. You can hear wailing through an open black hole to the east. To the south there is a round door. ~ 73 8 1 D2 ~ small round door~ 1 -1 7280 D1 The hole seems more black than the night. It is appears to be "eating" the red light around it. ~ ~ 0 -1 7282 E small round door~ The door is completely round without a keyhole. ~ E red light~ The red light glows from the walls. ~ E walls~ The walls look alive. ~ S #7282 The Realm of lost souls~ You are standing in nothing. All around you there are stars. Sometimes a shadow flies closely by you, wailing very loudly. To the north there is a small bright hole. To the west there is a small red hole. ~ 72 8 0 D0 You look into a very bright hole. ~ ~ 0 -1 7283 D3 You look into a red hole. ~ ~ 0 -1 7281 E shadow~ The shadow looks like a man in great pain. ~ S #7283 The T-crossing~ You are in a small hallway. There are doors to the east and to the west. To the south there are a black hole. There is writing in the wall. Wails can be heard from the south. ~ 72 13 1 D2 A black hole in the wall. ~ ~ 0 -1 7282 D3 You can see a big fire to the west. It looks like a unhealthy place to enter! ~ ~ 0 -1 7284 D1 To dark to tell. ~ ~ 0 -1 7286 E writing~ The writing says 'The one to the east, belongs to the beast. To the west you will surely END your quest!'. ~ S #7284 The firedeath~ This room is very hot. There are flames surounding you. You can see no exits at all! Skeletons are lying all over the floor. ~ 72 12 1 E skeletons~ The skeletons looks like they had suffered the death of hunger. One of them looks like he has written something at the wall. ~ E writing wall~ The writing says 'A pray to the GODS will not be heard, though the only exit is death..... Mother, I love you'. ~ S #7285 The tortureroom.~ You are standing in a middle of a square room. Along the walls skeletons are hanging in rusty chains. In the middle of the room there is a big metal box, covered with dust. To the south you can just make out a small exit. ~ 72 8 1 D2 To dark to tell. ~ door iron~ 1 -1 7286 E skeletons~ When you look at the skeletons, you can see that they once had been in great pain. They are hanging in their arms, and some of them has been killed with a sharp instrument. ~ E big metal box~ The metal box is covered with dust. You notice that is once has been filled with coal, as you see some of them. ~ S #7286 The hells yard~ You are standing in a lot of mud. A disguisting smell surrounds the place, and makes you fell sick. Small flames sometimes shoot up from the hot mud. To the west there is a small door. To the north you can see an iron door. ~ 72 12 5 D0 To dark to tell. ~ door iron~ 1 -1 7285 D3 To dark to tell. ~ ~ 0 -1 7283 S #7301 The Entrance to the Realm of silence~ This is an utterly silent place. As you look around you see that there hasn't been a living thing in a long time. The dust lies here in a thick layer on the floor and on the furniture. On the wall hangs a bleak and worn tapestry. A winding stone staircase leads up into darkness. On the wall to the west you can see a huge torch stuck into the solid rock. A large portcullis blocks your way to the north. ~ 73 12 2 D4 ~ ~ 0 -1 -1 D0 Through the portcullis, you can see a faintly lighted hallway leading east. ~ ~ 1 -1 -1 E portcullis gate~ This seems like an exceptionally heavy gate, made of thick iron. ~ E torch light~ This VERY old torch looks as if it has burned for ages, yet no traces of the searing flame can be seen on it! ~ E stairs staircase~ This looks as if it has been standing here for at least 12 centuries. It's Very worn and cracks in the surface mingle with the cores of mineral that penetrates the rock from which these steps are chiselled. ~ S #7399 On the walls of the Abyss~ You are clutching the steps on the wall so that you don't fall to the ground down below. A large sign says : I haven't gotten any further ... Yet. But I'm pushing to get finished with this sewer. Greetings and Good Health :) Redferne The Gentle This stops your journey down, the only exit is up. ~ 73 9 5 D4 ~ ~ 0 -1 7279 S #7400 Cave entrance~ You are standing in the cave entrance. It is very dark downhere. There is writing at the wall. There is an exit to the north. A stairway leads up. ~ 74 9 1 D0 To the north you can see a small tunnel. ~ ~ 0 -1 7401 D4 You can see the stairs going up into darkness. ~ ~ 2 -1 7102 E writing wall~ The writing says 'BEWARE adventurer!' ~ S #7401 Cave tunnel~ You are walking in a tunnel. It is very cold. You can feel the presence of a living thing ... SOMEWHERE. ~ 74 9 1 D0 To the north you can see the tunnel continuing. ~ ~ 0 -1 7402 D2 To the south tunnel continuing. ~ ~ 0 -1 7400 S #7402 Cave room~ You are standing in a room. It's much cooler now. The walls are glowing. ~ 74 8 1 D1 To the east you see the tunnel going downwards. ~ ~ 0 -1 7403 D3 ~ ~ 0 -1 7421 D2 To the south you see a dark cave tunnel. ~ ~ 0 -1 7401 S #7403 Cave T-cross~ You are standing in a mudlike substance. The smell here is awful, it is rotten. To the west you can see some light. ~ 74 9 2 D1 To the east the tunnel still goes downwards. ~ ~ 0 -1 7404 D2 ~ ~ 0 -1 7408 D3 You can see some light to the west. ~ ~ 0 -1 7402 E mud~ When you examine the mud, you notice small worms crawling around. ~ E worms~ The worms are purple. They do not look edible. ~ S #7404 Cave turning-point~ The mud are getting deeper. You are wondering, 'Would it be an idea to leave, before I disappear?'. To the south you notice a flat round stone are blocking the way. To the west you can see mud. ~ 74 9 2 D3 ~ ~ 0 -1 7403 D2 You can see an opening behind the stone. ~ flat round stone~ 1 -1 7405 E flat round stone~ The stone looks very uninteresting. BUT as you are about to turn away, you see a lightstribe coming through a small hole. Conclusion: The stone is moveable. ~ S #7405 The secret room~ There is dust all over the place. It looks like nobody has been here for ages. In the middle of the room you see a socket with a crystal globe. The globe glows with a pulsing light. To the north you see a stone door. To the south you see a grey block. ~ 74 8 1 D0 You see a round stone door. ~ round stone door~ 1 -1 7404 D2 You see a grey block ~ grey block~ 1 -1 7406 E socket~ The socket looks like the work of a dwarf. It is VERY beautifull. ~ E crystal globe~ The crystal globe is glowing with a pulsing light. It looks like there is smoke inside it. ~ S #7406 The mudhole~ You are standing in a lot of mud. The mud goes to your chest. You feel the precence of something IN the mud. The only obivicios exit is to the west. ~ 74 9 6 D0 You can see nothing at all. ~ grey block~ 1 -1 7405 D3 ~ ~ 0 -1 7407 S #7407 Tunnel~ The mud goes to your knees. Otherwise the tunnel looks very normal. ~ 74 9 5 D0 ~ ~ 0 -1 7408 D1 You can see a mudhole. ~ ~ 0 -1 7406 D2 ~ ~ 0 -1 7409 S #7408 The long tunnel~ Here There is almost no mud, as you stand at the top of a small rock. Just beside you there are a sign which says 'WARNING! The worms are dangerous!'. ~ 74 9 1 D0 You can see a lot of mud..Yarck! ~ ~ 0 -1 7403 D2 The tunnel goes a little downwards. ~ ~ 0 -1 7407 S #7409 The hot room~ You are very surprised, as this room for a change are hot instead of cold. To the north it goes downwards into some mud. There are also an exit to the west. ~ 74 9 1 D0 You see a lot of mud. ~ ~ 0 -1 7407 D3 You see a entrance to a small room. ~ ~ 0 -1 7410 S #7410 The small room~ As you look around you notice a small statue. There are exits to the west and to the east. ~ 74 9 1 D3 You see a VERY long hallway. ~ ~ 0 -1 7411 D1 It is pitch dark out there. ~ ~ 0 -1 7409 E small statue~ This is a statue of a imp, pointing to the west. The imp looks like a man with horns and a tail. ~ S #7411 The stalagmite cave~ You are standing in a stalagmite cave. Water is drippling from the walls. It is very cold in here. ~ 74 9 2 D0 ~ ~ 0 -1 7414 D1 You see a long hallway, and some mud. ~ ~ 0 -1 7410 D2 ~ ~ 0 -1 7412 E stalagmite~ The stalagmites are very tall, and looks very beautiful. ~ S #7412 The stalagmite tunnel~ You has entered a small tunnel. Here it is quite dry. Mabye it would be an idea to rest here. ~ 74 9 1 D0 You can see a small cave to the north. ~ ~ 0 -1 7411 D3 ~ ~ 0 -1 7413 S #7413 The spongy room~ You definatly NOT like this area. It is very dank, and most of the places it is wet. ~ 74 12 3 D1 ~ ~ 0 -1 7412 D3 ~ ~ 0 -1 7445 S #7414 The stalagmite T-cross~ You are standing in a cross. To the north you can see some light. Otherwise it is dark. ~ 74 12 1 D0 You see some light ahead. ~ ~ 0 -1 7417 D1 ~ ~ 0 -1 7415 D2 ~ ~ 0 -1 7411 S #7415 The blind end room~ This room is obviously a blind end. To the north you see a primitive picture. ~ 74 9 1 D0 You see a primitive picture ~ sun~ 1 -1 7416 D3 ~ ~ 0 -1 7414 E primitive picture~ You see some persons dancing around a huge sun. The sun is about 7 feet in diameter, which shows the size of the picture. ~ S #7416 The treasure room~ This room is rich ornamented. The walls has carves showing persons dancing around a sun which is drawed at the floor. It looks very old, and it is very dusty. To the south you see a secret door. ~ 74 9 1 D2 you can see a picture with some persons crawling around a huge moon. ~ door picture sun moon~ 1 -1 7415 S #7417 The square lair~ You are standing in the south-east part of the lair. You can see a skeleton lying at the wall. ~ 74 8 1 D0 Another part of the lair ~ ~ 0 -1 7418 D3 Another part of the lair ~ ~ 0 -1 7420 D2 ~ ~ 0 -1 7414 E skeleton~ It looks like a adventurer who was'nt lucky. You better watch out- ~ S #7418 The square lair~ You are standing in the north-east part of the lair. You see a sign at the wall ~ 74 9 1 D1 You see a wooden door ~ wooden door~ 1 -1 7421 D2 another part of the lair. ~ ~ 0 -1 7417 D3 another part of the lair. ~ ~ 0 -1 7419 E sign wall~ The sign says 'Gods of War I call you, my sword is by my side, I seek a light free from all false pride' Reyemle Grug..... ~ S #7419 The square lair~ You are standing in the north-west part of the lair. Here's another sign. There are a exit from the lair to the north. ~ 74 9 1 D0 You see a small tunnel leading north. ~ ~ 0 -1 7422 D1 another part of the lair. ~ ~ 0 -1 7418 D2 another part of the lair. ~ ~ 0 -1 7420 E sign~ The sign says 'I'm wandering around in a everlasting tale, seeking the light to regain my pride Corama... ~ S #7420 The lair end~ You can see a tabel in front of you. It's very dusty. Around the tabel five skeletons are siting.Exits are north and east. ~ 74 9 1 D0 the northern part of the lair. ~ ~ 0 -1 7419 D1 the eastern part of the lair. ~ ~ 0 -1 7417 E tabel~ On the tabel there is dust, in the center there is a small statue of a Dragon sleeping. ~ E skeleton skeletons~ You can see that they have been killed in some sort of way. Not by sword or club. ~ E dragon statue~ it looks like a silver dragon. It is nailed onto the tabel. The dragon sits on a red dragon that looks dead. But the eyes of the red dragon is glowing pulsating red. You feel drained. ~ S #7421 East tunnel~ You are standing in dark tunnel, the exits are east and west. To the west you see a wooden door. ~ 74 12 1 D3 You can see a wooden door. ~ wooden door~ 1 -1 7418 D1 You can see a muddy tunnel. ~ ~ 0 -1 7402 S #7422 North tunnel~ You are standing in a dark tunnel, it leads upwards. ~ 74 9 1 D0 The dark tunnel continues. ~ ~ 0 -1 7423 D2 You can see the lair. ~ ~ 0 -1 7419 D3 You can see a cave entrance. ~ ~ 0 -1 7436 S #7423 The L-shaped room.~ You are standing in deep darkness. To the south there is a small exit. To the east you can see a gaping hole. ~ 74 9 1 D1 ~ ~ 0 -1 7424 D2 ~ ~ 0 -1 7422 S #7424 The Circular hall.~ You are standing in round hall. To the north, east and south you can see a stone head hanging on the walls. ~ 74 9 1 D3 you see a room far away. ~ ~ 0 -1 7423 D1 you see nothing special. ~ green head dragon sculpture face~ 1 -1 7425 E head heads~ When you study the faces of the heads you see that it is faces of dragons. The face to the north is red, the face to the east is green and the face to the south is blue. ~ E green~ This looks like a evil dragon ~ E red~ This looks like a neutral dragon ~ E blue~ This looks like a good dragon ~ S #7425 Dusty tunnel~ You are standing in dust. This place has not been touched for a long time. Otherwise it is quite boring here, looks like a place to rest! To the west you see the outline of a door. A tunnel leads to the east. ~ 74 12 1 D3 You can see the outline of a door. Just like in the description! ~ door~ 1 -1 7424 D1 You see a tunnel which leads downwards. It is quite dark. ~ ~ 0 -1 7426 S #7426 The crossing~ You are standing in a crossing of hallways. You can leave this place in every direction, except up and down. In the dust you notice strange footprints. ~ 74 9 3 D0 ~ ~ 0 -1 7431 D1 ~ ~ 0 -1 7430 D2 ~ ~ 0 -1 7427 D3 ~ ~ 0 -1 7425 E footprints foot~ You have never seen this kind of footprints before! ~ S #7427 The L-shaped room~ You are standing in a L-shaped room. You can hear noices from the long tunnel to the east. You can feel fear! A sign is hanging on the wall. ~ 74 9 2 D0 ~ ~ 0 -1 7426 D1 a long dark tunnel. ~ ~ 0 -1 7428 E sign~ The sign says 'DANGER!!'. ~ S #7428 Dragons lair~ You can see burned walls, the floorstones are fiery red. All kinds of bones are scattered all over the floor. On the walls you can see some burned shapes. You smell burned flesh. Two creatures are like melted into the floor. ~ 74 8 2 D0 You can see a long tunnel. ~ ~ 0 -1 7429 D3 You can see nothing but darkness. ~ ~ 0 -1 7427 S #7429 The burned room~ You are in a room, which once had been quite burned. There is writing on the wall. ~ 74 9 1 D2 You can see a red glow ~ ~ 0 -1 7428 D3 ~ ~ 0 -1 7430 E writing~ The writing says 'DANGER!!!' ~ S #7430 The wind tunnel~ You are standing in a tunnel. Above you, you can feel a breeze. ~ 74 9 1 D1 To dark to tell ~ ~ 0 -1 7429 D3 ~ ~ 0 -1 7426 E breeze~ The breeze comes from a hole above you. NO way to get up there. ~ S #7431 The glittering room~ This room are all bright. In the walls you can see some silver. Exits are: West, east and south. ~ 74 8 1 D1 ~ ~ 0 -1 7432 D2 ~ ~ 0 -1 7426 D3 ~ ~ 0 -1 7433 E glitter walls silver~ The glittering silver looks like it is INSIDE the walls. ~ S #7432 The secret passage room~ You have entered a tiny room. There is an exit down, and an exit to the west. ~ 74 9 1 D3 You can see a light to the west ~ ~ 0 -1 7431 E down~ A sign is blocking the way. It says 'This has not been implementated yet....' ~ S #7433 End of long tunnel~ You are at a end of a long tunnel. Right in front of you, you can see a grey mass. To the east you can see a tremendous long tunnel, but you know that, you has just been there. ~ 74 9 5 D1 Long tunnel. JUST like in the description! ~ ~ 0 -1 7431 D3 A grey mass is blocking the way. ~ ~ 0 -1 7434 E grey mass~ The mass is nothing but a mass, but it is quite suspecious! ~ S #7434 Stair-room~ You are standing in a small room. Drawings of faces in pain are on the walls. You can fell darkness is ruling the place. there are two exits: south and down. ~ 74 9 1 D2 nothing but darkness ~ ~ 0 -1 7435 D5 A sign is blocking the way: 'This has not been implementated yet'. ~ ~ 0 -1 -1 S #7435 Dark tunnel~ You are standing in a dark tunnel. It continues to the north and to the south. Bones are spred on the floor ~ 74 9 1 D0 ~ ~ 0 -1 7434 D2 ~ ~ 0 -1 7436 E bones bone~ it looks like bones of a human. ~ S #7436 Entrance to lair~ The smell here is awfull. To the south you can see some smoke. A tunnel leads north, and east. ~ 74 13 2 D0 ~ ~ 0 -1 7435 D2 the only thing you can see are smoke. ~ ~ 0 -1 7437 D1 A small cave is to the east. ~ ~ 0 -1 7422 S #7437 North-eastern part of Basilisks cave~ It is hard to see here because of the smoke. To the north you can see barly see a small tunnel. Other exits are to the south and to the west. ~ 74 9 2 D0 ~ ~ 0 -1 7436 D2 ~ ~ 0 -1 7438 D3 ~ ~ 0 -1 7439 S #7438 South-eastern part of basilisks cave~ There are a very small hole in wall, from where the smoke are coming from. Otherwise it is pitch dark. Exits are north and west. ~ 74 9 2 D0 You can see nothing but smoke ~ ~ 0 -1 7437 D3 You can see nothing but smoke ~ ~ 0 -1 7440 E hole small~ It's a small hole. About 1 feet in diameter. ~ S #7439 North-western part of basilisks cave~ You can see some hay spred on the floor. The smell is awfull here, and it makes you feel sick. This place is the place where the basilisk sleep. Watch out..Mabye it is not far away. ~ 74 9 2 D1 ~ ~ 0 -1 7437 D2 ~ ~ 0 -1 7440 E hay~ The hay is very dirty. The smell of it makes you feel sick. ~ S #7440 South-western part of basilisks cave~ You can see nothing but smoke. ~ 74 9 5 D0 ~ ~ 0 -1 7439 D1 ~ ~ 0 -1 7438 D2 ~ ~ 0 -1 7441 S #7441 The small cave~ You are standing in small cave. You can see some light in the end. Exits are north and south. ~ 74 13 2 D0 You can see only smoke. ~ ~ 0 -1 7440 D2 You can see a blue glow. And you feel a fresh breeze. ~ ~ 0 -1 7442 S #7442 The northern end of the pool~ You have wet feet, you are standing in water. The water looks calm. You can see that it's a big lake. Light seeps from the water. ~ 74 8 4 D0 You can see a small cave. ~ ~ 0 -1 7441 D1 You can see more water. ~ ~ 0 -1 7443 D2 You can see water. ~ ~ 0 -1 7444 S #7443 The pool~ You are swimming in water. It is getting deep here. It is also dark in this end. ~ 74 9 6 D3 You see calm water. ~ ~ 0 -1 7442 D2 You can see some bubbles in the water. ~ ~ 0 -1 7445 S #7444 The south end of the pool~ You standing in water up to you neck. You can only see water. ~ 74 8 5 D0 You can see calm water. ~ ~ 0 -1 7442 D1 To dark to tell, but you can feel something nearby. ~ ~ 0 -1 7445 S #7445 The pool~ You are swimming in DARKNESS. You feel something touching your right leg. ~ 74 9 6 D0 To dark to tell. ~ ~ 0 -1 7443 D1 You can feel a warm breeze. ~ ~ 0 -1 7413 D3 ~ ~ 0 -1 7444 S #7500 The Temple of Syrinx~ This is the Temple of Syrinx. Large, great computers line the walls of this most hallowed and holy place. In other rooms, leading off of this one, great riches and wonders, the gifts of life, are piled as far and as high as can be seen. In the north-east corner is a glowing archway. To the north-west is a large chaise lounge. Along the south wall is a very large table with a full colour, x-terminal. ~ 32 520 0 D1 ~ door east hallway~ 0 -1 7501 E computer terminal~ There is a sign above this computer. It reads: DREAMLINE Dreamline (DLUX XXI.1.2) login: password: ~ E table~ This table is covered with all sorts of strange items: parchments filled with drawings and writings and arcane symbols, many strange shaped boxes made of a very pourous material, and a device that ocassionally makes a ringing sound with thrity or so buttons on it. The majority of the table is taken up by the large X-Windows terminal that sits in it's center. ~ E archway~ This archway hums and glows with a gold and blue light. Beyond it, you can see many different swirling locations, as if it led everywhere. ~ S #7501 Steppenwolf's Born to Be Wild~ This is the playroom, and bedroom of Steppenwolf, Dark Lord of Evil. This room is strictly off limits to everyone, except by special invitation. Taking up the majority of one side of the room is a large waterbed. Very expensive rainbow coloured, crushed velvet sheets adorn the bed. A close inspection of the bed shows silk cords of the same colour design attached to the four corners. Also in this room is a dressing table and a pot filled with exotic looking bird feathers. The regal plummages of peacocks, parrots, barettas, and other birds can be seen. A large closet is set into one wall. However, it appears to be closed and locked, so you have no idea what is in it. On the north wall is a very large electronic entertainment center, with a large collection of CDs and DATs. ~ 32 536 0 D3 ~ ~ 0 -1 7500 S #7699 Xenakis' Office~ You are now in the Office of Xenakis the Lord of the Shadows, with its black granite walls, halogen lights, and with a grey marble floor. In the corner you see a large white marble statue of Mags, and along one wall you see a large black marble desk. ~ 32 8 0 D5 ~ door~ 1 -1 98 S #7900 Outside Redferne's residence~ A huge cloud forms the plateau on which you are now standing. The wind here is absolutely quiet and the sun is shining warmly upon you. From under the cloud you can hear the faint sounds of Midgaard. Right before you to the north lies the grand Mansion of Naris, the residence of the Greater God Redferne. ~ 79 516 0 D0 You see a HUGE arched gate leading into this magnificent building. ~ gate door huge arched~ 2 7901 7901 D5 You see a Huge Chain that anchors the Mansion of Naris to the ground. ~ ~ 0 -1 7918 S #7901 The Southern end of the hall~ You are standing in a vast hall that is dimly lit, but wherefrom the light comes, is a mystery. The walls seem to radiate warmth and give the pleasent feeling of being welcome here. A large portrait is hanging on one of the walls. A large wooden staircase leads up into the tower. To the east there is a high passage away from the hall. This ends shortly after by a tall oak door. The enormous hall extends further north from here. To the south you can see a huge, and VERY heavy- looking iron-wrought door. It looks like this is the only exit from this magnificent old house. To the west you can see a large ashen door. ~ 79 524 0 D0 The hallway continues that way. You can see more doorways under the wooden staircase in that direction. ~ ~ 0 -1 7904 D1 You see there a tall oak door. It looks quite tightly closed to you. On it little runes are chiselled into the wood. ~ oak tall east oakdoor talldoor eastdoor~ 2 -1 7910 D2 Here you see a REAL door. It would be more proper to call this a "GATE", rather than a "door". It's really HUGE! On it hangs a large sign with very large letters spelling : "EMERGENCY EXIT". ~ gate south exit iron huge emergency~ 2 7901 7900 D3 This looks like a "door" in the meaning of the word. The ashen wood is painted in a peculiar yellow colour. Small letters are written with black on it. ~ ashen ash door west yellow~ 2 -1 7902 D4 You see the staircase extending upwards into the very high tower. It ends in what seems like a large bedroom up there. ~ ~ 0 -1 7909 E runes~ These runes are utterly strange to you, but you are in luck today: Under the runes you can just make out a sentence in Common. It goes : " Stay out, if you treasure your life. That is if you are mortal.". ~ E letters~ They read "LIBRARY". ~ S #7902 Redferne's Library~ This is truly a magnificent place! Books and scrolls lie together on every shelf. A large globe, with the map of the Mud-world upon it, stands in the dimly lit north-western corner of the room. Two large and comfortable- looking leather arm-chairs adourn the center of the library together with a huge oak desk. Dim light radiates from an enormous crystal chandelier hanging down from the ceiling approximately 10 feet off the floor. To the east there is a great old ashen door. A large glass window is set in the west wall. ~ 79 524 0 D1 You can see an old ashen door, painted in a peculiar yellow colour. ~ door ash ashen east~ 2 -1 7901 E globe world map~ You see a large world map stretch out on the enormous globe. It has towns drawn in every spot available for such. In the middle of the map you can spot a large town with the name 'MIDGAARD' written over it. The rest is mountains, woods, plains and water. ~ E midgaard town city~ You see a small speck with woods on the west from it, plains to the east from it and mountains to the north from it. To the south from it you can see a thin trail lead to a large castle. Finally you notice a rather large river pour in from the east and go through Midgaard in the middle. ~ E chairs leather arm-chairs~ These two chair are exactly alike one another. They look incredibly comfortable. They're both made from old leather, and yet they seem so worn that they can be nothing but a perfect place for a long needed rest. ~ E window glass~ These windows are really BIG! They reach from about 20 inches above the floor to approximately 10 inches under the ceiling. If you try and "look out", you might see what might lie beyond these windows. ~ E out outside beyond~ The clouds muster and form the ground on which this entire building is set. Through the thinnest of the clouds you can just make out MIDGAARD with all it's magnificent activity. ~ E river~ You see a large and winding river cut through the landscape, starting at a huge mountain chain, it seeps through Midgaard and finally ends up in the Grand Sea on the West-coast of the land. ~ S #7903 The Artifact room of Naris~ This is gloomy and dark room with only a faint light radiating from the walls. A bunch of funny-looking items fill the center of the room. There are no furniture here what-so-ever. The only way out seems to be west, through the low steel door. ~ 79 524 0 D3 You see only the back of a safe's steel door. ~ steel door exit safe~ 2 7900 7910 S #7904 The Northern end of the hall~ You are standing in the northern end of the huge hall. This part is under the grand wooden staircase so the light seems a little less bright here, but this doesn't bother your sight at all. To the north lies the kitchen. To the south lies the Southern end of the hall. To the east there is a huge metal door. To the west there is a large aspenwood door. ~ 79 524 0 D0 ~ ~ 0 -1 7906 D1 You see a huge metal door. From it a foul stench emanates. The smell is the most awful experience in your entire life. A thought seeps through this terrible stench and into your mind : "Monsters", you feel BAD about opening that door. ~ steel metal huge~ 2 -1 7913 D2 The rest of the hall lies in that direction, and so does the exit. ~ ~ 0 -1 7901 D3 The door has "SITTING ROOM" written on it. It is made from Aspenwood and is beautifully carven with small elves as main issue of sculpture. ~ aspen asp~ 2 -1 7905 S #7905 The Sitting room of Naris~ You are standing in the middle of a really comfortable place. The walls are decorated with paintings of smiling Kings and Queens. The most attractive picture is one of a Prince in shiny armour. By one of the walls there is an old arm-chair. The only exit is through the aspenwood door to the east. ~ 79 524 0 D1 The door seems to be a very HEAVY door, carved completely from the trunk of an Aspen tree. ~ asp aspen door heavy~ 2 -1 7904 E chair arm-chair~ This is truly a wonderful relic of the past. In it is a large cushion. ~ S #7906 The Kitchen of Naris~ This must be the place of food and drink. You can hear the faint noise of rats feasting on meat and bread from somewhere undeterminable. The sound makes you feel the agony of HUNGER. The only visible exit is south to the Northern end of the hall. ~ 79 524 0 D0 It's dark in there. But the sounds from there are unmistakable. The rats are here to your information. ~ larder wooden cupboard~ 2 -1 7907 D1 You can see the fridge from here. In it are drinks all over. ~ fridge~ 2 -1 7908 D2 ou can see the northern end of the hall. ~ ~ 0 -1 7904 S #7907 The Larder~ You can see food all over. Among the heaps of food you notice HUGE rats scuttering around, nibling pieces off the heaps here and there. ~ 79 524 0 D2 ~ door wooden larder exit~ 2 -1 7906 S #7908 The Fridge~ This place is LOADED with drink, water and booze. ~ 79 524 0 D3 ~ door exit fridge~ 2 -1 7906 S #7909 On the stairs~ You can see up and down the stairway. It seems to take forever, either going up OR down. It's just a seemingly insurmountable climb, either way. Up is the bedroom of Redferne, and Down leads to the Southern end of the hall. ~ 79 524 0 D4 ~ ~ 0 -1 7911 D5 ~ ~ 0 -1 7901 S #7910 The Treasure room~ This place is gloomy. A HUGE safe is cemented into the west wall. The only visible exit is west, through the oak door. ~ 79 524 0 D1 ~ safe steel~ 2 7900 7903 D3 You see a tall oak door. ~ door oak tall~ 2 -1 7901 S #7911 Redferne's Bedroom~ This is a snugly set bedroom with all the necessities for a romantic evening. A large fireplace adourns the east wall, and sizzling away is the wood that is ablaze within. The bed is enormous, covering at least HALF of this great room. This stretches at least 140 square feet, so can you imagine the BED? A large staircase leads down to the hall. A couple of doors open up to a broad balcony to the south. ~ 79 524 0 D2 The suns seems to shine out there, warmly and comforting. ~ doors~ 1 -1 7912 D5 ~ ~ 0 -1 7909 S #7912 The Balcony of Redferne's Residence~ You see a splendid of the most of this world. The valleys stretch as far as the eye reaches to the south from here. Down below you can see the entrance of this magnificent building. To the north are the doors to Redferne's Bedroom. ~ 79 516 0 D0 You see the comfortable bedroom of Naris, the mansion of Redferne the Greater God. ~ doors~ 2 -1 7911 D5 You see the ground on which this castle is set. Funnily it seems to you that it's no more than clouds. ~ ~ 0 -1 -1 S #7913 The Monster Pen~ This looks like the cage in which a large carnivor is being kept. Judging by the state the walls are in, this could very well be a large AGGRESSIVE animal. This makes you pretty insecure, this stating your feeling about the place, quite mildly. ~ 79 8 0 D3 This looks like the only exit from here. ~ door cage metal pen~ 2 -1 7904 S #7914 On the Huge Chain~ This place has quite a good view over Midgaard. Your possibilities of movement seems to extend only to up and down. Unless you want to let go of the secure and seemingly unmoveable chain, then those are the directions you should take from here. ~ 79 4 5 D4 Up the way you see the chain dissappearing into the clouds above. ~ ~ 0 -1 7915 D5 Down below you see the huge chain anchored to the ground in the Road Crossing. ~ ~ 0 -1 3120 S #7915 The Chain where it's too windy~ Hanging on to the chain you figure out that there's no way of leaving down from here. The wind pulls you from left to right and back. This seems like a totally impossible task. The ascend is the only way ahead for you. Otherwise you would risk death by falling to the hard ground below. DO NOT DESCEND NOW OR YOU'LL SURELY DIE!!!! ~ 79 4 5 D4 That way seems to be the only way away from here. ~ ~ 0 -1 7916 D5 THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain down below you. It swings like a furious serpent from side to side! The descend is ABSOLUTELY out of the QUESTION. ~ ~ 0 -1 7920 S #7916 On the Great Chain of Naris~ You are approximately on the middle of the treacherous Chain. One false step and death will come and collect you quickly. The chain leads upwards and down. No way are you going to descend now... You've only just begun your climb. Besides it could cost you your life. Look down and you'll see why.~ 79 4 5 D4 There seems to be only one way from here and that's up. ~ ~ 0 -1 7918 D5 The chain down there is swinging wildly back and forth. Going down there will be pretty risky! ~ ~ 0 -1 7915 S #7917 The Chain~ As you descend, the chain seems to absorbe all weather around it, making it swing less and less in the very powerful wind tearing at it. The Chain seems to chuckle quietly, and as you descend further you hear a soft whisper originating from within the Chain *ITSELF*. It says, " Welcome back some other time, stranger. Your company is always ... hmmm ... interesting. God Speed. " The chain extends further down through the now spreading clouds. ~ 79 4 5 D4 It seems to you that the Chain is dissolving again. Maybe it's just an illusion, but still ...! ~ ~ 0 -1 -1 D5 That way seems safe enough ... now. ~ ~ 0 -1 7914 S #7918 The Mighty Chain of Naris~ This place truly a splendid view of the WHOLE COUNTRY SIDE!!! A magnificent light shines upon you and the way up through the clouds is opened. Up there you can now see the Mansion of Naris, Residence of the Greater God Redferne. The chain beneath you seems to evaporate in the mustering clouds that surround you by now. ~ 79 4 5 D4 You see the sunny top of the clouds. Beyond these, the Mansion towers before your eyes. Beautiful!! ~ ~ 0 -1 7900 D5 You see nothing but the thick clouds. They've closed completely around the Chain. ~ ~ 0 -1 7917 S #7920 Free fall from the Chain~ This is probably the third worst place to be in this entire MUD right now. You fall . . . and fall . . . and fall . . . and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly. Bye Cruel World. You lose all your things immediately, Sorry!! ~ 79 2 0 D5 ~ ~ 0 -1 3120 D1 ~ ~ 0 -1 7915 D2 ~ ~ 0 -1 7916 D3 ~ ~ 0 -1 7917 D4 ~ ~ 0 -1 7918 D0 ~ ~ 0 -1 7914 S #8000 Palace Road~ This lovely white stone road leads north to the Palace of Midgaard, and South to the Eastern gate. To the west is the side of the Weapons shop. ~ 80 0 1 D0 You see the path to the palace. ~ ~ 0 -1 8001 D2 You see the East Gate ~ ~ 0 -1 3041 E stone white~ the white stones are smooth and polished. ~ S #8001 Palace Road~ The road continues to stretch to the north and south. The east is blocked by the city wall, and to the west you can see the first Bank of Midgaard. ~ 80 0 1 D0 You see the palace courtyard ~ ~ 0 -1 8002 D2 You see the palace road, and beyond that, the East Gate. ~ ~ 0 -1 8000 D3 You can see the first Bank of Sillyness ~ ~ 0 -1 2000 S #8002 Palace Courtyard~ The palace courtyard is here. White marble steps lead north into the palace, and to the east and the west are beautiful lawns and gardens. to the south you can see palace road. ~ 80 0 1 D2 You see the palace Road. ~ ~ 0 -1 8001 S #9000 Valley Trail~ To the south this path ends at a cave in the mountains. To the north, it stretches down through the hills, towards a winding river. You can see a line of smoke there too. ~ 85 0 2 D0 You can see the valley through the hills ~ ~ 0 -1 9001 D2 You can see the Valley at the cave. ~ ~ 0 -1 4031 S #9001 Valley Trail~ This trail continues to wind through the hills. it forks off, to the east, and continutes to the north. The line of smoke to the north is clearer now, perhaps it is from a village? ~ 85 0 2 D0 You can see a trail through the hills. ~ ~ 0 -1 9002 D1 You can see a trail through the hills. The hills grow higher here. ~ ~ 0 -1 9003 D2 You can see a trail that leads towards a mountain. ~ ~ 0 -1 9000 S #9002 Valley Trail~ The path becomes more treacherous here, You may wish to turn back. A deep ravine bars your passage to the west, and a steep cliff your passage to the east. Northwards you can see the river now, and you think that there might be some movement there too. ~ 41 0 2 D0 ~ ~ 0 -1 9004 D2 You can see a trail through the hills. ~ ~ 0 -1 9001 S #9003 Trail through the hills~ This trail rises to the crest of a large hill, and you can see the entire area in its beauty. To the north, you can see at least two settlements, one far to the north, the other closer. The river winds below, and there may be something or someone on the river, though you are not sure. The path leads down the hillside, or back to the west ~ 41 0 2 D1 ~ ~ 0 -1 16700 D3 You can see a trail through the hills. ~ ~ 0 -1 9001 S #9004 A path through the hills~ You are standing on a flat area. To the north, you can see a large river winding through the hills. To the south, the path continues through the mountains. ~ 41 0 0 D0 ~ ~ 0 -1 9005 D2 ~ ~ 0 -1 9002 S #9005 A path through the hills~ The path slopes down the side of a hill, from north to south. To the south, not far away, you can see a small river. To the north, you see the path dissapear into the hills. ~ 41 0 0 D0 ~ ~ 0 -1 9006 D2 ~ ~ 0 -1 9004 S #9006 On the riverbank~ You are standing on the edge of a small river. It flows west to east, through a small forest. To the south, you can see a path that quickly rises into the hills. ~ 41 0 0 D0 ~ ~ 0 -1 9007 D2 ~ ~ 0 -1 9005 S #9007 The waters of the silver river~ You are on the silver river, which flows westerly through a small forest. You can see a path to the south, it leads up into the hills. From downstream, you can faintly see something or someone moving, but it is impossible to be sure what or who is there ~ 41 0 7 30 3 D2 ~ ~ 0 -1 9006 D3 ~ ~ 0 -1 9008 S #9008 The waters of the silver river~ You are on the silver river. It is flowing west through a small forest. To the west, you can see a tree, waving in the wind. To the south lies a large hilly area. ~ 41 0 7 30 3 D1 ~ ~ 0 -1 9007 D3 ~ ~ 0 -1 9009 S #9009 The waters of the silver river~ You are on the silver river. It is flowing west through a small forest. To the west, you can see a tree, waving in the wind. To the south lies a large hilly area. ~ 41 0 7 30 3 D1 ~ ~ 0 -1 9008 D3 ~ ~ 0 -1 9010 S #9010 The waters of the silver river~ You are on the silver river. It turns here, flowing from east to north through a small forest. ~ 41 0 7 15 0 D0 ~ ~ 0 -1 9011 D1 ~ ~ 0 -1 9009 S #9011 The waters of the silver river~ You are on the silver river. It flows slowly north and south through a small forest. The forest edge is nearby to the north. You can hear strange sounds in the woods ~ 41 0 7 45 1 D0 ~ ~ 0 -1 9012 D2 ~ ~ 0 -1 9010 S #9012 The waters of the silver river~ You are on the waters of the silver river. As the river passes a large rock, a Huge wooden fortress is revealed to the west!. The river quickly turns into rapids here, it is more or less impassable to the north for the time being. The only exits: West, or South ~ 41 0 7 45 1 D2 ~ ~ 0 -1 9011 D3 ~ ~ 0 -1 9013 S #9013 The shores of the silver river~ You are standing on the shores of the silver river. To the north, a path leads around the edge of a HUGE wooden fortress. The walls are at least 20 feet tall! It is one of the largest structures you have ever seen. The silver river lies to the east, and a huge wooden door lies to the west. ~ 41 0 0 D0 ~ ~ 0 -1 9014 D1 ~ ~ 0 -1 9012 D3 ~ ~ 0 -1 9018 S #9014 Along the edge of the fortress~ You are standing at the northeast corner of a huge fortress. You can hear many sounds from within, the barking of large dogs, and a hearty laugh or two,but you can see no entrance here ~ 41 0 0 D2 ~ ~ 0 -1 9013 D3 ~ ~ 0 -1 9015 S #9015 The north-west corner~ You are standing at the north-west edge of a huge fortress. A path leads south and east around the edges of the fortress. You can hear faint noises from within, perhaps the sounds of barking dogs. ~ 41 0 0 D1 ~ ~ 0 -1 9014 D2 ~ ~ 0 -1 9016 S #9016 The south-west corner~ You are standing at the south-west edge of a huge fortress. A path leads north and east around the edges of the fortress. You can hear faint noises from within, perhaps cooking noises. ~ 41 0 0 D0 ~ ~ 0 -1 9015 D1 ~ ~ 0 -1 9017 S #9017 The south-east corner~ You are standing at the south-east corner of a huge fortress. To the north, you can see a huge door, which leads into the fortress, while to the west, a path leads around the south-western edge ~ 41 0 0 D0 ~ ~ 0 -1 9018 D3 ~ ~ 0 -1 9016 S #9018 At the edge of the huge fortress~ You are standing in front of a huge door, which seems to lead inside this giant fortress. No noises come from within, all seems quiet. A path leads south around the fortress, and a path leads east to the silver river ~ 41 0 0 D1 ~ ~ 0 -1 9013 D2 ~ ~ 0 -1 9017 D3 ~ door wooden huge w~ 1 0 9200 S #9200 Eastern End of the Main Entry~ Sitting in the corner is a nearly empty keg of ale. Many pegs set high up line the walls and many gigantic fur cloaks hang from some of these pegs. A torchlit hallway leads off to the north. There is a huge wooden door to the east. ~ 41 8 0 D0 ~ ~ 0 0 9206 D1 ~ huge door wooden e~ 1 -1 9018 D3 ~ ~ 0 -1 9201 S #9201 The Main Entryway~ You are in the main entry of the hill giant smial. To the north, you see a huge pair of bronze doors, and the entry continues to the east and west. ~ 41 8 0 D0 ~ door bronze north n~ 1 9200 9208 D1 ~ ~ 0 -1 9200 D3 ~ ~ 0 -1 9202 S #9202 Western End of the Main Entry~ You are in the western end of the main room. To the north, you see a long torchlit hallway leading off into the distance. A ladder leads up to who knows where. ~ 41 8 0 D0 ~ ~ 0 0 9210 D1 ~ ~ 0 -1 9201 D4 ~ ~ 0 0 9203 S #9203 Watch Tower~ From this tower, you can see the surrounding countryside for miles around. A large iron hoop and straight bar hanging from a rafter by ropes seems to be some type of alarm system for the rest of the compound. ~ 41 4 0 D5 ~ ~ 0 0 9202 S #9204 Main Guest Chamber~ There are 6 beds, 4 chairs, 4 stools, 7 chests, and two tables in the room. Various skins and hides cover the floors, several hang on the walls, and there are giant garments on several pegs. A torch burns smokily at the west end of the room in a wall sconce. ~ 41 8 0 D0 ~ door north n~ 1 9201 9213 S #9205 Barracks~ There are many beds and chests in this room. There are items of giants clothing hanging from pegs in the walls and a couple of torches are smouldering in wall cressets. ~ 41 8 0 D0 ~ ~ 0 0 9215 S #9206 Hallway~ Torches set in sconces high in the wall line this hallway. A large door lies to the west. ~ 41 8 0 D0 ~ ~ 0 0 9216 D2 ~ ~ 0 0 9200 D3 ~ door west w~ 1 9201 9207 S #9207 Sub-Chief's Chamber~ This place contains a scattering of furnishings: hides on the floors, a bear skin on the wall, a chair, a stool, and a huge bed covered with furs. ~ 41 8 0 D1 ~ door east e~ 1 9201 9206 S #9208 Long Hall~ This 80 foot long passageway is dim, shadowy, and very dirty and messy. A few torches burn smokily along either wall. A door lies to the west. ~ 41 8 0 D0 ~ ~ 0 0 9233 D2 ~ door bronz south s~ 1 9200 2901 D3 ~ door west w~ 1 9201 9209 S #9209 Weapons Storage~ Racks of weapons line the walls. ~ 41 8 0 D1 ~ door east e~ 1 9201 9208 S #9210 Hallway~ Torches set in sconces high in the wall line this hallway. The hallway continues on to the west and the south. Through an archway, you see a large room to the north. ~ 41 8 0 D0 ~ ~ 0 0 9217 D2 ~ ~ 0 0 9202 D3 ~ ~ 0 0 9211 S #9211 Hallway Intersection~ Smoky torches line this dirty hallway. The hallway leads off to the north, east and west. ~ 41 8 0 D0 ~ ~ 0 0 9226 D1 ~ ~ 0 0 9210 D3 ~ ~ 0 0 9212 S #9212 Hallway~ A torch burns brightly in its holder in the south wall. A large door lies to the north. ~ 41 8 0 D0 ~ door north n~ 1 9201 9218 D1 ~ ~ 0 0 9211 D3 ~ ~ 0 0 9213 S #9213 Hallway Intersection~ A torch set in a holder next to a door lights this area. Hallways lead off to the north, east, and west. A door lies to the south. ~ 41 8 0 D0 ~ ~ 0 0 9228 D1 ~ ~ 0 0 9212 D2 ~ door south s~ 1 9201 9204 D3 ~ ~ 0 0 9214 S #9214 End of the Hallway~ Two torches light this area. A large door lies to the north. ~ 41 8 0 D0 ~ door north n~ 1 9201 9219 D1 ~ ~ 0 0 9213 S #9215 Hallway~ A torch burns brightly from its holder in the east wall. Through a large square opening to the south, you see a room that looks like a barracks of some type. The hallways leads off to the north and west. ~ 41 8 0 D0 ~ ~ 0 0 9221 D2 ~ ~ 0 0 9205 D3 ~ ~ 0 0 9216 S #9216 Hallway~ A torch set high in the west wall burns smokily giving off a great deal of heat and very little light. A large door lies to the north. The hallway continues on to the east and south. ~ 41 8 0 D0 ~ door north n~ 1 9201 9263 D1 ~ ~ 0 0 9215 D2 ~ ~ 0 0 9206 S #9217 Arsenal Room~ There are several racks of weapons in this room. Unfortunately, it is all way too big to be of any use to anyone in the party. ~ 41 8 0 D2 ~ ~ 0 0 9210 S #9218 Common Room~ This place has 10 cots, 10 boxes, 4 stools, a table, 2 benches, and various other odds and ends. Several hides lie on the floor, and some skins hang from the walls. ~ 41 8 0 D2 ~ door south s~ 1 9201 9212 E box~ You see a pile of cloaks. ~ S #9219 Common Room~ This place has 10 cots, 10 boxes, 4 stools, a table, 2 benches, and various other odds and ends - all of which have no apparent value to the group. ~ 41 8 0 D2 ~ door south s~ 1 9201 9214 S #9220 Chamber of the Chief's Wife~ There is a huge bed, a small table, chair, stool, a coffer, and rugs, hides, and the like in this chamber. ~ 41 8 0 D0 ~ door north n~ 1 9201 9223 S #9221 Hallway~ A torch set high in the east wall burns brightly giving off a great deal of smoke. To the west, you see what appears to be some type of guardpost. The hallway continues on to the north and south. ~ 41 8 0 D0 ~ ~ 0 0 9224 D2 ~ ~ 0 0 9215 D3 ~ ~ 0 0 9222 S #9222 Guard Post~ A pile of bolders lies in a corner of this room. A half empty keg of ale sits between two stools. A rack of weapons fills the western wall. ~ 41 8 0 D1 ~ ~ 0 0 9221 S #9223 Hall of the Chief~ Numerous interesting things fill this room. There are 2 tables, 5 chairs, 2 stools, and rugs, hides, and skins on the floors and walls. There are trophies on the walls: heads (dwarven, human, elven, and various other monster), skulls skins, and some battered arms and armor. A huge fireplace dominates the west wall. To the south there is a large door and the room opens into a hallway to the north. ~ 41 8 0 D0 ~ ~ 0 0 9230 D2 ~ door south s~ 1 9201 9220 S #9224 Hallway~ Torches set high in wall sconces line the west wall. A door with a word written on it in some strange language lies to the west. The hallway continues on to the north and south. ~ 41 8 0 D0 ~ ~ 0 0 9231 D2 ~ ~ 0 0 9221 D3 ~ door west w~ 1 9201 9225 S #9225 Maid's Quarters~ 4 cots lie in this room. Shelves filled with various cleaning items line the walls. A barrel with a few mops and brooms sits in the corner. ~ 41 8 0 D1 ~ door east e~ 1 9201 9224 S #9226 Torch Lined Hallway~ A torch set high in the east wall burns brightly giving off a great deal of smoke. To the west, you see what appears to be some type of guardpost. The hallway continues on to the north and south. ~ 41 8 0 D0 ~ ~ 0 0 9234 D2 ~ ~ 0 0 9211 D3 ~ ~ 0 0 9227 S #9227 Guard Post~ A pile of bolders lies in a corner. Two stools sit next to the door. A rack of weapons fills the western wall. ~ 41 8 0 D1 ~ ~ 0 0 9226 S #9228 Hallway~ A torch is set next to a swinging door to the north. You hear a great deal of noise coming from behind the door. The hallway leads off to the south. ~ 41 8 0 D0 ~ ~ 0 0 9236 D2 ~ ~ 0 0 9213 S #9229 Alcove~ Two torches light the area. A large door lies to the north. ~ 41 8 0 D0 ~ door north n~ 1 9201 9237 D3 ~ ~ 0 0 9230 S #9230 Entryway to Hall of the Chief~ To the south, you see a large room full of various trophies. The hallway continues to the east and west. ~ 41 8 0 D1 ~ ~ 0 0 9229 D2 ~ ~ 0 0 9223 D3 ~ ~ 0 0 9231 S #9231 Hallway Intersection~ Hallways lead off in all four directions. ~ 41 8 0 D0 ~ ~ 0 0 9240 D1 ~ ~ 0 0 9230 D2 ~ ~ 0 0 9224 D3 ~ ~ 0 0 9232 S #9232 End of Hallway~ Going west, this dark hallway dead ends into a huge bronze door. To the east, you see some light and what appears to be another hallway. ~ 41 8 0 D1 ~ ~ 0 0 9231 D3 ~ door bronze west w~ 1 9200 9233 S #9233 Great Hall~ This place contains trestle tables, benches, and stools. To the north of the fire pit (where the remains of a blue dragon roasts) lies a table higher than the others. This appears to be the chief's table. Barrels and kegs of ale, beer, and mead stand here and there. All of the tables have various sorts of meats, cheese, bread, and drinking containers of all sorts scattered on their tops. There is singing, talking, laughing, shouting, arguing, wrestling, joking, and the like going on, so the place is very noisy. ~ 41 8 0 D1 ~ door east bronze e~ 1 9200 9232 D2 ~ ~ 0 0 9208 D3 ~ door bronze west w~ 1 9200 9234 S #9234 Torch Lined Hallway~ Torches set in sconces next to 2 doors light this area. A swinging door lies to the west, and a huge bronze door lies to the east. The hallway continues on to the north and south. ~ 41 8 0 D0 ~ ~ 0 0 9245 D1 ~ door bronze east e~ 1 9200 9233 D2 ~ ~ 0 0 9226 D3 ~ ~ 0 0 9235 S #9235 Entry to Kitchen~ A large block of ice sits in the corner keeping some vegetables cool. A large wooden table sits in the center of the room. The smell of meat cooking comes at you from the west. ~ 41 12 0 D1 ~ ~ 0 0 9234 D3 ~ ~ 0 0 9236 S #9236 Kitchen~ This is a typical giant kitchen with counters along the walls, several tables benches, a stool or two, and various items for cooking and baking. A swinging door lies along the east and south walls. The room continues on to the north. ~ 41 12 0 D0 ~ ~ 0 0 9247 D1 ~ ~ 0 0 9235 D2 ~ ~ 0 0 9228 S #9237 Chief's Chamber~ This room has rugs and skins hung from the walls. There are hides on the floor. There is a bed, 2 chairs, a small table with a tun of cheap wine on it. ~ 41 8 0 D2 ~ door south s~ 1 9201 9229 D3 ~ secret door west w~ 1 9201 9240 E skins rugs~ As you examine the skins and rugs on the wall, you notice a secret door to the west ~ S #9238 Weapons Closet~ This room appears to be currently used for storage. Large barrels line the floor. Sacks of flour a piled in a corner. There are several closed crates piled on top of each other off to one side. ~ 41 8 0 D3 ~ door west w~ 1 9201 9239 S #9239 Storage Room~ Several crates, sacks, and other various items fill this room. There is a door to the east. ~ 41 8 0 D0 ~ ~ 0 0 9242 D1 ~ door wooden e~ 1 9201 9238 S #9240 End of Hallway~ The hallway ends here. A door lies to the west and an opening to the north reveals an open area. The hallway continues on to the south. There is a large tapestry on the eastern wall ~ 41 8 0 D0 ~ ~ 0 0 9248 D1 ~ secret tapestry east e~ 1 9201 9237 D2 ~ ~ 0 0 9231 D3 ~ door west w~ 1 9201 9241 E tapestry~ As you examine the tapestry, you notice the faint outline of a door behind it ~ S #9241 Small Dining Room~ A small table sits in the center of this room. A map showing the planned attacks on the town of Midgaard lies in the center of the table. A door lies to the west and to the east. ~ 41 8 0 D1 ~ door east e~ 1 9201 9240 D3 ~ ~ 0 0 9242 S #9242 Study~ A huge easy chair sits in front of a gigantic fireplace. A bearskin rug lies on the floor in front of the chair. Several old and rusty weapons sit in holders all along the walls. A door leads to the south and to the east. ~ 41 8 0 D1 ~ ~ 0 0 9241 D2 ~ ~ 0 0 9239 D3 ~ secret grate west w~ 1 9202 9243 E fireplace~ As you examine the fireplace, you suddenly notice a secret grate leading to to the west. ~ S #9243 Stairwell to Lower Level~ A rusted iron stairwell leads down into the darkness. A musty, and damp smell assaults your senses. ~ 41 9 0 D1 ~ secret grate east e~ 1 9202 9242 D5 ~ ~ 0 0 9353 E stairwell iron rusted~ As you examine the stairwell, you notice a secret grate to the east. ~ S #9244 Ogre Quarters~ There are several beds in this room. The sheets on these beds have been ripped up and many of the beds have been smashed. The stench in this room is overpowering. ~ 41 8 0 D0 ~ ~ 0 0 9250 S #9245 Torch Lined Hallway~ A torch sits in its holder on the west wall. The hallway leads on to the north and south. ~ 41 8 0 D0 ~ ~ 0 0 9251 D2 ~ ~ 0 0 9234 D3 ~ secret door west w~ 1 9201 9246 E torch~ As you examine the torch on the western wall, you notice a secret door. ~ S #9246 Stairwell to Lower Level~ A marble stairwell leads down into the darkness. A large door lies to the west and seems to be from where the smell of meat is coming from. ~ 41 13 0 D1 ~ secret door east e~ 1 9201 9245 D3 ~ door west w~ 1 9201 9247 D5 ~ ~ 0 0 9356 E stairwell marble~ As you examine the marble stairwell, you notice a secret door in the eastern wall ~ S #9247 Kitchen~ Shelves line every wall. A chopping block sits in the center of the room. A door lies to the east. To the north, you see several barrels and sacks. ~ 41 8 0 D0 ~ ~ 0 0 9252 D1 ~ door east e~ 1 9201 9246 D2 ~ ~ 0 0 9236 S #9248 Entryway to a Large Open Area~ In front of you lies to a large open area. Two large buildings lies to the north. A watchtower lies to the northwest. The sounds of dogs barking alerts you to a kennel of some type to the west. A 30 foot high log wall surrounds the entire area. ~ 41 0 0 D0 ~ ~ 0 0 9254 D2 ~ ~ 0 0 9240 D3 ~ ~ 0 0 9249 S #9249 Kennel~ Several huge cages stand before you. The smell of animals fills your senses. ~ 41 0 0 D0 ~ ~ 0 0 9255 D1 ~ ~ 0 0 9248 S #9250 End of Hallway~ You are at the end of the hallway. A torch burns in a sconce to the east. A strong odor comes out of the room to the south. To the north, you hear a rumbling sound. ~ 41 8 0 D0 ~ ~ 0 0 9257 D2 ~ ~ 0 0 9244 D3 ~ ~ 0 0 9251 S #9251 Hallway~ The hallway leads off to the east and south. A swinging door lies to the west. ~ 41 4 0 D1 ~ ~ 0 0 9250 D2 ~ ~ 0 0 9245 D3 ~ ~ 0 0 9252 S #9252 Storage Room~ Barrels and sacks fill this room. A swinging door lies to the east. To the south, you hear the clanging of metal. ~ 41 8 0 D1 ~ ~ 0 0 9251 D2 ~ ~ 0 0 9247 S #9253 Barracks Room~ Several beds line the east wall. All the chairs in the room are pulled around a large empty keg. Several pegs line the walls. A strong odor of some type fills your nose. ~ 41 8 0 D3 ~ ~ 0 0 9254 S #9254 Open Compound~ A large building lies to the north. To the east, you see a similar building. Off to the west, a large tower rises up into the air. The tower is very tall and has a good view of the surrounding area. ~ 41 0 0 D0 ~ ~ 0 0 9258 D1 ~ ~ 0 0 9253 D2 ~ ~ 0 0 9248 D3 ~ ~ 0 0 9255 S #9255 Base of a Watchtower~ A huge rope ladder leads up into a log watchtower. The rope is as thick as your arm. You think you could climb it with some difficulty. ~ 41 0 0 D1 ~ ~ 0 0 9254 D2 ~ ~ 0 0 9249 D4 ~ ~ 0 0 9264 S #9256 Orc Slave Quarters~ Shackles line the walls. A foul smell of urine almost overcomes your senses. Lice infested straw pallets are strewn about. ~ 41 8 0 D3 ~ door west w~ 1 9201 9257 S #9257 Servant's Quarters~ This large common room has various sizes of cots, tables, stools, and the like. It is cluttered with old clothing and junk. To the east, you hear a rumbling sound from behind a locked door. ~ 41 8 0 D1 ~ door east e~ 1 9201 9256 D2 ~ ~ 0 0 9250 S #9258 Barracks Room~ Several large beds line the north wall. Stools and tables are strewn here and there. Several pegs line all the walls and giant cloaks hang from them. ~ 41 8 0 D2 ~ ~ 0 0 9254 S #9259 Marist's Common Room~ Empty ~ 41 8 0 D0 ~ ~ 0 0 9265 D1 ~ ~ 0 0 9261 D2 ~ ~ 0 0 9266 D3 ~ ~ 0 0 9262 D4 ~ ~ 0 0 9260 D5 ~ ~ 0 0 3001 S #9260 Pain's Room~ Empty ~ 41 0 0 D5 ~ ~ 0 0 9259 S #9261 Sinat's Room~ Empty ~ 41 0 0 D3 ~ ~ 0 0 9259 S #9262 Var's Room~ Empty ~ 41 0 0 D1 ~ ~ 0 0 9259 S #9263 Dormitory~ Huge desks fill this room. A chalkboard dominates an entire wall. Writing slates are strewn about. A map of Midgaard and the surrounding area is posted on a wall. ~ 41 8 0 D2 ~ door south s~ 1 9201 9216 S #9264 Watch Tower~ From this tower, you have a clear view in all 4 directions. A large hoop with an iron bar hangs from a rafter from the ceiling. ~ 41 4 0 D5 ~ ~ 0 0 9255 E east~ A thick forest lies to the east. ~ E west~ There are several very high and impassable mountains to the west. ~ E south s~ To the south, you see the rest of the compound and several hilly areas. ~ E north n~ To the north, you see several impassable mountains. ~ S #9265 Sain's Room~ Empty ~ 41 0 0 D2 ~ ~ 0 0 9259 S #9266 Naip's Room~ Empty ~ 41 0 0 D0 ~ ~ 0 0 9259 S #9300 Marist's Chillin Room~ An easy chairs sits in one corner. On every available wall space, there is a bookshelf crammed with books. A cooler full of beer sits next to the chair. Marist's headphones sit on the chair ~ 41 28 0 D0 ~ ~ 0 0 9201 D5 ~ ~ 0 0 3001 E Companion~ Partner and friend... person who can be trusted... helped him get his level (53rd) and I am helping him create his area... ~ E Felix~ coo guy who gave me my level back and gave me another chance... practical joker... ~ S #9301 Cavern~ You see before you a large cavern. The strong scent of bat guano fills the air. From overhead, you hear the squeaking of a great many bats. There is a large opening to the north and a smaller opening to the west. ~ 41 9 0 D0 ~ ~ 0 0 9306 D3 ~ ~ 0 0 9302 S #9302 Tunnel~ The small opening at the beginning of this tunnel gradually gives way to a large tunnel. Stalagmites are everywhere, and small winged creatures fly overhead, dodging the many stalactites that completely fill the ceiling. The tunnel continues on to the east and you see a small branch leading off to the north. ~ 41 9 0 D0 ~ ~ 0 0 9307 D1 ~ ~ 0 0 9301 D3 ~ ~ 0 0 9303 S #9303 Natural Cavern~ This area of the dungeon appears to be somewhat natural. There are no signs of stonework on any of the cavern walls. A dim light, coming from some strange type of mold, lights this area with a dim green light. Small creatures scurry away from your approaching lights, seeking safety in the shadows of the many bolders and stalagmites that fill this cavern. A small opening lies to the east. ~ 41 13 0 D0 ~ ~ 0 0 9308 D1 ~ ~ 0 0 9302 S #9304 Vestry~ The visible walls of this place bear faint traces of disgusting murals and bas relief depictions of nasty things. A flight of ridged, step-like stones slants steeply downwards towards the south, but this way is completely blocked by tons of stone blocks and rubble. ~ 41 9 0 D0 ~ ~ 0 0 9309 S #9305 Tunnel~ The tunnel floor start getting damper and damper. About halfway through the tunnel, you are up to your ankles in water and mud. A few minutes later, you are up to your knees. Eventually, the water starts getting lower and lower. The tunnel continues on to the north and west. ~ 41 9 0 D0 ~ ~ 0 0 9312 D3 ~ ~ 0 0 9306 S #9306 Large Tunnel~ The ceiling of this tunnel is a good 80 feet over your head. Your lights dance off the walls creating a strange myriad of giant shadows dancing around you. The tunnel goes on to the east and south, and a small fork goes to the west. A small crack to the north could allow access to the north. ~ 41 9 0 D0 ~ ~ 0 0 9313 D1 ~ ~ 0 0 9305 D2 ~ ~ 0 0 9301 D3 ~ ~ 0 0 9307 S #9307 Branch from Tunnel~ The tunnel get gradually smaller and smaller. Just as soon as you thought that you would have to turn back, the tunnel opens up. ~ 41 9 0 D1 ~ ~ 0 0 9306 D2 ~ ~ 0 0 9302 S #9308 Unfinished Hallway~ Construction on this hallway appears to have been prematurely halted. To the west, you see a large black door made of some strange material. It appears to have been exposed during building of this hallway. Large humanoid skeletons lie strewn before the door, broken by some immense force into strange positions at there death. You sense a great evil from behind this door. The hallway continues on to the north and a small natural tunnel leads off to the south. ~ 41 13 0 D0 ~ ~ 0 0 9320 D2 ~ ~ 0 0 9303 D3 ~ door black old rune west w~ 2 9300 9309 S #9309 Weird Abandoned Temple~ This room is made out of a faintly glowing green stone. Several disturbing shapes are carved into the stone. These shapes seem to dance and move in the flickering torchlight of this room. The walls chill you to the bone when you touch them. You sense a great evil about this place. A vestry of some type is to the south and a black temple lies to the west. ~ 41 9 0 D1 ~ door rune black old rune east e~ 2 9300 9308 D2 ~ ~ 0 0 9304 D3 ~ ~ 0 0 9310 S #9310 Bloodstained Altar~ A large black stone stands on top of a blood red platform. Trails of dried blood mark the stone in trails leading down to a fountain which is full of blood. Dark shapes move about the pillars which support the roof. You sense a great evil in this place. ~ 41 9 0 D1 ~ ~ 0 0 9309 S #9311 Armory and Smithy~ Here are stacks of giant arms and armor, being repaired or fabricated. There are many huge spears, some giant sized battle axes, many 3 handed swords, and other weapons usable only by giants. There are various pieces of armor lying here and there. Two huge forges and bellows sit in the middle of this room. The heat from this room is stifling. ~ 41 8 0 D0 ~ ~ 0 0 9325 S #9312 Underground Cavern~ Looking about this cavern, you are struck by its natural beauty. The roof is a full 200 feet over your head. A small pond lies to the east. The entire area is lit with a strange yellow glow coming from the quartz walls. You lights dance of the walls, causing a tinkling that looks like a million diamonds glittering before you. A large opening lies to the north. To the south, you see a tunnel leading off into the darkness. A small crack to the west affords you a possible entrance into a cave. ~ 41 8 0 D0 ~ ~ 0 0 9318 D1 ~ ~ 0 0 9380 D2 ~ ~ 0 0 9305 D3 ~ ~ 0 0 9313 S #9313 Troglodyte Cave~ After a tight squeeze, you enter into a large cave. You hear a dripping of water from somewhere. The stench in this cave in intensely strong and foul. Using every bit of self control, you manage to keep your lunch down. You see a small opening to the north that might lead out. To the east, a faint yellow glow can be seen behind a small crack. A narrow opening to the south leads off into the darkness. ~ 41 9 0 D0 ~ ~ 0 0 9319 D1 ~ ~ 0 0 9312 D2 ~ ~ 0 0 9306 S #9314 Slave Quarters~ Several cots sit of to one side of the room. A small table sits along the south wall. Moldy bread, cracked mugs, and a leaky barrel of water are the only other features of this room. ~ 41 8 0 D0 ~ door north n~ 1 9202 9321 S #9315 Bugbears Guardpost~ A brass brazier lights this alcove. A stool rests next to a large wooden door. You see a hallway to the south. ~ 41 8 0 D0 ~ door north n~ 0 0 9332 D2 ~ door south s~ 1 9201 9322 S #9316 Slave Quarters~ Pallets of straw are scattered to and from in this room. A broken barrel sits of to one side. Several rusty chains are attached to the western wall. A putrid smell fills this room. It is the smell of the recently dead. ~ 41 8 0 D0 ~ door north n~ 1 9201 9323 S #9317 Slave Quarters~ Pallets of straw are piled haphazardly along the east wall. An old oaken barrel half filled with a murky liquid sits in one corner. Rats scurry from you approach. A dank, wet smell overcomes you. ~ 41 9 0 D0 ~ door north n~ 1 9201 9324 S #9318 Large Tunnel~ The tunnel opens up into a huge natural tunnel. To the south, you see a faint yellow glow. The tunnel continues on to the west. ~ 41 9 0 D2 ~ ~ 0 0 9312 D3 ~ ~ 0 0 9319 S #9319 Small Cave~ You are in a small cave. Mining tools, in a general state of disrepair, lie in a pile in the corner. To the south, you see a small opening that might pass as being a cave. There is a large opening to the north, and the tunnel continues on to the east. ~ 41 9 0 D0 ~ ~ 0 0 9328 D1 ~ ~ 0 0 9318 D2 ~ ~ 0 0 9313 S #9320 Rough Hallway~ This hallway doesn't have the finished look of the rest of the area. The walls are not as smooth and polished and show an incredible lack of quality work. A small tunnel leads to the east and the hallway continues on to the south. ~ 41 13 0 D1 ~ ~ 0 0 9379 D2 ~ ~ 0 0 9308 D3 ~ rock door west w~ 1 9202 9321 S #9321 Blocked End of the Hallway~ The hallway ends here. To the east, a large rock has been pushed into the hallway, effectively sealing it. You think it might be moved if you work at it a bit. The hallway continues on to the west and a metal bound door lies to the south. ~ 41 8 0 D1 ~ rock door east e~ 1 9202 9320 D2 ~ door south s~ 1 9202 9314 D3 ~ ~ 0 0 9322 S #9322 Stone Hallway~ To the north here, you see a small alcove with a large door in it. The hallway leads on for a while to the west, while it ends after a while to the east. ~ 41 8 0 D0 ~ door north n~ 1 9201 9315 D1 ~ ~ 0 0 9321 D3 ~ ~ 0 0 9323 S #9323 Stone Hallway~ You stand at the intersection of two hallways. The hallway leads off to the north, west, and east. To the south, you see a large metal bound door. ~ 41 9 0 D0 ~ ~ 0 0 9349 D1 ~ ~ 0 0 9322 D2 ~ door south s~ 1 9201 9316 D3 ~ ~ 0 0 9324 S #9324 Stone Hallway~ You stand in a long dark hallway. The Hallway continues on to the east and west. To the south, you see a large metal bound door. ~ 41 9 0 D1 ~ ~ 0 0 9323 D2 ~ door south s~ 1 9201 9317 D3 ~ ~ 0 0 9325 S #9325 End of Stone Hallway~ You are at the end of the hallway. To the north, you see a small guardpost. A strange red light flickers in your eyes from the west. To the south, you feel a strong wave of heat, it's cause, unknown. The hallway continues on to the east. ~ 41 8 0 D0 ~ ~ 0 0 9334 D1 ~ ~ 0 0 9324 D2 ~ ~ 0 0 9311 D3 ~ ~ 0 0 9326 S #9326 Torture Chamber~ This area contains various implements for torturing prisoners large and small. There are iron maidens, a huge rack, thumbscrews, chains, whips, branding irons and many other items of pain infliction. Several of the instruments still have their last occupants in them, all in various states of decomposition. A large fire burns perpetually in the middle of the room. The fire gives the room a hellish look to it. ~ 41 8 0 D1 ~ ~ 0 0 9325 S #9327 Moving the Rubble~ As you move some of the rubble around, a strange blue glow fills the cave. As the glow intensifies, the pile of rubble swings out of your way revealing a large tunnel! ~ 41 9 -1 10 9336 1 0 S #9328 Large Natural Tunnel~ The tunnel opens up into a very large tunnel. The walls are a good 200 feet apart and the ceiling is at least 70 feet over your head. The tunnel continues on to the west and to the south. It is remarkably free of debris except for a large pile of rubble to the east. ~ 41 13 0 D1 ~ rubble secret east e rocks pile~ 0 0 9327 D2 ~ ~ 0 0 9319 D3 ~ ~ 0 0 9329 S #9329 Dragon's Lair~ This natural cavern opens up into a huge room. You notice a distinct lack of clutter in this room: few stalactites, stalagmites, rubble. The air in this cavern is also a little bit chillier than the rest of the caves. To the east, the cavern leads to a large tunnel. ~ 41 8 0 D1 ~ ~ 0 0 9328 S #9330 Bugbear Sleeping Quarters~ Several cots fill this room. A row of pegs are set into the walls. Cloaks and bags hang from these pegs. A bench sits in front of an extinguished brazier. ~ 41 9 0 D3 ~ ~ 0 0 9331 S #9331 Bugbear Meeting Room~ Several torches light this area. A group of chairs face a board with a map on it. A desk lies along the south wall. A door lies to the east. ~ 41 8 0 D1 ~ ~ 0 0 9330 D3 ~ ~ 0 0 9332 E map board~ CAMP ----| | | | MMMMMMMMMMMMMMMMMMMMMMMMMMM | M M | M M | M M | | M <-----------------<---------------<---------| M M M M M Old Midgaard M M M MMMMMMMMMMMMMMMMMMMMMMMMMMM ~ E map~ test... ~ S #9332 Bugbear Common Room~ A large fireplace lines the west wall. Several furs and hides lie on the floor. The remains of what looks like a keg of some liquid sits in the center of the room. Several benches are pushed up against the east wall. ~ 41 8 0 D0 ~ ~ 0 0 9339 D1 ~ ~ 0 0 9331 D2 ~ door south s~ 0 0 9315 S #9333 Slave Cell~ This chamber has blood stained stone floors. Several chains are mounted into the walls. A skeleton lies crumpled into one corner. There is a mildewed smell in this room. ~ 41 8 0 D3 ~ gate door west w~ 1 9201 9334 S #9334 Guard Post (use direction to open door)~ Three huge door are here: one to the north, east, and west. The stench in this area is intense and seems to be coming from behind the doors. ~ 41 13 0 D0 ~ gate door north n~ 1 9201 9340 D1 ~ gate door east e~ 1 9201 9333 D2 ~ ~ 0 0 9325 D3 ~ gate door west w~ 1 9201 9342 S #9335 Branch Off of Tunnel~ The tunnel narrows down to the point you have to walk single file. After a while of squeezing through the narrow confines, the tunnel starts getting wider. The tunnel goes on to the north and to the west. ~ 41 9 0 D0 ~ ~ 0 0 9343 D3 ~ ~ 0 0 9336 S #9336 Large Tunnel~ You are in an extremely large tunnel. Your light reveals small rat and bat which flee from you. To the north, the tunnel continues on for a long time. A small branch leads off to the east. ~ 41 13 0 D0 ~ ~ 0 0 9344 D1 ~ ~ 0 0 9335 D3 ~ ~ 0 0 9381 S #9337 Row of Cells~ You walk down a narrow hallway. A large cage which serves as a cell of some type lies to the north. The stench from the cage is unbearable. Blood stains are located at the bottom of the cage. Another cage lies to the east. The main room lies to the west. ~ 41 8 0 D0 ~ cage cell door north n~ 1 9201 9383 D1 ~ ~ 0 0 9382 D3 ~ ~ 0 0 9338 S #9338 Prison~ You have entered into a small room with cages. To the east, you see a long row of cages. A desk sits in one corner. Several sets of manacles are piled in one corner of the room. Through an opening to the north, you see a dark hallway. ~ 41 8 0 D0 ~ ~ 0 0 9347 D1 ~ ~ 0 0 9337 S #9339 Entrance to Bugbear Complex~ Two braziers burn brightly next to a large wooden door. You see a hallway to the north. ~ 41 0 0 D0 ~ ~ 0 0 9348 D2 ~ ~ 0 0 9332 S #9340 Slave Cell~ All along the walls of this room are manacles of all shapes and sizes. The rusted chains are pegged into the wall. The floor are bloodstained from the previous occupants of this cell. Rats scurry from you at your approach. The smell of death is very strong in here. ~ 41 8 0 D2 ~ gate door south s~ 1 9201 9334 S #9341 Prison~ The man, driven insane from torture starts yelling at you! "You'll never get me to talk! I'll kill my self first!! Johan? Is that you? No!! It's a trick!!!! I'll never talk..... NEVER!!!" With this he grabs at the bars on the cage. One of the metal bands breaks and he uses this new 'weapon' to take his own life. Meanwhile, the 3 manticores have been making a great deal of noise in their attempt to get at you.... Suddenly, the chain pressed pass it's limits, snap!! The manticores rush forward to attack you! ~ 41 13 -1 40 9375 1 0 S #9342 Slave Cell~ A thin layer of damp straw cover the floor. Several piles of chains lie in piles on the floor. The strong smell of orc fills this area. ~ 41 8 0 D1 ~ gate door east e~ 1 9201 9334 S #9343 Cave of the Carrion Crawlers~ You have entered into a cave full of the remains of many creatures. Bones are scattered everywhere and the stench is almost unbearable. You see an exit to the west and to the south.~ 41 9 0 D2 ~ ~ 0 0 9335 D3 ~ ~ 0 0 9344 S #9344 Large Cavern~ You are in a large cavern. Your light shine on a great multicolored pillar in the middle of the cavern. The pillar glows with a strange white light and you sense a great power emanating from it. Between two large bolders, you see a small cave to the east. The Cavern leads into a tunnel to the north and to the south. ~ 41 9 0 D0 ~ ~ 0 0 9352 D1 ~ ~ 0 0 9343 D2 ~ ~ 0 0 9336 E pillar monolith stone~ Written on the Pillar is the following: "Death Comes on Blue Wings... Beware of the evil and the might of winged ones.. for theirs is true power... "Death to all those who dares defile the Cavern of the Dragon... ~ S #9345 Wine Cellar~ Several large barrels are stored here. In one corner, you see about 30 kegs stacked on there sides. The temperature in this chamber is extremely cool. ~ 41 9 0 D2 ~ door south s~ 1 9201 9365 S #9346 Natural Hallway~ As you are walking down this hallway, you notice that it starts taking on a more natural appearance: the walls appears less smooth, the ceiling is uneven, the floor isn't as smooth. Small piles of rubble are pushed to the sides revealing a path that leads to the north. The hallway also leads back to the west. ~ 41 9 0 D0 ~ ~ 0 0 9364 D3 ~ ~ 0 0 9347 S #9347 Rubble Filled Hallway~ The hallway here is starting to get cluttered with rubble. You also notice that the floors and walls are not as finished as the other hallway. To the south, you see an alcove leading into a small room. The hallway leads on to the east and west. ~ 41 0 0 D1 ~ ~ 0 0 9346 D2 ~ ~ 0 0 9338 D3 ~ ~ 0 0 9348 S #9348 Dark Hallway~ The hallway here is dark. Your footfalls echo off into the distance. To the south, you see a small alcove with a large door. The hallway leads into a large room to the west. The hallway leads on into the dark to the east. ~ 41 0 0 D1 ~ ~ 0 0 9347 D2 ~ ~ 0 0 9339 D3 ~ ~ 0 0 9349 S #9349 Southern End of the Marshalling Area~ Several crates are pushed into the corner. The floors are have been worn smooth by the passing of many men over a long period of time. A small hallway leads off into the dark to the east. To the south, you see a door in the distance. The room continues on to the north. ~ 41 9 0 D0 ~ ~ 0 0 9355 D1 ~ ~ 0 0 9348 D2 ~ ~ 0 0 9323 S #9350 Cave In~ You have reached the end of the tunnel. To the east, your path is totally blocked by rubble. It appears that the cave has collapsed due to some erosion from an underground stream. To the north, you see a large cave opening. A strange light seems to be coming from the cave. The tunnel leads back to the west. ~ 41 9 0 D0 ~ ~ 0 0 9359 D3 ~ ~ 0 0 9351 S #9351 Large Tunnel~ The tunnel opens into a larger tunnel. You see a small dark pit in the center of the room. A small crack to the south can give you access to what looks like a cave of some type. The tunnel leads on to the west and onwards to the east. ~ 41 9 0 D1 ~ ~ 0 0 9350 D2 ~ ~ 0 0 9343 D3 ~ ~ 0 0 9352 D5 ~ ~ 0 0 9387 S #9352 Large Grotto~ The tunnel soars above your heads. You can hear the faint sound of water running and after some searching, you find a small stream running off to one side. The area around this stream has widened by natural erosion to form a small pathway to the east. The tunnel also continues on to the south. ~ 41 9 0 D1 ~ ~ 0 0 9351 D2 ~ ~ 0 0 9344 S #9353 Stairwell to Upper Level~ This stairwell leads up to the upper level. It is rusted and seems to not have seen much use recently. Rats run away from you at your approach. ~ 41 0 -1 30 9353 1 0 D0 ~ ~ 0 0 9360 D4 ~ ~ 0 0 9243 S #9354 Chamber of the Keeper~ This is the room of the Foreman of the Hill Giant Construction crews. He appears to be in charge of the building of the dungeons located under the compound. A desk stand over to one side, stacks of papers piled high upon it. A bunk sits in one corner and there are many skins covering the floor against the inherent dampness associated with caves. ~ 41 8 0 D3 ~ ~ 0 0 9355 S #9355 Marshalling Area~ This room is lit by several smoky torches. Several benches and tables are pushed up against the walls. The floor is worn smooth by what looks like the passing of many booted feet over a long period of time. A small hallway leads to the north. To the east, you see a large wooden door. The room continues on to the south. ~ 41 8 0 D0 ~ ~ 0 0 9366 D1 ~ ~ 0 0 9354 D2 ~ ~ 0 0 9349 D3 ~ ~ 0 0 9356 E door~ A sign on the door reads 'Foreman' ~ S #9356 Stairwell to Upper Level~ A large marble stairwell leads up to the first level. A smell of meat cooking fill the air, causing your stomach to rumble in hunger. ~ 41 13 0 D0 ~ secret north n~ 1 9200 9362 D1 ~ ~ 0 0 9355 D4 ~ ~ 0 0 9246 S #9357 Prison~ `Four huge metal cages swing from chains making a loud squeaking sound. The bars on these cages appear to be very brittle. In on cage, a skeleton of a dwarf is hanging between the bars. A man wearing rags stands staring at you from another cage. On the wall to the east, 3 manticores sit bound to the wall by huge chains and collars. Upon seeing you, they charge you, tugging on their chain!! ~ 41 13 -1 60 9341 1 0 S #9358 Treasure Room~ This room is empty of everything except several large chests. ~ 41 9 0 D1 ~ secret east door e~ 1 9201 9375 S #9359 Cavern of the Carrion Crawlers~ Over the years, litter and debris has built up in here from the prey of the crawlers. All sorts of bones, human and otherwise, are heaped and piled here and there. A large sinkhole in the middle of the cave has acquired some water from somewhere and you see a strange glow coming from the bottom of the hole. ~ 41 12 0 D2 ~ ~ 0 0 9350 D5 ~ ~ 0 0 9378 S #9360 Treasure Room~ Several large chests lie broken open at your feet. A skeleton clutching a dagger lies off to one side. It appears that someone has beaten you to the treasure. ~ 41 9 0 D2 ~ ~ 0 0 9353 D3 ~ secret west w~ 1 9202 9361 S #9361 Chief's Treasure Room~ This room is small and dark. A small painting adorns the eastern wall A stench fills the air. No sound is coming from this room. ~ 41 9 0 D1 ~ door east e~ 1 9202 9360 S #9362 Secret Room~ This room appears to be empty. A strong odor almost overpowers you. ~ 41 13 0 D2 ~ secret south s~ 1 9200 9356 D3 ~ ~ 0 0 9363 S #9363 Empty Chamber~ This room is also empty. A pile of rotting meat sits in one corner, smelling very bad. To the south, you think you see many torches and you hear a load squeaking sound. ~ 41 13 0 D1 ~ ~ 0 0 9362 D2 ~ ~ 0 0 9357 S #9364 Rubble Strewn Hallway~ The hallway eventually gives way to a natural tunnel. To the north, you hear the sounds of running water. To the west, you see a torch lit area filled with crates and various tools. The tunnel leads on to the south. ~ 41 9 0 D0 ~ ~ 0 0 9369 D2 ~ ~ 0 0 9346 D3 ~ ~ 0 0 9365 S #9365 Storage Room~ The chamber is filled with scattered tools for digging and stone masonry. There are shovels, pickaxes, hammers, drills, chisels, baskets, and so forth, many sized for giant, others for smaller creatures. A door lies to the north is locked with a huge padlock. ~ 41 9 0 D0 ~ door n north~ 1 9201 9345 D1 ~ ~ 0 0 9364 S #9366 Marble Hallway~ This hallway is made of a smooth, polished stone. A slight rosy hue can be detected in you light. Great care must have been taken to craft the hallway. The hallway continues on to the west and south. ~ 41 0 0 D2 ~ ~ 0 0 9355 D3 ~ ~ 0 0 9367 S #9367 Rubble Filled Marble Hallway~ You are in a hallway which has not been cleared out fully. Piles of rock are pushed up against both sides of the hallway clearing a rough path to the north. What little of the floor you see is remarkably smooth and finished. Strange that there would be debris scattered on it. A small opening to the west gives you access to what looks like a natural cavern. The hallway continues on to the east and the path through the debris leads off to the north. ~ 41 9 0 D0 ~ ~ 0 0 9370 D1 ~ ~ 0 0 9366 D3 ~ ~ 0 0 9368 S #9368 Giant Quarters~ This appears to be some type of natural cave that has been converted into some type of barracks for the workers. There are several giants sized cots set up and many skins are thrown on the floor. A small stream is found at the back of this room. ~ 41 9 0 D1 ~ ~ 0 0 9367 E stream~ This appears to be the source of fresh water as well as the restroom for the workers who live in this room. ~ S #9369 Room with an Underground Pool~ This room has been largely cleared of debris revealing a small pool of water. To the north, you see a faint shimmer of light. You can probably wade out there to get a better look. ~ 41 13 0 D0 ~ ~ 0 0 9372 D2 ~ ~ 0 0 9364 S #9370 Strange Finished Chamber~ A large chamber lies before you. The walls are smooth and reflect a remarkably high quality of stonework. Strange mosaics are set into the walls. To the west, you see another chamber very similar to this one. An large opening leads to the south. ~ 41 9 0 D2 ~ ~ 0 0 9367 D3 ~ ~ 0 0 9371 S #9371 Chamber in Process of Being Cleared~ This chamber is still in the process of being cleared. Several tools are strewn here and there. Large piles of rubble are still found in here and the walls are still in the process of being roughed out. It looks like great care is being taken in the excavation process for some reason. ~ 41 9 0 D1 ~ ~ 0 0 9370 S #9372 Deep End of the Pond~ The current on this end of the pond seems to be picking up. You are being sucked under!!! ~ 41 8 -1 10 9373 10 6 D1 ~ ~ 0 0 9373 D2 ~ ~ 0 0 9369 S #9373 Rapids!!!!!~ You are sucked downstream by the rapid current of the river. You lose all sense of direction and distance to the Hill Giant Encampment. ~ 41 8 -1 20 9374 1 7 15 1 S #9374 Pool at the End of the Rapids~ After tumbling for what seems like hours, you come to rest in a secluded little pond. A river lies to the south. To the north, you see Mirkwood. ~ 41 0 0 D0 ~ ~ 0 0 15100 D2 ~ ~ 0 0 13669 S #9375 Prison ~ Four large cages hang suspended in the air by chains. A skeleton of a dwarf hang out of one of the cages. A man wearing rags lies in the bottom of one of the cage, his throat cut by a jagged piece of metal clutched in his right hand. A rotten smell assaults your senses to the north. ~ 41 8 0 D0 ~ ~ 0 0 9376 D3 ~ secret door west w~ 1 9201 9358 S #9376 Empty Chamber~ This room is also empty. A pile of rotting meat silts in one corner, smelling very bad. To the south, you think you see many torches and you hear a load squeaking sound. ~ 41 13 0 D1 ~ ~ 0 0 9362 D2 ~ ~ 0 0 9375 S #9377 Mid - Air~ You float in some strange plane for what seems like a long time. Looking ahead of you, you see a light that is getting brighter and brighter with each passing minute. ~ 41 12 -1 20 3001 1 0 S #9378 Pool of Water~ You enter the pool of water. As your feet touch the edge of the water, the faint glow intensifies and suddenly everyone in the party is surrounded by a bright white light. ~ 41 12 -1 20 9377 1 0 S #9379 Cave Tunnel~ As you are walking down this tunnel, you hear a strange 'click' followed by a rumbling. Looking behind you, you see that the tunnel has started caving in! Running forward as fast as you can, you make you way towards the other end of the tunnel. ~ 41 8 -1 20 9319 1 0 S #9380 Pool of Water~ You wade into the icy water. Almost instantly, your legs go numb. After several minutes of wading, you realize that it was awful silly for you to be out in the water freezing your rearend off. You can return to the bank by going west. ~ 41 12 0 D3 ~ ~ 0 0 9312 S #9381 Passing the Rubble Revealed Opening~ As you walk past the opening, the large pile of rubble glows blue again. Silently, the pile swings back were it had been originally, blocking you way back to the east. ~ 41 13 -1 10 9328 1 0 S #9382 Row of Cells~ You continue walking down the row of cells. Another large cage lies to the north and it looks quite empty. It could have something to do with the lack of a door. You guess that something with incredible strength must have burst the door from the inside out from the twisted remains of the cell. ~ 41 8 0 D0 ~ ~ 0 0 9385 D1 ~ ~ 0 0 9384 D3 ~ ~ 0 0 9337 S #9383 Cage~ You are in a filthy cage. Bloodstains are everywhere. A thin layer of mildewed straw lines the floor of this cell. You see the places where people have tried to saw through the cage using whatever they can get ahold of. ~ 41 0 0 D2 ~ cage cell door south s~ 1 9201 9337 S #9384 End of Row~ You are at the end of the cells. To the north, you see a cell which is a lot different from the other cages. This cell is a wooden box with a metal bound door. Strange symbols are written on the door and the box has a slight glow to it. You sense very powerful magic coming from the box. The row continues on back to the west. ~ 41 8 0 D0 ~ ~ 0 0 9386 D3 ~ ~ 0 0 9382 S #9385 Broken Cell~ The bars of this cell are twisted into weird shapes. It must have taken someone or something with an incredible strength to destroy the cage. ~ 41 8 0 D2 ~ ~ 0 0 9382 S #9386 Blinding Flash of Light!~ As you open the door to this cell, the symbols written on the door glow brightly and you feel a strange tingling sensation in your hand. This tingling sensation quickly spreads up your arms and you start to feel like you are losing your grasp on your life energy. After a few seconds, you feel absolutely nothing... You are dead from a Glyph of Warding..... ~ 41 14 0 D2 ~ ~ 0 0 9384 S #9387 The Pit...~ As you dangle down here, you hear a rumbling sound. Looking about you, you see rubble starting to fall down on you. A bolder strikes you and you black out. The next feeling you have is one of floating..... ~ 41 14 0 D4 ~ ~ 0 0 9351 S #9388 Companion's Field ~ Empty~ 41 0 0 S #9401 An Icy path~ You are standing on an icy path, which leads northwards, around a corner onto what looks like a large glacier. The wind howls around you.. strange it sounds much like a creature's voice. The only exits are north and south ~ 51 4 2 D0 ~ ~ 0 -1 9402 D2 ~ ~ 0 -1 6861 S #9402 An icy path~ You are standing on an icy path, which leads east and north along the edge of a huge glacier. Cracks and crevices litter the surface of the glacier. Some are more than 40 feet wide. The wind howls as it rushes past your face and ears. ~ 51 0 -1 30 9403 1 2 D1 ~ ~ 0 -1 9405 D2 ~ ~ 0 -1 9401 S #9403 You hear a noise from above...~ A few rocks and pebbles shower down on you ~ 51 0 -1 10 9404 0 2 D1 ~ ~ 0 -1 9405 D2 ~ ~ 0 -1 9401 S #9404 An icy path~ You are standing on an icy path, which leads east and north along the edge of a huge glacier. Cracks and crevices litter the surface of the glacier. Some are more than 40 feet wide. The wind howls as it rushes past your face and ears. ~ 51 0 2 D1 ~ ~ 0 -1 9405 D2 ~ ~ 0 -1 9401 D4 ~ ~ 0 -1 9406 S #9405 An icy path~ The path turns here, leading downwards, towards one of the large crevices in the glacier, and westwards, along the edge of a mountain. It is very quiet here, the wind seems to have died down some ~ 51 0 2 D1 ~ ~ 0 -1 9546 D3 ~ ~ 0 -1 9402 S #9406 A hidden passage~ You find yourself on a path, hidden from view from below, which leads farther along the edge of the glacier. You can see the end of the lower path below you, it looks like it dead-ends in some sort of cul-de-sac. There might be something moving down there, but you're not sure. This path leads down, and east ~ 51 0 2 D1 ~ ~ 0 -1 9407 D5 ~ ~ 0 -1 9404 S #9407 The upper trail~ You are on a path, which leads east west along the edge of a mountain, about 50' above a huge glacier. To the east, you can see the path follow the contour of the mountain, it turns north, and then vanishes around the edge, to the northeast. ~ 51 0 2 D1 ~ ~ 0 -1 9408 D3 ~ ~ 0 -1 9406 S #9408 An icy path~ You are standing on a path, which leads west and north along the edge of a mountain.. A huge glacier lies about 40' below you, you can occasionally hear pops and rattles, as it slowly expands and contracts. ~ 51 0 2 D0 ~ ~ 0 -1 9409 D3 ~ ~ 0 -1 9407 S #9409 An icy path~ You are standing on an icy path, which leads east and south along the edge of a mountain. A glacier lies about 30' below you. To the east, it looks like you can see a structure of some sort, out on the glacier. ~ 51 0 2 D1 ~ ~ 0 -1 9410 D2 ~ ~ 0 -1 9408 S #9410 An icy path~ To the east, you can see a _HUGE_ rift in the glacier. It appears to be inhabited, you can see smoke rising from somewhere at the edge of the glacier. The path you're on leads downwards to the surface of the glacier, and westwards, along the edge of a mountain. There is a huge boulder resting against the mountainside to the south ~ 51 4 2 D2 ~ boulder huge~ 2 9458 9544 D3 ~ ~ 0 -1 9409 D5 ~ ~ 0 -1 9411 S #9411 A path on the glacier~ You are standing on the surface of the glacier. A huge rift in the ice lies to the north.. You can see smoke rising from several crevices in the rift, and along the path, you can see bits and pieces of trash. Clear indications that something lives within. ~ 51 0 2 D0 ~ ~ 0 -1 9412 D4 ~ ~ 0 -1 9410 S #9412 A path on the glacier~ You are standing on a path, leading northwards to a glacial rift, and southwards towards a mountain. The wind whistles, and howls as you cross the expanse of the glacier, and you get the distinct feeling that you are being watched. ~ 51 0 -1 40 9413 1 2 D0 ~ ~ 0 -1 9414 D2 ~ ~ 0 -1 9411 S #9413 Suddenly, the snow around you erupts,~ and several large humanoids leap out at you ~ 51 0 2 D0 ~ ~ 0 -1 9414 D2 ~ ~ 0 -1 9411 S #9414 At the edge of the rift~ You are standing at the edge of the great rift. You can see icy paths leading east and west along the edge of the rift, and the rift itself lies to the north of you. To the south, you can see a path, which seems to lead towards a mountain. ~ 51 0 2 D0 ~ ~ 0 -1 9464 D1 ~ ~ 0 -1 9440 D2 ~ ~ 0 -1 9412 D3 ~ ~ 0 -1 9415 S #9415 An icy path~ You are standing on a path, which leads downwards, towards a crack in the edge of the cliff-wall that makes up the edge of the rift, and eastwards, towards the southernmost tip of the crevice. The rift itself lies northwards. You can faintly see smoke rising from a crevice on the eastern side of the rift. ~ 51 0 2 D1 ~ ~ 0 -1 9414 D5 ~ ~ 0 -1 9416 S #9416 An Icy ledge~ You are standing on a ledge, which leads around the edge of the rift. The floor of the rift is about 70' below you. A path leads upwards, towards the southern end of the rift. To the west is a small crevice, which seems to beckon you to enter. ~ 51 0 2 D1 ~ ~ 0 -1 9467 D3 ~ ~ 0 -1 9417 D4 ~ ~ 0 -1 9415 S #9417 An Ice tunnel~ You are standing in a tunnel, of immense proportions, which seems to lead into the depths of the glacier. You can see tunnels leading north, south and west. To the east, a large crevice leads to the open air. ~ 51 8 0 D0 ~ ~ 0 -1 9420 D1 ~ ~ 0 -1 9416 D2 ~ ~ 0 -1 9418 D3 ~ ~ 0 -1 9419 S #9418 An Ice tunnel~ You have reached a dead-end here. The only exit is to the north. ~ 51 8 0 D0 ~ ~ 0 -1 9417 S #9419 An Ice tunnel~ You are standing in a tunnel, which leads east, and north through they bowels of an immense glacier. You think you can hear voices to the north. ~ 51 8 0 D0 ~ ~ 0 -1 9423 D1 ~ ~ 0 -1 9417 S #9420 An Ice tunnel~ You are standing in a tunnel,which leads north and south through the bowels of the glacier. You can see light, and feel fresh, cold air to the north. ~ 51 8 0 D0 ~ ~ 0 -1 9421 D2 ~ ~ 0 -1 9417 S #9421 An Ice tunnel~ You have reached a dead-end here. The only exit is to the south. ~ 51 8 0 D2 ~ ~ 0 -1 9420 S #9423 An Ice tunnel~ You are standing in a tunnel, which leads east, and north through they bowels of an immense glacier. You think you can hear voices to the north. ~ 51 12 0 D0 ~ ~ 0 -1 9425 D1 ~ boulder stone~ 2 9458 9424 D2 ~ ~ 0 -1 9419 S #9424 An Icy cave~ You are standing in an icy cave. It looks like some sort of storage room. Boxes and crates of stuff lie all around. Most of them are MUCH bigger than normal boxes and crates that you see. ~ 51 8 0 D3 ~ ~ 0 -1 9423 S #9425 An Ice tunnel~ The tunnel splits in all four cardinal directions here. To the east, you think you can hear something like a shrilly voice. ~ 51 8 0 D0 ~ ~ 0 -1 9428 D1 ~ ~ 0 -1 9426 D2 ~ ~ 0 -1 9424 D3 ~ ~ 0 -1 9429 S #9426 An Icy Tunnel~ You are standing in an icy tunnel, which leads east and west through the bowels of a huge glacier. To the east, you can see a crevice, which appears to lead outside. You can hear the wind whistling as it passes through the crevice, it almost sounds like a child's voice ~ 51 8 0 D1 ~ ~ 0 -1 9427 D3 ~ ~ 0 -1 9425 S #9427 An icy ledge~ You are standing on an icy ledge, which juts out over the floor of the rift, some 60' below you. As you glance at the eastern edge of the rift, you see a brief movement, and then nothing. ~ 51 0 2 D0 ~ ~ 0 -1 9466 D1 ~ ~ 0 -1 9466 D2 ~ ~ 0 -1 9466 D3 ~ ~ 0 -1 9426 D4 ~ ~ 0 -1 9463 S #9428 An Ice tunnel~ You have reached a dead-end here. The only exit is to the south. ~ 51 12 0 D2 ~ ~ 0 -1 9425 S #9429 An Icy tunnel~ The icy tunnel leads east and west here. You sense that it leads slightly downwards to the west ~ 51 8 0 D1 ~ ~ 0 -1 9425 D3 ~ ~ 0 -1 9430 S #9430 An Ice tunnel~ You are standing in an icy tunnel, which is at least 18' tall, and about 12' wide. You can hear noises from the south, and a faint whistling sound to the east. to the east. ~ 51 8 0 D0 ~ ~ 0 -1 9431 D1 ~ ~ 0 -1 9429 S #9431 An icy cavern~ You are standing in the southeast corner of an icy cavern. Several small knick-knacks and other pieces of useless junk are scattered about the room. The cavern continues to the east, and north, and an icy tunnel leads southwards ~ 51 8 0 D0 ~ ~ 0 -1 9432 D1 ~ ~ 0 -1 9433 S #9432 An icy cavern~ You are standing in an icy cavern, carved out of the living ice of the great glacier. The cavern continues to the north, and east, and a large boulder lies against the western wall. ~ 51 8 0 D1 ~ ~ 0 -1 9434 D2 ~ ~ 0 -1 9431 D3 ~ boulder large~ 2 9458 9435 S #9433 An Icy Cavern~ You are standing in the southeastern corner of a large cavern.. The cavern continues to the north, and west. There appears to be a source of heat nearby, because the ice-walls of the cavern here seem to be slowly melting. A sizable pool of water has developed on the floor, its edges crusted over by ice. ~ 51 8 0 D0 ~ ~ 0 -1 9434 D3 ~ ~ 0 -1 9431 S #9434 An Icy cavern~ You are standing in the northeastern corner of a large cavern. A large rock formation fills the center of the room, dividing it up into 4 parts. To the west, and south, the cavern continues, while an icy tunnel leads northwards into the heart of the glacier ~ 51 8 0 D0 ~ ~ 0 -1 9436 D2 ~ ~ 0 -1 9433 D3 ~ ~ 0 -1 9432 S #9435 A storage room~ You are standing in a storage room, empty except for some small bits of wood, and a few pieces of straw. The only exit lies to the east. ~ 51 12 0 D1 ~ boulder large~ 2 9458 9432 S #9436 An icy tunnel~ You are standing in an icy tunnel, carved out of the living ice of the great glacier Mjolnir. Small cracks and pops indicate that this entire complex is slowly moving southwards, with the motion of the glacier. The tunnel continues to the east, and a large cavern lies to the south ~ 51 8 0 D1 ~ ~ 0 -1 9437 D2 ~ ~ 0 -1 9434 S #9437 An icy tunnel~ You are standing in an icy tunnel. The tunnel is unremarkable. It continues to the east, and west ~ 51 8 0 D1 ~ ~ 0 -1 9438 D3 ~ ~ 0 -1 9436 S #9438 An icy 'T' crossing~ The tunnel intersects here, with a larger tunnel which slopes steeply downward into unknown depths. You can faintly feel a brush of cold air from the west. ~ 51 8 0 D1 ~ ~ 0 -1 9461 D3 ~ ~ 0 -1 9437 D5 ~ ~ 0 -1 9481 S #9440 An icy ledge~ You are standing on an icy ledge, which leads along the edge of the great glacial rift. To the west, you can see a path, which leads south- wards, away from the rift. To the east, the ledge continues, almost halfway along the edge of the rift. ~ 51 8 0 D1 ~ ~ 0 -1 9441 D3 ~ ~ 0 -1 9414 S #9441 An icy ledge~ You are standing on an icy ledge, overlooking the great glacial rift of the frost giants. You can see the floor of the rift below you, lost in swirling snow and ice. A tunnel lies to the north, a small cave lies to the east, and the ledge continues to the west ~ 51 8 0 D0 ~ ~ 0 -1 9443 D1 ~ ~ 0 -1 9442 D3 ~ ~ 0 -1 9440 S #9442 An icy cave~ You are standing in a small cave, which lies open to the outside to the west. A large crevice leads eastwards, and there might be a light of some kind in that general direction. This room looks to be about man sized, much smaller than the other rooms in this complex. It is doubtful a giant would just wander in here, without a reason. ~ 51 13 0 D0 ~ ~ 0 -1 9444 D3 ~ ~ 0 -1 9441 S #9443 an icy tunnel~ You are standing in a tunnel intersection, which has passages leading north, east and south. the tunnel is very large, at least 20' tall, and nearly that wide. To the north, you can hear the whistling of the wind, and snow has built up on the icy ground. You might faintly hear noises to the east, but it may just be a trick of the wind ~ 51 8 0 D0 ~ ~ 0 -1 9447 D1 ~ ~ 0 -1 9444 D2 ~ ~ 0 -1 9441 S #9444 A cross-tunnel intersection~ You are standing at the intersection of two tunnels, one leading north south, and one leading east west. The tunnel to the south is small, almost the right size for a human. To the north, you can see what looks like a large cave ~ 51 8 0 D0 ~ ~ 0 -1 9448 D1 ~ ~ 0 -1 9445 D2 ~ ~ 0 -1 9442 D3 ~ ~ 0 -1 9443 S #9445 An icy tunnel~ You are standing in a giant ice tunnel, which leads north and west. To the east, the tunnel seems to open up, but it is impossible to tell what lies beyond the inky blackness ~ 51 8 0 D0 ~ ~ 0 -1 9449 D1 ~ ~ 0 -1 9446 D3 ~ ~ 0 -1 9444 S #9446 An icy cavern~ You are standing in a medium-sized cavern, perhaps small for frost giants, but large for one such as you. The only exit lies to the west. ~ 51 9 0 D3 ~ ~ 0 -1 9445 S #9447 an icy ledge~ You are standing on a ledge, overlooking the great glacial rift of the frost giants. tunnels lead north, and south, offering shelter from the powerful winds and biting cold. Below you, you can fainly make out the depths of the glacier, but it is almost impossible to see anything because of the whirling snow and ice. ~ 51 8 0 D0 ~ ~ 0 -1 9450 D2 ~ ~ 0 -1 9443 D3 ~ ~ 0 -1 9466 D4 ~ ~ 0 -1 9463 D5 ~ ~ 0 -1 9476 S #9448 An icy cave~ You are standing in a large cave, hollowed out of the living ice of the great glacier mjolnir. A large tunnel leads east, and another leads south. ~ 51 8 0 D1 ~ ~ 0 -1 9449 D2 ~ ~ 0 -1 9444 S #9449 An icy tunnel~ You are standing in a giant icy tunnel, which leads north, and south through the heart of the glacier Mjolnir. To the west, an opening leads to a cave, while a large cavern lies to the north ~ 51 8 0 D0 ~ ~ 0 -1 9452 D2 ~ ~ 0 -1 9445 D3 ~ ~ 0 -1 9448 S #9450 an icy tunnel~ You are standing in a tunnel, which leads east and south, through the depths of a huge glacier. To the south, you can hear the wind whistling, and a slight accumulation of snow has built up. ~ 51 8 0 D1 ~ ~ 0 -1 9451 D2 ~ ~ 0 -1 9447 S #9451 an icy tunnel~ You are standing in an icy tunnel, which leads north, and west through the heart of the glacier. Track lead both north, and west, but it seems that more lead to the north, from the west,than vice-versa. ~ 51 8 0 D0 ~ ~ 0 -1 9453 D3 ~ ~ 0 -1 9450 S #9452 An icy cavern~ You are standing in a large, dry cavern. The walls are made of stone! After a few moments of pondering, you realize that this room must have at one time been a huge boulder, which has been hollowed out by some great magical force. You can feel magical powers pulsing through your body as you look around. The only exit is to the south ~ 51 392 0 5 D2 ~ ~ 0 -1 9449 S #9453 an icy tunnel~ You are standing in an icy tunnel, which leads north and south through the great glacier mjolnir. All around you, you can hear creaks and pops, the noises of a slowly moving glacier. ~ 51 8 0 D0 ~ ~ 0 -1 9457 D2 ~ ~ 0 -1 9451 S #9454 An abandoned cavern~ You are standing at the northern end of a large cavern. On the east wall is a large sign, in Frost Giant, which you, sadly, cannot understand. From the skull and crossbones, however, you get the idea that it may be dangerous to go to the east. ~ 51 12 0 D0 ~ ~ 0 -1 9456 D1 ~ ~ 0 -1 9455 S #9455 The Brown cavern~ As you enter the cavern, the brown stuff covering the rocks and walls of the cavern begins to ripple and sway.. huge puffs of brown dust begin to cover you. You start to feel sleepy. Maybe you'll just lie down here, and rest a while.... ~ 51 10 0 D3 ~ ~ 0 -1 9454 S #9456 An abandoned cavern~ You are standing in what looks like the entrance to an abandonded cavern.. Large piles of trash, and refuse lie about, but the look like they have been lying here for many years, undisturbed ~ 51 8 0 D2 ~ ~ 0 -1 9454 D3 ~ ~ 0 -1 9457 S #9457 an icy tunnel~ You are standing at a 'T' intersection of two giant tunnels, one which leads east and west, one which leads north and south.. The floor is covered with a dusting of snow, and you can see many footprints leading west and north. Few, if any, lead east. ~ 51 8 0 D1 ~ ~ 0 -1 9456 D2 ~ ~ 0 -1 9453 D3 ~ ~ 0 -1 9458 S #9458 an icy tunnel~ You are standing in a huge tunnel, carved from the living ice of the great glacier Mjolnir. The tunnel stands at least 15' tall, and at least 10' wide. To the north, you can faintly hear a whistling sound, perhaps the wind , blowing into some small crevice. The tunnel leads both north and west ~ 51 8 0 D1 ~ ~ 0 -1 9457 D2 ~ ~ 0 -1 9459 S #9459 An icy tunnel~ You are standing in a tunnel, carved out of the ice, which leads west, and north. To the west, you can feel and hear a sharp, whistling wind, which covers the floor in snow and ice. ~ 51 8 0 D0 ~ ~ 0 -1 9458 D3 ~ ~ 0 -1 9460 S #9460 An icy ledge~ You are standing on an icy ledge, overlooking the floor of the great rift, which lies a few hundred feet below you. The bottom of the rift is lost in swirling snow, and it is impossible to see what might lie down there. A tunnel leads south, and another leads east. ~ 51 0 2 D0 ~ ~ 0 -1 9461 D1 ~ ~ 0 -1 9459 D4 ~ ~ 0 -1 9462 S #9461 An icy tunnel~ You are standing in a tunnel, carved out of the living ice of the great glacier Mjolnir. The tunnel continues to the west, and to the south, you can hear the howling winds of the rift. ~ 51 8 0 D2 ~ ~ 0 -1 9460 D3 ~ ~ 0 -1 9438 S #9462 Above the rift~ You are floating above the great rift. From above, it seems even bigger than it does from the side. You can faintly see movement at the very bottom of the rift, but it is impossible to make out what is moving down there. ~ 51 0 8 D2 ~ ~ 0 -1 9463 D5 ~ ~ 0 -1 9465 S #9463 Above the rift~ You are floating above the great rift. From above, it seems even bigger than it does from the side. You can faintly see movement at the very bottom of the rift, but it is impossible to make out what is moving down there. ~ 51 0 8 D0 ~ ~ 0 -1 9462 D2 ~ ~ 0 -1 9464 D5 ~ ~ 0 -1 9466 S #9464 Above the rift~ You are floating above the great rift. From above, it seems even bigger than it does from the side. You can faintly see movement at the very bottom of the rift, but it is impossible to make out what is moving down there. ~ 51 0 8 D0 ~ ~ 0 -1 9463 D2 ~ ~ 0 -1 9414 D5 ~ ~ 0 -1 9467 S #9465 Inside the rift~ You are floating inside the great glacial rift. Below you, the floor of the rift is obscured by wind and snow, which whip around at unpleasantly high speeds. ~ 51 0 8 D1 ~ ~ 0 -1 9460 D2 ~ ~ 0 -1 9466 D4 ~ ~ 0 -1 9462 D5 ~ ~ 0 -1 9478 S #9466 Inside the rift~ You are floating inside the great glacial rift. Below you, the floor of the rift is obscured by wind and snow, which whip around at unpleasantly high speeds. ~ 51 0 8 D0 ~ ~ 0 -1 9465 D1 ~ ~ 0 -1 9447 D2 ~ ~ 0 -1 9467 D3 ~ ~ 0 -1 9427 D4 ~ ~ 0 -1 9463 D5 ~ ~ 0 -1 9472 S #9467 Inside the rift~ You are floating inside the great glacial rift. Below you, the floor of the rift is obscured by wind and snow, which whip around at unpleasantly high speeds. ~ 51 0 8 D0 ~ ~ 0 -1 9466 D1 ~ ~ 0 -1 9443 D2 ~ ~ 0 -1 9414 D3 ~ ~ 0 -1 9416 D4 ~ ~ 0 -1 9464 D5 ~ ~ 0 -1 9469 S #9468 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9471 D3 ~ ~ 0 -1 9469 D5 ~ ~ 0 -1 9467 S #9469 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9472 D1 ~ ~ 0 -1 9468 D2 ~ ~ 0 -1 9472 D3 ~ ~ 0 -1 9470 D4 ~ ~ 0 -1 9467 S #9470 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 0 0 D0 ~ ~ 0 -1 9473 D1 ~ ~ 0 -1 9469 D4 ~ ~ 0 -1 9467 S #9471 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9476 D2 ~ ~ 0 -1 9468 D3 ~ ~ 0 -1 9472 D4 ~ ~ 0 -1 9466 S #9472 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9475 D1 ~ ~ 0 -1 9471 D2 ~ ~ 0 -1 9469 D3 ~ ~ 0 -1 9473 D4 ~ ~ 0 -1 9466 S #9473 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9474 D1 ~ ~ 0 -1 9472 D2 ~ ~ 0 -1 9470 D4 ~ ~ 0 -1 9466 S #9474 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9479 D1 ~ ~ 0 -1 9475 D2 ~ ~ 0 -1 9473 D4 ~ ~ 0 -1 9466 S #9475 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D1 ~ ~ 0 -1 9476 D2 ~ ~ 0 -1 9472 D3 ~ ~ 0 -1 9474 D4 ~ ~ 0 -1 9466 S #9476 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D0 ~ ~ 0 -1 9477 D2 ~ ~ 0 -1 9471 D3 ~ ~ 0 -1 9475 D4 ~ ~ 0 -1 9447 S #9477 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D2 ~ ~ 0 -1 9476 D3 ~ ~ 0 -1 9478 D4 ~ ~ 0 -1 9465 S #9478 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D1 ~ ~ 0 -1 9477 D2 ~ ~ 0 -1 9480 D3 ~ ~ 0 -1 9479 D4 ~ ~ 0 -1 9465 S #9479 On the floor of the rift~ You are standing on the floor of the great glacial rift. The wind whips snow around you in great flurries, which nearly blind you, and make it impossible to see more than a few feet in front of you. This is truly an unpleasant place. ~ 51 1 2 D1 ~ ~ 0 -1 9478 D2 ~ ~ 0 -1 9474 D3 ~ ~ 0 -1 9478 D4 ~ ~ 0 -1 9465 S #9480 A shadowy lair~ A huge mound of snow and ice lies in front of you. It seems to shiver slightly in the wind. There seems to be an odd patch of snow on the ground below you, perhaps it is a secret door of some kind. ~ 51 13 0 D0 ~ ~ 0 -1 9478 D4 ~ ~ 0 -1 9465 S #9481 An icy tunnel~ You are standing in a large tunnel, which leads south through the heart of the glacier Mjolnir. A steep ramp leads upwards, towards the upper level of the complex. You can see a soft, red-glowing light to the south. ~ 51 12 0 D2 ~ ~ 0 -1 9482 D4 ~ ~ 0 -1 9438 S #9482 An Icy Tunnel~ You are standing in an icy tunnel, which leads north, south and east. To the south, you can see a faint red glow ~ 51 8 0 D0 ~ ~ 0 -1 9481 D1 ~ ~ 0 -1 9483 D2 ~ ~ 0 -1 9484 S #9483 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 51 8 0 D3 ~ ~ 0 -1 9482 S #9484 An Icy Cavern~ You are standing in an icy cavern, with exits in all four of the cardinal directions. Fire beetles give off a soft red glow, dimly illuminating the room. They are encased in small cages, and secured to the ceiling of the cavern. It is doubtful you could ever get them out. ~ 51 8 0 D0 ~ ~ 0 -1 9482 D1 ~ boulder large~ 2 9458 9485 D2 ~ ~ 0 -1 9490 D3 ~ boulder large~ 0 -1 9499 S #9485 An icy tunnel~ You are standing in a huge tunnel carved from the ice of the glacier. The tunnel leads east and west. ~ 51 12 0 D1 ~ ~ 0 -1 9486 D3 ~ boulder large~ 0 -1 9484 S #9486 Inside a large cavern~ You are standing in the southern edge of a rather enormous ice cavern. Several carcasses lie about on the floor, victim of some terrible beast. The room seems very cold, far colder than the other parts of this complex. ~ 51 12 0 D0 ~ ~ 0 -1 9487 D3 ~ ~ 0 -1 9485 S #9487 Inside a large cavern~ You are standing in the northern part of a huge ice cavern. The cavern extends to the south, and you notice a large hole at the top of the northern wall. With luck, you might be able to climb up to it. ~ 51 12 0 D0 ~ ~ 0 -1 9489 D2 ~ ~ 0 -1 9486 D4 ~ ~ 0 -1 9488 S #9488 A hidden ledge~ You are standing on a large ledge, which you can plainly see is the lair of a large dragon. ~ 51 12 0 D2 ~ ~ 0 -1 9486 D5 ~ ~ 0 -1 9487 S #9489 Below a sinkhole~ You are standing below a sinkhole, formed by shifts in the internal ` structure of the glacier. Above you, you can hear the wind howling, and small flurries of snow drift down to rest upon your nose as you look upwards. ~ 51 4 2 D2 ~ ~ 0 -1 9487 D4 ~ ~ 0 -1 9479 S #9490 An icy tunnel~ You are standing in a ice tunnel, which leads north and south. To the east, you see another opening, that might be another cavern. ~ 51 8 0 D0 ~ ~ 0 -1 9484 D1 ~ ~ 0 -1 9491 D2 ~ ~ 0 -1 9492 S #9491 An Icy Cavern~ You are standing in a small icy cavern. The only exit is to the west. ~ 51 8 0 D3 ~ ~ 0 -1 9490 S #9492 An icy tunnel~ You are standing in a large ice tunnel, which bends here, leading north and east. You can see a faint red glow to the north. ~ 51 8 0 D0 ~ ~ 0 -1 9490 D1 ~ ~ 0 -1 9493 S #9493 An icy tunnel~ You are standing in an ice tunnel, which leads east and west through the heart of the great glacier. To the south, you can see the opening to what might be a cavern. ~ 51 8 0 D1 ~ ~ 0 -1 9494 D2 ~ ~ 0 -1 9495 D3 ~ ~ 0 -1 9492 S #9494 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 51 12 0 D3 ~ ~ 0 -1 9493 S #9495 An Icy Cavern~ You are standing in a large cavern, which seems to have been recently carved from the ice. Large chunks of ice lie on the ground, and the room is far rougher than the other parts of the complex. ~ 51 8 0 D0 ~ ~ 0 -1 9493 D1 ~ ~ 0 -1 9496 D2 ~ ~ 0 -1 9497 S #9496 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 51 12 0 D3 ~ ~ 0 -1 9495 S #9497 An Icy Cavern~ You are standing in a small ice cavern. Big chunks of ice and pieces of stone litter the floor of the cavern. A few tools lie about on the floor as well. The only exits lead north and east ~ 51 12 0 D0 ~ ~ 0 -1 9495 D1 ~ ~ 0 -1 9498 S #9498 An icy tunnel~ You are standing in an icy tunnel, which dwindles away to a point. There is no further access to the east, you must turn back and go west. ~ 51 12 0 D3 ~ ~ 0 -1 9497 S #9499 An icy tunnel~ You are standing in a huge ice tunnel, which leads east and west. To the east, you can see a faint red glow. To the west, you hear faint noises, very low. ~ 51 8 0 D1 ~ boulder large~ 0 -1 9484 D3 ~ ~ 0 -1 9500 S #9500 A cross-tunnel intersection~ You are standing at the intersection of two tunnels, one leading north and south, the other leading east and west. You can hear faint noises from the south. ~ 51 8 0 D0 ~ ~ 0 -1 9501 D1 ~ ~ 0 -1 9499 D2 ~ ~ 0 -1 9505 D3 ~ ~ 0 -1 9506 S #9501 An icy tunnel~ You are standing in a tunnel, which leads southwards. To the east, and west, you see large caverns. ~ 51 8 0 D1 ~ boulder large~ 0 -1 9502 D2 ~ ~ 0 -1 9500 D3 ~ ~ 0 -1 9504 S #9502 An Icy Cavern~ You are standing in a large cavern, carved from the heart-ice of the great glacier Mjolnir. Exits lead east and west. You can faintly hear noises from the west. ~ 51 8 0 D1 ~ boulder large~ 0 -1 9503 D3 ~ ~ 0 -1 9501 S #9503 An Icy Cavern~ You are standing in a guest cavern of sorts. It is large, and partially made of stone. Because of this, it seems to be fairly warm compared to the rest of the complex ~ 51 12 0 D3 ~ ~ 0 -1 9502 S #9504 An Icy Cavern~ You are standing in a large cavern, which seems to be the guest quarters of some visiting dignitaries. It is surprisingly warm in here, certainly warm enough to melt ice, but strangly, the ice-walls seem to be just as firm as anywhere else that you have seen. Strange magic must be involved ~ 51 140 0 D1 ~ ~ 0 -1 9501 S #9505 An icy cavern~ This cavern is large, and spacious. It looks like a training ground for the giant warriors. ~ 51 8 0 D0 ~ ~ 0 -1 9500 S #9506 An Icy Cavern~ You are standing in a large cavern, carved from the heart of the glacier. This room was recently occupied, and there seems to be signs of a struggle written in the foot-marks on the floor. Tunnels lead east, south and west. ~ 51 8 0 D1 ~ ~ 0 -1 9500 D2 ~ ~ 0 -1 9508 D3 ~ ~ 0 -1 9507 S #9507 An icy tunnel~ You are standing in a small tunnel, which dwindles away to a blank wall to the east. The only exit lies to the west. ~ 51 12 0 D1 ~ ~ 0 -1 9506 S #9508 An icy tunnel~ You are standing in a tunnel, which leads north and south through the heart of the great glacier. You can faintly hear noises from the south, or perhaps voices. ~ 51 12 0 D0 ~ ~ 0 -1 9506 D2 ~ ~ 0 -1 9509 S #9509 An icy tunnel~ You are standing in a tunnel, which leads north and south through the heart of the great glacier. You can faintly hear noises from the south, or perhaps voices. ~ 51 12 0 D0 ~ ~ 0 -1 9508 D2 ~ ~ 0 -1 9510 S #9510 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9509 D1 ~ ~ 0 -1 9513 D2 ~ ~ 0 -1 9515 S #9511 An Icy Tunnel~ You are standing in an icy tunnel, which leads east and south through the heart of the great glacier. You can faintly hear noises from the east. ~ 51 8 0 D1 ~ ~ 0 -1 9512 D2 ~ ~ 0 -1 9513 S #9512 An Icy Cavern~ You are standing in an icy cavern, which seems to be the residence of one of the giants. A large bed dominates the room, and tacky tapestries line the walls. ~ 51 12 0 D3 ~ ~ 0 -1 9511 S #9513 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9511 D1 ~ ~ 0 -1 9514 D2 ~ ~ 0 -1 9516 D3 ~ ~ 0 -1 9510 S #9514 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D1 ~ ~ 0 -1 9530 D2 ~ ~ 0 -1 9517 D3 ~ ~ 0 -1 9513 S #9515 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9510 D1 ~ ~ 0 -1 9516 D2 ~ ~ 0 -1 9518 S #9516 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 0 0 D0 ~ ~ 0 -1 9513 D1 ~ ~ 0 -1 9517 D2 ~ ~ 0 -1 9519 D3 ~ ~ 0 -1 9515 S #9517 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9514 D2 ~ ~ 0 -1 9520 D3 ~ ~ 0 -1 9516 S #9518 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9515 D1 ~ ~ 0 -1 9519 D2 ~ ~ 0 -1 9522 S #9519 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 0 0 D0 ~ ~ 0 -1 9516 D1 ~ ~ 0 -1 9520 D2 ~ ~ 0 -1 9523 D3 ~ ~ 0 -1 9518 S #9520 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9517 D2 ~ ~ 0 -1 9524 D3 ~ ~ 0 -1 9519 S #9521 A hidden ledge~ You are standing on a hidden ledge, overlooking the main cavern. You are fairly close to the ceiling here, but there is not much to see ~ 51 8 0 D5 ~ ~ 0 -1 9522 S #9522 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9518 D2 ~ ~ 0 -1 9526 D4 ~ ~ 0 -1 9521 S #9523 A throne room~ You are standing in what must be the throne room of the Frost Giant Jarl. Two enormous chairs sit in the center of this room. Each chair is adorned with the skull of a large dragon. Huge, gaudy tapestries line the walls of the room, depicting scenes of giants crushing humans, dwarves, elves, puppies and kittens. ~ 51 0 0 D0 ~ ~ 0 -1 9519 S #9524 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9520 D2 ~ ~ 0 -1 9528 D4 ~ ~ 0 -1 9525 S #9525 A hidden ledge~ You are standing on a hidden ledge, overlooking the main cavern. You are fairly close to the ceiling here, but there is not much to see ~ 51 8 0 D5 ~ ~ 0 -1 9524 S #9526 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9522 D1 ~ ~ 0 -1 9527 S #9527 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D1 ~ ~ 0 -1 9528 D3 ~ ~ 0 -1 9526 S #9528 An Icy Cavern~ You are standing inside an incredibly large ice cavern. Large pillars of ice support the roof, which must be at least 150' above you. The room is very faintly lit by fire beetles, but you cannot see more than 20' in any direction. ~ 51 8 0 D0 ~ ~ 0 -1 9524 D1 ~ ~ 0 -1 9529 D3 ~ ~ 0 -1 9527 S #9529 An icy tunnel~ You are standing in a tunnel which leads east and west through the heart of the great glacier. You can see a dim red glow to the west. ~ 51 0 0 D1 ~ ~ 0 -1 9539 D3 ~ ~ 0 -1 9528 S #9530 An icy tunnel~ You are standing in a tunnel which leads north and south through the center of the glacier. To the north, you can faintly hear voices, and you can see a dim red glow to the west. ~ 51 8 0 D0 ~ ~ 0 -1 9531 D2 ~ ~ 0 -1 9534 D3 ~ ~ 0 -1 9514 S #9531 An Icy Cavern~ You are standing in a large, icy cavern, which seems to be the dining room of the giants. Huge stone tables fill the room, and giant empty pots rest against one wall. One would presume that these pots would be filled with the food for the meals. ~ 51 8 0 D0 ~ ~ 0 -1 9533 D1 ~ ~ 0 -1 9532 D2 ~ ~ 0 -1 9530 S #9532 An Icy Cavern~ You are standing in a large cavern, which appears to be the sleeping chambers of a large number of giants. Huge piles of trash lie next to each bedding spot. ~ 51 8 0 D3 ~ ~ 0 -1 9531 S #9533 An Icy Cavern~ You are standing in a large cavern, which appears to be the sleeping chambers of a large number of giants. Huge piles of trash lie next to each bedding spot. ~ 51 8 0 D2 ~ ~ 0 -1 9531 S #9534 An icy tunnel~ You are standing at a 'T' intersection of two ice tunnels, which lead east, west and north. You can faintly hear noises from the north. You notice a bit of debris on the floor, a scrap of leather, a bit of frozen meat. Nothing particularly relevant, I just thought I would mention it. ~ 51 12 0 D0 ~ ~ 0 -1 9530 D1 ~ ~ 0 -1 9535 D3 ~ ~ 0 -1 9535 S #9535 An icy tunnel~ You are standing in a tunnel which leads south and west through the heart of the glacier Mjolnir. You can faintly hear noises from the west, but it is impossible to tell exactly what the noises are from. ~ 51 12 0 D2 ~ ~ 0 -1 9536 D3 ~ ~ 0 -1 9534 S #9536 An Icy Cavern~ You are standing in a very large cavern, which seems to be some sort of gathering place for the Frost giants. Piles of trash, perhaps the precious belongings of the giants, lie scattered on the floor. ~ 51 8 0 D0 ~ ~ 0 -1 9535 D1 ~ ~ 0 -1 9537 D2 ~ ~ 0 -1 9538 S #9537 An Icy Cavern~ You are standing in a large room, which appears to be a makeshift kitchen. Several frozen carcasses line the walls, and a giant mortar and pestle, and a giant ice-pick rest on a huge stone table. Apparently, the giants freeze their food, and then use the ice pick to break the victim up into bite sized chunks, or use the mortar and pestle to grind the victim up into a thick soup-like mixture, which they dunk pieces of ice into, like a dip. ~ 51 8 0 D2 ~ ~ 0 -1 9538 D3 ~ ~ 0 -1 9536 S #9538 An Icy Cavern~ You are standing in a very large cavern, which seems to be a sleeping place for the giants, when they are not busy stomping on people. It is very dirty, and rather foul smelling here. ~ 51 8 0 D0 ~ ~ 0 -1 9536 D2 ~ ~ 0 -1 9539 S #9539 An icy tunnel~ You are standing in a tunnel which leads east and west through the heart of the glacier. You can faintly hear noises from the north, and you can see a dim red glow to both the east, and the west. ~ 51 8 0 D0 ~ ~ 0 -1 9538 D1 ~ ~ 0 -1 9540 D3 ~ ~ 0 -1 9529 S #9540 An Icy Cavern~ You are standing in a large ice cavern. Tunnels lead east and west. You suspect that this room might be a guard room of some sort. ~ 51 12 0 D1 ~ ~ 0 -1 9541 D3 ~ ~ 0 -1 9539 S #9541 An icy tunnel~ You are in a tunnel, which bends here, leading west and north. To the north, you can see a fairly bright red glow, much brighter than the dim red light you have grown accustomed to. ~ 51 8 0 D0 ~ ~ 0 -1 9542 D3 ~ ~ 0 -1 9540 S #9542 An Icy Cavern~ You are standing in the bedchambers of the Jarl. The walls are littered with gaudy tapestries, and large, tasteless bearhides. Fire beetle cages litter the room in abundance, which makes the room much brighter than other rooms that you have seem before. ~ 51 72 0 D1 ~ secret tapestry~ 2 9458 9543 D2 ~ ~ 0 -1 9541 S #9543 An icy tunnel~ You are standing in an icy tunnel, which seems to be some sort of last ditch escape route for the giants, if they are overrun. It appears to be one-way only. If you go east, you will not be able to return to the west ~ 51 12 0 D1 ~ ~ 0 -1 9549 D3 ~ ~ 0 -1 9542 S #9544 A small cave~ You are standing in a a small, dry cave, which leads southwards. It is not as cold here as it is outside, and there is more than enough space for everyone. To the south, you can faintly hear the sound of trickling water. Small bones and skulls lie about, but they seem years, perhaps decades old ~ 51 12 0 D0 ~ boulder huge~ 1 -1 9410 D2 ~ ~ 0 -1 9545 S #9545 The southern end of an icy cave~ You are standing at the southern end of an icy cave, which continues to the north.. A clear spring bubbles up slowly here, and trickles down an inch-wide crevice in the floor. The only visible exit is to the north ~ 51 12 0 D0 ~ ~ 0 -1 9544 S #9546 An Icy Path~ You are standing on an icy path, which leads along the base of a mountain to the west, and seems to lead towards a large crevice to the north. You can't see what is inside the crevice, though it looks like something, or someone is moving, since light seems to glimmer off of something inside the crevice ~ 51 0 2 D0 ~ ~ 0 -1 9547 D3 ~ ~ 0 -1 9405 S #9547 The entrance to a glacial rift~ You are standing at the start of a fairly large crevice, which seems to lead northward, into the heart of the glacier. Shadows and reflections dance to the northwards, a sure sign that someone or something is ahead. A path leads southwards, towards the base of a snow-covered mountain ~ 51 0 2 D0 ~ ~ 0 -1 9548 D2 ~ ~ 0 -1 9546 S #9548 A glacial rift~ You are standing in the center of a fairly large crevice in the heart of the great glacier Mjolnir. Shadows and reflections dance to the north, a sure sign that someone or something lies ahead. The crevice leads northwards, and southwards ~ 51 0 2 D0 ~ ~ 0 -1 9549 D2 ~ ~ 0 -1 9547 S #9549 A glacial rift~ You are standing at the northern end of the crevice. A large pool of water is here, slowly crusting over with ice. Light reflects off the surface of the pool, causing light and shadows to dance across the walls. It looks like this place is perfectly natural, with no signs that anyone has tried to work the ice. ~ 51 8 2 D2 ~ ~ 0 -1 9548 S #10000 Deadly Creatures Exhibit~ This is the entrance room to the dangerous creatures exhibit. They've done a wonderful job of modelling a cave, this room is full of stalactites and stalagmites, and deep shadows lurk behind every one. There is a sign against the north wall and a iron door to the east. There is also a plaque on the west wall. A small note flutters on the floor. ~ 90 0 0 D0 You see a cavern, even creepier than this one ~ ~ 0 -1 10001 D1 You see the safe and inviting exit from the Dangerous Creatures Exhibit. ~ door iron~ 1 10000 3086 E sign~ The sign reads: CAUTION: This is a one way trip. Do not stray from the path! Follow the Signs. It is strongly suggested that you do not enter the creature's burrows. Management is not responsible for any death, dismemberment, or digestion. Have a pleasant day. ~ E plaque~ 'The Hel Hound is a vicious and nasty canine. They can be found in warm climates, and in dungeons and zoos everywhere.' ~ E note small~ The note reads : Hey Bob, do you think we could get some cages for the animals anytime soon? I'm really tired of herding the alligators out of the polar bear exhibit - Al ~ S #10001 Cavern~ As you enter this room, the passage slides shut behind you. This place has a high vaulted ceiling, and huge boulders are strewn about. There are small caves in all directions but west, and to the west there is a large glowing sign that reads 'EXIT'. There is also a plaque on the east wall. ~ 90 0 0 D0 You see a dank, smelly cave ~ ~ 0 -1 10002 D1 You see a dank, smelly cave ~ ~ 0 -1 10003 D2 You see a dank, smelly cave ~ ~ 0 -1 10004 D3 You see a desert scene ~ ~ 0 -1 10005 E plaque~ 'The Belgian Slasher monkey is a fierce warrior, with EXTREMELY sharp fangs. It is always docile, except when intruders enter its lair, like you have.' ~ S #10002 Cramped Cave~ This cave is tiny, and there is bareley enough room for you here. The place reeks of droppings and rotting meat. ~ 90 0 0 D2 You see the main cavern ~ ~ 0 -1 10001 S #10003 Cramped Cave~ This cave is tiny, and there is bareley enough room for you here. The place reeks of droppings and rotting meat. ~ 90 0 0 D3 You see the main cavern ~ ~ 0 -1 10001 S #10004 Cramped Cave~ This cave is tiny, and there is bareley enough room for you here. The place reeks of droppings and rotting meat. ~ 90 0 0 D0 You see the main cavern ~ ~ 0 -1 10001 S #10005 Desert Scene~ The passageway from the cavern section slides closed behind you... Before you a vast desert seems to stretch, but it is all an illusion. Dunes and cactii make perfect hiding places for deadly creatures. There is a sign that reads 'EXIT' to the south. You can see burrows in all other directions. There is a plaque against the eastern wall ~ 90 0 0 D0 You see the burrow of some large carnivore ~ ~ 0 -1 10006 D1 You see the burrow of some large carnivore ~ ~ 0 -1 10007 D2 You see the icy wastes of the next exhibit ~ ~ 0 -1 10009 D3 You see the burrow of some large carnivore ~ ~ 0 -1 10008 E plaque~ 'The giant cocorada bug is native to the rainforests of south america. Noted for its incredible ability to adapt to any environment (even that of suburban north america), we have placed it here, in the desert, in order to impress you. Beware, Cocorada are very fast, and very dangerous.' ~ S #10006 Sandy Burrow~ A dark, smelly burrow of some desert creature. ~ 90 0 0 D2 You see the desert exhibit ~ ~ 0 -1 10005 S #10007 Sandy Burrow~ A dark, smelly burrow of some desert creature. ~ 90 0 0 D3 You see the desert exhibit ~ ~ 0 -1 10005 S #10008 Sandy Burrow~ A dark, smelly burrow of some desert creature. ~ 90 0 0 D1 You see the desert exhibit ~ ~ 0 -1 10005 S #10009 Arctic Scene~ The passageway slides shut behind you... You see a huge glacial ice plain, Brrrrrrrrrr! Ice caverns face in all directions but south. To the south you see a sign marked 'EXIT'. To the east you see a plaque. ~ 90 0 0 D0 You see a frigid ice cave ~ ~ 0 -1 10010 D1 You see a frigid ice cave ~ ~ 0 -1 10011 D2 You see a jungle scene. ~ ~ 0 -1 10014 D3 You see a frigid ice cave ~ ~ 0 -1 10012 E plaque~ 'The polar bear is the largest and most powerful of all the bears. These have been taken from the wild, starved and beaten, so they are exceptionally angry and hungry. (Just kidding. We didn't beat them or starve them. They are just really aggressive).' ~ S #10010 Ice cave~ There is only enough room for one in here, you and some creature... You can see bits of frozen flesh here and there. ~ 90 0 0 D2 You can see the Arctic Exhibit ~ ~ 0 -1 10009 S #10011 Ice cave~ There is only enough room for one in here, you and some creature... You can see bits of frozen flesh here and there. ~ 90 0 0 D3 You can see the Arctic Exhibit ~ ~ 0 -1 10009 S #10012 Ice cave~ There is only enough room for one in here, you and some creature... You can see bits of frozen flesh here and there. ~ 90 0 0 D1 You can see the Arctic Exhibit ~ ~ 0 -1 10009 S #10014 Jungle Scene~ As the passageway shuts behind you, you enter a humid, tropical jungle, with giant trees and large creatures. There is a dark cave in each directions save east, and that way has a large sign marked 'EXIT'. There is a plaque on the western wall ~ 90 0 0 D0 You can see a stone cave. ~ ~ 0 -1 10015 D1 You can see a grassy plain ~ ~ 0 -1 10018 D2 You can see a stone cave. ~ ~ 0 -1 10016 D3 You can see a stone cave. ~ ~ 0 -1 10017 E plaque~ 'The jungle is the home of the giant jungle alligator, noted for its ability to not live in the swamps. Very mean, and very dangerous.' ~ S #10015 Stone cave~ The place reeks of rotting flesh. The inhabitants must be truly brutal. There is a large pile of bones in the corner. ~ 90 0 0 D2 You see the jungle scene ~ ~ 0 -1 10014 E bones pile~ You are getting ill just looking at the gobbets of meat and blood still clinging to the fresh bones. ~ S #10016 Stone cave~ The place reeks of rotting flesh. The inhabitants must be truly brutal. There is a large pile of bones in the corner. ~ 90 0 0 D0 You see the jungle scene ~ ~ 0 -1 10014 E bones pile~ You are getting ill just looking at the gobbets of meat and blood still clinging to the fresh bones. ~ S #10017 Stone cave~ The place reeks of rotting flesh. The inhabitants must be truly brutal. There is a large pile of bones in the corner. ~ 90 0 0 D1 You see the jungle scene ~ ~ 0 -1 10014 E bones pile~ You are getting ill just looking at the gobbets of meat and blood still clinging to the fresh bones. ~ S #10018 Plains Exhibit~ The exit slides shut behind you.... The tall grass hides the movement of the creatures that live here. It is impossible to tell how many deadly creatures live here. There is a plaque on the wall, and to the north is a sign reading 'EXIT' ~ 90 0 0 D0 You can see the exit cavern ~ ~ 0 -1 10000 D1 You can see a large cave ~ ~ 0 -1 10019 D2 You can see a large cave ~ ~ 0 -1 10020 D3 You can see a large cave ~ ~ 0 -1 10021 E plaque~ 'The saber-toothed tiger is the most dangerous of all the great cats. Standing as high as 5' at the shoulder, and possessing huge fangs, these creatures are deadly in the extreme, a fitting final exhibit for our Zoo.' ~ S #10019 Large Cave~ This is yet another animal den. More bones are scattered about. And yes, it smells awful. ~ 90 0 0 D3 You can see the Plains exhibit ~ ~ 0 -1 10018 S #10020 Large Cave~ This is yet another animal den. More bones are scattered about. And yes, it smells awful. ~ 90 0 0 D0 You can see the Plains exhibit ~ ~ 0 -1 10018 S #10021 Large Cave~ This is yet another animal den. More bones are scattered about. And yes, it smells awful. ~ 90 0 0 D1 You can see the Plains exhibit ~ ~ 0 -1 10018 S #10901 Entrance to the Temple Labyrinth~ This is a chance to turn back. Once in, return is not guaranteed. Turn back to the south and leave or continue into the fray. There is a large flashing neon sign here attracting your attention. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10903 D1 A small crack in the wall ~ ~ 0 0 10904 D2 In the temple dungeon ~ ~ 0 -1 164 D3 A small crack in the wall ~ ~ 0 0 10902 E sign neon~ It reads: This area designed specifically for mid-level players. Caution all who enter who aren't between levels 5 and 10. You have been warned! ~ S #10902 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10902 D1 A small crack in the wall ~ ~ 0 0 10904 D2 A small crack in the wall ~ ~ 0 0 10901 D3 A small crack in the wall ~ ~ 0 0 10903 S #10903 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rites. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10901 D1 A small crack in the wall ~ ~ 0 0 10901 D2 A small crack in the wall ~ ~ 0 0 10902 D3 A small crack in the wall ~ ~ 0 0 10902 S #10904 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10901 D1 A small crack in the wall ~ ~ 0 0 10902 D2 A small crack in the wall ~ ~ 0 0 10905 D3 A small crack in the wall ~ ~ 0 0 10902 S #10905 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10906 D1 A small crack in the wall ~ ~ 0 0 10907 D2 A small crack in the wall ~ ~ 0 0 10903 D3 A small crack in the wall ~ ~ 0 0 10901 S #10906 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10905 D1 A small crack in the wall ~ ~ 0 0 10903 D2 A small crack in the wall ~ ~ 0 0 10902 D3 A small crack in the wall ~ ~ 0 0 10904 S #10907 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10908 D1 A small crack in the wall ~ ~ 0 0 10907 D2 A small crack in the wall ~ ~ 0 0 10907 D3 A small crack in the wall ~ ~ 0 0 10906 S #10908 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10909 D1 A small crack in the wall ~ ~ 0 0 10901 D2 A small crack in the wall ~ ~ 0 0 10908 D3 A small crack in the wall ~ ~ 0 0 10910 S #10909 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10910 D1 A small crack in the wall ~ ~ 0 0 10910 D2 A small crack in the wall ~ ~ 0 0 10907 D3 A small crack in the wall ~ ~ 0 0 10902 S #10910 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10907 D1 A small crack in the wall ~ ~ 0 0 10911 D2 A small crack in the wall ~ ~ 0 0 10910 D3 A small crack in the wall ~ ~ 0 0 10913 S #10911 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10911 D1 A small crack in the wall ~ ~ 0 0 10911 D2 A small crack in the wall ~ ~ 0 0 10911 D3 A small crack in the wall ~ ~ 0 0 10910 S #10912 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10911 D1 A small crack in the wall ~ ~ 0 0 10910 D2 A small crack in the wall ~ ~ 0 0 10912 D3 A small crack in the wall ~ ~ 0 0 10902 S #10913 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10908 D1 A small crack in the wall ~ ~ 0 0 10916 D2 A small crack in the wall ~ ~ 0 0 10914 D3 A small crack in the wall ~ ~ 0 0 10907 S #10914 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10915 D1 A small crack in the wall ~ ~ 0 0 10915 D2 A small crack in the wall ~ ~ 0 0 10915 D3 A small crack in the wall ~ ~ 0 0 10915 S #10915 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10914 D1 A small crack in the wall ~ ~ 0 0 10901 D2 A small crack in the wall ~ ~ 0 0 10914 D3 A small crack in the wall ~ ~ 0 0 10914 S #10916 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10919 D1 A small crack in the wall ~ ~ 0 0 10902 D2 A small crack in the wall ~ ~ 0 0 10910 D3 A small crack in the wall ~ ~ 0 0 10903 S #10917 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10910 D1 A small crack in the wall ~ ~ 0 0 10903 D2 A small crack in the wall ~ ~ 0 0 10909 D3 A small crack in the wall ~ ~ 0 0 10912 S #10918 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10921 D1 A small crack in the wall ~ ~ 0 0 10920 D2 A small crack in the wall ~ ~ 0 0 10907 D3 A small crack in the wall ~ ~ 0 0 10910 S #10919 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10918 D1 A small crack in the wall ~ ~ 0 0 10917 D2 A small crack in the wall ~ ~ 0 0 10922 D3 A small crack in the wall ~ ~ 0 0 10917 S #10920 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10911 D1 A small crack in the wall ~ ~ 0 0 10921 D2 A small crack in the wall ~ ~ 0 0 10902 D3 A small crack in the wall ~ ~ 0 0 10904 S #10921 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10922 D1 A small crack in the wall ~ ~ 0 0 10920 D2 A small crack in the wall ~ ~ 0 0 10923 D3 A small crack in the wall ~ ~ 0 0 10921 S #10922 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10901 D1 A small crack in the wall ~ ~ 0 0 10901 D2 A small crack in the wall ~ ~ 0 0 10924 D3 A small crack in the wall ~ ~ 0 0 10901 S #10923 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10912 D1 A small crack in the wall ~ ~ 0 0 10911 D2 A small crack in the wall ~ ~ 0 0 10924 D3 A small crack in the wall ~ ~ 0 0 10902 S #10924 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rights. Only they know the true path! Maybe you could learn it too. ~ 102 9 0 D0 A small crack in the wall ~ ~ 0 0 10910 D1 A small crack in the wall ~ ~ 0 0 10925 D2 A small crack in the wall ~ ~ 0 0 10902 D3 A small crack in the wall ~ ~ 0 0 10904 S #10925 A small room~ This small room has been carved out of the bedrock under Midgaard. The High Priests of Odin come here to perform many ancient rites. Only they know the true path and you have found it. There is a ladder leading up here. There are no other exits! ~ 102 9 0 D4 A ladder leading up! ~ ~ 0 -1 3054 S #11001 Throne Room~ You are standing in what you guess is the throne room. The large throne situated strategically in this room is a good clue. Another was the sign proclaiming Throne Room over the entrance to this room. ~ 55 8 0 D0 You see a large archway leading to the entry hall. ~ ~ 0 -1 11004 D1 You see a small archway leading to the ball room. ~ ~ 0 -1 11002 E throne~ Actually, the throne isn't that big, it's just that the room is small. ~ S #11002 Southern Ball Room~ The south end of a large ball room. There are no furnishings here except for some chairs along the walls. There are several murals painted on the walls here. The ball room continues to the north, and an exit leads west. ~ 55 8 0 D3 An archway with a sign proclaiming 'Throne Room' leads somewhere... ~ ~ 0 -1 11001 D0 This long room extends far to the north ~ ~ 0 -1 11003 E mural wall~ The pictures are of people in various strange uniforms engaged in strange and strenuous activities. The only constant is that the activities all involve some sort of ball. ~ S #11003 Ball Room~ The large room has a high, arched ceiling. The walls are covered with murals. This end of the room is dominated by a large ball resting in the center of the room. There is more space to the south and the main hallway lies to the west. ~ 55 8 0 D2 There is more space to the south. ~ ~ 0 -1 11002 D3 The archway leads to the main hallway. ~ ~ 0 -1 11004 E ball~ The ball is bright red. It is also over 10 feet high. ~ E mural wall~ The pictures are of people in various strange uniforms engaged in various strange and strenuous activities. The only constant is that the activities all involve some sort of ball. ~ S #11004 Main Hall~ This grand hall is richly furnished with many tapestries. Tons of gold, silver, and platinum were used to craft the many fine fixtures. The size of hall need to hold all these riches is vast. So vast that you must have travelled a mile to get to your present location, although you have taken a few steps inside. Exits lead in all directions. ~ 55 8 0 D0 In the distance you can just make out a gate. ~ ~ 0 -1 11008 D1 In the distance you can just make out a red ball. ~ ~ 0 -1 11003 D2 In the distance you can just make out a small throne. ~ ~ 0 -1 11001 D3 In the distance you can make out a small room. ~ ~ 0 -1 11005 E wall mural fixture gold~ No matter how you move, you can't get close to anything of interest. You also notice that the hall has a tendency to flicker at the edge of your vision. ~ S #11005 Wait Room~ This is the castle's waiting room. Fine carpeting covers the floor and plush furniture is scattered about the room. All very relaxing except for the off duty guards standing here lifting weights. ~ 55 8 0 D2 There appears to be an awful mess to the south. ~ ~ 0 -1 11006 D1 A large hall extends far into the east. ~ ~ 0 -1 11004 E furniture sofa chair~ Several heavy weights are scattered about the furniture. ~ E floor carpet weights~ A heavy crop of weights appears to have grown in the carpet. ~ S #11006 Mess Hall~ This room is a disaster area. It appears that several good sized tornadoes have dumped at ton of food in this room. It would take days to clean this room even if you had several water-breathing dragons. ~ 55 8 0 D0 The waiting room is to the north. ~ ~ 0 -1 11005 D3 You see the kitchen. ~ ~ 0 -1 11007 E food mess~ This room is an awful mess. You do NOT want to investigate this mess further. ~ S #11007 Kitchen~ The kitchen is a lot cleaner than the mess hall. Still the kitchen is a mess. You would guess that it is not wise to disturb the chef. ~ 55 8 0 D1 The mess hall is a mess. ~ ~ 0 -1 11006 S #11008 Second Gate House~ This is the entrance to the lord's castle. The large gate to the north has rusted open due to disuse. To the west is the castle armory, and a small guardhouse lies to the east. A large hall extends to the south. ~ 55 8 0 D0 The Courtyard is north of here. ~ ~ 0 -1 11012 D1 You see a small guard room. ~ ~ 0 -1 11009 D2 You see a large hall that extends out to the horizon. ~ ~ 0 -1 11004 D3 The castle armourer works there. ~ ~ 0 -1 11011 E large rusty gate~ The large castle gate has rusted open. Obviously the residents believe they have little to fear. (At least from things that use the front door. ~ S #11009 Guard Room~ This is the room where the castle guards like to hang out. Several casks of ale line the wall. The gate house is to the west, and an ominous door leads east. ~ 55 8 0 D1 You see a large iron bound door. You feel a chill run down your spine, down your leg, and scuttle across the floor. A sign above the door reads: To the Dungeon Keep Out! ~ ominous door~ 1 -1 11010 D3 You see the entrance to the inner castle. ~ ~ 0 -1 11008 E cask ale~ Several casks of good ale line the wall. From the way the guards eye you, you would guess that it's safer to attack the lord of the castle than to stand too close to the ale. ~ S #11010 Dungeon Entrance~ This room is dark, dank, and small. A small note is taped to the wall. ~ 55 8 0 D3 The large iron bound door leads back to the guard house. You feel that it would be safer to stand on the other side of the door. ~ ominous iron door~ 1 -1 11009 D5 The trap door leads down into the dungeon. ~ trap door~ 1 -1 11059 E note sign~ The note reads: Please return the Gumbies to their room. Thanks. ~ S #11011 Armory~ The castle Armoury is here. All sorts of armor and weapons line the walls here. The room is unusually warm, the forge must be nearby. ~ 55 8 0 D1 The gate house lies ahead. ~ ~ 0 -1 11008 S #11012 South End of Courtyard~ You are in the Castle courtyard. Several trees here provide cool shade on a hot day. You can smell the bakery to the east, and a cafe can be found to the west. ~ 55 0 1 D0 You see a fountain in the courtyard to the north. ~ ~ 0 -1 11014 D1 The bakery emits a mouth watering aroma. ~ ~ 0 -1 11019 D2 The gate leading into the inner castle has rusted open. ~ ~ 0 -1 11008 D3 You see a small outdoor cafe with beautiful landscaping. ~ ~ 0 -1 11020 S #11013 East End of Courtyard~ You are in the castle courtyard. To the east large open doors lead into the stables. To the south is a large sign identifying the general store. ~ 55 0 1 D1 The large doors lead into the stable. ~ ~ 0 -1 11021 D2 The entrance to the store is under the sign. ~ ~ 0 -1 11022 D3 You see a fountain in the courtyard to the west. ~ ~ 0 -1 11014 S #11014 Courtyard~ You are in the castle courtyard. To the north is the castle gatehouse. The courtyard extends in all the other directions. You can see the inner castle in the distance to the south. A large fountain dominates this section of the courtyard. ~ 55 0 1 D0 The entrance to the castle. ~ ~ 0 -1 11016 D1 You see more courtyard. ~ ~ 0 -1 11013 D2 You see more courtyard. ~ ~ 0 -1 11012 D3 You see more courtyard. ~ ~ 0 -1 11015 E water fountain~ The water fountain is beautifully sculptured in white marble. The sculpture features a large python. You can see several fish swimming in the water. The fish share the water with several gold coins. ~ E fish gold coins~ Lightning piranha guard the coins left in the water. ~ S #11015 West End of Courtyard~ You are in the castle courtyard. To the west lies the castle barracks. A large sign hangs over the entrance to an inn to the south. ~ 55 0 1 D1 You see a fountain in the courtyard to the east. ~ ~ 0 -1 11014 D2 The sign identifies the inn as The Flying Circus Inn. It also has strange artwork including a large foot at the top. ~ ~ 0 -1 11023 D3 The castle barracks lie ahead. ~ ~ 0 -1 11024 E sign inn~ The sign identifies the inn as The Flying Circus Inn. It also has strange artwork including a large foot at the top. ~ S #11016 Gate House~ This is the gate house to Castle Python. The drawbridge lies to the north and a courtyard lies to the south. ~ 55 8 0 D0 The drawbridge leads out of the castle. ~ drawbridge bridge gate~ 1 -1 11017 D2 You see a large fountain in the courtyard. ~ ~ 0 -1 11014 S #11017 Outside Castle~ You are standing outside of the Castle Python. The drawbridge is to the south, and a path leads north. ~ 55 0 2 D0 ~ ~ 0 -1 11018 D2 ~ drawbridge bridge gate~ 1 -1 11016 S #11018 Path to castle~ This path leads south to Castle Python. A much less used path runs east from here. ~ 55 0 2 D0 ~ ~ 0 -1 15004 D1 A small path leading through the woods. It doesn't look important. ~ ~ 0 -1 11026 D2 ~ ~ 0 -1 11017 S #11019 Bakery~ You are in the castle bakery. You can smell the food cooking behind the counter. A note rests on the counter. ~ 55 8 0 D3 The door leads out into the courtyard. ~ ~ 0 -1 11012 E note counter~ The note on the counter reads: Out to Lunch I will be back soon. Thank You ~ S #11020 Cafe~ This is a nice, relaxing cafe. Comfortable chairs are strategically placed to afford the best view of the beautiful landscaping. The many trees provide ample shade and seclusion, but never seem to be in the way. ~ 55 0 1 D1 The courtyard can be seen past the entrance. ~ ~ 0 -1 11012 E chair chairs~ The chairs are extremely comfortable. You could easily fall asleep in one. ~ E landscaping tree trees~ The landscaping was done by a true artist. ~ S #11021 Stables~ You are in the castle stables. The first thing you notice is all the hay scattered about. Besides that, you can see more hay and still more hay. Under all this you find a relatively normal stable. ~ 55 8 1 D3 The large doors lead out into the courtyard. ~ ~ 0 -1 11013 E still more hay~ Attached to the hay you find a note that reads: Made in Taiwan Looking a little farther you find: a needle. ~ S #11022 General Store~ You have found the castle's general store. All sorts of items line the walls, from standard torches and bags to items that you couldn't imagine in your wildest dreams. A staircase leads up. There is a sign on the wall. ~ 55 8 0 D0 Outside you see the courtyard ~ ~ 0 -1 11013 D4 Up the stairs is another shop. ~ ~ 0 -1 11025 E sign wall~ The sign says: Cheese shop upstairs. ~ S #11023 Flying Circus Inn~ You have entered the Flying Circus Inn. It is owned and operated by Monty, Lord Python's cousin. The Inn has an incomplete look to it. There is a sign on the wall. ~ 55 92 0 D0 Outside you see the courtyard. ~ ~ 0 -1 11015 E sign wall~ The sign says: This Inn will be expanded if people show an interest in it. -Melkor ~ S #11024 Barracks~ You have entered the castle barracks. Many bunks line the walls of this room. ~ 55 8 0 D1 Outside you see the courtyard. ~ ~ 0 -1 11015 S #11025 Cheese Shop~ This is a the best cheese shop in the castle. It is considered the best on account of it's the cleanest cheese shop. At least it is certainly uncontaminated with cheese. ~ 55 8 0 D5 Down the stairs you see another shop. ~ ~ 0 -1 11022 S #11026 Small path~ This is an overgrown east-west path. It's hard to believe that anything important might be found to the east. ~ 55 0 3 D1 You can make out a cottage to the east. ~ ~ 0 -1 11027 D3 A more impressive southern path lies to the west. ~ ~ 0 -1 11018 S #11027 Path outside cottage~ The path bends here leading north and west. An average peasant cottage lies to the east. Average except in that the normal stink associated with peasant cottages has been replaced by the sweet sent of lupins. ~ 55 0 3 D0 the path leads north out of the forest. ~ ~ 0 -1 11029 D1 The door leading in has been decorated with lupins. Looking closer, you see that in fact lupins have been used to plug up holes in the door. ~ door lupin lupins~ 1 -1 11028 D3 You see an unimportant path through the woods. ~ ~ 0 -1 11026 S #11028 Lupin Cottage~ The striking feature of this cottage is the abundance of lupins. Lupins lie around in large piles. The curtains are woven from lupins. The furniture is made of lupins. In fact, everything seems to be composed of lupins. ~ 55 8 0 D3 Outside there don't seem to be as many lupins. ~ door~ 1 -1 11027 E lupin lupins~ Lupins are everywhere. In fact, it appears that for dinner tonight the peasants are having lupins in creamed lupin sauce. You are already getting sick of lupins. ~ S #11029 Edge of forest~ You have reached the edge of the forest. To the north there appears to be field in the middle of a valley. Steep hills block passage to the east or west. ~ 55 0 3 D0 North leads to the field. ~ ~ 0 -1 11030 D2 Further into the woods might be found a cottage. ~ ~ 0 -1 11027 S #11030 Small Field~ You have reached a small stony field. Little of value will grow here, yet peasants still work the fields for want of anything better. The valley slopes up to the north, and a dark pass slips between the hills to the east. ~ 55 0 2 D0 North leads higher up in the valley. ~ ~ 0 -1 11039 D1 To the east lies a dark, evil looking forest. ~ ~ 0 -1 11031 D2 Trees can be seen peeking over the trees to the south. ~ ~ 0 -1 11029 S #11031 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A ray of light shines as a beacon from the west. ~ 55 1 4 D2 An evil mist blocks your sight! ~ ~ 0 -1 11032 D3 A way out of this evil path! ~ ~ 0 -1 11030 S #11032 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A strange mist lurks in the distance, hiding evil sights in the distance. ~ 55 1 5 D0 An evil mist blocks your sight! ~ ~ 0 -1 11031 D1 An evil mist blocks your sight! ~ ~ 0 -1 11033 S #11033 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A strange mist lurks in the distance, hiding evil sights in the distance. ~ 55 1 5 D0 An evil mist blocks your sight! ~ ~ 0 -1 11034 D3 An evil mist blocks your sight! ~ ~ 0 -1 11032 S #11034 Evil Path~ Little light can break through the dark trees overhead. Twisted branches thrust out into the path, clawing at your equipment. The path itself is rocky and steep. A strange mist lurks in the distance, hiding evil sights in the distance. ~ 55 1 5 D1 An evil mist blocks your sight! ~ ~ 0 -1 11035 D2 An evil mist blocks your sight! ~ ~ 0 -1 11033 S #11035 Outside the Dark Castle~ You stand outside a dark, foreboding castle. The dark forest lies in wait for you behind you. Above from a tower window you briefly spy a a golden beam of light, perhaps from a grail. ~ 55 5 3 D1 The large castle gates stand here. ~ door gate~ 1 -1 11036 D3 An evil mist blocks your sight! ~ ~ 0 -1 11034 S #11036 Castle Anthrax~ You have entered Castle Anthrax. The interior is well furnished with many tapestries and plush carpets. Soft cushions litter the plush furniture. Steps lead up higher into the castle. A sign sits here on a wall, welcoming you to the castle. ~ 55 8 1 D3 The large castle gates stand here ~ door gate~ 1 -1 11035 D4 The steps lead up to another room ~ ~ 0 -1 11037 E sign~ Welcome to Castle Anthrax! This castle is full of nubile girls, from 16 to 25 years of age. They are stuck out here in the forest with no one to guard them. ~ S #11037 Bedroom in Anthrax~ This is a large bedroom. A king sized bed is the centerpiece of this room, which is as richly furnished as the previous room. Another sign adorns the wall of this room. ~ 55 8 1 D4 The stairs lead still higher into the castle. ~ ~ 0 -1 11038 D5 The stairs lead down to the main room. ~ ~ 0 -1 11036 E sign~ Notice to all visitors: There is but one punishment for girls who misbehave in Castle Anthrax. You must tie them down and give them a sound spanking. When your are done you may deal with them however you want. Thank you. As your read the sign you notice the girls get visibly excited, as if some grand event is about to take place. ~ S #11038 Beacon Room~ You have gained access to the highest room in the castle. There is a large window overlooking the forest here. Placed before the window is a large grail-shaped beacon. It appears to have been left on. Yet another sign may be found on the walls here. ~ 55 8 1 D5 The stairs lead down to the bedroom. ~ ~ 0 -1 11037 E sign~ Notice: the grail-shaped beacon is not to be left on. It distracts true knights from their quests. If anyone should find that the beacon has been lit, please punish the residents accordingly so that they may learn their lesson. thanks, the management ~ S #11039 Small Field~ This it the north end of the small rocky field. The field continues south, and a path leads up the east side into the mountains. Sheer cliffs block paths to the north and west. ~ 55 0 3 D1 The path leads up into the eastern mountains. ~ ~ 0 -1 11040 D2 The field opens up to the south. ~ ~ 0 -1 11030 D4 The path leads up into the eastern mountains. ~ ~ 0 -1 11040 S #11040 Rocky Trail~ This rocky trail leads east and west. Some of the rocks here look like they have been scorched and blasted by some sort of explosions. A message seems scrawled on the southern rock face here. ~ 55 0 3 D1 More rocks lie east. ~ ~ 0 -1 11041 D3 The path leads down into a field. ~ ~ 0 -1 11039 E message note wall rock face~ Beware of the guardian of the cave of Kyar Bannor. Few warriors may stand against it's attack. ~ S #11041 Rocky Trail~ This is a rocky east-west trail. The rocks here seem blasted by many fireballs. ~ 55 0 3 D1 Still more rocks lie east. ~ ~ 0 -1 11042 D3 Rocks lie to the west. ~ ~ 0 -1 11040 S #11042 Rocky Slope~ The rocky trail here ends, and a rocky slope leads away to the north. A sign on a wooden post stands here. The rocks here haven't been blasted by fireballs. ~ 55 0 3 D0 To the north is a rocky slope littered with the bones of 54 men. ~ ~ 0 -1 11043 D3 More rocks lie west. ~ ~ 0 -1 11041 E wooden sign~ The sign proclaims: Welcome to the cave of Kyar Bannor, prepare to die. Have a nice day. ~ S #11043 Rocky Slope~ The slope here slopes down and to the west, leading into the dark caves. The slope here is littered with the bones of 54 men. Beware of the beast that slaughtered these men. ~ 55 0 3 D2 The trail slopes up to the south. ~ ~ 0 -1 11042 D3 A large cave mouth gapes darkly here. ~ ~ 0 -1 11044 D5 A large cave mouth gapes darkly here. S #11044 Entrance to Kyar Bannor~ This is the entrance to the cave. The cave continues down from here, or you can leave to the east, where the trail slopes up. ~ 55 13 1 D1 The bones of 54 men litter the slope. ~ ~ 0 -1 11043 D5 The passage leads deeper into the earth. ~ ~ 0 -1 11045 S #11045 Deep cave~ You are deep into the cave of Kyar Bannor. Your light flickers here and casts strange shadows on the walls. Passages lead up, east, and south. ~ 55 9 1 D1 This passage might take you someplace interesting. ~ ~ 0 -1 11046 D2 This passage leads deeper into the earth. ~ ~ 0 -1 11047 D4 You can spot a faint light somewhere above. ~ ~ 0 -1 11044 S #11046 Message Cave~ This cave dead ends here. A message has been carved into the living rock that makes up the walls. ~ 55 9 1 D3 This leads deeper into the earth. ~ ~ 0 -1 11045 E message carving wall walls rock~ Here may be found the last words of Joseph of Aramethea. He who is valiant and pure of spirit, may find the holy grail in the Castle of Argh. ~ S #11047 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north, east, and south. ~ 55 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11045 D1 This leads deeper into the earth. ~ ~ 0 -1 11048 D2 This leads deeper into the earth. ~ ~ 0 -1 11049 S #11048 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead south and west. ~ 55 9 1 D2 This leads deeper into the earth. ~ ~ 0 -1 11050 D3 This leads deeper into the earth. ~ ~ 0 -1 11047 S #11049 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north and south. ~ 55 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11047 D2 This leads deeper into the earth. ~ ~ 0 -1 11051 S #11050 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north, east, and south. ~ 55 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11048 D1 This leads deeper into the earth. ~ ~ 0 -1 11052 D2 This leads deeper into the earth. ~ ~ 0 -1 11053 S #11051 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north and east. ~ 55 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11049 D1 This leads deeper into the earth. ~ ~ 0 -1 11053 S #11052 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. A passage leads west. ~ 55 9 1 D3 This leads deeper into the earth. ~ ~ 0 -1 11050 S #11053 Deep in the Cave~ You are deep in the cave of Kyar Bannor. Your light flickers and casts strange shadows on the walls. Passages lead north and west. A breeze can be felt from the passage south. ~ 55 9 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11050 D2 This leads to a giant underground chasm. ~ ~ 0 -1 11054 D3 This leads deeper into the earth. ~ ~ 0 -1 11051 S #11054 North Edge of Chasm~ You stand on the north edge of a wide chasm. The Bridge of Death spans the gap to the south. To the north a hole leads into a cavern system. You feel a breeze flowing along the chasm. ~ 55 13 1 D0 This leads deeper into the earth. ~ ~ 0 -1 11053 D2 The bridge is old and rickety. It may not hold for long. ~ ~ 0 -1 11055 S #11055 Bridge of Death~ You stand on an old rickety rope bridge. Many planks are missing from the walkway, making traversing the bridge treacherous. The breeze blows about unpredictably, almost throwing you off. ~ 55 9 3 D0 This leads to the north end of the chasm. ~ ~ 0 -1 11054 D2 This leads to the south end of the chasm. ~ ~ 0 -1 11056 S #11056 South Edge of Chasm~ You stand at the south end of a huge chasm. The bridge of death extends to the north and the castle dungeon lies to the south. A breeze blows along the chasm. A sign has been posted on the wall. ~ 55 9 1 D0 The bridge is old and rickety. It may not hold for long. ~ ~ 0 -1 11055 D2 This leads into a tunnel. ~ ~ 0 -1 11057 E sign wall~ The sign warns of dangerous evil monsters wandering the caves to the north. ~ S #11057 Intersection~ This is a three way intersection in the dungeon below Castle Python. Passages lead north, east, and south. A door is set in the west wall. A slight breeze blows from the north. ~ 55 9 1 D0 The passage opens out to a chasm. ~ ~ 0 -1 11056 D1 You see an every day dungeon passage. ~ ~ 0 -1 11058 D2 The passage opens up into a room. ~ ~ 0 -1 11061 D3 The door has "Gumby storage room, please keep closed" written on it. ~ door~ 1 -1 11060 S #11058 Dungeon Passage~ This passage bends to the north and the west. This passage is utterly ordinary, nothing here to distinguish it from any other typical dungeon corridor. You might as well move on, or leave through the trap door in the ceiling. ~ 55 9 1 D0 This leads to the torture chamber. ~ ~ 0 -1 11059 D3 This leads further in to the dungeon. ~ ~ 0 -1 11057 D4 This leads up out of the dungeon. ~ trap door~ 1 -1 11010 S #11059 Torture Chamber~ This is your typical torture chamber you may find rented out to the Spanish Inquisition. Racks on the walls hold various implements of torture. Other more bulky objects of torture can be found on the floor, such as the dreaded comfy chair. An exit can be found to the south. ~ 55 9 1 D2 This leads out. ~ ~ 0 -1 11058 E rack racks wall~ The racks have such devious implements as fluffy cushions. ~ E comfy chair~ The chair is rather plush and looks very comfy. ~ S #11060 Gumby Room~ This room contains all those annoying Gumbies. You probably don't want to stay here. ~ 55 8 0 D1 Quick, get out! Before you go insane! ~ door~ 1 -1 11057 S #11061 Dungeon Room~ This is a rather ordinary dungeon room. Ordinary except for the large desk located in the center of the room. Various exits lead in all directions. ~ 55 8 1 D0 You seem confused. ~ ~ 0 -1 11057 D1 You seem confused. ~ ~ 0 -1 11062 D2 You seem confused. ~ ~ 0 -1 11063 D3 You seem confused. ~ ~ 0 -1 11064 E desk~ It looks perfectly out of place. ~ S #11062 Green Hillside~ This is a nice hillside with a rich carpet of green grass. The sun shines and there isn't a cloud in the sky. Strangely the only exit is to the west. ~ 55 0 1 D3 You seem confused. ~ ~ 0 -1 11061 S #11063 Ministry of Silly Walks~ This is a nice stately office. A large wooden desk can be found here, as well as several chairs. Bookshelves full of books line some walls, and a window is on another. A note has been left on the desk. You may leave to the north. ~ 55 8 0 D0 You seem confused. ~ ~ 0 -1 11061 E note desk~ The note on the desk reads: Sorry, the minister has broken his leg skiing and can't see anyone. Please come back again. thank you ~ S #11064 Small Room~ This is a small bare room. The only notable features are a small desk, 2 chairs, and an exit to the east. ~ 55 8 0 D1 You seem confused. ~ ~ 0 -1 11061 S #13100 SEDUCTION's Playroom~ This is Serena's bedroom. The dressing table, mirror, chest of drawers, and desk are classically modern. Against the North wall is a low wooden altar and various items laying on it. There is a black handled knife, a small brass chalice, a decorated hickory wand, and some small bowls and candles. The bed dominates the southern end of the room. It is an old, yet sturdy four-poster bed, dressed in baby blue satin sheets. There are two big, fluffy pillows at the head of the bed and several small pillows spread out casually. The mattress looks comfortably firm, and the bed is unmade... It has been used recently. ~ 48 9 2 D3 ~ door~ 1 -1 3500 S #13400 The Entrance to the Dancing Daemon Inn~ You find yourself in an entrance foyer to the Dancing Daemon Inn. Chrome plated stairs spiral up to the reception area. To the south you hear the sounds of merriment and drinking and from the west you hear the bustling activity of New Thalos. ~ 14 8 0 D2 You see people dancing and drinking. ~ ~ 0 -1 13402 D3 You see people walking by on Sultan's Walk. ~ ~ 0 -1 13420 D4 The spiral stairs lead up to the reception area. ~ ~ 0 -1 13401 S #13401 The Reception Area~ You are now standing in the reception of New Thalos. A huge mahogany desk is here along with two sofas and a coffee table covered in magazines. The plush carpeting under your feet is a nice change from the rugged paths you are used to travelling. A chrome stairway spirals downstairs to the tavern of the Dancing Daemon Inn, and your future adventures in New Thalos. ~ 14 124 0 D5 The stairs lead down to the Daemon. ~ ~ 0 -1 13400 E 4.picture~ You see a picture of Loki... at least you think it's Loki. He seems to be hiding from the camera. ~ E 3.picture~ You see a picture of Hammor on the front porch of the Danjerhaus, drinking a guinness stout and petting Big Guy the Cat. ~ E 2.picture~ You see a picture of Shark standing behind his desk screaming at a newbie. Through a window in the back you see a large aquarium. The newbie seems to be cowering in fear. ~ E 1.picture~ You see a picture of Felix here, standing before the arena. He seems to be doing a body count. ~ S #13402 The Dancing Daemon Inn~ A huge circling wet-bar takes up most of the east end of the Daemon. An old mage reclines against the mirror behind the bar absentmindedly pouring several drinks at once with his refined telekinesis. The Lokettes, a local band, are playing thier usual gig on the stage. The large booths along the all are filled with people drinking and having a grand time. You feel like partying here. The only obvious exit is to the north. ~ 14 8 0 D0 You see the entrance to the Daemon. ~ ~ 0 -1 13400 E bar~ The bar looks slightly out of place and you can only assume the powerful magic of the bartender allows it to revolve. ~ S #13403 The Medina~ You stand on the Medina, on the larger open areas in New Thalos. People walk to and fro carrying on their day to day business. The Common Square of the people opens up to the south and the Medina continues north. ~ 14 0 1 D0 You see medina. ~ ~ 0 -1 13404 D2 You see the Common square. ~ ~ 0 -1 13410 S #13404 The Medina~ You are walking along a wide open expanse of road connecting the market square to the common square. Panhandlers, beggars, and other such riff- raff wander about hoping to catch those few who with open hearts. The medina continues to the south and the market spreads out to the north. ~ 14 0 1 D0 You see the market. ~ ~ 0 -1 13405 D2 You see the medina. ~ ~ 0 -1 13403 S #13405 The Southern Market Square~ The large square of markets fills your vision. Strange sights and sounds, those known only to the New Thalos market, barrage your senses. The only hope of making any sense of whats going on here is to wander around. The Market continues north, west, and east, with the Medina trailing off south. ~ 14 0 1 D0 ~ ~ 0 -1 13406 D1 ~ ~ 0 -1 13407 D2 ~ ~ 0 -1 13404 D3 ~ ~ 0 -1 13408 S #13406 The Center of Market Square~ You are standing on the Center of Market Square, the famous square of New Thalos. A large, peculiar looking statue is standing in the middle of the square. The square extends in every direction. ~ 14 0 0 D0 ~ ~ 0 -1 13415 D1 ~ ~ 0 -1 13417 D2 ~ ~ 0 -1 13405 D3 ~ ~ 0 -1 13409 E statue~ Before you is a statue of the Mighty Beholder! A great beast with multiple eyes and wicked... wicked... um.... eyes... The Mighty Beholder is in Excellent condition. ~ S #13407 The Southeastern Market Square~ In this corner of the market some of the largest warriors in the land tower over you. It's easy to understand why they hangout here once you notice the weapon shop and the armory close by. Perhaps you might stop in and take a look at the wares these shops have to offer. ~ 14 0 1 D0 ~ ~ 0 -1 13417 D1 ~ ~ 0 -1 13529 D2 ~ ~ 0 -1 13536 D3 ~ ~ 0 -1 13405 S #13408 The Southwestern Market Square~ This area of the market seems relatively quiet, save the high pitch banter of the shopkeeps attempting to lure you into their stores. South you see the bread stand and west is the entrance to the general store. The market's sprawl continues east and north of here. ~ 14 0 1 D0 ~ ~ 0 -1 13409 D1 ~ ~ 0 -1 13405 D2 You see the grocer's. ~ ~ 0 -1 13535 D3 You see the general store. ~ ~ 0 -1 13528 S #13409 The Western Market Square~ This area of the square seems a bit more subdued than the rest. You notice that most of the outland adventurers mill around the southern end of the market, while the townfolk seem to keep their business in the northern end. West Main street begins here and heads for the gate, the market's expanse fills the other directions. ~ 14 0 1 D0 ~ ~ 0 -1 13414 D1 ~ ~ 0 -1 13406 D2 ~ ~ 0 -1 13408 D3 ~ ~ 0 -1 13426 S #13410 The Common Square~ People pass by talking to each other, or rest thier weary bones on this grassy field. You can hear faint sounds of the river to the south of you as it passes through the city. Ishtar drive heads east and west from here and the medinais to the north. South lies the Ishtar River bridge and the southern gate. ~ 14 0 1 D0 You see the medina. ~ ~ 0 -1 13403 D1 ~ ~ 0 -1 13437 D2 You see the bridge over the river. ~ ~ 0 -1 13412 D3 ~ ~ 0 -1 13436 S #13411 Outside the Southern Gate of New Thalos~ You see before you the expanse of the Great Easter Desert. You have heard many tales of the Great Pyramid, the Lost city of Thalos and the friendly brass dragon the lies under the desert. To the south lies the desert and the city of New Thalos is to the north. ~ 14 0 1 D0 ~ gate~ 1 13401 13413 D2 ~ ~ 0 -1 5039 S #13412 The Southern Bridge~ Walking over the bridge you see the rushing waters of the Ishtar River. To the south you see the Southern Gate of New Thalos and the Common Square stretches out to the north ~ 14 0 1 D0 ~ ~ 0 -1 13410 D2 ~ ~ 0 -1 13413 D5 ~ ~ 0 -1 13485 S #13413 Inside the South Gate of New Thalos~ Two large stone towers rise up to greet you with the massive iron gate swinging on ornately crafted hinges and emblazoned with the crest of New Thalos. The makers of the city spared no expense in rebuilding the defenses or their home. The Ishtar River bridge lies to the north and wilderness to the south. ~ 14 0 1 D0 ~ ~ 0 -1 13412 D2 ~ gate~ 1 13401 13411 S #13414 The Northwestern Market Square~ This corner of the market contains some of the most civilized folk in New Thalos. To the north lies the humble store of the merchant Ahkeem, his weavings known to be the best in the city. West of here is the entrance to the First Royal Bank of New Thalos. ~ 14 0 1 D0 ~ ~ 0 -1 13514 D1 ~ ~ 0 -1 13415 D2 ~ ~ 0 -1 13409 D3 ~ ~ 0 -1 13521 S #13415 The Northern Market Square~ You stand in one of the most heavily used parts of town. To the north lies the Palace of New Thalos and the Casbah, east west and south of here the busy market thrives with life. ~ 14 0 1 D0 ~ ~ 0 -1 13418 D1 ~ ~ 0 -1 13416 D2 ~ ~ 0 -1 13406 D3 ~ ~ 0 -1 13414 S #13416 The Northeastern Market Square~ Pandemonium. Chaos. Madness. A few other choice words come to mind as you gaze into this corner of the market. The vegetable stand seems quiet enough so you have to assume the noise comes from the Butchery. You have to think for a while before you muster the will to enter this shop. The market continues to the south and west. ~ 14 0 1 D0 ~ ~ 0 -1 13515 D1 ~ ~ 0 -1 13522 D2 ~ ~ 0 -1 13417 D3 ~ ~ 0 -1 13415 S #13417 The Eastern Market Square~ You stand in the market of New Thalos, the gem of the desert. The market is the hub of the city, all trade and commerce of any significance is carried on here. The market spreads out in all directions save east, here Main Street heads for the easter gate. ~ 14 0 1 D0 ~ ~ 0 -1 13416 D1 ~ ~ 0 -1 13427 D2 ~ ~ 0 -1 13407 D3 ~ ~ 0 -1 13406 S #13418 Sultan's Walk~ This cobblestone road aides your journey through town. Traveling north will take you by the palace and the Dancing Daemon Inn, and south will put you on the market square. ~ 14 0 0 D0 ~ ~ 0 -1 13419 D2 ~ ~ 0 -1 13415 S #13419 Sultan's Walk~ This part of the road travels between one of the sturdy walls of the Palace and the Dancing Daemon. To the east you peer through a small window into the Daemon, seeing many people dancing and drinking. After you tend to your other chores you plan on visiting the Daemon. The walk continues north and south from here. ~ 14 0 1 D0 ~ ~ 0 -1 13420 D2 ~ ~ 0 -1 13418 S #13420 Sultan's Walk~ The road here between the palace and the Dancing Daemon Inn seems well worn by the travel of horses, carts, and leather boots. From the west you hear the faint sound of trumpets announcing the arrival of some duke or duchess to the palace. Safe haven awaits you to the east in the halls of the Daemon, and Sultan's Walk continues north and south. ~ 14 0 1 D0 ~ ~ 0 -1 13421 D1 ~ ~ 0 -1 13400 D2 ~ ~ 0 -1 13419 D3 ~ ~ 0 -1 13558 S #13421 Sultan's Walk~ The main road north from the square continues here, surrounded by the walls of the palace and the Boar. To the north you see the heavily guarded gate and can make out faint sounds of trade to the south. ~ 14 0 1 D0 ~ ~ 0 -1 13422 D2 ~ ~ 0 -1 13420 S #13422 Inside the Northern Gate of New Thalos~ Two large stone towers rise up to greet you with a massive iron gate swinging between on ornately crafted hinges and emblazend with the crest of New Thalos. The makers of this city spared no costs in rebuilding the defenses of thier home. Sultan's Walk runs to the south and the Casbah stretches out east and west. To the north lay wilderness. ~ 14 0 0 D0 ~ gate~ 1 13401 13567 D1 ~ ~ 0 -1 13449 D2 ~ ~ 0 -1 13421 D3 ~ ~ 0 -1 13448 S #13423 Inside the West Gate of New Thalos~ Two large stone towers embedded in the wall loom over you. The massive iron gate, emblazoned with the crest of New Thalos, swings easily on four ornately crafted hinges. It is obvious the makers of this city spared no expense in protecting thier home. Main street heads towards the market eastward and the wilderness beckons from the west. To the south lies the entrance the warriors guild. ~ 14 0 1 D1 ~ ~ 0 -1 13424 D2 ~ ~ 0 -1 13526 D3 ~ gate~ 1 13401 13569 S #13424 West Main Street~ This is the main road traveling though the city. To the south you hear the hammering of the repair shop and to the north is the grassy field known as the temple square. Main street continues east and west. ~ 14 0 1 D0 ~ ~ 0 -1 13520 D1 ~ ~ 0 -1 13425 D2 ~ ~ 0 -1 13527 D3 ~ ~ 0 -1 13423 S #13425 West Main Street~ A foreman stands stand here watching over two construction workers fixing a pothole. The road here branches off north and south into two alleys behind the stores of the market. The main street continues east and west from here. ~ 14 0 1 D0 ~ ~ 0 -1 13471 D1 ~ ~ 0 -1 13426 D2 ~ ~ 0 -1 13472 D3 ~ ~ 0 -1 13424 S #13426 West Main Street~ You are strolling on the street between the bank and general store. To the West you hear a roadcrew at work and to the East, the sounds of commerce taking place. The air is filled with the smell of gold and riches. On the wall of the store is a poster. ~ 14 0 1 D1 ~ ~ 0 -1 13409 D3 ~ ~ 0 -1 13425 E poster~ A wealthy man in red robes is smiling at you. The caption reads: THE SULTAN REMINDS YOU TO PAY YOUR TAXES! ~ S #13427 East Main Street~ Here on East Main, you smell the odor of freshly slaughtered meat and, hear the pounding of new metal from the armory. The Square is to the west and a junction is to the East. ~ 14 0 1 D1 ~ ~ 0 -1 13428 D3 ~ ~ 0 -1 13417 S #13428 East Main Street~ You are on East Main Street. To the North is the beginning of Guildsman Row. To the South is a dark alley. The road also continues to the East. There is a small sign on a wire hanging across the junction. ~ 14 0 1 D0 ~ ~ 0 -1 13464 D1 ~ ~ 0 -1 13429 D2 ~ ~ 0 -1 13465 D3 ~ ~ 0 -1 13427 E sign~ NO LOITERING! (by order of the Sultan of New Thalos) ~ S #13429 East Main Street~ As you walk by the mercenary guild a cold chill causes you to shiver uncontrollably. You see some shady looking characters lurking about the entrance to this house of 'helpful' people. Perhaps curiosity gets the best of you, but you wonder what could be going on inside. To the north you see the open doors of the apothecary shop where one may buy many magical livations. Main Street continues east and west from here. ~ 14 0 1 D0 ~ ~ 0 -1 13523 D1 ~ ~ 0 -1 13430 D2 ~ ~ 0 -1 13530 D3 ~ ~ 0 -1 13428 S #13430 East Main Street~ The Main street through eastern New Thalos begins here and heads westward towards the marketplace. One of the main gates can be seen to the east and Braheem's Magic Shop awaits your business to the north. ~ 14 0 1 D0 ~ ~ 0 -1 13524 D1 ~ ~ 0 -1 13431 D3 ~ ~ 0 -1 13429 S #13431 Inside the Eastern Gate of New Thalos~ Two large stone towers imbedded in the wall loom over you. The massive iron gate, emblazened with the crest of New Thalos, swings easily on four ornately crafted hinges. It is obvious the makers of this city spared no expense in protecting thier home. Main street heads towards the market westward and the wilderness beckons from the east. To the north lies the entrance to the mages guild. ~ 14 0 1 D0 ~ ~ 0 -1 13525 D1 ~ gate~ 1 13401 13568 D3 ~ ~ 0 -1 13430 S #13432 Cassandra's Catch of the Day~ Nothing in your life has prepared you for the odor which fills your lungs. Not wanting to offend the beautiful shopkeeper you hold your tongue and quietly look over her selection. ~ 14 56 0 D2 ~ ~ 0 -1 13441 S #13433 West Ishtar Drive~ This is the warehouse district of New Thalos. Strong men walk back and forth from the docks to the warehouse carrying large crates loading and unloading the boats as they sail down the river. To the north is one of the entrances of the warehouse and West Ishtar leads east. ~ 14 0 1 D0 ~ ~ 0 -1 13540 D1 ~ ~ 0 -1 13434 S #13434 West Ishtar Drive~ A few men walk by almost pushing you out of the way as they go about thier business of loading and unloading the boats. An entrance to the huge warehouses of New Thalos is to the north and the Ishtar River quietly flows by to the south. Ishtar Drive continues east and west. ~ 14 0 1 D0 ~ ~ 0 -1 13541 D1 ~ ~ 0 -1 13435 D3 ~ ~ 0 -1 13433 S #13435 West Ishtar Drive~ The cobblestone road is moist here, the trail of water heading down to the boat ramp. Catching your balance as you start to slide on the slick pavement you grab on to the handrail someone has conveniently placed here. To the north is the Shipwright and Ishtar Drive continues east and west. ~ 14 0 1 D0 ~ ~ 0 -1 13542 D1 ~ ~ 0 -1 13436 D2 ~ ~ 0 -1 13443 D3 ~ ~ 0 -1 13434 S #13436 West Ishtar Drive~ A cool breeze blows up off the river chilling the sweat otherwise present on you skin. Orders and sometimes curses can be heard from the west in the direction of the warehouses. The common square opens up to the east and Ishtar Drive continues west. ~ 14 0 1 D1 ~ ~ 0 -1 13410 D3 ~ ~ 0 -1 13435 S #13437 East Ishtar Drive~ Loud hammering and the sound of red hot iron cooling in water reaches your ears as you stand in front of the blacksmith. A small boy runs up to you with big eyes and as you return his gaze runs off down the road. The common square can be seen to the west and Ishtar Drive continues to the east. ~ 14 0 1 D0 ~ ~ 0 -1 13544 D1 ~ ~ 0 -1 13439 D3 ~ ~ 0 -1 13410 S #13438 East Ishtar Drive~ The wide road bordering the south of town continues to the east west here, bordered only by the hay-loft to the north and the Ishtar River to the south. ~ 14 0 1 D1 ~ ~ 0 -1 13440 D3 ~ ~ 0 -1 13439 S #13439 East Ishtar Drive~ Small clumps of hay strewn about the ground alerts you to the fact that you have reached the stables. Arabian stallions as well as many other fine breeds of horses can be purchased for a price. Ishtar road continues east and west. ~ 14 0 1 D0 ~ ~ 0 -1 13545 D1 ~ ~ 0 -1 13438 D3 ~ ~ 0 -1 13437 S #13440 East Ishtar Drive~ Even in broad daylight, you can hardly see into the back alley that begins here and heads north. Sounds of loud drunken folk and the occasional screaming cat emenate from the direction. Luckily you have the choice of going east or west down the drive as well. ~ 14 0 1 D0 You see murky darkness. ~ ~ 0 -1 13468 D1 ~ ~ 0 -1 13441 D3 ~ ~ 0 -1 13438 S #13441 East Ishtar Drive~ Your highly acute sense of smell reports you have reached the entrance to the fish market. Although renowned for it fresh catches and wide selection of aquarian delicacies you wonder how much longer you can endure the smell! The Ishtar River flows alongside to the south with the drive running along side it east to west. ~ 14 0 0 D0 ~ ~ 0 -1 13432 D1 ~ ~ 0 -1 13442 D3 ~ ~ 0 -1 13440 S #13442 East Ishtar Drive~ The sound of squawking gulls and the smell of rotting fish gives you a hint of your location. The Ishtar River flows south of you, but looks crystal clear, so it cannot be the source of this putrid smell. Looking north you notice a small sign hanging over the dump. ~ 14 0 1 D0 ~ ~ 0 -1 13547 D3 ~ ~ 0 -1 13441 E sign~ ========================================================================== THE DUMP OF NEW THALOS ----- Enter at your own risk. -the management ========================================================================= ~ S #13443 Boat Ramp~ This sloped slab of stone allows easy passage to and from the Ishtar. Boats are moored to the docks here awaiting thier masters to return from the warehouses and the pubs. The waters of the Ishtar lap at your feet to the south and Ishtar Drive is to the north. ~ 14 0 1 D0 ~ ~ 0 -1 13435 D2 ~ ~ 0 -1 13486 S #13444 West Casbah~ The air takes on a somber note as you stand before the entrance to the jailhouse of New Thalos. Hopefully you won't ever see this structure from the inside. The northwest tower stands here with a spiral staircase leading up. The avenue ends here, only exiting to the east. ~ 14 0 1 D1 ~ ~ 0 -1 13445 D2 ~ ~ 0 -1 13553 D4 ~ ~ 0 -1 13559 S #13445 West Casbah~ You have almost reached the end of the avenue in this direction, the number of guards in this part of town is nearly doubled. To the north the familiar city wall protects you from the wilderness. Looking south marble stairs rise towards the entrance of city hall surrounded by massive white pillars. The avenue continues west and south from here. ~ 14 0 1 D1 ~ ~ 0 -1 13446 D2 ~ ~ 0 -1 13554 D3 ~ ~ 0 -1 13444 S #13446 The Casbah~ The wall of the palace curves south from here, a darkened alley runs along it in that direction. West of here you see the steps of the city hall and notice the increase in the number of guards. To the east the avenue continues. ~ 14 0 1 D1 ~ ~ 0 -1 13447 D2 ~ ~ 0 -1 13458 D3 ~ ~ 0 -1 13445 S #13447 The Casbah~ As you travel down the road towards towards the city hall you look up at the guards walking along the wall keeping watch. South of you stands the great walls of the palace and the avenue goes east and west. ~ 14 0 1 D1 ~ ~ 0 -1 13448 D3 ~ ~ 0 -1 13446 S #13448 The Casbah~ The cobblestone pavement runs along the north wall here. South of you stand the great walls of the palace and the avenue goes east and west. ~ 14 0 1 D1 ~ ~ 0 -1 13422 D3 ~ ~ 0 -1 13447 S #13449 The Casbah~ The activity here is only slightly less than chaotic. Young boys run to and fro with stern intent, and older gentleman swagger down the street towards the library. To the west you can see the tall towers of the northern gate, and the avenue continues east. ~ 14 0 1 D1 ~ ~ 0 -1 13450 D3 ~ ~ 0 -1 13422 S #13450 The Casbah~ Walking along the cobblestone path you feel secure with the walls of the city towering over you. You hear the scraping sounds of metal on stone and look up to see a large, strong guard looking out to the north. To the east lies the intersection on Guildsman's Row and the northern gate is a short walk to the west. ~ 14 0 1 D1 ~ ~ 0 -1 13451 D3 ~ ~ 0 -1 13449 S #13451 The Casbah~ The din of the guilds assaults your senses as you reach this intersection, the sound of hammering, the smell of tanned leather, and the smoke rising from the smithy all rush up to greet you. The avenue continues east and west form here and the row leads south. ~ 14 0 1 D1 ~ ~ 0 -1 13452 D2 ~ ~ 0 -1 13460 D3 ~ ~ 0 -1 13450 S #13452 The Casbah~ You walk between the solid stone wall of the city and that of the Mason's guild. Young children on thier nanny's walk around enjoying the saftey of the city. The avenue runs east and west from here. ~ 14 0 1 D1 ~ ~ 0 -1 13453 D3 ~ ~ 0 -1 13451 S #13453 The Casbah~ You have almost reached the end of the avenue in this direction. Walking towards the north-east corner of the city you notice the population density here is much less then the rest of the town. A few old men hobbling on canes and young men intent on studies are the only travelers of the path to the library on a regular basis. The avenue continues east and west from here ~ 14 0 1 D1 ~ ~ 0 -1 13454 D3 ~ ~ 0 -1 13452 S #13454 The Casbah~ The avenue ends here, turning south to become Kali Row. Traveling in that direction will take you to the library and the grand dance hall of the city. The Northeast Tower of the wall is accessible here up a spiral staircase. ~ 14 0 1 D2 ~ ~ 0 -1 13455 D3 ~ ~ 0 -1 13453 D4 ~ ~ 0 -1 13562 S #13455 Kali Row~ This is a small, newly added section of the town. The city's library can be entered through the door to the west and The Casbah begins it's journey a little ways north of here. The row and the entrance to the dancehall is to the south. ~ 14 0 1 D0 ~ ~ 0 -1 13454 D2 ~ ~ 0 -1 13456 D3 ~ ~ 0 -1 13551 S #13456 Kali Row~ The short row ends abruptly here at the entrance to the dance hall of New Thalos. The entrance to the hall is to the west and the row continues northward. ~ 14 0 1 D0 ~ ~ 0 -1 13455 D3 ~ ~ 0 -1 13552 S #13457 Underground~ The small passage continues north and south. ~ 14 9 1 D0 ~ ~ 0 -1 13478 D2 ~ ~ 0 -1 13480 S #13458 Alley~ This is a dark alley running between the palace and city hall. Not a lot here, unless you're partial to spiders and rats. ~ 14 0 1 D0 ~ ~ 0 -1 13446 D2 ~ ~ 0 -1 13459 S #13459 Alley~ The alley ends here. ~ 14 1 1 D0 ~ ~ 0 -1 13458 D5 You see a manhole covering an opening in the road. ~ manhole hole man~ 1 -1 13475 S #13460 Guildsman's Row~ This row is a hive of activity second only to the actual market square itself. Along this row stands all the guilds of the working class citizens of New Thalos, here all the items sold in the square are made. Along this particular stretch of the row lie the Boyer/ Fletcher to the west and the Mason's to the east. The row leads off to the south and East Casbah is to the north. ~ 14 0 1 D0 ~ ~ 0 -1 13451 D1 ~ ~ 0 -1 13556 D2 ~ ~ 0 -1 13461 D3 ~ ~ 0 -1 13555 S #13461 Guildsman's Row~ The guilds continue here, to the west is the Weaver's guild, and to the east stands the Craftsman's Guild. The row of guilds continues north and south from here. ~ 14 0 1 D0 ~ ~ 0 -1 13460 D1 ~ ~ 0 -1 13507 D2 ~ ~ 0 -1 13462 D3 ~ ~ 0 -1 13506 S #13462 Guildsman's Row~ Only one guild offers its door to this stretch of the row, the Tanner's Guild, to the west. To the east is a beautifully sculpted marble door allowing entrance to the Museum of the Greater Gods. The row of Guilds leads north and south. ~ 14 0 1 D0 ~ ~ 0 -1 13461 D1 ~ ~ 0 -1 13511 D2 ~ ~ 0 -1 13463 D3 ~ ~ 0 -1 13564 S #13463 Guildsman's Row~ After the guilds were built the people of the city used some of the extra space to erect a shrine to thier patron saints. The result of this labor became the Museum of the greater gods. You may enter the sacred hall to the east. ~ 14 0 1 D0 ~ ~ 0 -1 13462 D1 ~ ~ 0 -1 13516 D2 ~ ~ 0 -1 13464 S #13464 Guildsman's Row~ This small cramped road is worn with travel as apprentices to the guilds run merchandise from the guildhouses to the shops on market square. The guildhouses lie to the north and Main street is to the south. ~ 14 0 1 D0 ~ ~ 0 -1 13463 D2 ~ ~ 0 -1 13428 S #13465 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 14 1 1 D0 ~ ~ 0 -1 13428 D2 ~ ~ 0 -1 13466 S #13466 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 14 1 1 D0 ~ ~ 0 -1 13465 D1 ~ ~ 0 -1 13467 D3 ~ ~ 0 -1 13537 S #13467 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 14 1 1 D1 ~ ~ 0 -1 13538 D2 ~ ~ 0 -1 13468 D3 ~ ~ 0 -1 13466 S #13468 Alley~ Even with your light you cannot seem to penetrate the magical cloak of darkness covering this alley. ~ 14 1 1 D0 ~ ~ 0 -1 13467 D2 ~ ~ 0 -1 13440 S #13469 Alley~ This is a tiny corner in the alley. The temple walls are North and West. You notice a fair amount of footprints to the east. ~ 14 1 1 D1 ~ ~ 0 -1 13470 D2 ~ ~ 0 -1 13471 E footprint~ Kind of looks like a yeti has been here.... Hmmmm. ~ S #13470 Alley~ This is a dead end to the tiny alley. There is an unusual amount of wear appearent on the ground. ~ 14 1 1 D3 ~ ~ 0 -1 13469 D5 You see a small iron circle imbedded in the ground. ~ manhole man hole~ 1 -1 13478 S #13471 Alley~ You are in a tiny ally between the temple and the bank. You hear some shouting and general roadwork to the south. The ground is rough and in need of repair. In the road is a small pothole. ~ 14 1 1 D0 ~ ~ 0 -1 13469 D2 ~ ~ 0 -1 13425 E pothole~ Why are you looking in a pothole?????? You poor or something? ~ S #13472 Alley~ You are on a small alley between the repair shop and the general store. Nothing much here but small rodents and dust. ~ 14 1 1 D0 ~ ~ 0 -1 13425 D2 ~ ~ 0 -1 13473 S #13473 Alley~ This is a small corner in the alley behind the warehouses and the guild of warrior's. You notice some small scrapings to the west. ~ 14 1 1 D0 ~ ~ 0 -1 13472 D1 ~ ~ 0 -1 13474 S #13474 Alley~ The alley ends here as do the footprints you had noticed earlier. ~ 14 1 1 D3 ~ ~ 0 -1 13473 D5 You see a small round iron plate set in the ground. ~ manhole man hole~ 1 -1 13481 S #13475 Underground~ You are in a small underground passage beneath the city. You see a small glint of light from above and the passage continues south. ~ 14 9 1 D2 ~ ~ 0 -1 13476 D4 ~ man hole manhole~ 1 -1 13459 S #13476 Underground~ The passage continues north and south. ~ 14 9 1 D0 ~ ~ 0 -1 13475 D2 ~ ~ 0 -1 13477 S #13477 Underground~ The tunnel branches here going north, east, and west. ~ 14 9 1 D0 ~ ~ 0 -1 13476 D1 ~ ~ 0 -1 13478 D3 ~ ~ 0 -1 13479 S #13478 Underground~ The alley turns again here and heads south and west. You notice a small glint of light from above. ~ 14 9 1 D2 ~ ~ 0 -1 13457 D3 ~ ~ 0 -1 13477 D4 ~ manhole man hole~ 1 -1 13470 S #13479 Underground~ The passage ends here and you hear some low chanting from the west. You also notice the clearing of dust on the ground but can't seem to find any door in that direction. ~ 14 9 1 D1 ~ ~ 0 -1 13477 S #13480 Underground~ The small passage continues north and south from here. ~ 14 9 1 D0 ~ ~ 0 -1 13457 D2 ~ ~ 0 -1 13481 S #13481 Underground~ The small passage heads north and east from here. You here the sounds of the city above you. ~ 14 9 1 D0 ~ ~ 0 -1 13480 D1 ~ ~ 0 -1 13482 D4 ~ manhole man hole~ 1 -1 13474 S #13482 Underground~ The tunnel continues you west and east. Hopefully you have a good sense of direction. ~ 14 9 1 D1 ~ ~ 0 -1 13492 D3 ~ ~ 0 -1 13481 S #13483 Ishtar River~ High above you on the top of the city wall guards look down to see if you wish to exit the city via water. To do so they must open the iron grating in front of you from above. The horrid smell of the dump wafts down from the shore. ~ 14 0 7 45 1 D1 ~ ~ 0 -1 13624 D3 ~ ~ 0 -1 13484 S #13484 Ishtar River~ The gentle flow of the river carries you eastward, looking up you see couples strolling along the road. To the west you see the southern bridge and to the east you see the iron grating protecting the city from unwanted guests. ~ 14 0 7 45 1 D1 ~ ~ 0 -1 13483 D3 ~ ~ 0 -1 13485 S #13485 Ishtar River~ You hear you voice echo as you float under the bridge above. The city construction crews have just recently finished the small ladder giving common-folk easy access to the river. To the west and east you see the river flowing by the city. ~ 14 0 7 45 1 D1 ~ ~ 0 -1 13484 D3 ~ ~ 0 -1 13486 D4 ~ ~ 0 -1 13412 S #13486 Ishtar River~ This part of the river seems alive with activity. Boats moored to the docks near the ramp north of here make navigation a bit more trying. As the river flows eastward you can see the southern bridge in that direction. ~ 14 0 7 45 1 D0 ~ ~ 0 -1 13443 D1 ~ ~ 0 -1 13485 D3 ~ ~ 0 -1 13487 S #13487 Ishtar River~ The river flows through a huge iron grating from the wilderness through the city. Strong guards above await word to open the portal should any citizen require exit or entry. ~ 14 0 7 45 1 D1 ~ ~ 0 -1 13486 D3 ~ ~ 0 -1 13623 S #13488 Dark Passage~ You seem to have stumbled into a small hand made passage. The wall to the west doesn't look quite right but searching it reveals no secret doors. The only exit it seems is east. ~ 14 9 1 D1 ~ ~ 0 -1 13489 S #13489 Dark Passage~ The small passage continues east and west from here. Again you notice something peculiar about the wall, this time to the north, but you fail to find any secret doors. Voices can be faintly heard from the north. ~ 14 9 1 D1 ~ ~ 0 -1 13490 D3 ~ ~ 0 -1 13488 S #13490 Dark Passage~ The small passage continues west and east from here. ~ 14 9 1 D1 ~ ~ 0 -1 13491 D3 ~ ~ 0 -1 13489 E boulder~ A huge boulder stands here. In its center someone has carved out a perfect round hole. ~ S #13491 Dark Passage~ The small passage ends here for no apparent reason. Looking around you find a small ladder half buried in the dirt. setting it up you find a trap door in the ceiling. The passage continues west from here. ~ 14 9 1 D3 ~ ~ 0 -1 13490 D4 ~ secret~ 1 -1 13570 E fire~ Moving closer you see this fire is actually FROZEN in place. The flames still radiate heat, but are not actually burning. Looking around you notice a small hole about the size of a piece of charcoal at the base of the flames. ~ S #13492 Underground~ The small passage continues west and east. ~ 14 9 1 D1 ~ ~ 0 -1 13493 D3 ~ ~ 0 -1 13482 E cloud~ Peering into the misty cloud the form a huge conch shell seems to fade in and out. Perhaps this is somehow the entrance to the next challenge ~ S #13493 Underground~ The small passage continues west and east. ~ 14 9 1 D1 ~ ~ 0 -1 13500 D3 ~ ~ 0 -1 13492 S #13494 Common Room of the Clan MacCleod~ You have entered a large hall with passages leading off in all directions. A large table dominates the center of this hall with many chairs were the clan gathers for feasting, merriment, and meetings. On the walls hang large tapestries paying homage to thier leader Conner MacCleod. ~ 14 40 0 D0 ~ iron gate~ 1 -1 13499 D1 ~ door east~ 1 -1 13496 D2 ~ drawbridge draw bridge door~ 2 7901 6100 D3 ~ door west~ 1 -1 13497 D4 ~ door up~ 1 -1 13495 D5 ~ door down~ 1 -1 13498 S #13495 Iuz's Room~ Climbing up the staircase you enter the hovel of a curious mage. A small uncomfortable looking bed rests in the corner, surrounded by ancient tomes. On the worn desk next to the window candles burn low, casting strange shadows on the walls. The only noticeable decor is the mounted head of the Demi-Lich. ~ 14 120 0 D5 ~ door~ 1 -1 13494 S #13496 Ice's Room~ Brrrrrr, it's COLD in here. Must be 30 below. It would seem the cleric Ice lives up to his name. Healing herbs and other such things line the walls in racks, holy symbols and pictures cover the walls, and the smiley face button stuck on his bedpost tells you he'll probably help you out all he can. As you turn to leave the room the mounted head of Kalas stares past you into emptiness. ~ 14 120 0 D3 ~ door~ 1 -1 13494 S #13497 Naazgul's Room~ Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in thier halls of stone, Nine for Mortal Men doomed to die, One for the Dark Lord on his Dark Throne In the Land of Mordor where Shadows lie. One ring to rule them all, One ring to find them, One ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie. If I have to explain, you wouldn't understand. ~ 14 120 0 D1 ~ door~ 1 -1 13494 S #13498 Tank's Room~ Now here's a room that is easy to understand. A bed, a dresser, and a rack for weapons and armor are all that occupy it. Some posters adorn the walls, to add color, proclaiming things such as Live fast, Die Young, and a homemade one in the corner with a picture of Ice and under it the inscription, "I LOVE the resurrection spell". The only thing out of place in this happy-go-lucky room is mounted head of Crimson Death. ~ 14 120 0 D4 ~ door~ 1 -1 13494 S #13499 Inside the Castle of Clan MacCleod~ You have entered the grand hall of the castle. A huge throne dominates a raised area in the northern part of then room. In front of this stands a drafting table. ~ 14 120 0 D1 ~ gate~ 2 5300 1079 D2 ~ iron gate~ 1 -1 13494 S #13500 Underground~ The small passage continues west and east. ~ 41 9 0 D1 ~ ~ 0 -1 13501 D3 ~ ~ 0 -1 13493 S #13501 Underground~ The small passage continues west and east. ~ 41 9 0 D1 ~ ~ 0 -1 13502 D3 ~ ~ 0 -1 13500 S #13502 Underground~ The small passage continues west and east. ~ 41 9 0 D1 ~ ~ 0 -1 13488 D3 ~ ~ 0 -1 13501 S #13503 Celric's Sanctum~ You walk down the staircase into the silent inner sanctum. Here sits your guildmaster ready to assist you when the time is right. The room is completely silent. The only obvious exit is back up the staircase into the the Nectar. ~ 41 124 0 D1 You notice the floor at the base of the eastern wall has some faint scratches in it. ~ secret door~ 1 -1 13479 D4 ~ ~ 0 -1 13519 S #13504 Chamber of the High Priest~ You have entered the chamber of the most holy man in New Thalos. The High Priest advises the Sultan on all matters in the world of the sacred. From what you have heard however, this holy man has a bit of a temper, and he doesn't look very happy that you've disturbed his prayers. The only obvious exit is south. ~ 41 8 0 D2 ~ ~ 0 -1 13508 S #13505 By the Altar~ You are by the temple altar in the northern end of Temple of New Thalos. A huge altar made of highly polished black onyx is standing in front of you. Behind this altar sits a twelve foot tall statue of Loki, the highest god in all the lands. ~ 41 76 0 D2 ~ ~ 0 -1 13509 E statue~ Looking up the huge statue you see Loki calmly gazing out across his lands, he seems pleased. ~ S #13506 The Weaver's Guild~ Rows and rows of uncut cloth lie about waiting to be hemed up into tailored clothes. Cotten is brought in from the country side and spun up into cloth and dyed different colors. A young boy walks in, grabs a pile of clothing and leaves. ~ 41 8 0 D1 ~ ~ 0 -1 13461 S #13507 The Craftsman's Guild~ You have entered a busy workshop filled with people running amok with various tools and materials. The air is tense with the rush to complete various projects and creations. ~ 41 8 0 D3 ~ ~ 0 -1 13461 S #13508 Inside the Temple~ The temple continues here, but not on such a grand scale. The place still looks immaculate. To the north you see the chamber of the High Priest and a sign on the door in BIG letters thats says DO NOT DISTURB. To the south is the entrance to the Cleric's Guild. ~ 41 8 0 D0 ~ ~ 0 -1 13504 D1 ~ ~ 0 -1 13509 D2 ~ ~ 0 -1 13512 S #13509 Inside the Temple~ Huge marble pillars rise on either side of you and grab hold of the ceiling. Between each of these, fine softstone fescoes have been carved depicting scenes from the religous history of New Thalos. Rows of pews face forward giving thier full attention to the pulpit rising high above the ground. The deep red carpeting underfoot shows not a speck of wear or dirt. It's obvious that New Thalonians take religion seriously. ~ 41 120 0 D0 ~ ~ 0 -1 13505 D1 ~ ~ 0 -1 13510 D2 ~ ~ 0 -1 13513 D3 ~ ~ 0 -1 13508 S #13510 Donation Room~ This room is new to the temple, it was created during the hard times that had struct the city in recent decades. Luckily for them the sultan had been hoarding some of the basic neccesities for just such an occasion. These days the donation room depends on the generosity of wealthy adventures, and a curse on any that walk in to get all. ~ 41 8 0 D3 ~ ~ 0 -1 13509 S #13511 The Museum of the Greater Gods~ Four large stone statues reside in the museum. They were constructed by the people of New Thalos to pay homage to the saints they believe to have saved all their lives. ~ 41 8 0 D2 ~ ~ 0 -1 13516 D3 ~ ~ 0 -1 13462 S #13512 Entrance to the Guild of Clerics~ This hall pales in comparison to that of the main hall, but is beautiful in its own right. Shaven heads and brown robes can be seen milling about quitely talking to each other. North is back inside the temple proper, and south is the entrance to the cleric's bar. ~ 41 8 0 D0 ~ ~ 0 -1 13508 D2 ~ ~ 0 -1 13519 S #13513 The Temple Gates~ You stand before the entrance way to the Temple of New Thalos. Two large wrought iron gates lie open before you. Although they might not ever be used the priests in the temple are ready to defend themselves, should their city ever come under seige again. ~ 41 0 1 D0 ~ ~ 0 -1 13509 D2 ~ ~ 0 -1 13520 D5 ~ ~ 0 -1 13520 S #13514 Ahkeem's Stuff~ You step into a shop swirling with smoke. Ahkeem seems to have a liking for things not of this world...very strange stuff indeed. ~ 41 120 0 D2 ~ ~ 0 -1 13414 S #13515 Vera's Veggies~ This is a busy place. Customers shuffle around, bartering for lower prices on the wide selection of vegetables. You can still hear your mother telling you 'Eat your Veggies'. That's probobly why you're mudding right now and not hanging out with mom. But wait...Vera looks just like your mother! ~ 41 120 0 D2 ~ ~ 0 -1 13416 S #13516 The Museum of the Greater Gods~ This room is identical to the one north of it, but contains four differnt statues. ~ 41 8 0 D0 ~ ~ 0 -1 13511 D3 ~ ~ 0 -1 13463 S #13517 Base of the Tower~ You walk into a cold room whose only feature is an old wooden staircase spirling up along the wall to a higher level. Up these stairs you are told lie the old mage who may be able to help you advance in your studies. ~ 41 8 0 D1 ~ ~ 0 -1 13518 D2 You see some small scratches on the floor near the base of the wall. ~ secret door~ 1 -1 13524 D4 ~ ~ 0 -1 13548 S #13518 The Mage's Courtyard~ You enter a small tiled courtyard with a small fountain in the middle. Around the sides are four wrought iron benches with cushions where the mages of the land sit and exchange ideas. To the west stands a two-story tower where the leader of the mage's guils performs his experiments. ~ 41 0 0 D2 ~ ~ 0 -1 13525 D3 ~ ~ 0 -1 13517 S #13519 Nectar of the Gods~ You are startled by the lavishness of this place. From what you know of clerics they are supposed to be humble people, giving all thier material goods to their cause. Perhaps because only clerics are allowed to enter this bar they have condoned making it as comfortable as possible. In the corner stands a staircase leading down to the meditaion chambers. ~ 41 8 0 D0 ~ ~ 0 -1 13512 D5 ~ ~ 0 -1 13503 S #13520 The Temple Square~ You are standing on the meeting grounds of those with holy intentions. Monks, bards, paladins and clerics mill around either preachin or listening to their fellows preach. Huge marble steps lead up to the gates of the temple and Main Street lies to the south. ~ 41 32 1 D0 ~ ~ 0 -1 13513 D2 ~ ~ 0 -1 13424 D4 ~ ~ 0 -1 13513 S #13521 The Bank~ You stand in a large building decorated with black marble and red satin. Huge pillars support an arched ceiling far above you're head. You wonder at the skill the dwarves have for detail as you examine the trim. Fine silver seperates the polished blocks that make up the floor. ~ 41 120 0 D1 ~ ~ 0 -1 13414 S #13522 The Butchary~ This shop has the aroma of freshly slaughterd beasts. You feel right at home. You see a fairly simple set up. The corpses..er...selections hang on hooks, still bleeding into catch pans that drain into a single underground vat. You wonder where that leads.... ~ 41 120 0 D3 ~ ~ 0 -1 13416 E vat~ You think you hear noises from the vat....nah. ~ S #13523 The Witch's Brew~ The first thing you notice as you walk into this spacious shop is the hundreds of candles that line the shelves. The swirling mist that surrounds your feet makes it seem that you have stepped into a gateway to another plane. A tall brunette stands behind her clutterd table unaware of your entrance. ~ 41 120 0 D2 ~ ~ 0 -1 13429 S #13524 Braheem's Magic Shop~ You enter a shop crowded with bookshelves and clutterd with scrolls. The owner seems to be hard at work on his latest magical creation. You see a small sign on the wall. ~ 41 120 0 D2 ~ ~ 0 -1 13430 E sign~ Welcome to Braheem's. LIST -Shows you all of my wonderful creations. VAL -Shows what an item might be worth to me. SELL -Allows you to rid yourself of excessive magic items. BUY -Allows you to rid youself of excessive cash. ~ S #13525 Entrance to the Mage's Tower~ The entrance hall is a small poor lighted room. It would seem it's only purpose is to house the powerful sorcerer standing here guarding the entrance. ~ 41 8 0 D0 ~ ~ 0 -1 13518 D2 ~ ~ 0 -1 13431 S #13526 Entrance to the Guild of Warrior's~ This small hall is merely a check point to keep the unwanted out. ~ 41 8 0 D0 ~ ~ 0 -1 13423 D2 ~ ~ 0 -1 13533 S #13527 The Repair Shop~ One of the most popular shops in New Thalos, this shop is always a hive of activity. It is almost inhuman the way one man can fix all the areas armor singlehandedly. If you have an item in need of repair simply give it to the man behind the counter. ~ 41 8 0 D0 ~ ~ 0 -1 13424 S #13528 The General Store~ The new found wealth of this beautiful city is apearant in the exotic items for sale here. You wonder what would happen if you typed....LIST... ~ 41 120 0 D1 ~ ~ 0 -1 13408 S #13529 Abdul's Armor~ The sound of hammering metal grows louder as you enter the armory. Young boys run to and fro carrying buckets of water and coal. A few dwarves work on sections of armor in the back of the shop. Thier hammers working too fast to follow. The walls are adorned in all of Abdul's prize creations. Here you can purchase suits of armor ment to keep monsters from hacking you into little pieces. A note on the wall beckons newbees. ~ 41 120 0 D3 ~ ~ 0 -1 13407 E note~ LIST : gives you a list of items for sale. VALUE : tells you how much an item is worth to Abdul SELL : sells an item to Abdul for a generous sum BUY : Abdul's FAVORITE command lets you have an item for his low low price. NEWBEE INTRUCTOR COMITEE ~ S #13530 The Mercenary's Guild~ This guild is frowned upon by most of the population of New Thalos, but the laws of supply and demand are irresistable. People come here when they feel unable or are unwilling to fight thier own battles. For a small fee you may hire henchman. ~ 41 0 0 D0 ~ ~ 0 -1 13429 D1 You notice some small scratches in the floor next to the eastern wall. ~ secret door~ 1 -1 13532 S #13531 The Mercenary's Guild~ This is the storage room for the mercenaries to be hired. ~ 41 0 0 S #13532 Entrance to the Thief's Guild~ This small, dark room has a single torch mounted in the wall for light. There is a small wooden bench and a book lying on it. The assassin guarding the entrance from 'outsiders' stands as you walk in. ~ 41 9 0 D2 ~ ~ 0 -1 13539 D3 ~ secret door~ 1 -1 13530 S #13533 The Whet Stone~ Very large men with very large swords drink beer from very large mugs. Every- thing in this room is BIG. The large round tables are scuffed and nicked from the numerous bar brawls that have sprung up. It might be a good idea to hold your tounge for a while as you soak up the atmosphere. There is an exit to the east where the master swordsman awaits pupils to train with. ~ 41 8 0 D0 ~ ~ 0 -1 13526 D1 ~ ~ 0 -1 13534 S #13534 Tournament and Practice Yard~ This is a wide expanse of grass filled with dummies, punching bags and swordpupils. To the north you see a man dressed in black robes, unlike his iron clad comrades, who you assume to be your master. ~ 41 124 0 D1 You see the grass near the base of the wall here is slightly torn. ~ secret door~ 1 -1 13473 D3 ~ ~ 0 -1 13533 S #13535 The Bread Stand~ A small stand has been set up here, showing the shopkeep's humble selection. You notice he has added a few things to his list. ~ 41 120 0 D0 ~ ~ 0 -1 13408 S #13536 Igor's Implements of Destruction~ You can't help but shiver as you look at the selection of vicious weapons. Huge swords and wicked looking axes hang on pegs around the room. A dwarf sits at a bench in the back hammering away on his latest creation. It is here you can buy rare and exotic items not found in other parts of the world. A note catches your eye. ~ 41 104 0 D0 ~ ~ 0 -1 13407 D5 ~ secret sesame~ 2 3691 13650 E note~ READ THE NOTE IN THE ARMORY NIC ~ S #13537 Ye Old Leather Shoppe~ You are standing on a thick oriental rug surrounded on all sides by racks of numerous leather goods. A few women sit on leather cushins sewing in some detail work on custom orderd jackets. ~ 41 120 0 D1 ~ ~ 0 -1 13466 S #13538 Smuggler's Inn~ You are inside a filthy inn, that seemingly has been cleaned in decades. Poker tables line the walls and everyone stares at you as you walk in, you don't feel very welcome. The bar has numerous knife holes in it and the bartender leans over waiting for your order. ~ 41 8 0 D3 ~ ~ 0 -1 13467 S #13539 The Filthy Unicorn~ A draft chills your bones as you enter, though you see no open window or door. Hooded figures lurk around in the shadows and speak in low voices. A flash of steel lets you know that weapons are in great abundance in this crowd. As you quickly check your beltpouch you notice a small staircase leading down. ~ 41 8 0 D0 ~ ~ 0 -1 13532 D5 ~ ~ 0 -1 13546 S #13540 Warehouse~ You are standing in a large room used to store merchandise made in the city before it is shipped off. All the items here are made in New Thalos and shipped to other parts of the land. ~ 41 8 0 D1 ~ ~ 0 -1 13541 D2 ~ ~ 0 -1 13433 S #13541 Warehouse~ Men walk to and fro counting crates and writing down their findings. This area of the warehouse is used for storing the raw materials brought in from areas outside the city. These goods are then delivered to the various guilds. The export area of the warehouses is to the south. ~ 41 8 0 D2 ~ ~ 0 -1 13434 D3 ~ ~ 0 -1 13540 S #13542 Shipwright~ The wood under you feet creaks from years of being soaked in saltwater. An old man with a curly, grey beard stand behind a small counter waiting to take your order. Behind him are mounted various model sailboats and large fish. ~ 41 120 0 D1 ~ ~ 0 -1 13543 D2 ~ ~ 0 -1 13435 S #13543 Drafting Room~ The walls are covered with paper sketchings of hull designs. This room is used by the shipwright to build his creations on paper before making a single cut in wood. ~ 41 8 0 D3 ~ ~ 0 -1 13542 S #13544 The Forge~ Very much like the weaponsmith this man deals in the molding of metal. It seems that most of his creations deal with horses. On the walls you see several horseshoes made of iron. The room is hot, hotter than the desert just south of here, and one wonders how the smithy can stand it. ~ 41 124 0 D2 ~ ~ 0 -1 13437 S #13545 The Royal Stables~ Nothing you wouldn't expect is here. Several stalls hold the Sultan's choice Arabian Stallions, and each has their own trough for drinking. A small boy wonders in sometimes with a shovel to remove the offensive by-product of such beasts. ~ 41 8 1 D1 ~ ~ 0 -1 13549 D2 ~ ~ 0 -1 13439 S #13546 The Secret Yard~ This is a hidden yard known to only a few people in New Thalos. Here you may train in the arts of stealing, picking locks, and becoming almost invisible. A small staircase leads back up to the unicorn. ~ 41 8 0 D2 You see some small scratches in the wall to the south. ~ secret door~ 1 -1 13489 D4 ~ ~ 0 -1 13539 S #13547 The Dump~ This is the place where the people of the city dump their trash. Due to the constant winds blowing down the moutains the smell is usually blown outside the walls and over the desert. ~ 41 0 0 D2 ~ ~ 0 -1 13442 S #13548 The Mage's Laboratory~ You stand in the top of an old stone tower. Along the walls hundreds of potions, scroll, and wands lie in disaray. The man you see before you sits hunched over a small wooden table with two beakers of bubbling liquid in front of him. He looks up as you enter an smiles broadly. ~ 41 8 0 D5 ~ ~ 0 -1 13517 S #13549 The Hay Loft~ Not as big as tho ones you see on farms in the country, this hay loft serves as a storage area for the horses in the stables. The young boy you saw with the shovel seems to have takes up residence on the second story. ~ 41 8 0 D3 ~ ~ 0 -1 13545 S #13550 The Grand Entrance~ Nowhere have you seen such an obscene display of wealth then in this corridor. The shag carpeting under your feet makes it seem as if you are walking on a cloud. Platinum candelabras hang delicately from the ceiling casting light on the ancient tapestries adorning the walls. The crick in your neck tells you its time to stop staring. To the west the numerous halls of the palace being and the gate lies to the east. ~ 41 8 0 D0 ~ ~ 0 -1 13560 D1 ~ gate~ 2 3600 13558 D2 ~ ~ 0 -1 13557 D3 ~ ~ 0 -1 13605 S #13551 The Library~ This building holds the vast collection of books and documents that have been brought here by the commitee apointed to recover the lost knowledge of Thalos. Rows of shelves filled with book in every condition line the walls. The air has the aroma of old parchment and glue. ~ 41 8 0 D1 ~ ~ 0 -1 13455 S #13552 The Dance Hall~ You seem to have missed a huge party. The janitors are here cleaning up the confetti and cigarette butts. Hundreds of empty beer mugs on the tables surrounding the dance floor suggest that the citizens love their drink. There is still a banner on the wall. ~ 41 8 0 D1 ~ ~ 0 -1 13456 E banner~ ======================================================================== H A P P Y B I R T H D A Y T O U S ======================================================================== ~ S #13553 Jail~ You are in jail. For some reason the god's feel youve fucked up pretty bad and should be put away safely for a while. ~ 41 120 0 D0 ~ secret gate~ 2 3693 13444 S #13554 City Hall~ You stand inside the administrative head of the city. Here the decisions regarding city policy are made. Although the Sultan's word is law, he usually spends his time on affairs outside the city wall. ~ 41 8 0 D0 ~ ~ 0 -1 13445 S #13555 The Boyer/Fletcher's~ The walls in this room are covered with pegs that hold various types of bows. There are few people working here, lending to the fact that the skills are rare to come by in the general populas. A few boys are busy in the corner preparing feathers for the fine shafts used in making arrows. Some Elven craftsmen are carefuly inspecting each bow as it is finnished. ~ 41 8 0 D1 ~ ~ 0 -1 13460 S #13556 The Mason's~ There is no doubt that the Dwarves here know what they're doing. They have been invaluable in the building of this beautiful city. Here they are hard at work doing what they do best. The hammers fly in a blur as these talented craftsmen work the stone into ornate bricks, pillars, trim, and many other forms. ~ 41 8 0 D3 ~ ~ 0 -1 13460 S #13557 Guard House~ You stand inside the southern of the two main guard houses. The stone interior has a spartan look to it, only the bare neccesities. A few weapons are mounted on the walls in case they might be needed. ~ 41 8 0 D0 ~ ~ 0 -1 13550 S #13558 The Palace Gate~ You stand before a magnificantly crafted gate wrought in solid gold. You gape in awe at the splendor of the spirilng towers beyond the portal. The ruler of all the eastern lands resides in this fine palace, and he is not a poor man. The grand entrance lies byond the gate, and Sultan's walk is to the east. ~ 41 0 1 D1 ~ ~ 0 -1 13420 D3 ~ gate~ 2 3600 13550 S #13559 North-West Tower~ You stand on one of the four towers guarding the city. The view from here is great! To the west you see the tall mountains that make up the divide between here an Midgaard. The Ishtar river slowly flows from that direction. South you can see the entire city of New Thalos and the Great Eastern Desert to the south. ~ 41 8 0 D5 ~ ~ 0 -1 13444 S #13560 Guard House~ You stand inside the northern of the two main guard houses. Strong guards are seated here, playing cards. The stone interior is clean but bare walled save the weapons and armor mounted in the walls. The only exit is south. ~ 41 8 0 D2 ~ ~ 0 -1 13550 S #13561 Kitchen~ Your footsteps echo off the stone tiles of the kitchen. On the south wall you see the large fire place and a huge copper pot bubbling merrily. The chef is busy chopping up greens and other vegetables at the wooden table for tonights meal. Servants scurry about grabbing utensils and preparing fresh hares. A small door leads out into the hall northward and the door to the dining hall is west. ~ 41 8 0 D0 ~ door~ 1 -1 13563 D3 ~ ~ 0 -1 13571 S #13562 North-East Tower~ You stand on one of the four towers guarding the city. To the north you see the wide plains and then the forset. South of here you see the city and the great eastern desert beyond. ~ 41 8 0 D5 ~ ~ 0 -1 13454 S #13563 Hall~ You are at the eastern end of the southern hallway. A small servants entrance give access to the kitchen and the hall continues west. ~ 41 8 0 D2 ~ door small~ 1 -1 13561 D3 ~ ~ 0 -1 13572 S #13564 The Tanner's Guild~ You first notice the pungent smell of freshly tanned leather goods as you enter this strange place. The next thing that grabs you're attention is the many colors that these people have transformed the beautiful skins into. The people are streaching the leather and cutting it into the shapes they need. You notice a small message on a wall. ~ 41 8 0 D1 ~ ~ 0 -1 13462 E message~ I hate being a Tanner ~ S #13565 Hall~ You have come to the eastern end of the northern hallway. The only exit is west except for the simple wooden door to the north. There is a golden plaque above the door. ~ 41 8 0 D0 ~ door~ 1 -1 13566 D3 ~ ~ 0 -1 13574 E plaque~ The Holy Shirne of Allah (remember Allah is a god, I wouldn't attack him) ~ S #13566 Shrine of Allah~ As you step into this room you seem to leave the material plane. The walls here are decorated with beautiful, multi-colored tiles. There is a strange stillness about the air. You sense the presence of an all mighty being. ~ 41 8 0 D2 ~ door~ 1 -1 13565 S #13567 Outside the Northern Gate of New Thalos~ You stand outside the gate of New Thalos. The city lies to the south, and wilderness to the north. ~ 41 0 1 D0 ~ ~ 0 -1 13681 D2 ~ ~ 0 -1 13422 S #13568 Outside the Eastern Gate of New Thalos~ You stand outside the protective walls of the city. The massive iron gate sits to the west and the unkown awaits you eastward. ~ 41 0 1 D1 ~ ~ 0 -1 13690 D2 ~ ~ 0 -1 13570 D3 ~ ~ 0 -1 13431 S #13569 Outside the West Gate of New Thalos~ You stand outside the city walls, the iron gate to the east. The city lies in that direction and the road to Midgaard lies west. ~ 41 0 1 D1 ~ gate~ 1 3601 13423 D3 ~ ~ 0 -1 13618 S #13570 Outside the wall~ You are in a small clearing outside the east wall of the city. The ground seems well trodden but you can see no apparent exit save that north. ~ 41 0 2 D0 ~ ~ 0 -1 13568 S #13571 Grand Dining Hall~ A long oaken table, coverd with silverware, plates, and a table cloth with gold trim, dominates the room. Although no diners occupy the room as of yet, servants sprint about setting the table and placing condiments. The kitchen entrance is to the south, and two huge double doors open into the hallway north. ~ 41 8 0 D0 ~ ~ 0 -1 13572 D1 ~ ~ 0 -1 13561 S #13572 Hall~ You stand at a T-crossing in the long hallways. There are two large double doors to the south. ~ 41 8 0 D0 ~ ~ 0 -1 13573 D1 ~ ~ 0 -1 13563 D2 ~ double doors~ 1 -1 13571 D3 ~ ~ 0 -1 13577 S #13573 Hall~ You stand at an intersection of the hallways. Wooden corridors lead off in all directions except west, the garden of the palace can be entered there. ~ 41 8 0 D0 ~ ~ 0 -1 13574 D1 ~ ~ 0 -1 13605 D2 ~ ~ 0 -1 13572 D3 ~ ~ 0 -1 13578 S #13574 Hall~ You have come to a T-crossing on the hallways. The wooden corridors continue east, west and south. There is a large iron door to the north. ~ 41 8 0 D0 ~ iron heavy~ 1 -1 13575 D1 ~ ~ 0 -1 13565 D2 ~ ~ 0 -1 13573 D3 ~ ~ 0 -1 13579 S #13575 Entrance to the Dungeon~ You enter a cold damp room with bare roughly hewn stone walls. This room seems very out of place compared to the splender of the rest of the palace. A large steel grating leads down into darkness, and an iron door returns you to the hallway. ~ 41 8 0 D2 ~ iron~ 1 -1 13574 D5 ~ steel~ 1 -1 13591 S #13576 Guest Room~ This is a simple room used for visiting nobleman. A small dresser stands on the east wall with a mirror hung right above it. A queen sized bed made up in satin sheets stands in the middle of the room against the south wall under a window. The only obvious exit is north back out into the hallway. ~ 41 8 0 D0 ~ ~ 0 -1 13577 E window~ Looking out this window you can see the grounds of the palace that seperate the walls of the palace from the building itself. ~ E mirror~ You see a the fighting image of some armor clad humanoid wielding a weapon. ~ S #13577 Hall~ The long hall continues here with a wooden door in the south wall. On the north wall hangs the picture of some forgotten nobleman who once ruled the land. ~ 41 8 0 D1 ~ ~ 0 -1 13572 D2 ~ door~ 1 -1 13576 D3 ~ ~ 0 -1 13582 S #13578 Garden~ You have entered the Sultan's private gardens. A light sweat breaks out on your skin from the humidity here. All around you are thousands of exotic plants and flowers. The sweet smell of jasmine and honeysuckle reminds you of happier days at home. Off to the north, through the palm trees, you see a delicate white gazebo. To your right stands a gold sign. A path leads out into the hallway and west towards the gazebo. ~ 41 0 2 D1 ~ ~ 0 -1 13573 D3 ~ ~ 0 -1 13583 E sign~ ========================================================================= ========================================================================= || || || || || || || || || Welcome to my humble garden. I have created this || || tiny bit of paradise for the pleasure of my people. || || Take only pictures... Leave only footprints... || || || || || || || || The Sultan || || || || || || || ========================================================================= ========================================================================= ~ S #13579 Hall~ The long stretch of hallway continues east and west from here. The small red carpet covering the centerline is always underfoot and an occasional bench or potted plant lines the wall. There is a door here to the north with a plaque mounted over it. ~ 41 8 0 D0 ~ door~ 1 -1 13580 D1 ~ ~ 0 -1 13574 D3 ~ ~ 0 -1 13584 E plaque~ ART EXHIBIT of NEW THALOS -management is not responsible for lost items. ~ S #13580 Art Exhibit~ You are standing in the Sultan's tribute to the finer virtues. Large paintings hang from the walls displaying nature scenes, nudes, and glorious victories in battle. Strange scupltures rest on pedestals at each corner of the room and mirrors are placed in strategic locations so the viewer may see an entire sculpture at a glance. Your eyes, however, a pulled towards a painting that dominates the far wall. ~ 41 8 0 D2 ~ door~ 1 -1 13579 S #13581 Guest Room~ This is another room made up for visiting nobles. There is a dresser up against the eastern wall with a mirror above it and a queen sized bed, made up in satin sheets, against the south wall. ~ 41 8 0 D0 ~ ~ 0 -1 13582 S #13582 Hall~ You have reached the western end of the southern hallway. The only exit is east except for the doors in the southern and western walls. ~ 41 8 0 D1 ~ ~ 0 -1 13577 D2 ~ door south~ 1 -1 13581 D3 ~ door west~ 2 13501 13587 S #13583 Garden Gazebo~ Walking through the gardens you come across a small white wooden structure. The sounds of birds, the smell of flowers, ahhh paradise. You believe you have never been in a more peaceful setting. ~ 41 8 0 D1 ~ ~ 0 -1 13578 S #13584 Hall~ This is the western end of the northern hallway. Two doors are set in the walls here, one to the north, another to the west. ~ 41 8 0 D0 ~ door north~ 1 -1 13585 D1 ~ ~ 0 -1 13579 D3 ~ door west~ 1 -1 13589 S #13585 Guard Room~ You stand in a baren chamber lined with nothing but cots and footlockers. The guards come here when off duty to sleep, for they may only leave the palace grounds with special permission. The only exit is to the south. ~ 41 8 0 D2 ~ door~ 1 -1 13584 S #13586 Guard Room~ This is living quarters for the guards of the palace. Barren compared to the rest of the palace, you see only cots and footlockers here. On the walls you see pictures of well known knights who have give a proud name to the Sultan's Guard. ~ 41 8 0 D0 ~ ~ 0 -1 13587 S #13587 Harem~ This is the room where the Sultan keeps the beautiful women of his palace. There are ten girls here lying about the room dressed in silks you can almost see through. In the western end of the room stands a large mound of pillows and a beautiful young maiden sits perched atop. It is unfortunate for you that only the Sultan is allowed in here. ~ 41 8 0 D0 ~ secret door~ 1 -1 13588 D1 ~ ~ 0 -1 13582 D2 ~ ~ 0 -1 13586 S #13588 Small room~ This is secret chamber allowing the Sultan direct access to his harem at any time he chooses. ~ 41 8 0 D0 ~ ~ 0 -1 13589 D2 ~ ~ 0 -1 13587 S #13589 Throne Room~ You stand in the throne room of the mighty Sultan of New Thalos. Guards stand at attention near his side ready to make the ultimate sacrifice for thier beloved leader. The gold inlaid throne studded with jewels stands upon a mable dias. The Sultan is not a man to be trifled with. ~ 41 8 0 D0 ~ secret throne~ 2 13500 13590 D1 ~ door~ 1 -1 13584 D2 ~ secret door ~ 1 -1 13588 S #13590 Treasure Room~ You have somhow managed to gain access to the treaure vault of the Sultan. The alarm sounding in the background tells you that you must have tripped off some kind of alarm system. It might be adviseable to grab as much stuff as you possibly can and run for the door. ~ 41 8 0 D1 ~ ~ 0 -1 13585 D2 ~ ~ 0 -1 13589 S #13591 Jailer's Room~ Climbing down the old wooden ladder you enter a small cave like room. There is a small bench with some old magazines and a low burning candle sitting off to one side. A door is set into the stone on the north wall, and the steel grating opens up above. ~ 41 9 0 D1 ~ door~ 1 -1 13592 D4 ~ steel~ 1 -1 13575 S #13592 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east. ~ 41 9 0 D0 ~ cell north~ 2 3693 13597 D1 ~ ~ 0 -1 13593 D2 ~ cell south~ 2 3693 13601 D3 ~ door~ 1 -1 13591 S #13593 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east and west. ~ 41 9 0 D0 ~ cell north~ 2 3693 13598 D1 ~ ~ 0 -1 13594 D2 ~ cell south~ 2 3693 13602 D3 ~ ~ 0 -1 13592 S #13594 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continues east and west. ~ 41 9 0 D0 ~ cell north~ 2 3693 13599 D1 ~ ~ 0 -1 13595 D2 ~ cell south~ 2 3693 13603 D3 ~ ~ 0 -1 13593 S #13595 Tunnel in the Dungeon~ You stand in a roughly hewn stone tunnel with cells to the north and south. The tunnel continueswest and you notice a small crack in the stone to the east. ~ 41 9 0 D0 ~ cell north~ 2 3693 13600 D1 ~ crack~ 1 3600 13596 D2 ~ cell south~ 2 3693 13604 D3 ~ ~ 0 -1 13594 S #13596 Secret Cell~ This room seems more like a lair than a cell. Small bits of hay lie strewn about the floor covering bones of unkown origin. Spatterd blood and tufts of grey hair lie matted in one corner. As you turn to leave you notice a pair of small red eyes peering at you from the darkness. ~ 41 9 0 D3 ~ crack~ 2 3600 13595 S #13597 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D2 ~ cell~ 2 3693 13592 S #13598 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D2 ~ cell~ 2 3693 13593 S #13599 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D2 ~ cell~ 2 3693 13594 S #13600 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D2 ~ cell~ 2 3693 13595 S #13601 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D0 ~ cell~ 2 3693 13592 S #13602 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D0 ~ cell~ 2 3693 13593 D5 ~ ~ 0 -1 2 S #13603 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D0 ~ cell cell~ 2 3693 13594 S #13604 Cell~ You are in a cold, cramped chamber with only one exit. ~ 41 9 0 D0 ~ cell cell~ 2 3693 13595 S #13605 Hall~ You stand in a large cedar wood hall leading east and west. On the floor lies a thin and narrow purple rug. The hall leads west inside the palace and east to the Grand Entrance. ~ 41 8 0 D1 ~ ~ 0 -1 13550 D3 ~ ~ 0 -1 13573 S #13606 Path through the mountains~ The narrow path turns here heading south and west. ~ 41 0 5 D2 ~ ~ 0 -1 13607 D3 ~ ~ 0 -1 13611 S #13607 Path through the mountains~ Travel is hard and slow as you almost have to climb around large boulders strewn about the path. ~ 41 0 5 D0 ~ 1 -1 13606 D1 ~ 0 -1 13606 D1 ~ ~ 0 -1 13608 S #13608 Edge of the ravine~ The ground drops off below down to a rushing river. A small rope bridge sways to and fro in the wind giving you access to the other side. ~ 41 0 5 D1 ~ ~ 0 -1 13609 D3 ~ ~ 0 -1 13607 S #13609 On a rope bridge~ The small rope bridge shudders under your weight as you make you way across the valley. ~ 41 0 0 D1 ~ ~ 0 -1 13627 D3 ~ ~ 0 -1 13608 S #13610 Ledge around the valley~ You are walking around a small ledge overlooking a large valley deep within the eastern mountains. The ledge turns north following the shape of the valley and a steep trail continues to the east. ~ 41 0 5 D0 ~ ~ 0 -1 16030 D1 ~ ~ 0 -1 13611 S #13611 Path through the mountains~ You are walking through a rock strewn path deep within the mountains east of Midgaard. The going is rough and you constantly twist your ankle on the small stones lying about. ~ 41 0 5 D1 ~ ~ 0 -1 13606 D3 ~ ~ 0 -1 13610 S #13612 On the eastern edge of the mountains~ You stand on the eastern edge of the eastern mountains. The high peaks lie to the west and rolling hills and plains open up to your east. ~ 41 0 5 D2 ~ ~ 0 -1 13613 D3 ~ ~ 0 -1 13629 S #13613 In the foothills~ The path curves down the face of the mountain allowing you to move up or down the face of this missive hunk of stone. ~ 41 0 5 D0 ~ ~ 0 -1 13612 D1 ~ ~ 0 -1 13614 S #13614 In the foothills~ The path curves down the face of the mountain allowing you to move up or down as you please. ~ 41 0 5 D2 ~ ~ 0 -1 13615 D3 ~ ~ 0 -1 13613 S #13615 A rocky trail~ The faint sound of a flowing river reaches your ears from the south and through the trees you can see water. The path you are on continues north and east from here. ~ 41 0 5 D0 ~ ~ 0 -1 13614 D1 ~ ~ 0 -1 13630 D2 ~ ~ 0 -1 13645 S #13616 On a road~ This long road continues to the east and south. ~ 41 0 2 D1 ~ ~ 0 -1 13617 D2 ~ ~ 0 -1 13633 S #13617 On a road~ The well kept road continues east and west from here. ~ 41 0 2 D1 ~ ~ 0 -1 13618 D3 ~ ~ 0 -1 13616 S #13618 On a road~ You stand on a well maintained road leading east towards New Thalos and west towards the Eastern Mountains. To the north you can see wide plains stretching out as far as the eye can see. South of you begins a dark green forest. ~ 41 0 2 D1 ~ ~ 0 -1 13569 D3 ~ ~ 0 -1 13617 S #13619 Headwaters of the River of Lost Souls~ The waters of the swamp pool in this low area and begin to flow southward. ~ 41 0 7 30 2 D2 ~ ~ 0 -1 13634 D3 ~ ~ 0 -1 16136 S #13620 Ishtar River~ The river calms a bit after being thrashed in the interior of the mountain. Although still deep within the rocks you can see faint traces of green to the east ~ 41 0 7 15 1 D1 ~ ~ 0 -1 13621 D3 ~ ~ 0 -1 13639 S #13621 Ishtar River~ The river flows east and west through the hills. ~ 41 0 7 15 1 D1 ~ ~ 0 -1 13622 D3 ~ ~ 0 -1 13620 S #13622 Ishtar River~ The river begins its decent out of the mountains now and continues its flow to the east. ~ 41 0 7 15 1 D1 ~ ~ 0 -1 13644 D3 ~ ~ 0 -1 13621 S #13623 Ishtar River~ The river flows under the wall of the city to the east and stretches off towards high snow capped mountains far far to the west. ~ 41 0 7 15 1 D1 ~ ~ 0 -1 13487 D3 ~ ~ 0 -1 13649 S #13624 Ishtar River~ The river flows out from the city down a long winding gully towards the Sea of Dragons. To the south of you lies the great eastern desert and north a wide open expanse of grass. You can just barely make out a road that seems to be traveling along side the river but the banks are to steep for you to see very far. ~ 41 0 7 15 1 D1 ~ ~ 0 -1 13625 D3 ~ ~ 0 -1 13483 S #13625 Ishtar River~ The river continues its descent down the lowlands flowing ever so gently south. It's hard to believe this is the same river that came cascading down the mountainside. ~ 41 0 7 60 1 D1 ~ ~ 0 -1 13626 D3 ~ ~ 0 -1 13624 S #13626 Ishtar River~ Small animals and herd animals can be heard in the distance, though you don't actually see any near the river. Perhaps the steep slopes pervent them from using the river. ~ 41 0 7 60 1 D1 ~ ~ 0 -1 13684 D3 ~ ~ 0 -1 13625 S #13627 Edge of the ravine~ You stand at the edge of a real long drop down. A small rope bridge has conviently been placed here to allow you access to the other side of the bridge. Unfortunately the wind seems to be kicking up making the bridge sway slightly. The path leads off through the mountains to the east. ~ 41 0 5 D1 ~ ~ 0 -1 13628 D3 ~ ~ 0 -1 13609 S #13628 Path through the mountains~ The narrow path makes its way through the mountains east and west. You hear the squawking of a large bird over head most likely a buzzard waiting for you to drop. ~ 41 0 5 D1 ~ ~ 0 -1 13629 D3 ~ ~ 0 -1 13627 S #13629 Path through the mountains~ A large boulder suddenly decides it wants to occupy the same space you are currently standing in. I would move QUICK. ~ 41 0 5 D1 ~ ~ 0 -1 13612 D3 ~ ~ 0 -1 13628 S #13630 On a road~ The road you are on continues east and west. ~ 41 0 4 D1 ~ ~ 0 -1 13631 D3 ~ ~ 0 -1 13615 S #13631 On a road~ The road you are on continues east and west ~ 41 0 2 D1 ~ ~ 0 -1 13632 D3 ~ ~ 0 -1 13630 S #13632 On a road~ The road you are on continues east and west. ~ 41 0 2 D1 ~ ~ 0 -1 13633 D3 ~ ~ 0 -1 13631 S #13633 On a road~ The road bends here toward the riverbank giving one access to the River Ishtar. The road continues north and west from the river bank. ~ 41 0 2 D0 ~ ~ 0 -1 13616 D2 ~ ~ 0 -1 13649 D3 ~ ~ 0 -1 13632 S #13634 The River of Lost Souls~ The river flows south through a valley in the mountains. You can see a small village to the west. ~ 41 0 7 15 2 D0 ~ ~ 0 -1 13619 D2 ~ ~ 0 -1 13635 S #13635 The River of Lost Souls~ The river flows south in the southern end of this wide valley. The walls of the valley close in to the south. ~ 41 0 7 15 2 D0 ~ ~ 0 -1 13634 D2 ~ ~ 0 -1 13636 S #13636 The River of Lost Souls~ The river begins to speed up as it cascades down this mountain crevase. High above you a small rope bridge sways in the wind. ~ 41 0 7 15 2 D0 ~ ~ 0 -1 27071 D2 ~ ~ 0 -1 13637 D3 ~ bridge secret~ 2 27006 27081 S #13637 The River of Lost Souls~ The river rapidly flows down this crack in the side of the mountain to the south. Hopefully you will hear any aproaching rapids. ~ 41 0 7 15 2 D0 ~ ~ 0 -1 13636 D2 ~ ~ 0 -1 13638 S #13638 The River of Lost Souls~ The river seems to calm a bit as the crevase widens lessens its stranglehold on the waters. The river continues to the north through a crack and flows to the south. ~ 41 0 7 15 2 D0 ~ ~ 0 -1 13637 D2 ~ ~ 0 -1 13639 S #13639 A Split in the River~ The waters of the river crash down upon a rock and splits into two bodies of water. The river you are on continues its southern course and the new river heads off to the east. To your west you notice that the rocks have split and crumbled as if torn asunder by some massive force. It looks impossible to traverse. The River of lost souls also continues to the north. ~ 41 0 7 15 2 D0 ~ ~ 0 -1 13638 D1 ~ ~ 0 -1 13620 D2 ~ ~ 0 -1 13640 S #13640 The River of Lost Souls~ The river continues north and south from here through a water eroded valley. ~ 41 0 7 30 2 D0 ~ ~ 0 -1 13639 D2 ~ ~ 0 -1 13641 S #13641 The River of Lost Souls~ The river continues north and south from here through a water eroded valley. ~ 41 0 7 30 2 D0 ~ ~ 0 -1 13640 D2 ~ ~ 0 -1 13642 S #13642 The River of Lost Souls~ The river continues north and south from here through a water eroded valley. ~ 41 0 7 30 2 D0 ~ ~ 0 -1 13641 D2 ~ ~ 0 -1 13643 S #13643 The River of Lost Souls~ The river makes a sharp bend here and heads east towards a large mountain and north through a valley. On a ledge above you, and to the west, you can see movement. ~ 41 0 7 30 1 D0 ~ ~ 0 -1 13642 D1 ~ ~ 0 -1 5000 D3 ~ ~ 5 -1 16250 S #13644 Ishtar River~ The river widens here, no longer bounded by rock, and flows east towards a plain. ~ 41 0 7 30 1 D1 ~ ~ 0 -1 13645 D3 ~ ~ 0 -1 13622 S #13645 Ishtar River~ The river continues here east to east. There is a landing area to the north where you can gain access to the shore. ~ 41 0 7 30 1 D0 ~ ~ 0 -1 13615 D1 ~ ~ 0 -1 13646 D3 ~ ~ 0 -1 13644 S #13646 Ishtar River~ The river meanders through the foothills of the eastern mountains. The air is dryer on this side of the continental divide and it seems a bit warmer. ~ 41 0 7 30 1 D1 ~ ~ 0 -1 13647 D3 ~ ~ 0 -1 13645 S #13647 Ishtar River~ The river continues its journey eastward flowing through the plains. To the west you see the peaks of large snow capped mountains and to the east you see the outline of a large city. ~ 41 0 7 30 1 D1 ~ ~ 0 -1 13648 D3 ~ ~ 0 -1 13646 S #13648 Ishtar River~ The river flows east and west from here. ~ 41 0 7 30 1 D1 ~ ~ 0 -1 13649 D3 ~ ~ 0 -1 13647 S #13649 Ishtar River~ The river slows as it widens and meanders through the lowlands. A small dock give access to the north shore. ~ 41 0 7 30 1 D0 ~ ~ 0 -1 13633 D1 ~ ~ 0 -1 13623 D3 ~ ~ 0 -1 13648 S #13650 Igor's Secret Chamber~ ~ 41 8 0 D4 ~ secret sesame~ 2 3691 13536 S #13651 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13652 D1 ~ ~ 0 -1 13656 D2 ~ ~ 0 -1 13654 D3 ~ ~ 0 -1 13657 S #13652 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13652 D1 ~ ~ 0 -1 13655 D2 ~ ~ 0 -1 13652 D3 ~ ~ 0 -1 13651 S #13653 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 1 5 D0 ~ ~ 0 -1 13654 D1 You see a large boulder blocking your path. ~ rock crack boulder~ 1 -1 13639 D2 ~ ~ 0 -1 13656 D3 ~ ~ 0 -1 13657 S #13654 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13654 D1 ~ ~ 0 -1 13658 D2 ~ ~ 0 -1 13657 D3 ~ ~ 0 -1 13660 S #13655 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13655 D1 ~ ~ 0 -1 13659 D2 ~ ~ 0 -1 13658 D3 ~ ~ 0 -1 13654 S #13656 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 0 D0 ~ ~ 0 -1 13653 D1 ~ ~ 0 -1 13658 D2 ~ ~ 0 -1 13655 D3 ~ ~ 0 -1 13651 S #13657 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13654 D1 ~ ~ 0 -1 13658 D2 ~ ~ 0 -1 13654 D3 ~ ~ 0 -1 13654 S #13658 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13655 D1 ~ ~ 0 -1 13657 D2 ~ ~ 0 -1 13659 D3 ~ ~ 0 -1 13654 D5 ~ ~ 5 -1 16246 S #13659 In the mountains~ You are walking over rocks and stones through the mountains between the Ishtar and Dark rivers. It's funny how all the rocks look alike ~ 41 0 5 D0 ~ ~ 0 -1 13652 D1 ~ ~ 0 -1 13659 D2 ~ ~ 0 -1 13654 D3 ~ ~ 0 -1 13658 S #13660 Headwaters of the Dark River~ A large natural spring issues forth from the heart of the mountain and flows west down the mountain. It looks like there was a terrible earthquake here not too long ago, and a path that used to lead eastwards through the mountains is no more. ~ 41 0 7 15 3 D3 ~ ~ 0 -1 13661 S #13661 On the Dark River~ The river flows down the mountain through a large crevasse to the west and up into the mountains east. ~ 41 0 7 30 3 D1 ~ ~ 0 -1 13660 D3 ~ ~ 0 -1 13662 S #13662 On the Dark River~ The walls of this canyon tower overhead as the river continues east and west from here. ~ 41 0 7 30 3 D1 ~ ~ 0 -1 13661 D3 ~ ~ 0 -1 13663 S #13663 On the Dark River~ The walls of rock around you slowly shrink to ground level as the river flows out of the mountains and onto the plains. ~ 41 0 7 30 3 D1 ~ ~ 0 -1 13662 D3 ~ ~ 0 -1 13664 S #13664 On the Dark River~ The river continues east and west from here out of the foothills to the east down into the plains west of here. ~ 41 0 7 30 3 D1 ~ ~ 0 -1 13663 D3 ~ ~ 0 -1 13665 S #13665 On the Dark River~ The river, following a low spot in the foothills, bends and twists. Tall mountains can be seen off to the east and a castle can be seen to the west. ~ 41 0 7 30 2 D1 ~ ~ 0 -1 13664 D2 ~ ~ 0 -1 13666 S #13666 On the Dark River~ The river makes a wide sweeping turn here and off in the distance you can see the outline of a large castle. ~ 41 0 7 45 3 D0 ~ ~ 0 -1 13665 D3 ~ ~ 0 -1 13667 S #13667 On the Dark River~ The river flows west from here into the heart of the Mirkwood Forest and east across the plains. ~ 41 0 7 45 3 D1 ~ ~ 0 -1 13666 D3 ~ ~ 0 -1 13668 S #13668 On the Dark River~ You can barely make out whats ahead of you ask the river flows quietly through the forest of Mirkwood. ~ 41 1 7 45 3 D1 ~ ~ 0 -1 13667 D3 ~ ~ 0 -1 13669 S #13669 On the Dark River~ The river slowly flows west towards the city of Midgaard and east through the forest of Mirkwood. There are small breaks in the woods to the north and south where you might be able to get up on bank. ~ 41 1 7 45 3 D0 ~ ~ 0 -1 15100 D1 ~ ~ 0 -1 13668 D2 ~ ~ 0 -1 15101 D3 ~ ~ 0 -1 13670 S #13670 On the Dark River~ The river continues east and west from here flowing south of a dark forest. ~ 41 0 7 45 3 D1 ~ ~ 0 -1 13669 D3 ~ ~ 0 -1 13671 S #13671 On the Dark River~ The river flows west through a grating into the city of Midgaard and east towards some tall mountains. ~ 41 0 7 45 3 D1 ~ ~ 0 -1 13670 D3 ~ ~ 0 -1 3205 S #13672 On the Dark River~ The river flows to the east under the walls of Midgaard and west snaking through a dark forest. ~ 41 0 7 45 3 D1 ~ ~ 0 -1 3200 D3 ~ ~ 0 -1 13673 S #13673 On the Dark River~ The river continues east and west meandering through the woods. ~ 41 1 7 45 3 D0 ~ ~ 0 -1 6121 D1 ~ ~ 0 -1 13672 D2 ~ ~ 0 -1 27495 D3 ~ ~ 0 -1 13674 S #13674 On the Dark River~ The river continues east and west meandering through the woods. You hear the sounds of chopping wood far off in the distance. ~ 41 1 7 45 3 D0 ~ ~ 0 -1 6222 D1 ~ ~ 0 -1 13673 D3 ~ ~ 0 -1 13675 S #13675 On the Dark River~ The river continues east and west meandering through the woods. ~ 41 1 7 45 3 D1 ~ ~ 0 -1 13674 D3 ~ ~ 0 -1 6145 S #13676 On a rope bridge~ The rope bridge begins to gently sway in the wind. ~ 41 4 -1 10 13677 1 5 D1 ~ ~ 0 -1 13627 D3 ~ ~ 0 -1 13608 S #13677 On a rope bridge~ The bridge begins to gain momentum as it swings in the wind wee this is fun.... hope you have good grip. ~ 41 0 -1 40 13678 1 0 D1 ~ ~ 0 -1 13627 D3 ~ ~ 0 -1 13608 S #13678 Freefall~ As your fingers slowly slip from the handguides you feel a sudden euphoria as you freefall the 200 + feet to your death. ~ 41 2 5 S #13679 CRUSHED~ Well you either are a real slow reader or you arent real good at taking a hint. From now on when a room says move I would suggest you do so. ~ 41 2 5 D4 ~ ~ 0 -1 13629 S #13680 Path through the mountains~ You hear a loud rumbling nearby and small rocks begin to pelt you. ~ 41 0 -1 60 13679 1 5 D1 ~ ~ 0 -1 13612 D3 ~ ~ 0 -1 13628 S #13681 On the Plains~ You stand on an open expanse of grass extending in all directions. To the south of you stand the might northern gates of New Thalos. East and west of you the grassy fields continue and north, in the distance, you see a line of trees. ~ 41 0 2 D0 ~ ~ 0 -1 13682 D1 ~ ~ 0 -1 13681 D2 ~ ~ 0 -1 13567 D3 ~ ~ 0 -1 13681 S #13682 On the Plains~ You stand on an open field of grass. The forest to the north is closer but still a good distance away. To the south a small dirt path has been trodden into the ground heading towards New Thalos. ~ 41 0 2 D0 ~ ~ 0 -1 13683 D1 ~ ~ 0 -1 13682 D2 ~ ~ 0 -1 13681 D3 ~ ~ 0 -1 13682 S #13683 Edge of the forest~ You stand at the edge of a huge forest. The line of trees continues as far as the eye can see to the east and west. A large expanse of grass spreads out to the south. ~ 41 0 2 D0 ~ ~ 0 -1 13901 D1 ~ ~ 0 -1 13683 D2 ~ ~ 0 -1 13682 D3 ~ ~ 0 -1 13683 S #13684 Ishtar River~ The river broadens even more here and the waters become murky. The smell of saltwater has reached you from the east. The Dragon Sea cannot be far away. To the east you can see the faint outline of a city and to the north you see a large expanse of grass. ~ 41 0 7 60 1 D1 ~ ~ 0 -1 13685 D3 ~ ~ 0 -1 13626 S #13685 The river delta~ This is where the river empties out into the Dragon Sea. The backrush of water has kicked up a lot of sand and the blue sea is stained where the river empties. Looking west all you can see is water.. all the way to the horizon. North of here is a small dock you think you should be able to reach with out too much trouble. The river stretches off to the west back towards New Thalos. ~ 41 0 7 60 1 D1 ~ ~ 0 -1 13686 D3 ~ ~ 0 -1 13684 S #13686 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the north. ~ 41 0 0 D0 ~ ~ 0 -1 13687 D1 ~ ~ 0 -1 13686 D2 ~ ~ 0 -1 13686 D3 ~ ~ 0 -1 13685 S #13687 The Dragon Sea~ The Dragon Sea comes up along the shore here. The deep blue waters rolling in and crashing against the beach. To the north you see a small dock jutting out into the surf. ~ 41 0 0 D0 ~ ~ 0 -1 13695 D1 ~ ~ 0 -1 13696 D2 ~ ~ 0 -1 13686 S #13688 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. ~ 41 0 0 D0 ~ ~ 0 -1 13688 D1 ~ ~ 0 -1 13697 D2 ~ ~ 0 -1 13695 S #13689 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. ~ 41 0 0 D0 ~ ~ 0 -1 13697 D1 ~ ~ 0 -1 13689 D2 ~ ~ 0 -1 13696 D3 ~ ~ 0 -1 13695 D5 ~ ~ 0 -1 13698 S #13690 On a road~ The people of New Thalos take great pride in the services their city may provide. One of these services is the construction crews the go to great lengths to keep all the roads in order. Although the taxes in New Thalos are higher then other cities in the realm most of the money is used for the good of the people. ~ 41 0 1 D1 ~ ~ 0 -1 13691 D3 ~ ~ 0 -1 13568 S #13691 On a road~ You walk along a well used road with beautiful scenery. To the north tall pine trees form a wall that goes on for miles. Between the road and the trees lies a great expanse of grassy plains. South of here, beyond the river, lies the Great Eastern Desert. The road continues east and west. ~ 41 0 1 D1 ~ ~ 0 -1 13692 D3 ~ ~ 0 -1 13690 S #13692 On a road~ The Dragon Sea can be seen to the east now spreading out to unkown lands. The road continues east and west. To the south you hear the sounds of boats traveling the Ishtar delivering goods. ~ 41 0 1 D1 ~ ~ 0 -1 13693 D3 ~ ~ 0 -1 13691 S #13693 On a road~ This is the man land route through the land. Merchants can bring thier goods to the coastline and have them ferried onto ships for export. Travel by foot west will take you through New Thalos up and over the Eastern Mountains and down into Midgaard. ~ 41 0 1 D1 ~ ~ 0 -1 13694 D3 ~ ~ 0 -1 13692 S #13694 Near the shore~ The road ends here turning into a small dirt path leading down the beach and onto a dock. To the north and south you see the coastline stretching out before you. West of here the lowlands roll up into huge snow capped mountains. ~ 41 0 1 D1 ~ ~ 0 -1 13695 D3 ~ ~ 0 -1 13693 S #13695 On a dock~ You stand on a simple wooden dock that acts as an extension of the road to the west. The dock seems to have been here for quite a long time but is still sturdy. A small ladder has been built on the eastern end to allow easy access to and from ships. ~ 41 0 0 D0 ~ ~ 0 -1 13688 D1 ~ ~ 0 -1 13689 D2 ~ ~ 0 -1 13687 D3 ~ ~ 0 -1 13694 S #13696 The Dragon Sea~ You are on the clear blue seas of the Dragon Sea. Water extends in all directions as far as the eye can see. Off in the distance you think you might see a small dock to the west. ~ 41 0 0 D0 ~ ~ 0 -1 13689 D1 ~ ~ 0 -1 13696 D2 ~ ~ 0 -1 13696 D3 ~ ~ 0 -1 13687 S #13697 The Dragon Sea~ The ocean spreads out in all directions rolling gently. In the distance you can see an island on the horizon. To the west you see the mainland. ~ 41 0 0 D0 ~ ~ 0 -1 13697 D1 ~ ~ 0 -1 13697 D2 ~ ~ 0 -1 13689 D3 ~ ~ 0 -1 13688 S #13698 Under the dock~ You are swiming underneath the dock. You can see the four wooden pylons that support the structure. The murky water clouds you vision as you gaze westard, but you think you can make out an iron grating in that direction. ~ 41 1 9 D3 ~ grate~ 1 1 13699 D4 ~ ~ 0 -1 13697 S #13699 Lair of the Ixitxachitl~ Blood swirls around in the water as the Ixitxachitl devours the last of its meal. Swirling around quickly as you intrude upon hismeal the large sting ray attacks! ~ 41 1 9 D1 ~ grate~ 1 -1 13698 S #13700 Gambreezzi's Frozen Food Section~ This room appears to be carved from solid ice. In fact it reminds you of a hollow ice cube, except you are standing in the middle of it! Brrr...sure is cold in here. Neatly stacked throught this chamber of ice are row after row of frozen treats. You can see packages, ranging from corn and peas to spinach and okra. Strangely enough, all of the packages have a funny little label of a BIG GREEN Giant and they read "Jolly Green Giant". As you examine the massive stacks of frozen goodies, you lose control of your appetite, and begin gobbling these tasty treats. Suddenly you hear a deep voice say 'HO HO HO'. At first you are startled, but then you relax. You realize this is the home of the Jolly Green Giant. But BEWARE, those muscles and that BIG GREEN club mean business, so it would be wise no to anger him. ~ 44 0 0 D1 ~ ~ 0 -1 3001 D2 ~ ~ 0 -1 3030 D3 ~ ~ 0 -1 17999 S #13703 Entrance to Graecia~ You have arrived in a strange place indeed. You are standing on the crest of of a huge hill. The meadow at your feet is peaceful and calm, unlike the savage world that you are accustomed. The meadow extends northward to a paved road which extends beyond the range of your vision. The view from this hill is awesome. You have an excellent aerial view of this strange place. To the northeast is gigantic mountain, extending above the clouds, that towers above the lands below. To the northwest is vast ocean stretching out of sight. You can also make out a city at the end of the great paved road to the north. There is also an old wooden sign which seems to mystically entice you to read it. ~ 46 0 0 D0 ~ ~ 0 -1 13704 D1 ~ ~ 0 -1 17061 E sign~ Welcome to Graecia Labors of Hercules (Levels 10-20) Forest Maze (Levels 15-25) Note: all levels are based on groups of 3 or more ~ S #13704 The Great Brick Road~ It is strange indeed to travel on such a straight and smoothly paved road. You notice several deeply worn grooves that seem to run parallel to the direction of the road. These ruts almost seem to be part of the road design, but you know better. To the north the road extends northward to the great city on the horizon. To your east you see the beginning of a great forest that makes Mirkwood seem feeble in comparison. ~ 46 0 0 D0 ~ ~ 0 -1 13705 D2 ~ ~ 0 -1 13703 S #13705 On the Road to Graecia~ The road continues to the north and the city is slowly getting closer. The forest to the east seems even more ominous. You get the feeling that someone is monitoring your progress. To the west is a large building. As you peer at the building the architecture seems quite foreign to you. There are large columns with bas reliefs of great battles supporting the roof. You hear the sound of laughter and cheering from inside the building. There is also a large insignia of the arched entrance of a huge sword. You are overwhelmed by the feeling of safety which issues forth from the building. ~ 46 0 0 D0 ~ ~ 0 -1 13708 D2 ~ ~ 0 -1 13704 D3 ~ ~ 0 -1 13706 S #13706 Hall of Mercenaries~ Inside the building you notice a large hole in the ceiling which illuminates the entire room. There is a small reflecting pool beneath the hole which serves as a basin for the rainwater. Inside the building are several armored men and women talking to each other, they all stare at you as you enter, then quickly return to the business. Along the walls of this building are larger pictures of fabled monsters and fearless men fighting to the death. You also can make out a smaller exit to the north that seems hidden. To the north you can hear the the sounds of water splashing against great rocks. ~ 46 0 0 D0 ~ ~ 0 -1 13707 D1 ~ ~ 0 -1 13705 S #13707 The Eastern Edge of the Great Ocean~ You have arrived at the eastern edge of the Great Ocean. There are huge boulders scattered along the rocky coast. As the ocean collides with boulders you feel uneasy. It reminds you that the strange lands in which you have entered are filled with great mystery. Looking out to sea you can make out several rocky islands. Only great legends speak of what lies on those unexplored lands. There are men here building sea faring vessels, and you can see a large man directing them. These ships are unlike any you have seen before and they seem able to withstand the mighty ocean unlike the rafts and canoes in which you are so familiar. ~ 46 0 0 D1 ~ ~ 0 -1 13708 D2 ~ ~ 0 -1 13706 D3 ~ ~ 0 -1 13800 S #13708 Intersection of the Great Road~ You are standing at the intersection of a paved road and a dusty trail. The paved road goes north and south. To the north is the city of Graecia, and to the south the road leads into the hills. The dusty path goes to the east and west. To the west, the path leads to the vast ocean and to the east the path twists into a mysterious forest. ~ 46 0 0 D0 ~ ~ 0 -1 13709 D1 ~ ~ 0 -1 13731 D2 ~ ~ 0 -1 13705 D3 ~ ~ 0 -1 13707 S #13709 Gateway to Graecia~ Unlike the city of Midgaard, this city does not need any walls to protect it. The reputation of the Graecian soldiers is such that no army would consider an invasion upon this fabulous city. Beyond the city entrance is the Main Plaza, which serves as the center of activity for Graecia. ~ 46 0 0 D0 ~ ~ 0 -1 13710 D2 ~ ~ 0 -1 13708 S #13710 Main Plaza~ This is the center of activity for the town of Graecia. You can see artisans showing their fine works and crafts, entertainers playing their instruments, and in a corner is a group engaged in a heated debate. Chariots are passing through at a such rapid pace, you almost have to actively dodge them. To the north is the Palace and Grand Hall of the ruler of Graecia. To the east and west, paved roads extend throughout the town. As you look to the east you can see buildings built of fine materials such as marble and obsidian, while to the west the shadows make the road look a bit threatening. A paved road also extends to the south gate of town. ~ 46 0 0 D0 ~ ~ 0 -1 13711 D1 ~ ~ 0 -1 13712 D2 ~ ~ 0 -1 13709 D3 ~ ~ 0 -1 13713 S #13711 Grand Hall of Agamemnon~ Scholars and wise men make up the court of King Agamemnon. You have interupted a great debate. As you enter the scholars recognize that you are foreigners and hail your arrival. King Agamemnon welcomes you to the land of Graecia and bids you a safe journey. He is seated on a throne of pure gold embedded with so many jewels that the sunlight reflected from them nearly blinds you. You consider stealing some of the jewels, but you realize that Agamemnon could smite you if you angered him. At his side, Clytemnestra, his wife, smiles with a glint of betrayal in her eyes. After greeting you the court ignores you and returns to their discussion. There are also large columns here providing tall deep shadows and occasionally you can see a figure dart in between them. You realize that even the brave Agamemnon is not without enemies and this land of Graecia is not as peaceful as it seems. ~ 46 0 0 D2 ~ ~ 0 -1 13710 S #13712 The Dim Alley~ The paved road that you have been accustomed now takes on a different look. The bricks are no longer neatly laid in place, and the buildings that you pass are progressively in worse condition. Occassionally you see a shadowy figure in the corner of your eyes. Whenever you try to catch a glimpse of the figure, it disappears into the shadows. Your progress to the west is blocked by a wooden wall. You wonder why a wooden wall is in the middle of the street, then you see some movement behind the wall. An arrow stikes the ground at your feet, and you realize that that was only a warning shot. Obviously, it would be a good idea to leave this area quickly. ~ 46 0 0 D3 ~ ~ 0 -1 13710 S #13713 Path of Gold~ The bricks on this portion of the road seem to be coated with gold! You can tell by the houses and ornately designed buildings that this area of town is where the scholars and merchants live. You can see mini fortresses with flowing fountains and beautiful gardens latently behind the walls of these buildings. You would think that there would be a crime problem in this area, but the multitude of guards in the area suggests otherwise. To the east is the Main Plaza and to the west the road continues. ~ 46 0 0 D1 ~ ~ 0 -1 13710 D3 ~ ~ 0 -1 13714 S #13714 Estate of Nero~ You have entered the grand estate of Nero. There are fountains, mini-colloseums, statues, and many other fine sculptures in this area. There is a large horse seated on a throne here. The horse prances proudly as you enter. For such a large estate, it seems strange that there are not any workers scurrying around looking busy. In fact it is rather quiet. Only the statues and the Horse are here to greet you. A man walks by and whispers that Hercules is the only worker employed by Nero. It must be truly a Herculean task to keep this place in order. Paths lead in all directions into the countryside, while to the east you can see the edges of town. ~ 46 0 0 D0 ~ ~ 0 -1 13715 D1 ~ ~ 0 0 13713 D2 ~ ~ 0 -1 13723 D3 ~ ~ 0 -1 13716 S #13715 The Augean Stables~ You have arrived in a huge stable. There must be hundreds of stalls, all of which are in poor condition. You can see bales of hay waiting to be moved and the stench from the horses is tremendous. Poor Hercules will have his hands full keeping this place clean. To the west is a small stream that flows with a rapid torrent, and to the south is the courtyard of Nero. ~ 46 0 0 D2 ~ ~ 0 -1 13714 S #13716 Westward Path on the Estate~ You are travelling on a path that leads west into the mountains and east towards the coutryard of Nero. To the north you can see a small trail leading into an arbory and to the south the path twists into an area overgrown with bushes and tall grass. The area to the south looks like it leads into a swamp. ~ 46 0 0 D0 ~ ~ 0 -1 13720 D1 ~ ~ 0 -1 13714 D2 ~ ~ 0 -1 13719 D3 ~ ~ 0 -1 13717 S #13717 End of the Path~ You have reached the end of a small path through the estate of Nero. All is quiet hear..In fact all of the sounds that you are normally accustomed to are no longer present. To the west you can see an area sheltered from the elements. It seems to be a cave of a burrow of some sort. A strong smell of death and decay comes from the mouth of the cave. The wind begins to increase in force from the west and the stench becomes overpowering. You realize whatever is making that horrid stench must be a formidable creature. ~ 46 0 0 D1 ~ ~ 0 -1 13716 D3 ~ ~ 0 -1 13718 S #13718 Den of the Nemean Lion~ You have entered the home of the Nemean Lion. You can tell that many a great warrior have perished here by the decoration of skulls and bones that are scattered throughout the den. You also notice several bodies in different stages of decay, in fact you can even make out the insignia of the Graecian town guard on some of the corpses. You realize that whatever is powerful enough to destroy the Graecian guard is indeed a force to be reckoned. ~ 46 0 0 D1 ~ ~ 0 -1 13717 S #13719 Hidden Swamp~ As you push your way through the overgrown area you realize that you have stumbled upon a small clearing. As you look at your feet, you realize that you are standing in a small swamp or pond. The stench of the stagnant water is unbearable. You feel a small current moving through the water as if SOMETHING were moving about your feet in the water. Suddenly, a creature with ten large heads leaps from the swamp and rushes to attack! ~ 46 0 0 D0 ~ ~ 0 -1 13716 S #13720 The Arbory~ This is an isolated arbory in the estate. Beautiful trees and delicious apples grow here. You are overcome by a sense of peace and content. You start to feel sleepy and it becomes difficult to keep your eyes open. Suddenly, you hear a scream from the north and you spring to your feet! To the north you now see a gate, hidden by a large tree. You hear another scream, then the area is overcome by great silence. As you get a better look of the area you also see a small stream to the west. ~ 46 0 0 D0 ~ ~ 0 -1 13721 D2 ~ ~ 0 -1 13716 S #13721 Amazon Village~ Past the gates is a small community of Amazons living in a well concealed area of the estate. All of the women are in excellent physical condition and by the size of their arms, they look like formidable opponents. As you enter the village they look at you with a blank and omnious stare. You can see corpses of several ferocious creatures over a large fire in the center of the village. Obviously they know how to use their weapons quite well. To the south you can see a hidden trail leading a small arbory, and to the north you can see what appears to be a combat area. ~ 46 0 0 D0 ~ ~ 0 -1 13722 D2 ~ ~ 0 -1 13720 S #13722 Sparring Ring~ This area was specifically designed for combat. You can see an area marked by ropes and various implements for destruction lying around. You can see the Champion, Queen Hippolyta, practicing with several of her bravest warriors. She grins and displays the large girdle around her waist. From legend you remember that this girdle has great power and signifies that she is the best warrior of her tribe. She invites you into the ring, grabs her spear, and prepares to meet your challenge. ~ 46 0 0 D2 ~ ~ 0 -1 13721 S #13723 The Pasture~ You have entered the pasture of Nero's Prize Oxen, Geryon. This oxen is not like any mere cow that you have ever seen. Nero's prize Oxen is carefully guarded by a huge, overbearing giant and his faithful two headed dog. The giant grins as you enter and carefully clutches his club. That club looks like it could smash boulders with a single blow. You can see that the path continues to the south leading upwards into the hills. ~ 46 0 0 D0 ~ ~ 0 -1 13714 D2 ~ ~ 0 -1 13724 S #13724 Forgotten Path in the Hills~ You are travelling on a deserted path that leads into the hills. To the west you can see a huge tree covered mound, which looks to be the home of some huge beast, and to the south the path continues its climb to a summit on the hills. ~ 46 0 0 D0 ~ ~ 0 -1 13723 D2 ~ ~ 0 -1 13727 D3 ~ ~ 0 -1 13725 S #13725 The Great Mound~ You have finally made the climb on to the top of a huge mound. There is a single sapling on this hill. Growing on the tree are some golden apples. You remember that these apples were supposed to be guarded by some horrible beast, but there seems to be no sign of him now. As you take a second glance at the mound you see a suspicious hole concealed by some debris. The hole seems to be the home of some great monster, and judging by the scales scattered around it only one thing comes to mind. That must be the home of a DRAGON!!! ~ 46 0 0 D1 ~ ~ 0 -1 13724 D5 ~ ~ 0 -1 13726 S #13726 Lair of the Watchful Dragon~ You cautiously sneak into this huge chamber. Scattered throughout this chamber are scales, bones, and more coins than you have ever seen. But wait, wheres the dragon? This lair seems deserted....On second thought, the stench is too overbearing. Suddenly you hear a loud roar and before you can react, a Huge Dragon is upon you. ~ 46 0 0 D4 ~ ~ 0 -1 13725 S #13727 Mount Aventine~ You have finally reached the summit of Mount Aventine. You have a great view of the surrounding lands. To the north you can see the fantastic estate of Nero. To the east you can see the city of Graecia, and the great forest. Finally, to the south and west you can see the vast ocean and islands along the coast. Standing here are two giants. They look at each other and grin evilly. One assumes a wrestling stance and the other grabs a huge club. They move towards you with the intent of battle. ~ 46 0 0 D0 ~ ~ 0 -1 13724 S #13728 Home of the Jolly Green Giant~ This is the main room of the Jolly Green Giant Clan. The temperature is set at about -30 and feels a bit brisk. The walls, ceiling, and floor all have this annoying green tint coated with a thick layer of ice. In the center of the room is a Giant Ice Box (Not that the room isn't) and of course it's VERY GREEN. There are exits in all directions to each of the members of the Jolly Green Giant Clan. ~ 46 0 0 D0 ~ ~ 0 -1 13729 D1 ~ ~ 0 -1 13700 D2 ~ ~ 0 -1 3001 D4 ~ ~ 0 -1 13730 D5 ~ jolly~ 2 1 20003 S #13729 Gambrest's Private Freezer~ This is the private room of the Baby Green Giant, Gambrest. He is not nearly as awesome as his father, but you wouldn't want to anger either of them. His room is a bit warmer than the main room. The walls and ceiling of this room dont even have the chilly coating of ice. That's because Gambrest is starting a frozen food collection on the walls, and they need heat to grow before they are stored. There is only one exit and it leads into a shimmering green room. ~ 46 0 0 D0 ~ ~ 0 -1 13728 S #13730 Pigelty's Frozen Pork Chops~ This is the private sty of the youngest in the Jolly Green Giant clan. Pigelty is certainly as friendly as the others, but he is a bit more carefree as you can tell by the green mud splattered all over the walls. This room is much warmer than the others, and you feel like taking a little nap. It wouldn't be a good idea, because who knows when that little devil will return and make you GREEN with ENVY. ~ 46 0 0 D0 ~ ~ 0 -1 13728 S #13731 Path into the Great Forest~ You are on a small and spooky path that leads into the Great Forest. The trees seem to reach towards you with their twisted and gnarled branches. With closer inspection, you see some very strange tracks leading into the forest, reinforcing the rumors that the forest is haunted by strange creatures. To the west a familiar path leads to the Great Paved Road and to the east the path winds into the dense forest. ~ 46 0 3 D1 ~ ~ 0 -1 13732 D3 ~ ~ 0 -1 13708 S #13732 Path into the Dark Forest~ The path twists and winds so much that it makes you lose your sense of direction. The once omnius and active forest suddenly becomes still as if disturbed by some presense. More tracks are here leading to the east. The path leads to the Great Road to the west, and to the east the path enters into the mysterious forest. ~ 46 0 3 D0 ~ ~ 0 -1 13755 D1 ~ ~ 0 -1 13733 D3 ~ ~ 0 -1 13731 S #13733 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13736 D1 ~ ~ 0 -1 13735 D2 ~ ~ 0 -1 13734 D3 ~ ~ 0 -1 13732 S #13734 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13733 D2 ~ ~ 0 -1 13735 S #13735 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13736 D1 ~ ~ 0 -1 13736 D2 ~ ~ 0 -1 13734 D3 ~ ~ 0 -1 13733 S #13736 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13737 D1 ~ ~ 0 -1 13735 D2 ~ ~ 0 -1 13735 D3 ~ ~ 0 -1 13733 S #13737 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13737 D1 ~ ~ 0 -1 13738 D2 ~ ~ 0 -1 13736 D3 ~ ~ 0 -1 13737 S #13738 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13740 D1 ~ ~ 0 -1 13741 D2 ~ ~ 0 -1 13739 D3 ~ ~ 0 -1 13737 S #13739 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13738 D1 ~ ~ 0 -1 13740 D2 ~ ~ 0 -1 13743 D3 ~ ~ 0 -1 13740 S #13740 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13741 D1 ~ ~ 0 -1 13742 D2 ~ ~ 0 -1 13738 D3 ~ ~ 0 -1 13739 S #13741 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13740 D1 ~ ~ 0 -1 13744 D2 ~ ~ 0 -1 13739 D3 ~ ~ 0 -1 13738 S #13742 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13752 D1 ~ ~ 0 -1 13753 D2 ~ ~ 0 -1 13745 D3 ~ ~ 0 -1 13740 S #13743 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13739 D1 ~ ~ 0 -1 13744 D2 ~ ~ 0 -1 13743 D3 ~ ~ 0 -1 13743 S #13744 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13741 D1 ~ ~ 0 -1 13745 D2 ~ ~ 0 -1 13746 D3 ~ ~ 0 -1 13743 S #13745 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13742 D1 ~ ~ 0 -1 13751 D2 ~ ~ 0 -1 13746 D3 ~ ~ 0 -1 13744 S #13746 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13744 D1 ~ ~ 0 -1 13745 D2 ~ ~ 0 -1 13750 D3 ~ ~ 0 -1 13747 S #13747 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13746 D1 ~ ~ 0 -1 13750 D2 ~ ~ 0 -1 13748 D3 ~ ~ 0 -1 13748 S #13748 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13747 D2 ~ ~ 0 -1 13749 D3 ~ ~ 0 -1 13747 S #13749 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13750 D1 ~ ~ 0 -1 13750 D2 ~ ~ 0 -1 13751 D3 ~ ~ 0 -1 13748 S #13750 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13746 D1 ~ ~ 0 -1 13749 D2 ~ ~ 0 -1 13749 D3 ~ ~ 0 -1 13747 S #13751 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13745 D1 ~ ~ 0 -1 13751 D2 ~ ~ 0 -1 13749 D3 ~ ~ 0 -1 13751 S #13752 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13754 D1 ~ ~ 0 -1 13753 D2 ~ ~ 0 -1 13753 D3 ~ ~ 0 -1 13742 S #13753 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13752 D1 ~ ~ 0 -1 13752 D2 ~ ~ 0 -1 13754 D3 ~ ~ 0 -1 13742 S #13754 Spooky Forest~ You have arrived at a small intersection in the forest. The trees are very dense and unnatural-looking. There are tracks leading in all directions along paths twisting in between the mysterious trees. ~ 46 1 3 D0 ~ ~ 0 -1 13752 D1 ~ ~ 0 -1 17019 D2 ~ ~ 0 -1 13754 D3 ~ ~ 0 -1 13753 S #13755 Rocky Path~ You have arrived at a two way intersection. There are huge boulders stacked in a strange pattern. A treacherous trail slowly winds towards the summit of Mt Olympus. As you stare to the sky and the peak of Mount Olympus, you can see flickers of lightning in the background. Another trail leads into a dark cave and rapidly descends out of sight. ~ 46 0 4 D4 ~ ~ 0 -1 13780 D5 ~ ~ 0 -1 13756 S #13756 Spiraling Trail to Hades~ The path becomes steeper and steeper as you descend. The trail turns into a huge spiral staircase that descends out of sight into the abyss. Occassionally you see images of people and fire, but they vanish before you can get a better look. You also notice that the temperature has begun to rise, and you feel quite uncomfortable. ~ 46 0 4 D4 ~ ~ 0 -1 13755 D5 ~ ~ 0 -1 13757 S #13757 Entrance to Hades~ The huge staircase comes to an abrupt end here. As you look up a mist descends upon the entire area and you lose your perception of distance. The staircase slowly disappears from sight and the mist fades. To the east you can see a shimmering light and make out a strange creature. ~ 46 1 4 D1 ~ ~ 0 -1 13758 S #13758 Gateway to Hades~ You have arrived at the Gateway to Hades. A huge gate stretches out of sight in all directions. Guarding the gate is a huge three headed dog. You can see shimmering images bow before the guardian and then pass right through the massive gate. The guardian stops resting and stares at you with all three massive heads. ~ 46 8 0 D1 ~ gate ~ 2 13758 13759 D3 ~ ~ 0 -1 13757 S #13759 Junction in Hades~ You are standing in the middle of a fiery hot trail that goes in all directions. To the south you can hear screams of anguish and suffering. The path seems brighter and you hear soothing music to the north. To the west is a pitch black gate blocking your passage. And to the east is a shining path that leads into a large cave. ~ 46 9 0 D0 ~ ~ 0 -1 13760 D1 ~ ~ 0 -1 13776 D2 ~ ~ 0 -1 13764 D3 ~ gate ~ 2 13758 13758 S #13760 A Golden Field~ You have entered a different place indeed. You are standing in the middle of a golden field which extends out of your vision in all directions. The air is fresh and you feel that you could remain here FOREVER. A small path leads northward into a small arbory, and another path turns southward into a dark, sinister looking place. To the east and west the field continues. ~ 13755 8 0 D0 ~ ~ 0 -1 13761 D1 ~ ~ 0 -1 13760 D2 ~ ~ 0 -1 13759 D3 ~ ~ 0 -1 13760 S #13761 Peaceful Arbory~ You have arrived in a peaceful clearing in a small arbory. The trees are young and so peaceful that you feel they are not living. There are some spirits here looking very content. ~ 13755 8 0 D1 ~ ~ 0 -1 13762 D2 ~ ~ 0 -1 13760 D3 ~ ~ 0 -1 13663 S #13762 Path to Graecia~ You have left the peaceful portion of Hades, where those who were rewarded for a good life remain. You have entered a huge cavern that is shaped like a giant cylinder. A spiraling, stone staircase extends out of sight towards a flickering light in the sky. At the base of the stairs is another huge gate that prevents your passage to Graecia. Sitting at the steps next to the gate is a horrid skeletal creature, holding a huge sickle and a large white key. ~ 13755 9 0 D3 ~ ~ 0 -1 13761 D4 A huge gate carved from white obsidian block your passage~ gate~ 2 13762 13755 S #13763 Pleasure Room~ You have entered the final goal of every mortal in Graecia. The place of eternal happiness. You can see natural wonders and beauties beyond the bounds of your imagination. Everything is absolutely perfect and peaceful. You can only hope that when you die, you will enter this fine resting place. ~ 13755 8 0 D1 ~ ~ 0 -1 13761 S #13764 Entrance to the Torture Chambers~ You have entered a fiery hot room with every implement of torture present. You can see all of your favorite devices: racks, hot coals, shackles, thumb screws, and the list goes continues. You can see arched doorways leading deeper into the torture chambers to the east, west, and south. To the north, a dark passage leads to a mysterious place. You get the feeling that your presence is unwanted and that DETECTION would mean CERTAIN death. ~ 13755 8 0 D0 ~ ~ 0 -1 13759 D1 ~ ~ 0 -1 13765 D2 ~ ~ 0 -1 13767 D3 ~ ~ 0 -1 13766 S #13765 The Acid Room~ You have entered a huge, fiery hot room. In the center of the floor is a huge vat of a highly corrosive substance. You can see several highly corroded objects in the vat and scattered throughout the room. Suddenly several hands reach towards you from the vat and attack. ~ 13755 9 0 D2 ~ ~ 0 -1 13768 D3 ~ ~ 0 -1 13764 S #13766 The Amputation Room~ You see various limbs, and other body parts scattered throughout this room. There are more implements of torture here, but you notice the variety of chopping devices and sharp swords. There is also a huge Guillotine in the center of the room, and standing behind it is a man wearing a large black hood. He reaches towards you and tries to hold you beneath the blade. ~ 13755 9 0 D1 ~ ~ 0 -1 13764 S #13767 Punishment Path~ You are in a desolate hallway that depicts death and destruction in various carvings in the wall. You can see row after row of cells overcrowded with prisoners. You can hear the constant scream of torture echoing throughout the hallway. The hallway continues to the north and east. ~ 13755 9 0 D0 ~ ~ 0 -1 13764 D1 ~ ~ 0 -1 13768 S #13768 Punishment Path~ You are in a desolate hallway that depicts death and destruction in various carvings in the wall. You can see row after row of cells overcrowded with prisoners. You can hear the constant scream of torture echoing throughout the hallway. The hallway continues to the west and south. To the east is another torture room. ~ 13755 9 0 D0 ~ ~ 0 -1 13765 D1 ~ ~ 0 -1 13769 D2 ~ ~ 0 -1 13770 D3 ~ ~ 0 -1 13767 S #13769 Quartering Room~ This is the place where the unlucky prisoners are drawn and quartered. There is a large iron plate in the middle of the room, with four shackles, one at each corner. Attached to each shackle is a huge chain and great crank. The torturers that run this place kill you very slowly, and prolong the agony. But remember this is Hades, you cant die, you only get to do it again tommorrow. To the west is a forgotten hallway. ~ 13755 9 0 D3 ~ ~ 0 -1 13768 S #13770 Punishment Path~ You are in a desolate hallway that depicts death and destruction in various carvings in the wall. You can see row after row of cells overcrowded with prisoners. You can hear the constant scream of torture echoing throughout the hallway. The hallway continues to the north. To the east and south are more torture rooms. ~ 13755 9 0 D0 ~ ~ 0 -1 13768 D1 ~ ~ 0 -1 13771 D2 ~ ~ 0 -1 13772 S #13771 The Impaling Room~ You are standing on a narrow ledge that circle the omnius room. Peering over the edge, you can see a valley below with millions of spikes and stakes protruding from the surface. There are also thousands, perhaps hundreds of thousands of bodies screaming in agony from the spikes. A sick looking man rushes towards you and tries to throw you off the ledge. ~ 13755 9 0 D3 ~ ~ 0 -1 13770 S #13772 Strangulation Room~ You have entered a chamber filled with dozens of ropes, wires, and chains lying on the floor. There are sevral bodies lying here with rope burns around their necks. To the east is a water filled room, and to the west is a finely decorated chamber. ~ 13755 9 0 D0 ~ ~ 0 -1 13770 D1 ~ ~ 0 -1 13773 D3 ~ ~ 0 -1 13774 S #13773 Water Filled Room~ This room is filled from top to bottom with water. You can see several bodies above you gasping for air with no avail. This is the place where the most foul offenders are condemned, the drowning room. There is a huge octopus and a giant squid which swim towards you and attack. ~ 13755 9 8 D3 ~ ~ 0 -1 13772 S #13774 Master Torturer's Chamber~ You have entered a evil place indeed. The walls are pitch black and the only source of light is a glowing sword that seems to float in the air. There are various device of torture also in this room, but your eye stops on a huge black chair. This chair has spikes completely covering it and there are several tubes leading from the chair to a collection bowl. To the north is a huge black door. The sword moves towards you without warning and the Master attacks. ~ 13755 9 0 D0 This is a huge black door set into the northern wall.~ door black~ 2 13774 13775 D1 ~ ~ 0 -1 13772 S #13775 Master's Treasure Room~ The Master Torturer has accumulated a huge treasure from all of the punished ones that he has tortured. This treasure resides in a huge black chest that lies open in the center of the room. ~ 13755 13 0 D2 A black door~ black door~ 2 13774 13774 S #13776 Hall of Pluto~ You have entered a huge hallway that extends to the east and west. There are several strange markings on the wall which seem to be in a foreign language. There are also glowing rods along the walls of the long and black hallway. ~ 13755 9 0 D1 ~ ~ 0 -1 13777 D3 ~ ~ 0 -1 13759 S #13777 Pluto's Judgement Room~ There is a long line of shadowy figures here, waiting to see the master of the underworld, Pluto. They are lined before a huge scale and there is but a single coin on the other side of the balance. One by one they step onto the balance. As they get on the balance, it shimmers and they disappear with a flash one at a time. To the north is Proserpina's private room, and to the east is Pluto's throne room. ~ 13755 8 0 D0 ~ ~ 0 -1 13778 D1 ~ ~ 0 -1 13779 D3 ~ ~ 0 -1 13776 S #13778 Proserpina's Room~ This is the seasonal home of Pluto's wife. The room is decorated with the finest silks, and they are engraved in gold. Proserpina is here combing her hair and crying. It seems apparent that her home in the underworld is an agony for her. ~ 13755 8 0 D2 ~ ~ 0 -1 13777 S #13779 Pluto's Throne Room~ This is the room in which Pluto can watch the mortals and judge them. There is a huge portal on the northern wall which shows the lands of Graecia. You can see the entire world before your eyes. There is a large throne facing the portal, and Pluto is too busy staring at the portal to notice that you have invaded his home. As you peer at the portal you see yourselves, and you really wonder is Pluto is aware of your presence or not! ~ 13755 8 0 D3 ~ ~ 0 -1 13777 S #13780 Ascent to Mt Olympus~ The rocky path slowly disappears from sigh at you enter a huge bank of fog. You stop for a minute and peer down the huge mountain in which you have been climbing. The fog bank which you ignored, seems to be the clouds over Graecia. What a sight! You can see the entire lands of Graecia at your feet. The trail continues to spiral upwards to a massive gate, and the trail disappears into the clouds below. ~ 13780 0 4 D4 ~ ~ 0 -1 13781 D5 ~ ~ 0 -1 13779 S #13781 Gateway of the gods~ You have arrived at the summit of Mount Olympus. You are standing outside of the gates to the home of the Graecian gods. A huge glowing gate has been left open, tempting you to enter the home of the gods. You can see a courtyard beyond the gates, and a small path descends Mount Olympus to the lands of Graecia. ~ 13780 0 4 D1 ~ ~ 0 -1 13782 D5 ~ ~ 0 -1 13780 S #13782 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north and south. There is a small chamber to the east, and the gateway to the gods is to the west. ~ 13780 8 0 D0 ~ ~ 0 -1 13783 D1 ~ ~ 0 -1 13784 D2 ~ ~ 0 -1 13796 D3 ~ ~ 0 -1 13781 S #13783 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the east, west, and south. There is a small chamber to the north. ~ 13780 8 0 D0 ~ ~ 0 -1 13785 D1 ~ ~ 0 -1 13786 D2 ~ ~ 0 -1 13782 D3 ~ ~ 0 -1 13792 S #13784 Zeus' Throne Room~ You have entered the home of Zeus, ruler of all the gods in Graecia. The room is comfortable, but not extravagant. The walls are constructed of solid electricity, and they radiate an aura of power. There is no ceiling and the roof opens to a cloudy sky filled with all the constellations. The most interesting part of his room is the huge table in the center of the room. The table is a huge mirror which displays the lands of Graecia. You can see everything happening in Graecia with a passing glance. ~ 13780 8 0 D0 ~ ~ 0 -1 13786 D1 ~ ~ 0 -1 13790 D2 ~ ~ 0 -1 13794 D3 ~ ~ 0 -1 13782 D5 The faint outline of a trapdoor is here~ secret~ 2 1 13798 S #13785 Aphrodite's Pleasure Room~ This is the chamber of Aphrodite, the Graecian goddess of love and beauty. Her room is furnished with mirror-like walls, ceiling, and floor. There are hundreds, perhaps thousands, of flowers here, one of each type has taken root in the mirror floor. There are also urns neatly stacked along the northern wall. An erotic aroma issues from tiny holes holes in the urns, and your body tingles as the aroma penetrates your senses. ~ 13780 8 0 D2 ~ ~ 0 -1 13783 S #13786 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the east and west. There are small chambers to the north and south. ~ 13780 8 0 D0 ~ ~ 0 -1 13787 D1 ~ ~ 0 -1 13788 D2 ~ ~ 0 -1 13784 D3 ~ ~ 0 -1 13783 S #13787 Hera's Vengeance Room~ This is the room of Hera, wife of Zeus. There seem to be no walls in this room, only open scenes of several events. All of them are focussed on beautiful women. In each of the scenes, the woman is being carefully trailed and watched by a shadowy figure. Another scene catches your eye and it suddenly glows red. Hera immediately looks at the scene and begins to tremble with anger. The scene depicts Zeus and a young woman talking by a beautiful pond. Suddenly Hera screams, turns towards you and looks as if she is going to take vengeance on YOU! ~ 13780 8 0 D2 ~ ~ 0 -1 13786 S #13788 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north, south and west. There is a small room to the east. ~ 13780 8 0 D0 ~ ~ 0 -1 13796 D1 ~ ~ 0 -1 13789 D2 ~ ~ 0 -1 13790 D3 ~ ~ 0 -1 13786 S #13789 The Sun Room~ This room is as bright as the sun on a clear day. Heat radiates from the fiery hot walls and ceiling. The walls are glowing bright and occasionally you can see flames burst from the walls. There is a fiery hot chariot here. The wheels are made from fire and the seat looks hotter than flaming coals. The horses are made form pure fire, and are awaitng the orders of their master, Apollo the Sun god. ~ 13780 8 0 D3 ~ ~ 0 -1 13788 S #13790 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north and south. There are small chambers to the east and west. ~ 13780 8 0 D0 ~ ~ 0 -1 13788 D1 ~ ~ 0 -1 13791 D2 ~ ~ 0 -1 13792 D3 ~ ~ 0 -1 13784 S #13791 Dionysus's Vinyards~ You have entered a huge clearing in a massive vineyard. There must by thousands of grape trees here, in perfect form. There is a huge grape press that is carefully monitored by a group of slaves. To your right you hear singing, and you see nymphs crushing grapes and making wine. The wine is then poured in huge kegs which flow into a huge basin in the middle of the chamber. Sitting on the edge of the basin is Dionysus the Graecian god of wine. He nods and gets another glass from the basin. ~ 13780 8 0 D3 ~ ~ 0 -1 13790 S #13792 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north east, and west. There is a small chamber to the south. ~ 13780 8 0 D0 ~ ~ 0 -1 13790 D1 ~ ~ 0 -1 13783 D2 ~ ~ 0 -1 13793 D3 ~ ~ 0 -1 13794 S #13793 Ares' Battlefield~ You have arrived at the scene of a huge battle. There are four different armies, one on each side, battling here. The Graecian army is slowly creating havok on the battlefield under the careful guidance of Ares. There are thousands of corpses here, and the trumpets from all four armies are sounding. You can see hundreds of tattered banners scattered throughout the battlefield. They remind you of the thousands that have died here. ~ 13780 8 0 D0 ~ ~ 0 -1 13792 S #13794 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the east and west. There are small chambers to the north and south. ~ 13780 8 0 D0 ~ ~ 0 -1 13784 D1 ~ ~ 0 -1 13792 D2 ~ ~ 0 -1 13795 D3 ~ ~ 0 -1 13796 S #13795 Athena's Shrine~ You have entered the humble shrine of Athena, goddess of wisdom. The room is completely bare except for a stone altar in the middle of the room. The walls are made of stone as well as the ceiling and floor. On the altar rests a laurel wreath weaved from living leaves. The wreath begins to glow as you enter the room. ~ 13780 8 0 D0 ~ ~ 0 -1 13794 S #13796 Courtyard of the gods~ You are on a crystal path leading through the garden of the gods. The temperature is comfortable, and the plants are the most exotic you have ever seen. There are various flowers growing gems of all sorts. The air is fresh and has the scent of spring. There is also wildlife of all kinds here, enjoying the weather and beautiful garden. The crystal path continues to the north, south, and east. There is a small chamber to the west. ~ 13780 8 0 D0 ~ ~ 0 -1 13782 D1 ~ ~ 0 -1 13794 D2 ~ ~ 0 -1 13788 D3 ~ ~ 0 -1 13797 S #13797 Hermes' Casino~ You have entered a dark and mysterious room. There are several figures crowded around hundreds of tables. You can barely see the tables, by the constant sound of jingling coins reminds you that large transactions are present. Occasionally, you hear a shout and see a shadowy figure leave a table in a hurry. You also see a blur in the room, moving quickly towards you. The blur transforms into a teenager which you recognize as Hermes, the god of gamblers. ~ 13780 8 0 D1 ~ ~ 0 -1 13796 S #13798 Treasure Room~ You have entered the treasure room of the Graecian gods. There are many items scattered throughout the room, but you have the feeling that you are being watched. You decide that is would be a good idea if you left in a hurry. 13780 8 0 ~ D4 The faint outline of a trapdoor is here~ secret~ 2 1 13784 S #13799 Glopglyph's Playroom~ This is the chamber of Glopglyph, the yougest of the Jolly Green Giant Clan. Glopglyph is not like his brothers, and does not like to eat frozen food. He is very busy as you can tell by the many bookshelves all around his room. There is also a stack of strange devices in the corner of his room, but you know that if you were to touch them, you would surely find a dagger in your back. ~ 54 0 0 D0 ~ ~ 0 -1 13728 S #13800 Graecian Bay~ You are in a huge bay that extends from the eastern coast of Graecia out to meet the vast Graecian Ocean. You can see crystal clear blue waters that extend in all directions. You are rocked constantly by the motion of the great waves and you hope your vessel will be able to withstand the mighty ocean. ~ 13800 0 7 D1 ~ ~ 0 -1 13707 D3 ~ ~ 0 -1 13801 S #13801 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13801 D1 ~ ~ 0 -1 13800 D2 ~ ~ 0 -1 13811 D3 ~ ~ 0 -1 13809 S #13802 Deserted island~ You have arrived on a long abandoned island. You see some signs of civilization, and some tracks which seem to be from a dog. Closer inspection of the tracks indicates that there is some blood in the tracks and a struggle took place nearby. Suddenly you hear a load bark, and a rabid dog charges towards you. ~ 13800 0 2 D0 ~ ~ 0 -1 13803 D2 ~ ~ 0 -1 13801 D3 ~ ~ 0 -1 13808 S #13803 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13804 D2 ~ ~ 0 -1 13802 D3 ~ ~ 0 -1 13807 S #13804 Isle of Crete~ You have arrived on the sandy shores of the legendary isle of Crete. The island seems quite peaceful, despite the rumors that say that an evil monster inhabits the island. You see a small trail that winds into a patch of trees to the north. From the north you can hear a sinister cackle that makes you reconsider the solitude of this isle. ~ 13800 0 3 D0 ~ ~ 0 -1 13805 D2 ~ ~ 0 -1 13803 D3 ~ ~ 0 -1 13807 S #13805 Darkened Grove~ You have entered a small clearing in the dark woods. You can see some blood stains and a set of skulls hanging from a charred tree. To the south and west a twisty path leads out of the woods. The path to the west seems to be decorated with various bones and you wonder what is collecting all of the bones. ~ 13800 0 3 D2 ~ ~ 0 -1 13804 D3 ~ ~ 0 -1 13806 S #13806 Witch's Lair~ You have stumbled into another clearing in the dark woods. You see a pot full of some foul liquid slowly boiling over a fire. Tied to several trees are corpses that look freshly dead. The stench that eminates from the corpses is unbearable. Just as you are able to bear the stench, a horrid old lady comes from a hidden hole in the ground and attacks. ~ 13800 0 3 D1 ~ ~ 0 -1 13805 D5 ~ ~ 0 -1 13849 S #13807 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13804 D1 ~ ~ 0 -1 13803 D2 ~ ~ 0 -1 13808 D3 ~ ~ 0 -1 13817 S #13808 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13807 D1 ~ ~ 0 -1 13802 D2 ~ ~ 0 -1 13809 S #13809 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13808 D1 ~ ~ 0 -1 13801 D2 ~ ~ 0 -1 13810 D3 ~ ~ 0 -1 13815 S #13810 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13809 D1 ~ ~ 0 -1 13811 D3 ~ ~ 0 -1 13814 S #13811 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13801 D2 ~ ~ 0 -1 13812 D3 ~ ~ 0 -1 13810 S #13812 Home of the Cyclops~ You have arrived on a small island inhabited by a small group of Cyclops. The island is a barren rock exposed to the forces of nature for centuries. There seems to be no life on this island except the cyclops. To the south you see a small cave illuminated by a flickering light. ~ 13800 0 4 D0 ~ ~ 0 -1 13811 D2 ~ ~ 0 -1 13813 S #13813 Spooky Cave~ The first thing you notice about this cave is that it is extremely warm. You spot the source of light and heat...it is a huge steel oven set into the southern wall. A strange aroma comes from the oven that seems quite appetizing. The largest cyclops politely asks you to stay for dinner, but then you realize that you are the dinner! ~ 13800 0 4 D0 ~ ~ 0 -1 13812 S #13814 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13815 D1 ~ ~ 0 -1 13810 D3 ~ ~ 0 -1 13824 S #13815 Ancient Ruins~ You have landed on a small island that seems to be the remains of some great temple. There are stones piled here in a pattern that looks like a great courtyard was once here. To the north is a path that leads into a part of the ruins in much better shape. You have a eerie sense of danger from the north as you see shadows moving about the ruins. To the northwest you see a building that seems unaffected by the forces of nature and time. ~ 13800 0 0 D0 ~ ~ 0 -1 13816 D1 ~ ~ 0 -1 13809 D2 ~ ~ 0 -1 13814 S #13816 Guardian's Lair~ You have entered a strangely intact building in the ruins. The walls look sturdy but the ceiling has a large hole in it. There are several bones scattered throughout the building. To the west is a building that resembles some kind of temple, and it is in excellent condition. Suddenly the shapes that you saw a moment ago materialize and attack without warning. ~ 13800 0 0 D2 ~ ~ 0 -1 13815 D3 ~ ~ 0 -1 13822 S #13817 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13818 D1 ~ ~ 0 -1 13807 S #13818 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13819 D2 ~ ~ 0 -1 13817 S #13819 Coral Reef~ You have arrived in an isolated coral reef in the Graecian ocean. There are fishes of every type here enjoying the sanctuary of the great reef. In the center of the reef is a small pool lined with beautiful coral that is isolated from the rest of the reef. In the pool is a beautiful mermaid who smiles at you. ~ 13800 0 7 D2 ~ ~ 0 -1 13818 S #13820 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D1 ~ ~ 0 -1 13818 D3 ~ ~ 0 -1 13829 S #13821 Entrance to Medusa's Chamber~ You are now in the northern portion of this abandoned temple. The walls here are ornately decorated with many fine bas-reliefs. There are several statues carved with the finest workmanship. The statues are so excellent in form that you think they might be living. There is a large staircase leading into darkness. ~ 13800 1 0 D2 ~ ~ 0 -1 13822 D5 ~ ~ 0 -1 13840 S #13822 Ancient Temple~ You have entered a strangely intact temple that has been forgotten over the ages. There is a huge altar in the center of this chamber. There are many statues here, and along the walls are faded tapestries of gorgons ravaging their foes. The temple extends to the north and south, and you see some ruins to the east. ~ 13800 0 0 D0 ~ ~ 0 -1 13821 D1 ~ ~ 0 -1 13816 D2 ~ ~ 0 -1 13823 S #13823 Room of the Gorgons~ You have entered a foul chamber indeed. There are several corpses in this room with blood splattered all over them. There is also a great deal of debris in this room, and occasionally you can see the debris move, as if something were slithering around the debris. ~ 0 0 0 D0 ~ ~ 0 -1 13822 S #13824 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D1 ~ ~ 0 -1 13814 D2 ~ ~ 0 -1 13825 D3 ~ ~ 0 -1 13833 S #13825 A Forgotten Island~ The coast of this island is rocky and you feel like you are in a great thunderstorm as the ocean crashes against the rocks here. The vibration from the rocks makes the entire island tremble under the might of the ocean. There is a rocky trail leading to a higher place to the south. ~ 13800 0 0 D0 ~ ~ 0 -1 13824 D2 ~ ~ 0 -1 13826 S #13826 Hidden Grove~ As you climb the rocky hill you stumble into a small grove of trees. You wonder how trees could have appeared on this desolate island, but for some mystical reason they are here. There is a huge golem standing here with a giant key around his neck. To the east you can see a hidden gate which prevents further access into the grove. ~ 13800 0 0 D0 ~ ~ 0 -1 13825 D1 A gate blocking your passage east~ gate~ 2 13826 13827 S #13827 Peaceful Grove~ Beyond the gate is a small clearing in the grove. The trees are as mystical as the others, yet something else catches you eye. There is a beautiful golden fleece resting on a tree branch. It radiates a powerful enchantment and its beauty overpowers you. Suddenly you feel the island shake as if it were going to crash into the sea. You hear a load bang come from the east, and you dare NOT go that way. ~ 13800 0 0 D1 ~ ~ 0 -1 13828 D3 ~ ~ 0 -1 13826 S #13828 Crashing Rocks~ You did not heed the warning and you fall....... fall.... fall.... fall.... fall.... fall.... fall.... fall.... fall.... You abruptly stop falling and find that you are wedged between two huge rocks that are crushing you. Better cry for help...fast! ~ 13800 0 0 S #13829 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13834 D1 ~ ~ 0 -1 13820 D2 ~ ~ 0 -1 13830 S #13830 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13829 D2 ~ ~ 0 -1 13831 D3 ~ ~ 0 -1 13835 S #13831 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13830 D2 ~ ~ 0 -1 13832 D3 ~ ~ 0 -1 13836 S #13832 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13831 D2 ~ ~ 0 -1 13833 S #13833 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13832 D1 ~ ~ 0 -1 13824 S #13834 Bird Isle~ You have arrived on a small rocky island inhabited only by birds. The island is very small and you can only see winged forms in the sky. You wonder what these bird find for food, but by looking at all of the bones on the island, you realize they are well fed. Closer inspection of the bones reveals that they are predominantly HUMAN! ~ 13800 0 0 D2 ~ ~ 0 -1 13829 S #13835 Archipelago~ You are surprised to find such a large island this distance away from the mainland. The stranger thing is that there are signs of life everywhere you look. To the south you see human footprints leading to a beach. ~ 13800 0 2 D1 ~ ~ 0 -1 13830 D2 ~ ~ 0 -1 13836 S #13836 Hidden Beach~ You quickly duck for cover as an armed man passes you. He is heading to a huge lighthouse which is to your south. To the west you can see the cause for all the activity. There is a huge fortress that rises out of sight into the mountains on this strange island. You can tell that this must be the location of the pirates secret base. ~ 13800 0 2 D0 ~ ~ 0 -1 13835 D1 ~ ~ 0 -1 13831 D2 ~ ~ 0 -1 13837 D3 ~ ~ 0 -1 13838 S #13837 Lighthouse~ You have entered the watchtower of the pirates. At the top you can see for several miles out to sea. There is another exit here leading into the fortress to the west. You suddenly realize that if you can see that far, so can the pirates! You try to hide in a closet as a group of pirates enter the lighthouse, but you are too late. They have spotted you and rush to defend their home. ~ 13800 0 2 D0 ~ ~ 0 -1 13836 D3 ~ ~ 0 -1 13839 S #13838 Entry Room~ You have entered a large room that serevs as the common room for the pirates. There are dozens of men in here. Some are sleeping, others are gambling at tables. One of them looks up and says "Hey, you are not supposed to be here." As he finishes speaking, some of the pirates jump up to attack, while others flee to the south. You can see two other exits going north and south. ~ 13800 0 0 D0 ~ ~ 0 -1 13841 D1 ~ ~ 0 -1 13836 D2 ~ ~ 0 -1 13839 S #13839 Hidden Docks~ You have arrived in a large underground chamber which connects with the sea. Several men, alarmed by your presence, are making sail and fleeing. Some of the braver ones jump ship and attempt to stop your advance. ~ 13800 0 0 D0 ~ ~ 0 -1 13838 D1 ~ ~ 0 -1 13837 D2 ~ ~ 0 -1 13833 S #13840 Lair of Medusa~ The large staircase that you were usings ends in a dark and smelly chamber. There are various pillars and statues here, making it difficult to see. The torches create spooky shadows that make you think the place is haunted. Suddenly, one of the statues topples over and breaks into a dozen pieces. A large shadow leaps from the darkness and attacks. ~ 13800 1 0 D4 ~ ~ 0 -1 13821 S #13841 Guard Room~ You have entered a small room that is used to block passage deeper into the mountain. There is a table here, flipped on one side. Behind the table are two armed men that look at you and grin evilly. Obviously they have heard the uproar, and they rush forward to attack. ~ 13800 0 0 D2 ~ ~ 0 -1 13838 D4 ~ ~ 0 -1 13842 S #13842 Inner Chamber~ You have entered a room that is deep in the mountains on this isle. It is human carved and you can see two exits blocked by huge wooden doors to the north and south. The floor in this room is worn, as if there were lot of movement in this room in the last few weeks. As you get a closer look at the walls, you notice that the wall to the west looks quite odd. ~ 0 0 0 D0 You see a huge oaken door blocking your passage~ door~ 2 -1 13844 D2 You see a sturdy wooden door barring your passage south~ door~ 2 -1 13843 D3 The wall looks as if it could be slid, revealing another room~ wall~ 2 -1 13845 D5 ~ ~ 0 -1 13841 S #13843 Leaders Quarters~ This room is much finer than the common room. Instead of bunks, there are soft and comfortable beds. There is also very lavish furniture, indicating that some of the pirates have grow wealthy by raiding the Graecian coast. You surprise a middle-aged elf as you walk in and he looks at you with fear in his eyes. It seems that he is paralyzed with fright. ~ 13800 0 0 D0 A wooden door~ door~ 2 -1 13842 S #13844 Office~ Someone has set this room on fire! There is a huge desk with stacks of papers on fire here. All of the chairs have been piled next to the desk and they are glowing bright red from the fire. You had better get out of here, before you catch on fire too. ~ 0 0 0 D2 A wooden door~ door~ 2 -1 13842 S #13845 Secret Passage~ You have discovered a secret passage leading down into some strange cave in this huge mountain. The room is dark and the air from below is quite cool and refreshing, as if it connected to a fresh air source. The path downwards looks a bit treacherous, but it seems passable. ~ 13800 1 0 D1 You see the back side of a wall panel~ wall~ 2 -1 13842 D5 ~ ~ 0 -1 13846 S #13846 Storage Room~ You have entered a huge chamber that is used to store the items that the pirates have raided. To the south the smell of fresh air and the ocean is even stronger. You see two men setting the various crates and boxes ablaze. They look up at you and draw their weapons. These men dont look like ordinary pirates, they look like the leaders of this group. ~ 0 0 0 D2 ~ ~ 0 -1 13847 D4 ~ ~ 0 -1 13845 S #13847 Secret Passage~ You have arrived at the southern end of the storeroom. You see water to the south, as this large chamber opens up to the great ocean. You can hear the familiar sound of the powerful waves crashing against the rocks, and you hear the sounds of bird flying nearby. ~ 13800 0 0 D0 ~ ~ 0 -1 13846 D2 ~ ~ 0 -1 13848 S #13848 Quiet Bay~ You are once again sailing on the Graecian ocean. The water here is the calmest and clearest water that you have ever seen. To the south you can see the bay connects with the Graecian ocean, and to the north a hidden cave catches your eye. ~ 13800 0 7 D0 ~ ~ 0 -1 13847 D2 ~ ~ 0 -1 13850 S #13849 Minotaur's Lair~ You have entered a dark and strange maze indeed. There are several passages leading in several directions. You have the strange feeling that the passages simply loop back to this main cave. You can hear the sound of echoing footsteps, and the begin to grow loader. Before you realize what is happening, a huge creature barrels into you without warning. ~ 13800 1 0 D5 ~ ~ 0 -1 13806 S #13850 Graecian Ocean~ You are sailing on a huge ocean that extends in many directions. Due to the changing winds you cannot always go the direction you choose. You can see several islands along the coast in all directions. You hope that your compass is working properly. ~ 13800 0 7 D0 ~ ~ 0 -1 13848 D1 ~ ~ 0 -1 13820 D2 ~ ~ 0 -1 13800 D3 ~ ~ 0 -1 13832 S #13901 The entrance to the forest~ You are standing at the entrance to the forest of Rhowyn, a small path winds its way into its gloomy depths. There is a sign at the edge of the path, which also leads southwards across the plains, away from the forest ~ 43 4 3 D0 ~ ~ 0 -1 13902 D2 ~ ~ 0 -1 13683 E sign~ /--------------------------------------\ | | | South: The city of New Thalos | | | | North: The forest of Rhowyn | | | | BEWARE! | | | \--------------------------------------/ ~ S #13902 The forest of Rhowyn~ The forest is light here, and fairly cheery. But you shudder as you look to the north, and the gloom that hides the secrets of Rhowyn. A single path leads north and south through the forest. Far to the north, you hear the baying of hounds ~ 43 0 1 D0 ~ ~ 0 -1 13903 D2 ~ ~ 0 -1 13901 S #13903 The Forest of Rhowyn~ The path leads east and south here, circumventing the base of a large hill with lies to the north. A set of stone steps leads northwards up the hill, but the top is obscured by trees and mist. Somewhere to the north, you hear rushing water ~ 43 0 3 D0 ~ ~ 0 -1 13904 D1 ~ ~ 0 -1 13907 D2 ~ ~ 0 -1 13902 S #13904 A hillside~ You are climbing steps which lead northwards up the side of a large hill, and southwards towards a path leading through the forest of Rhowyn. The top of the hill is obscured by trees. Somewhere to the north you hear rushing water ~ 43 0 4 D0 ~ ~ 0 -1 13905 D2 ~ ~ 0 -1 13903 S #13905 A hilltop~ You are standing on top of a large hill. Through the trees, you can see the huge expanse of the forest of Rhowyn. Far to the south, you can see a large city. Far to the north, and to the west, you can see dark, foreboding mountains (when have you ever seen a friendly mountain???). Far to the east, you can see a huge expanse of water. Steps lead southwards down the hillside, down into the depths of the forest. Just to the north is a small stone building. ~ 43 0 4 D0 ~ ~ 0 -1 13906 D2 ~ ~ 0 -1 13904 E stone building small~ The building looks fairly well kept, and sturdy. There seems to be no sign of habitation, however. ~ S #13906 A small stone building~ You are standing inside a small stone building, deep in the heart of the forest of Rhowyn. To the north, you can hear the sounds of running water. An open doorway beckons to the south. ~ 43 9 0 D2 ~ ~ 0 -1 13905 S #13907 The forest of Rhowyn~ You are standing on a path leading through the forest. To the northwest is a large hill, whose top is obscured by trees. To the north, you can hear the sounds of running water. The trees are thick here, as are the shadows, but it is not impossible to see. The path leads both north and west. ~ 43 0 3 D0 ~ ~ 0 -1 13908 D3 ~ ~ 0 -1 13903 S #13908 The forest of Rhowyn~ You are standing on a path that leads north south through the forest. To the west, you can see a large hill. To the north, you can hear the sound of running water. ~ 43 0 3 D0 ~ ~ 0 -1 13909 D2 ~ ~ 0 -1 13907 S #13909 The forest of Rhowyn~ You are standing on a path leading through the forest. To the north, close by, you can hear the sound of running water. To the southwest stands a large hill, it's top is obscured by trees. The path leads north and south through the forest ~ 43 0 3 D0 ~ ~ 0 -1 13910 D2 ~ ~ 0 -1 13908 S #13910 The forest of Rhowyn~ You are standing on a path leading through the forest. To the north, very close by, you can hear the sound of running water. The path leads north and south. The abundance of trees makes it very gloomy here, but you can still make out details ~ 43 0 3 D0 ~ ~ 0 -1 13911 D2 ~ ~ 0 -1 13909 S #13911 The edge of a large river~ You are standing on the southern edge of a large river, which flows eastward at a rather impressive clip. There is a bridge to the north, spanning the river, well, its not really a bridge, its just a VERY large tree which appears to have fallen across the river at a semi-convienent point. ~ 43 0 2 D0 ~ ~ 0 -1 13912 D2 ~ ~ 0 -1 13910 S #13912 A makeshift bridge~ You are standing on a large tree, crossing a swiftly flowing river that cuts its way through the forest of Rhowyn. The ends of the tree lie to the north and south, the river leads east and west. Suddenly, the air becomes very still, and all the normal foresty sounds that you have been taking for granted are suddenly silenced! ~ 43 0 2 D0 ~ ~ 0 -1 13913 D1 ~ ~ 0 -1 13920 D2 ~ ~ 0 -1 13911 D3 ~ ~ 0 -1 13918 S #13913 The north bank of the river~ You have made it to the northern bank of a large river, which cuts its way east and west through the forest of Rhowyn. A large tree lies across the river, forming a makeshift bridge. The path leads northwards through the forest ~ 43 8 3 D0 ~ ~ 0 -1 13914 D2 ~ ~ 0 -1 13912 S #13914 The forest of Rhowyn~ You are standing on a path deep in the forest. It is very dark here, if you venture any further into the depths of the forest, you will need light. To the south, very close by, you can hear the sounds of running water. ~ 43 8 3 D0 ~ ~ 0 -1 13935 D2 ~ ~ 0 -1 13913 S #13915 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. The current is just too strong here, there is no way for you to go westward any farther. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13916 D2 ~ ~ 0 -1 21800 S #13916 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13917 D3 ~ ~ 0 -1 13915 S #13917 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13918 D3 ~ ~ 0 -1 13916 S #13918 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13919 D3 ~ ~ 0 -1 13917 S #13919 The river under the bridge~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. A large tree-like bridge passes above you as you float eastwards. ~ 43 0 7 15 1 D0 ~ ~ 0 -1 13913 D1 ~ ~ 0 -1 13920 D2 ~ ~ 0 -1 13911 D3 ~ ~ 0 -1 13918 S #13920 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13921 D3 ~ ~ 0 -1 13919 S #13921 The river~ You are in the icy waters of the river Rhowyn, rushing eastward with the strong current. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13922 D3 ~ ~ 0 -1 13920 S #13922 The river~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 43 0 7 15 0 D0 ~ ~ 0 -1 13923 D3 ~ ~ 0 -1 13921 S #13923 The River~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 43 0 7 15 0 D0 ~ ~ 0 -1 13924 D2 ~ ~ 0 -1 13922 S #13924 The river~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 43 0 7 15 0 D0 ~ ~ 0 -1 13925 D2 ~ ~ 0 -1 13923 S #13925 The river~ You are in the icy waters of the river Rhowyn, rushing northward with the strong current. ~ 43 0 7 15 0 D0 ~ ~ 0 -1 13926 D1 ~ ~ 0 -1 13927 D2 ~ ~ 0 -1 13924 S #13926 The shore of the river Rhowyn~ You have been washed up on the shore of the river Rhowyn. Everything is quiet and still, as you try to catch your breath. To the north you see a small path, which leads off into inky darkness ~ 43 0 3 D0 ~ ~ 0 -1 13933 D2 ~ ~ 0 -1 13925 S #13927 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. Far to the east, you hear a loud, constant pounding sound. It could be a waterfall ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13928 D3 ~ ~ 0 -1 13925 S #13928 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. To the east, you hear a loud, constant pounding sound. It could be a waterfall ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13929 D3 ~ ~ 0 -1 13927 S #13929 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. Nearby to the east, you hear a loud, constant pounding sound. It could be a waterfall ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13930 D3 ~ ~ 0 -1 13928 S #13930 The river~ You are floating in the waters of the river Rhowyn, which rushes eastward through the forest. To the east, very close by, you hear a loud, constant pounding sound. It could be a waterfall. ~ 43 0 7 15 1 D1 ~ ~ 0 -1 13931 D3 ~ ~ 0 -1 13929 S #13931 The top of a waterfall~ You are at the very top of a huge waterfall. To plunge over the side would be certain death. The mist from below fills your eyes and lungs as you fight against the current. The ear-shattering pounding of the water makes you ill, and you find it very difficult to concentrate. ~ 43 0 7 15 5 D3 ~ ~ 0 -1 13930 D5 ~ ~ 0 -1 13932 S #13932 The nasty gravelly area at the bottom of a waterfall.~ Well, you couldn't fight against the current any longer, and you find yourself being ground up into small pieces by the sharp rocks which line the bottom of this waterfall. To your credit, there is a huge gout of blood and flesh, which stains the water crimson for several minutes. Forest natives comment about the 'Day the water smelt like blood' for many years to come, thus immortalizing your death for at least 3 generations. ~ 43 2 1 D4 ~ ~ 0 -1 13931 S #13933 A path through the forest~ You are standing on a path deep in the bowels of the forest of Rhowyn. To the north, the forest grows ever deeper, while to the south it lightens a bit. You can clearly hear running water to the south, and far to the east, a pounding sound that can only mean a waterfal is nearby. ~ 43 9 1 D0 ~ ~ 0 -1 1500 D2 ~ ~ 0 -1 13926 S #13935 The forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13936 D2 ~ ~ 0 -1 13914 S #13936 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13937 D2 ~ ~ 0 -1 13935 S #13937 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D1 ~ ~ 0 -1 13938 D2 ~ ~ 0 -1 13936 S #13938 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13939 D3 ~ ~ 0 -1 13937 S #13939 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13940 D2 ~ ~ 0 -1 13938 S #13940 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13941 D2 ~ ~ 0 -1 13939 S #13941 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D1 ~ ~ 0 -1 13942 D2 ~ ~ 0 -1 13940 S #13942 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13943 D3 ~ ~ 0 -1 13941 S #13943 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13944 D2 ~ ~ 0 -1 13942 S #13944 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13945 D2 ~ ~ 0 -1 13943 S #13945 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13946 D2 ~ ~ 0 -1 13944 S #13946 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13947 D2 ~ ~ 0 -1 13945 S #13947 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D1 ~ ~ 0 -1 13948 D2 ~ ~ 0 -1 13946 S #13948 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13949 D3 ~ ~ 0 -1 13947 S #13949 Deep in the heart of the forest of Rhowyn~ You are standing on a trail winding through the great oak trees of the forest of Rhowyn. It is extremely murky and dim here, too dark to see much, but light enough that you can tell the weather and the time. ~ 2 1 3 D0 ~ ~ 0 -1 13950 D2 ~ ~ 0 -1 13948 S #13950 At the northen edge of the forest of Rhowyn~ You are standing at the northern edge of the forest of Rhowyn. To the south, the gloom of the forest beckons. To the north, you can see fair fields, and very faintly the sound of a fair ~ 2 0 3 D0 ~ ~ 0 -1 6601 D2 ~ ~ 0 -1 13949 S #15000 Southern Path~ This path leads south straight into a large, dark forest, and north to a crossroads. There is another path to the east. ~ 120 0 2 D0 ~ ~ 0 0 3502 D1 ~ ~ 0 -1 15002 D2 ~ ~ 0 0 15001 S #15001 Entrance to Mirkwood~ You are in a dark forest. Why is it called Mirkwood? You'll see in a little while. ~ 120 0 3 D0 ~ ~ 0 0 15000 D2 ~ ~ 0 0 400 S #15002 Southern Path~ The southern path continues.. er... East. And, er... west. ~ 120 0 2 D1 ~ ~ 0 -1 15003 D3 ~ ~ 0 -1 15000 S #15003 Southern Path~ The path has finally partially straightened itself out, and now goes south and west. ~ 120 0 2 D2 ~ ~ 0 -1 15004 D3 ~ ~ 0 -1 15002 S #15004 Southern Path~ The path leads north and south, as a southern path should. To the south, you can see a large castle. ~ 120 0 2 D0 ~ ~ 0 -1 15003 D2 ~ ~ 0 -1 11018 S #15100 In Mirkwood~ You are deep in the heart of the forest of Mirkwood. Your passage south is blocked by a large, dark river. You can go north and west, or take a ride on the river. ~ 120 0 2 D0 ~ ~ 0 0 400 D2 ~ ~ 0 0 13669 D3 ~ ~ 0 0 15301 S #15101 A dark path~ You are standing on a path, which leads north to the dark river, and south towards some sort of building, althugh you are not sure of the type. The trees tower above you, and block all light, making it impossible to see without the aid of light or magic. You hear scurrying all around, as small creatures rush through the undergrowth. ~ 43 9 0 D0 ~ ~ 0 -1 13669 D2 ~ ~ 0 -1 15102 S #15102 An ancient tollbooth~ You are standing outside an ancient tollbooth, which must have once served to charge travellers on thier journeys through the forest of Mirkwood. Now, 100 years of neglect have left nothing but the walls of the place still standing. The path it guards leads north and south. ~ 43 9 0 D0 ~ ~ 0 -1 15101 D1 ~ ~ 0 -1 15110 D2 ~ ~ 0 -1 15103 S #15103 On a dark road~ You are standing on a dark road, that leads north and south through the forest of Mirkwood. To the north, you can barely make out some sort of building, while to the south you can see the road continue cutting its way through the forest. ~ 43 9 0 D0 ~ ~ 0 -1 15102 D2 ~ ~ 0 -1 15104 S #15104 A Dark crossroad~ You are standing at the intersection of two roads, in the form of a T. A large sign sits at the edge of the road, pointing north, south, and west. The road continues in each of those directions. ~ 43 9 0 D0 ~ ~ 0 -1 15103 D2 ~ ~ 0 -1 15108 D3 ~ ~ 0 -1 15105 E sign post~ The sign is almost impossible to make out, but you manage to decipher the worn letters: ' North: The Hamlet of Midgaard South: The city of Auros West: Mindflayer way' ~ S #15105 Mindflayer way~ You are standing on Mindflayer way, a fearsomely named road indeed! The road continues to the east and west, and you can see a large swamp to the south. The swamp looks quite impassible. ~ 43 9 0 D1 ~ ~ 0 -1 15104 D3 ~ ~ 0 -1 15106 S #15106 Mindflayer way~ You are standing in the middle of Mindflayer way, which leads east and west through Mirkwood. To the south, you hear strange noises, slithers and splashes, as if huge creatures were wandering through the swamp. It would appear that there is no way to reach the swamp from here, the water is too deep. Perhaps you should be thankful for that! ~ 43 9 0 D1 ~ ~ 0 -1 15105 D3 ~ ~ 0 -1 15107 S #15107 Mindflayer way~ You are standing at the temporary end of Mindflayer way. Not that it has actually ended, mind you, but the passage is blocked by huge trees that have fallen and completely blocked passage to the west. It looks like someone has half-heartedly tried to chop a path through the tree trunks, but it looks like it will be years before they are completely chopped through. ~ 43 9 0 D1 ~ ~ 0 -1 15106 S #15108 Dark Road~ You are standing on Dark Road, which cuts its way north and south through the forest of Mirkwood. You hear the sounds of animals scurrying all around, and the occasional howl of some fearsome forest beast. ~ 43 9 0 D0 ~ ~ 0 -1 15104 D2 ~ ~ 0 -1 15109 S #15109 Dark Road~ You are standing on Dark Road, which cuts its way north and south through the forest of Mirkwood. To the south, you think you can make out what looks to be a city of sorts, but it is too dark to be sure. You can hear the sounds of forest creatures all around. ~ 43 9 0 D0 ~ ~ 0 -1 15108 D2 ~ ~ 0 -1 16901 S #15110 An ancient tollbooth~ You are standing inside the crumbling walls of an ancient tollbooth, put here to charge travellers for the use of the dark road that splits through the forest of mirkwood. But this place has stood abandoned for at least100 years, and is barely more than a heap of stones. Above you, you can see the trees sway gently, for the roof has long since rotted away. ~ 43 9 1 D3 ~ ~ 0 -1 15102 S #15300 In Mirkwood~ You thankfully leave Arachnos. You can return North into Arachnos, or you can head East back into Mirkwood. ~ 120 0 3 D0 ~ ~ 0 0 20001 D1 ~ ~ 0 0 15100 S #15301 In Mirkwood~ You come to a huge expanse of spider webs. Icky. Now you know why it is called Mirkwood, although you start to think that Arachnos would be a better name... You can go north into Arachnos or East back into Mirkwood. ~ 120 0 3 D0 ~ ~ 0 0 20001 D1 ~ ~ 0 0 15100 S #15800 On An Ancient Path~ This is an ancient path. Rocks and boulders are strewn about, yet the middle of the path shows signs of wear from the many travelers and horses that have passed this way throughout millenia. The path is dim, and some light may be required up ahead. Fresh droppings from a strange animal abound here. It's tracks are not large, but instead, seem claw-like. The trees nearby seem strange as well; almost lifelike. There is an especially large tree to the west. ~ 57 4 3 D0 ~ ~ 0 -1 6155 D2 ~ ~ 0 -1 15802 D3 ~ ~ 0 -1 15801 E tree trees~ While staring at a nearby tree you notice a hole in its stump. "Strange place for a hole", you think to yourself. ~ S #15801 In an Ancient Tree~ You are able to squeeze into the opening in the tree, to catch a glimpse of its contents. A nest is nearby nuturing some young owls. Upon entering, the young have thrown their beaks back into the air, and eagerly await for you to regurgitate something. You wonder where their parent is..... ~ 57 0 0 D1 ~ ~ 0 -1 15800 S #15802 On an Ancient Path~ This path seems to be getting darker. The boulders and rocks are more prevalent as are the claw marks in the available mud. The trees are larger, and even more lifelike than before. Your surroundings seem strange, almost scary! You think that it might be a good idea to turn back. There is an especially large tree to the west. ~ 57 0 3 D0 ~ ~ 0 -1 15800 D2 ~ ~ 0 -1 15804 D3 ~ ~ 0 -1 15803 E tree~ While staring at a nearby tree you notice a hole in its stump. "Strange place for a hole", you think to yourself. ~ S #15803 In an Ancient Tree~ You are able to squeeze into the opening in the tree, to catch a glimpse of its contents. A nest is nearby nuturing some young eagles. Upon entering, the young have thrown their beaks back into the air, and eagerly await for you to regurgitate something. You wonder where their parent is..... ~ 57 0 0 D1 ~ ~ 0 -1 15802 S #15804 On An Ancient Path~ The path has gotten narrow. You figure it might be a good time to light something, cause it looks real dark and scary ahead. The trees have overgrown the path here and are infringing on your passage to the south. You think you might be able to clamber over some of the tree roots and continue further to the south. ~ 57 0 3 D0 ~ ~ 0 -1 15802 D2 ~ ~ 0 -1 15805 S #15805 The Darkened Forest~ Your surroundings here have become too dark to see without light or infravision. Thank God you have one of them. The ancient path seems to have been transformed into a well kept meandering pathway amongst well kept trees. Something must be tending to the trees. Far in the distance to the south you can barely make out a mountain. You might continue south, or return to the north. ~ 57 1 3 D0 ~ ~ 0 -1 15804 D2 ~ ~ 0 -1 15806 S #15806 The Darkened Forest~ The path is narrower here with fewer boulders and rocks. Far in the distance to the south you can barely make out a mountain. You smell a vile stink emanating from a nearby log. You might continue south, or return to the north. ~ 57 1 3 D0 ~ ~ 0 -1 15805 D2 ~ ~ 0 -2 15808 D5 ~ log~ 1 -1 15807 E log~ Looks like there might be space enough for you push the log back and look underneath. But the smell! Yikes! ~ S #15807 Inside A Pit~ This is the den of some vile creature. Bones and and trash lie strewn about. The den is really small, only room for really yourself. The ceiling is low, only about 5', and the stench makes you feel like you might rehash your lunch. ~ 57 1 0 D4 ~ ~ 0 -1 15806 S #15808 The Darkened Forest~ The path continues here. You peek over your shoulder to make sure no one is behind you. The wind russles the leaves of the trees, and howls between their branches. Then again, maybe that wasn't the trees...... ~ 57 1 3 D0 ~ ~ 0 -1 15806 D2 ~ ~ 0 -1 15809 S #15809 The Darkened Forest~ The path continues here. The distant mountain is beginning to take shape. It's not a mountain after all you decide, it is some sort of dwelling, an entire city. Claw prints abound here, some large, some small. ~ 57 1 3 D0 ~ ~ 0 -1 15808 D2 ~ ~ 0 -1 15810 E tracks~ The tracks seem to have been made by more than one specie of animal. Judging from their depth, some of these animals weighed over 200 pounds. ~ E claw~ The tracks seem to have been made by more than one specie of animal. Judging from their depth, some of these animals weighed over 200 pounds. ~ E prints~ The tracks seem to have been made by more than one specie of animal. Judging from their depth, some of these animals weighed over 200 pounds. ~ S #15810 A Clearing~ The forest has given way to an open grassy area. The structure in the distance is just a bit further to the south. You can make out that the structure is made of mud, metal scraps, and garbage. Flags fly atop the structure, and penants made of metal scraps could be said to "adorn" the bastions. A well lies in the center of the clearing. ~ 57 0 2 D0 ~ ~ 0 -1 15809 D1 You can see a path, which leads eastwards through the forest ~ ~ 0 -1 18015 D2 ~ ~ 0 -1 15811 D5 ~ well~ 1 -1 15901 E well~ The well is covered with a metal plate. The is a drawing upon the metal: \ / \ / \ / >| |< >|============|< ___ >|============|< /\ / \ >| \/ |< /__\ \___ `------------' / \ \ _____\__________/_____ / \ \___/ \ \ / / |\\ \ / //| | \\ \ / // | | \\ \__/ // | | \\ {##} // | | \\ // | | \\ // | | \\ // | | \\ // | |/| \\__// |\| | \ / | |========><========| |==================| | | | | | | | | | | | | | | | | | | |\ | |\ | /| | \| / \ |/ | | / \ | |________/ \________| ~ S #15811 Before The Bridge~ You find yourself before a large bridge, leading to the ugly structure. Noise emanates from this massive compost and junk pile. Apparently, it is inhabited. The structure stands, from your best estimate, at least 200 feet high, and must be at least 300 feet long and wide. The smell is a bit disconscerting. ~ 57 0 2 D0 ~ ~ 0 -1 15810 D2 ~ ~ 0 -1 15812 E bridge~ This rickety thing looks like it could hardly support two adevnturers. ~ S #15812 On The Bridge~ You stand atop a rickety bridge. There are no sides to prevent you from falling into the muddy moat that surrounds the structure. Bubbles burst at the surface of the water. Something must live down there! Best make your way quickly north or south, this bridge might not last too much longer. ~ 57 0 -1 240 15887 1 2 D0 ~ ~ 0 -1 15811 D2 ~ ~ 0 -1 15813 S #15813 The Entance To The Palace Of The Skexies~ You are at the entrance to the ugly structure. A sign has been hung on a nearby protruding scrap of metal. There is an iron door here with a flimsy lock to prevent unwanted visitors. There are claw marks around the lock. If you work quickly, you could easily pick it. ~ 57 0 2 D0 ~ ~ 0 -1 15812 D2 ~ door iron~ 1 15802 15814 E door~ This iron door seems really heavy, but the lock is old and rusted. Hurry! Pick it while no one is looking! ~ E sign~ T H E P A L A C E O F T H E S K E X I E S =========================================================== ALL ARE WELCOME. 'NLESS YOU ARE A GELFLING ENJOY YOUR STAY HERE. ALASTAIR, LEADER OF THE SKEXIES ~ S #15814 A Domed Skexie Chamber~ You are now inside the Palace of the Skexies. Sconces line the muddy walls every 15 feet, and support torches. The effect is dim light, that is soothing to the eyes. The smell is acrid and stale. The area is well kept however,and no metal scraps purtrude from the muddy walls. There is an occasional feather lying about. A long dimly lit hallway is to the south, and there are passages here both west and east. ~ 57 0 0 D0 ~ door~ 1 15802 15813 D1 ~ ~ 0 -1 15816 D2 ~ ~ 0 -1 15817 D3 ~ ~ 0 -1 15815 E feather~ The feathers here are of a variety of colors, but all have a characteristic spike near the tip. Examining more closes the feathers seem tough and hard. They are nearly a foot in legnth. The creature that grew these feathers must be quite large. ~ E feathers~ The feathers here are of a variety of colors, but all have a characteristic spike near the tip. Examining more closes the feathers seem tough and hard. They are nearly a foot in legnth. The creature that grew these feathers must be quite large. ~ S #15815 The Salon~ This seems to be some sort of relaxation area. There are facilities for several people to sit and relax. There is a very large fireplace along west wall which heats this room. ~ 57 0 0 D1 ~ ~ 0 -1 15814 D2 ~ ~ 0 -1 15818 D3 ~ ~ 0 -1 15900 E fire~ The fireplace is extremely large. There is easily enough room for you to actually walk inside. You think you might like to try that. ~ E fireplace~ The fireplace is extremely large. There is easily enough room for you to actually walk inside. You think you might like to try that. ~ S #15816 The Palace Greeting Room~ This is an elaborately decorated meeting area for diplomats and honored guests. There are high ceilings with ornately carved masonry. It is a remarkably modern room, and differs greatly from adjacent rooms. The Skexies did notconstruct this room, and probably contracted the services of a more civilized people in order to construct this room. It has far too much class to have been constructed by Skexies. Items for doing routine maintenence are strewn about. ~ 57 0 0 D2 ~ ~ 0 -1 15819 D3 ~ ~ 0 -1 15814 E statues~ This work has been done by a neighboring friendly tribe, the Neathar. The Neathar are widely known for their fantastic contruction. ~ E masonry~ This work has been done by a neighboring friendly tribe, the Neathar. The Neathar are widely known for their fantastic contruction. ~ E ceiling~ This work has been done by a neighboring friendly tribe, the Neathar. The Neathar are widely known for their fantastic contruction. ~ S #15817 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. ~ 57 0 0 D0 ~ ~ 0 -1 15814 D1 ~ ~ 0 -1 15819 D2 ~ ~ 0 -1 15820 D3 ~ ~ 0 -1 15818 S #15818 Southern Salon~ This is the northern salon area. There are resting spots and louging areas here. Skexie children enjoy the furniture as a junglejim. The room is well kept in case company wanders in. The room is rarely used. ~ 57 0 0 D0 ~ ~ 0 -1 15815 D1 ~ ~ 0 -1 15817 E furniture~ This is not what we would normally call furniture. Actually it really only consists of nest material with hard slabs of slate or rock laid over the top. ~ S #15819 Mysterious Altar~ This is a room with little or no decoration. There are rows for participants to sit in. At the head of the room there is a huge altar, at least 40 feet high. It is constructed of metal and jewels of various types. ~ 57 0 0 D0 ~ ~ 0 -1 15816 D3 ~ ~ 0 -1 15817 E jewels~ This alter is unmovable and its jewels cannot be pried free. When you get close enough, you are able to discern a Skexie figure created from the metal parts. The two largest jewels compose the eyes of the Skexie. ~ E altar~ This alter is unmovable and its jewels cannot be pried free. When you get close enough, you are able to discern a Skexie figure created from the metal parts. The two largest jewels compose the eyes of the Skexie. ~ E alter~ This alter is unmovable and its jewels cannot be pried free. When you get close enough, you are able to discern a Skexie figure created from the metal parts. The two largest jewels compose the eyes of the Skexie. ~ S #15820 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. There is a wood door to the west and an iron door to the east. ~ 57 0 0 D0 ~ ~ 0 -1 15817 D1 ~ east iron~ 1 -1 15822 D2 ~ ~ 0 -1 15823 D3 ~ west wood~ 1 -1 15821 S #15821 Palthor's Chamber~ You have entered the chamber of Palthor, the Sergeant at Arms of the Skexies. Pathor's numerous stuffed accomplishments adorn the walls. Several Gelfling warriors have fallen to Palthor and his armies. Palthor is highly regarded among Skexies as among their best tacticians and fighters. The room is colored a lusterous blue. Several nests are also here, one in each corner of the room. ~ 57 0 0 D1 ~ east wood~ 1 -1 15820 E accomplishments~ These taxidermied heads and torsos are from various animals, including boar, Gelfling, Humans, and even some of the Skexies that have dishonored the tribe. ~ E stuffed~ These taxidermied heads and torsos are from various animals, including boar, Gelfling, Humans, and even some of the Skexies that have dishonored the tribe. ~ E nest~ Would you want someone looking in your nest? ~ S #15822 Wegendel's Lair~ You have stumbled upon the Lair of Wegendel, the Master Illusionist of the Skexies. Strange images jump out at you upon entering. Wegendel is a master of trickery and disguise. Wegendel has been helpful in the Skexie's battle versus the Gelfling by disguising himself as a Gelfling. Magical implements lie on a nearby sacrificial table, as do mixtures on unknown substances. ~ 57 0 0 D3 ~ west iron~ 1 -1 15820 E mixtures~ These implements and mixtures consitute the necessary items for Wegendel to complete various illusions and disguises. They include spider legs, frogs eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and glues. ~ E unknown~ These implements and mixtures consitute the necessary items for Wegendel to complete various illusions and disguises. They include spider legs, frogs eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and glues. ~ E implements~ These implements and mixtures consitute the necessary items for Wegendel to complete various illusions and disguises. They include spider legs, frogs eyes, feathers of various types, dragon scales, scrapers, mashers, pastes, and glues. ~ S #15823 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. There is a wood door to the west and an iron door to the east. ~ 57 0 0 D0 ~ ~ 0 -1 15820 D1 ~ east iron~ 1 -1 15825 D2 ~ ~ 0 -1 15826 D3 ~ west wood~ 1 -1 15824 S #15824 Brackenred's Chamber~ A horrible sickly stench accosts you upon entering. Garbage and excrement are piled up in massive heaps here. The chamber of Brackenred appears in obvious disuse. It has become a haven for rats and other scurrying animals. A ritualistic symbol is attached to the door. No one seems to have been in here in quite a long while. ~ 57 0 0 D1 ~ east wood~ 1 -1 15823 E ritualistic symbol ritualistic~ This is the symbol given to a Skexie that fallen out of favor with the Skexies. It has a message ingraved upon it: Dishonor has earned you the Symbol. Wear it. Die Proud. ~ S #15825 Crandel's Lair~ This is the Lair of Crandel, the Skexie Mage. The rooms walls have been painted a luterous purple. There is a large nest in one corner. Netting hangs from the ceiling. Sticks have been hung on each intersection of the net. The sticks form an artistic image. There is a shelf with various vials upon it. ~ 57 0 0 D3 ~ west iron~ 1 -1 15823 S #15826 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. There are doors to both sides here. ~ 57 0 0 D0 ~ ~ 0 -1 15823 D1 ~ east iron~ 1 -1 15828 D2 ~ ~ 0 -1 15829 D3 ~ west wood~ 1 -1 15827 S #15827 Alastair's Chamber~ This is the chamber of Alastair, the Leader of The Skexies. Several nests lie about for his many maidens. Three large tusks protrude from the northern wall. A sash of fine red silk steams across the tusks forming a canopy over the largest nest in the room. ~ 57 0 0 D1 ~ east wood~ 1 -1 15826 E nest~ Would you want someone looking in your nest? ~ S #15828 Turendac's Lair~ You have found the lair of Turednac, the High Magister of the Skexies. Ornamentations adorn the walls, and a small podium sits before a 2 foot tall statue. The area is well kept and a shelf holds various vials, of various colors. A small mirror is also here, hung along the northern wall above what appears to be his nest. ~ 57 0 0 D3 ~ west iron~ 1 -1 15826 E statue~ This is a statue of Queeklor, the god of flying rats. ~ S #15829 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. ~ 57 0 0 D0 ~ ~ 0 -1 15826 D1 ~ ~ 0 -1 15831 D2 ~ ~ 0 -1 15832 D3 ~ ~ 0 -1 15830 S #15830 A Cacophony Of Voices~ This Room has an expansive high ceiling and really loud echos. Apparently, the room is still echoing from previous converstions here. The noise is deafening. You move your hands to cover your ears. Best return east to discuss anything. ~ 57 0 0 D1 ~ ~ 0 -1 15829 S #15831 A Null Of Silence~ This room has a large cone in its eastern end. Everything anyone says is swiftly carried into the cone. There is absolutely no noise here. People's mouths move, but no sound comes from them. ~ 57 1024 0 D3 ~ ~ 0 -1 15829 S #15832 A Skexie Intersection~ This is the major intersection in the Palace. The traffic here is heavy. The training area for the Challenge of the Skexies is to the west. The long hallway runs north and south. General Skexie quaters lie to the east. ~ 57 0 0 D0 ~ ~ 0 -1 15829 D1 ~ ~ 0 -1 15834 D2 ~ ~ 0 -1 15835 D3 ~ ~ 0 -1 15833 S #15833 Western Skexie Passage~ This is the western passage in the palace. This hallway is generally left unused. This hallway leads to the training area for the Challenge of the Skexies. ~ 57 0 0 D1 ~ ~ 0 -1 15832 D3 ~ ~ 0 -1 15886 S #15834 Eastern Skexie Passage~ This passage leads to the General quaters for the Skexies. Normally, Skexie men who are not in power are slaves to those who are. The Skexie culture is hardly monogamous, and the Skexie maidens are public domain. Skexie children are left to caretakers. ~ 57 0 0 D1 ~ ~ 0 -1 15854 D3 ~ ~ 0 -1 15832 S #15835 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An iron door lies to the east, and there is a wood door to the west. An occasional mouse scurries between your feet. ~ 57 0 0 D0 ~ ~ 0 -1 15832 D1 ~ east iron~ 1 -1 15837 D2 ~ ~ 0 -1 15838 D3 ~ west wood~ 1 -1 15836 S #15836 Home Of The Skexie Jester~ This is the fine home of the Skexie Jester. The room is colored a brash yellow with strange shapes painted upon the muddy walls. A feeling of euphorea hits you as you gaze toward the strange images. You are starting to feel really sick. Better leave now. ~ 57 0 0 D1 ~ east wood~ 1 -1 15835 S #15837 Home Of The Skexie Magister~ This room is a very proper diplomat's room. There is a desk with parchment and quill atop it. There are many books of notable accord in a bookshelf on the western wall. A hearth burns coal on the southern wall, its soot escaping through a vent. There is also a large nest here, large enough for two Skexie. ~ 57 0 0 D3 ~ west iron~ 1 -1 15835 S #15838 Hallway To The Lair~ This is the long hallway that leads into the heart of the palace. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An iron door lies to the east, and there is a wood door to the west. An occasional mouse scurries between your feet. ~ 57 0 0 D0 ~ ~ 0 -1 15835 D1 ~ east iron~ 1 -1 15840 D2 ~ ~ 0 -1 15841 D3 ~ west wood~ 1 -1 15839 S #15839 Home Of The Skexie Scribe~ This room has very meager accommodations. There is a nest, a table, and a chair. On one wall there is a large wood lattice system. There are many scrolls rolled and stacked and carefully placed in the wooden lattice of the wall. ~ 57 0 0 D1 ~ east wood~ 1 -1 15838 E scrolls~ You take a quick peek to see if any are useful. There seem to be a couple wedged inside the lattice that might have some use. ~ S #15840 Home Of The Skexie Bard~ This room is the home of the Skexie Bard. In the room there is a nest, a small table and chair, a stool, and a rather long counter. Behind the counter you notice some liquors. This is a makeshift bar. On the opposite wall there is a case which contains some instruments. ~ 57 0 0 D3 ~ west iron~ 1 -1 15838 E instruments~ You check inside the case. Most of them look really old and useless. Some of them you wouldn't even know how to play. ~ E case~ You check inside the case. Most of them look really old and useless. Some of them you wouldn't even know how to play. ~ S #15841 Entrance To The Lair~ This is the door to the Skexie Lair, meeting place of the Counsel of the Skexies. This door has a strange keyhole. It is heavily clad with straps of metal and iron bars. You sense fresh air from both the west and the east. It is a welcome change to the stale Skexie atmosphere you have been in. ~ 57 0 0 D0 ~ ~ 0 -1 15838 D1 ~ ~ 0 -1 15843 D2 ~ door metal iron~ 2 15801 15844 D3 ~ ~ 0 -1 15842 E keyhole~ This is a rather strange keyhole. It looks like this: _______ |\ \ / /| | \ \ / / | | \_| |_/ | | _ _ | | / | | \ | | / / \ \ | |/ / \ \| | | | | \_____/ ~ S #15842 The Western Balcony~ The night sky is above you. You have stepped out onto a balcony. The moat of the Palace is about 20 feet below you. There is a huge perch here for some great bird. The balcony however does not seem all that sturdy. ~ 57 0 2 D1 ~ ~ 0 -1 15841 E perch~ This perch can accommodate a huge bird. The Skexies use this perch to welcome great visitors that come in by way of the air. ~ S #15843 The Eastern Balcony~ The night sky is above you. You have stepped out onto a balcony. The moat of the Palace is about 20 feet below you. There is a huge perch here for some great bird. The balcony however does not seem all that sturdy. ~ 57 0 0 D3 ~ ~ 0 -1 15841 E perch~ This perch can accommodate a huge bird. The Skexies use this perch to welcome great visitors that come in by way of the air. ~ S #15844 The Lair Entry~ This is the entry to the Lair. Beautiful cave paintings adorn the walls. They depict the history of the Skexie race. The largest hallway leading from here is to the south. There are less worn hallways to both the west and east. ~ 57 0 0 D0 ~ door metal iron~ 2 15801 15841 D1 ~ ~ 0 -1 15846 D2 ~ ~ 0 -1 15847 D3 ~ ~ 0 -1 15845 E cave~ These cave paintings explain the history of the Skexie race. It begins on one wall and continues along the western wall. The first drawing depicts Queeklor, the God of Rats, standing over an altar with a vulture, a rat, a human, and a huge diamond, in each of his four mighty arms. You conclude that these are the elements that came to produce the Skexies. ~ E paintings~ These cave paintings explain the history of the Skexie race. It begins on one wall and continues along the western wall. The first drawing depicts Queeklor, the God of Rats, standing over an altar with a vulture, a rat, a human, and a huge diamond, in each of his four mighty arms. You conclude that these are the elements that came to produce the Skexies. ~ S #15845 Helix Centranil~ A disorienting fog is in this room. You feel a strange feeling come over you. Weren't you just here?!?! ~ 57 0 -1 30 15852 0 0 D1 ~ ~ 0 -1 15844 D2 ~ ~ 0 -1 15848 D4 ~ ~ 0 -1 15852 D5 ~ ~ 0 -1 15852 S #15846 The Feeding Tank~ This is a huge water feeding tank. Visible inside are a variey of special Skexie delicacies used during meetings, feasts, and special ceremonies. Additionally several open pit grills are here to prepare food that must be cooked. A carving table is also nearby for prepare food to be eaten live. The entire Skexie dishset is here, awaiting Alastair's order to prepare the next feast. Are you invited, or are you to be the feast? ~ 57 0 0 D2 ~ ~ 0 -1 15849 D3 ~ ~ 0 -1 15844 E tank~ This is a huge water filled tank. The creatures inside are very strange. Some have no eyes. Others look like worm-type creatures. Whatever their origin, they are truly gruesome looking. ~ E dishset~ Oh....what a horrible thought. ~ S #15847 The Skexie Counsel Room~ This is the Counsel Chamber of the Skexies. All important decisions are made here. This is where one Skexie might issue a challenge to another Skexie, or where the Skexie might discuss treaties, armistices, or declarations of war. The large room is nearly filled by the huge rectangle which occupies the room. The middle of the table has been removed, leaving the table as actually a large hollow rectangle. The walls are adorned with curtains and tapestries. This is perhaps the richest room in all the Skexie Palace. Your most chivalrous, and appropriate behavior is expected here. ~ 57 0 0 D0 ~ ~ 0 -1 15844 D1 ~ ~ 0 -1 15849 D2 ~ ~ 0 -1 15850 D3 ~ ~ 0 -1 15848 E tapestries~ The walls are covered with richly colored curtains, and vibrant tapestries. The ceilings are tall (40 feet), and the curtains drape down all the way to the floor. They are colored in a beautiful blue and red pattern. ~ E curtains~ The walls are covered with richly colored curtains, and vibrant tapestries. The ceilings are tall (40 feet), and the curtains drape down all the way to the floor. They are colored in a beautiful blue and red pattern. ~ E table~ This table nearly fills the room. It is very old, and seems to be made of single piece construction. The tree it came from therefore must have been massive. ~ S #15848 The Statue of Rugrat~ In this room is a monstrous statue of Rugrat the Skexie. Rugrat is revered among Skexies as the most noble Skexie to have ever lived. Rugrat is rumored to be living in the lap of luxury somewhere nearby. Rugrat gained fame and fortune by defeating the Shattenalfen invasion in the Year of the Dragon. Rugrat's fighting techniques are still taught, and several Skexies are rumored to have been taught some special secrets after training under Rugrat. ~ 57 0 0 D0 ~ ~ 0 -1 15845 D1 ~ ~ 0 -1 15847 D2 ~ ~ 0 -1 15851 E rugrat~ This massive statue is Rugrat the Skexie. The statue depicts a remarkably handsome Skexie with wonderful red plumage. Most notable are Rugrat's finely manicured beak and claws. The statue is serious, but somehow friendly. ~ E statue~ This massive statue is Rugrat the Skexie. The statue depicts a remarkably handsome Skexie with wonderful red plumage. Most notable are Rugrat's finely manicured beak and claws. The statue is serious, but somehow friendly. ~ S #15849 The Statue of Queeklor~ This room contains a monstrous statue of Queeklor, the God of Rats. Queeklor is depicted with his four huge arms at the ordinal points on the compass. In the hand pointed upward he holds a huge diamond. Toward the left he holds a depiction of a small human being. In his hand pointed down he holds a small carved rat. Toward the right he holds a vulture. ~ 57 0 0 D0 ~ ~ 0 -1 15846 D2 ~ ~ 0 -1 15852 D3 ~ ~ 0 -1 15847 E statue~ This statue represents Queeklor, the God of Rats. ~ S #15850 The Master's Sanctuary~ This is the Sanctuary of the Master Skexie. Huge red curtains line the walls, and a sacrificial table lies in the center. Thin sheets of transparent silk cover the arched entryway to the south. The southern exit has a beautifully crafted sign posted near it. ~ 57 0 0 D0 ~ ~ 0 -1 15847 D1 ~ ~ 0 -1 15852 D2 ~ ~ 0 -1 15853 D3 ~ ~ 0 -1 15851 E sign~ The Sign reads: THE ENTRANCE TO THE CHALLENGE OF THE SKEXIES ============================================ THE BEGINNERS CHALLENGE LIES TO THE EAST. THE INTERMEDIATE CHALLENGE LIES TO THE WEST. THE ULTIMATE CHALLENGE LIES TO THE NORTH. GOOD LUCK! (CONTACT AN IMMORTAL UPON COMPLETION) ~ E table~ This is the table upon which sacrifices are made to the gods prior to entering the Challenge of the Skexies. ~ S #15851 The Skexie Room with Revolving Ceiling~ This ceremonial room is nothing like you have ever seen before. The ceiling is actually constantly revolving. There is a huge wonderous mosaic on the ceiling which actually seem to change shape as the ceiling revolves. The paintings are of Skexies in battle. ~ 57 0 0 D0 ~ ~ 0 -1 15848 D1 ~ ~ 0 -1 15850 E mosaic~ After checking more closely, your aren't sure if this is some sort of illusion or magic, or what...You notice yourself in the mosaic! When you move, so does the mosaic! ~ E ceiling~ After checking more closely, your aren't sure if this is some sort of illusion or magic, or what...You notice yourself in the mosaic! When you move, so does the mosaic! ~ S #15852 Centranil Helix~ A disorienting fog is in this room. You feel a strange feeling come over you. Weren't you just here?!?! ~ 57 0 -1 10 15845 0 0 D0 ~ ~ 0 -1 15849 D3 ~ ~ 0 -1 15850 D4 ~ ~ 0 -1 15845 D5 ~ ~ 0 -1 15845 S #15853 The Challenge Entry~ This is the entry to the Challenge of the Skexies. This will be your last opportunity to prepare yourself. The door to thenorth is painted in gold. The door to the east is painted bronze. The door to the west is painted silver. There is also a sign on a nearby wall. ~ 57 0 0 D0 ~ gold-door gold~ 1 -1 15972 D1 ~ bronze-door bronze~ 1 -1 15951 D2 ~ ~ 0 -1 15850 D3 ~ silver-door silver~ 1 -1 15961 E sign~ The Sign reads: THE ENTRANCE TO THE CHALLENGE OF THE SKEXIES ============================================ THE BEGINNERS CHALLENGE LIES TO THE EAST. THE INTERMEDIATE CHALLENGE LIES TO THE WEST. THE ULTIMATE CHALLENGE LIES TO THE NORTH. GOOD LUCK! (CONTACT AN IMMORTAL UPON COMPLETION) ~ S #15854 Entrance To The Skexie Quarters~ This hallway ends with a door that leads into the main Skexie Quaters. It is about 3 feet wide and about 6 feet tall, with a arched ceiling. Mud has been used to pack the sides of the hallway to make the walls seem smooth. An occasional mouse scurries between your feet. ~ 57 0 0 D1 ~ door~ 1 -1 15855 D3 ~ ~ 0 -1 15834 S #15855 Inside The Skexie Quaters~ This small entry room is opens up into a larger room. There are various hallways leading in all directions. You hear the squaking and screaming of Skexie children coming from the south. The are hallways south, north, and east. ~ 57 0 0 D0 ~ ~ 0 -1 15856 D1 ~ ~ 0 -1 15858 D2 ~ ~ 0 -1 15865 D3 ~ door~ 1 -1 15854 S #15856 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues north and south. ~ 57 0 0 D0 ~ ~ 0 -1 15857 D2 ~ ~ 0 -1 15855 S #15857 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues north and south. ~ 57 0 0 D0 ~ ~ 0 -1 15874 D2 ~ ~ 0 -1 15856 S #15858 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues west and east. ~ 57 0 0 D1 ~ ~ 0 -1 15859 D3 ~ ~ 0 -1 15855 S #15859 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has an iron door to the north and a wood door to the south, there is a swinging door to the east, and a ladder leading up to the storage room. ~ 57 0 0 D0 ~ north iron~ 1 -1 15860 D1 ~ swingingdoor swinging east~ 1 -1 15862 D2 ~ south wood~ 1 -1 15861 D3 ~ ~ 0 -1 15858 D4 ~ ~ 0 -1 15863 S #15860 A Skexie Dormitory~ This room is the residence of four Skexie. There are four nests with a small table and chair near each. Additionally there is a large table in the center of the room with four comfortable chairs. This room is a mess, with empty bottles lying everywhere. ~ 57 0 0 D2 ~ door iron south~ 1 -1 15859 S #15861 A Skexie Dormitory~ This room is the residence of two Skexie. There are two large nests with a small table and chair near each. Additionally there is a large table in the center of the room with two comfortable chairs. This room is well kept and seems to have been cleaned recently. ~ 57 0 0 D0 ~ door wood north~ 1 -1 15859 S #15862 The Skexie Dining Room~ This room is the main dining room for the Skexie. The Skexie prefer to eat together. There are several side tables, and one main table. Each of seats near the head of the main table have ornately covered arms and a very high back. The names of each Skexie leader are posted on the high backs of these, the largest of the chairs present. ~ 57 0 0 D1 ~ ~ 0 -1 15864 D3 ~ swinging-door swinging west~ 1 -1 15859 E chairs~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ E chair~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ E seats~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ E seat~ The largest of the many chairs here belong to each Skexie leader. The largest is Alastair's, then Turendac's, then there is a space where Brackenred's chair once might have been, then Crandel's, then Palthor's, and finally Wegendel's. ~ S #15863 The Skexie Storage Room~ This large room holds the food stores of the Skexies. There are huge barrels of wine, vinegar, flour, wheat, nuts, preserved meats, pickled cabbage, and other food stuffs. The smell of the old food gives the room a particularly nasty scent. There is one barrel that hides a small passage. ~ 57 0 0 D3 ~ barrel~ 1 -1 15901 D5 ~ ~ 0 -1 15859 E barrel~ This large barrel hides a passage way. The dust nearby it is covered with small humanoid footprints. ~ S #15864 The Skexie Kitchen~ This is a large kitchen where all Skexie meals are prepared. There are many shelves with various cooking implements, a wall rack with many seasonings, several cabinets, an long shelf on the northen wall with jars of preserved animal parts. ~ 57 0 0 D3 ~ ~ 0 -1 15862 E seasonings~ This rack has a variety of unusual seasonings used when preparing Skexie specialties. You cannot recognize most of them as anything you have ever seen before. ~ E rack~ This rack has a variety of unusual seasonings used when preparing Skexie specialties. You cannot recognize most of them as anything you have ever seen before. ~ E jars~ These jars lie on a high shelf on the northen wall. The contain a variety of preserved delicacies that are used in the preparation, or in the presentation of Skexie meals. They include a variety of things you cannot identify, but you do recognize the entrials of a dragon, the hooves of a goblin, and the fetal young of some humanoid creature, possibly human. ~ E shelf~ These jars lie on a high shelf on the northen wall. The contain a variety of preserved delicacies that are used in the preparation, or in the presentation of Skexie meals. They include a variety of things you cannot identify, but you do recognize the entrials of a dragon, the hooves of a goblin, and the fetal young of some humanoid creature, possibly human. ~ S #15865 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has a wood door to the west and an iron door to the east, the hallway continues to the south. ~ 57 0 0 D0 ~ ~ 0 -1 15855 D1 ~ east iron~ 1 -1 15866 D2 ~ ~ 0 -1 15868 D3 ~ west wood~ 1 -1 15867 S #15866 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 57 0 0 D3 ~ door~ 1 -1 15865 S #15867 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 57 0 0 D1 ~ door~ 1 -1 15865 S #15868 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has a wood door to the west and an iron door to the east, the hallway continues to the south. ~ 57 0 0 D0 ~ ~ 0 -1 15865 D1 ~ east iron~ 1 -1 15869 D2 ~ ~ 0 -1 15871 D3 ~ west wood~ 1 -1 15870 S #15869 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 57 0 0 D3 ~ door~ 1 -1 15868 S #15870 A Skexie Bungalow~ This very small room is the home of a single Skexie. There is a small table and chair next to a mattress type nest. There room is barely large enough to hold you and its contents, but squeezing in is possible. ~ 57 0 0 D1 ~ door~ 1 -1 15868 S #15871 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway has a wood door to the west, and an iron door to the east. ~ 57 0 0 D0 ~ ~ 0 -1 15868 D1 ~ east iron~ 1 -1 15872 D3 ~ west wood~ 1 -1 15873 S #15872 Chamber of the Secrants~ This is the chamber where all the Secrants of the palace congregate to sleep and groom one another. The Secrants have developed a mutually beneficial relationship with the Skexies. The Secrants eat trash that the Skexies cannot get rid of, and the Secrants enjoy healthy meals of plentiful rubbish. If it weren't for the Secrants, you'd be up to your neck in trash right now. ~ 57 0 0 D3 ~ door~ 1 -1 15871 S #15873 Chamber of the Secrants~ This is the chamber where all the Secrants of the palace congregate to sleep and groom one another. The Secrants have developed a mutually beneficial relationship with the Skexies. The Secrants eat trash that the Skexies cannot get rid of, and the Secrants enjoy healthy meals of plentiful rubbish. If it weren't for the Secrants, you'd be up to your neck in trash right now. ~ 57 0 0 D1 ~ door~ 1 -1 15871 S #15874 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. The hallway continues north and south. ~ 57 0 0 D0 ~ ~ 0 -1 15875 D2 ~ ~ 0 -1 15857 S #15875 A Skexie Quarters Hallway~ This hallway is rather messy. There is trash and secrant droppings everywhere. There are feathers lying all around the floor. There is a metal door to the north, a wood door to the west, and an iron door to the east. There are signs on the doors to the west and east. ~ 57 0 0 D0 ~ north metal~ 1 -1 15878 D1 ~ east iron~ 1 -1 15877 D2 ~ ~ 0 -1 15874 D3 ~ west wood~ 1 -1 15876 E sign~ There is an iron door to the east. The sign on the door reads: G E N T L E M A N There is a wood door to the west. The sign on the door reads: L A D I E S ~ S #15876 The Skexie Powder Room~ This is a bathroom of sorts. There are stalls and seats all around the room. Under these seats are holes that go several feet into the ground. Several Secrants are deep within the holes enjoying themselves. A feast of sorts is going on within the holes. ~ 57 0 0 D1 ~ door~ 1 -1 15875 E stalls~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ E seats~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ S #15877 The Skexie Men's Room~ This is a bathroom of sorts. There are stalls and seats all around the room. Under these seats are holes that go several feet into the ground. Several Secrants are deep within the holes enjoying themselves. A feast of sorts is going on within the holes. ~ 57 0 0 D3 ~ door~ 1 -1 15875 E seats~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ E stalls~ These stalls and seats are specially made to accommodate the anatomy of the Skexie. ~ S #15878 The Skexie Maiden's Chambers Entryway~ The is the entrance to the chambers of the Skexie maidens. The passages west and east lead to the chambers. There is a sign on the wall here with some poorly done embroidery. ~ 57 0 0 D1 ~ ~ 0 -1 15882 D2 ~ door metal south~ 1 -1 15875 D3 ~ ~ 0 -1 15879 E sign~ The sign is very old, and its embroidery is truly dreadful. It reads: _______________ { H O M E } [ ] [ S W E E T ] [ ] { H O M E } --------------- ~ S #15879 The Skexie Maiden's Hallway~ The hallway ends here, with doors to the north and south. There nothing particularly interesting here otherwise, except the usual feathers. In general, the Skexie females seem a bit more concerned about hygiene than the males. Therefore, it is a bit cleaner here than in other parts of the Palace. ~ 57 0 0 D0 ~ ~ 0 -1 15880 D1 ~ ~ 0 -1 15878 D2 ~ ~ 0 -1 15881 S #15880 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 57 0 0 D2 ~ ~ 0 -1 15879 E grooming~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ S #15881 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 57 0 0 D0 ~ ~ 0 -1 15879 E grooming~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ S #15882 The Skexie Maiden's Hallway~ The hallway ends here, with doors to the north and south. There nothing particularly interesting here otherwise, except the usual feathers. In general, the Skexie females seem a bit more concerned about hygiene than the males. Therefore, it is a bit cleaner here than in other parts of the Palace. ~ 57 0 0 D0 ~ ~ 0 -1 15883 D2 ~ ~ 0 -1 15884 D3 ~ ~ 0 -1 15878 S #15883 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 57 0 0 D2 ~ ~ 0 -1 15882 E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ S #15884 A Skexie Maiden's Chamber~ This chamber has facilities for four Skexie maidens. There are four plush nests, decorated with scraps of colorful cloth. There are also several chairs, and a large table. Various grooming instruments lie on the table. ~ 57 0 0 D0 ~ ~ 0 -1 15882 E grooming~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E instruments~ These are used for grooming the feathers of the Skexie maidens. Some of them look rather painful. Some have pointed teeth like combs, others are somewhat like brushes. These grooming instruments have been passed down for generations. They show a great deal of use. After all, the maidens need all the help they can get. ~ E nests~ These nest reflect the individual tastes of their owner. They all have a theme, and no two are alike. ~ S #15886 Skexie Challenge Instructions Room~ There are six signs on the wall here which explain the Challenge of the Skexies. You are encouraged to read each of the six (Numbered "sign1" through "sign6"), and attempt the appropriate challenge. The Challenge of the Skexies is designed as a on-going quest. Your fair play and honesty is appreciated, as well as expected. When you decide you are ready to try a Challenge, you will find the entrance beyond the Skexie Lair. ~ 57 4 0 D1 ~ ~ 0 -1 15833 E sign6~ The Third Challenge zone is meant for players 40th to 50th Level. 1) ??? Deathtraps. 2) Many Magic wielding opponents. 3) ??? Opponents. 3 Questions of Knowledge. Prizes: Warrior : The Purple Shard Magic-User : A Skexie Robe Thief : The Skexie Midnight Shield Cleric : A Skexie Robe ~ E sign5~ The Second Challenge zone is meant for players 20th to 40th Level. 1) One Deathtraps. 2) Several Magic wielding opponents. 3) 9 Opponents. 2 Questions of Knowledge. Prizes: Warrior : A Skexie Helm Magic-User : A Skexie Medallion Thief : A Black Skexie Suit Cleric : A Skexie Medallion ~ E sign4~ The First Challenge zone is meant for players 10th to 20th Level. 1) No Deathtraps. 2) Few Magic wielding opponents. 3) 9 opponents. 1 Question of Knowledge. Prizes: Warrior : Skexie Gauntlets Magic-User : A Skexie Ankh Thief : Skexie Thieves Boots Cleric : A Skexie Ankh ~ E sign3~ Any God which discovers you abusing the Challenge is empowered to punish you in any reasonable way they see fit. The Challenge of the Skexies is an innovative idea in mudding. It has never been done before. Your full cooperation and honesty are required to make the Challenge a fun and exciting area. The last three signs are introductions to each of the three Challenge zones. Read them carefully. Most of all, bring many healing potions with you. Also, you needn't complete the entire challenge at one sitting (the badges can be rented). Simply bypass the challenges you have already completed, and continue with the first one that you need. GOOD LUCK! Rugrat the Skexie Creator of The Palace of the Skexies ~ E sign2~ Players must enter each challenge room alone. The rooms are private (i.e. One player per room), and you may not in anyway receive help from another player. You may not attempt a challenge unless you are in the required level range. Challenge Prizes and badges are not tranferable, and have no monetary value. Do not attempt to give your Challenge prizes to another player. Any such action will cause you to lose any Challenge prize you currently have, plus you will lose the right to complete future Challenges (if any). To redeem your prize you must contact an Immortal with the ability to load the prize. The prizes do not naturally exist in the game. ~ E sign1~ The Challenge of the Skexies is designed as an on-going quest for people levels 10 to 50. The Challenge area is separated into three Challenge zones. The first zone is meant for levels 10 to 20. The second for levels 20 to 40, and the last, most difficult challenge , is meant for levels 40+. In each zone you will find 9 Challenges to be completed. After successfully completing each challenge you will earn a badge (bronze badges for Challenge 1, silver badges for Challenge 2, and gold badges for Challenge 3). The badges are numbered and you must collect all the badges (of the appropriate color) to earn the Challenge prize. There is one prize for each class for each of the three Challenge zones (i.e. The Warrior's prize for Challenge 3, the most difficult, is The Purple Shard). The prizes will be well worth your risk of life. The item you recieve _should_ be strung to your name. If you have an existing challenge quest item, and it has not been, ask a god to do it. ~ S #15887 The Bridge Collapses!~ The ropes that hold the bridge in place struggle under your weight, then break under the load. You fall about 10' into the murky waters. >From below, you hear the stiring of a hungry beast! You are invited to dinner, too bad it's not you doing the eating. ~ 57 2 0 S #15900 Inside A Skexie Fireplace~ This is the inside of a huge fireplace. Tucked deep in one corner, not visible from the outside, is a small hole, about 2 feet in diameter. In the soot you see the tracks of a humanoid. Someone lives down there! ~ 57 0 0 D1 ~ ~ 0 -1 15815 D5 ~ ~ 0 -1 15901 E tracks~ These tracks look like they were made by someone about 4 feet tall, weighing maybe close to 100 pounds. ~ S #15901 A Huge Slide~ You found your way to a large slide and took the plunge down into the darkness. The slide is small, barely enough for your derriere, it is smooth and cold. It is made of a strong metal, and is of sturdy construction. This was definitely not built by the Skexies. ~ 57 0 -1 30 15902 1 0 D5 ~ ~ 0 -1 15902 S #15902 On A Huge Slide~ You are approaching the end of the slide. Brace yourself for impact! ~ 57 0 -1 30 15903 1 0 D5 ~ ~ 0 -1 15903 S #15903 The Bottom of the Slide~ THUD! You have reached the bottom of the slide. Your butt hurts a bit. The smell of the Skexie Palace has dissipated. You are in a large cavern. You shiver with cold. The temperature has easily dropped 50 degrees. There is the sound of socializing and talking to the west. There are also three signs on the wall. The first is labeled "Notes", the second is labeled "Traps", and the last is labeled "Kills". The slide you traveled down has springs which caused the slide to receed back up into the ceiling. Too bad......You're stuck. ~ 57 0 0 D3 ~ ~ 0 -1 15904 E notes~ The sign reads: N O T E S Dasillea should know that I wont be coming home for dinner. Thrack I learned to carve ice spikes today! Gilkey It's hard to be humble when you are perfect in every way! Haag ~ E traps~ The sign reads: T R A P S A new trap has been set in the Skexie Hallway. Clawed toed opponents can no longer travel easily there. I layed down some tiny spikes. We can walk there freely, so it won't effect us at all. Kill those Bastards! Driscol I set I trap for Skexie children in the Maiden's Quarters. I hope we catch a few! Best to get them while they're young! Dasillea I set it up so that the Skexie's 'll get caught if they slide down the slide. No more surprises! Feuq ~ E kills~ The sign reads: K I L L S I killed a Skexie Guard today! Hooray! Thrack I slashed a Mantern while he waited on the Balcony! Gilkey I massacred a Skexie maiden in the powder room! Blood everywhere! Haag ~ S #15904 The Gelfling Meeting Room~ This room is large. The walls are entirely natural. You are in a damp cave environment. There are tables and chairs everywhere. There is a board here with a large diagram on it. There are exits in all directions. ~ 57 0 0 D0 ~ ~ 0 -1 15930 D1 ~ ~ 0 -1 15903 D2 ~ ~ 0 -1 15920 D3 ~ ~ 0 -1 15910 E board~ Z <--- The Palace of the Skexies The Skexie _ Quarters |_| _ _ _ _ _ _ [ _ _ _ |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u| _ [ [ [ [ [ [ [ [ [ [ Ent |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-? rance | | | | | | | | | | |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v| | |_| The Challenge Directions Room ~ E diagram~ Z <--- The Palace of the Skexies The Skexie _ Quarters |_| _ _ _ _ _ _ [ _ _ _ |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u| _ [ [ [ [ [ [ [ [ [ [ Ent |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-? rance | | | | | | | | | | |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v| | |_| The Challenge Directions Room ~ E large~ Z <--- The Palace of the Skexies The Challenge _ Directions Room |_| _ _ _ _ _ _ [ _ _ _ |3|-|6| |9| |c| |f| |i| |l| |o| |r| |u| _ [ [ [ [ [ [ [ [ [ [ Ent |1|-|2|-|5|-|8|-|b|-|e|-|h|-|k|-|n|-|q|-|t|-? rance | | | | | | | | | | |4|-|7| |a| |d| |g| |j| |m| |p| |s| |v| | |_| The Skexie Quarters ~ S #15910 The Gelfling Cleric's Abode~ A Gelfling cleric lives in this room. The rough cave walls are lined with ritualistic symbols, and other artifacts. A mat lies in one corner, presumably where the cleric sleeps. The Gelfling visit the cleric to seek counsel and healing. ~ 57 0 0 D1 ~ ~ 0 -1 15904 D3 ~ ~ 0 -1 15911 S #15911 An Unused Gelfling Cave~ This room has not been cleared of stalactites or stalagmites. The ground is muddy and the room is especially cold. Drawings decorate the small cave area. This room seems to get little use. A white line is drawn on the floor. Beyond which you are not recommended to go. ~ 57 0 0 D0 ~ ~ 0 -1 15913 D1 ~ ~ 0 -1 15910 D2 ~ ~ 0 -1 15914 D5 ~ ~ 0 -1 15912 E drawings~ These drawings show a Gelfling massacring Skexies right and left. There is also a message on the wall: Leave Mehkar alone. Do not cross the white line. ~ E line~ You think it would be best not to close the line. Someone might get upset. ~ E white~ You think it would be best not to close the line. Someone might get upset. ~ E drawing~ These drawings show a Gelfling massacring Skexies right and left. There is also a message on the wall: Leave Mehkar alone. Do not cross the white line. ~ S #15912 The Mad Gelfling's Lair~ One mean, crazy Gelfling lives here. There is a huge mess. Nothing like you have ever seen. The walls have been sanded down. Straw padding lines the wall. You have a sudden urge to throw yourself against the wall. You change your mind just in time. ~ 57 0 0 D4 ~ ~ 0 -1 15911 S #15913 The Home of Gilkey the Gelfling~ This is the home of Gilkey. Gilkey is a well known warrior among the Gelfling. The cave has been decorated with an unusual rug. Braziers light the room to a dim level. White silk covers the ceiling. Water drips from the silk cover into a large bowl. It makes for an interesting waterfall of sorts. ~ 57 0 0 D2 ~ ~ 0 -1 15911 S #15914 The Gelfling Weapons Factory~ This is where all the Gelfling weapons and traps are made. Various projects in various stages of completion are being worked on. Several look quite dangerous (spikes and wires etc.) There are metal working instruments about, and a large forge with attached billows for crafting weapons. The heat makes for a comfortable environment. ~ 57 0 0 D0 ~ ~ 0 -1 15911 S #15920 A Gelfling Hallway~ To the west you see the start of various slides. That is the must be the transportation system for the Gelfling. A cave hallway continues to the south. There is little or nothing of consequence in the nearby area. ~ 57 0 0 D0 ~ ~ 0 -1 15904 D1 ~ ~ 0 -1 15921 D2 ~ ~ 0 -1 15925 D3 ~ ~ 0 -1 15950 S #15921 The Gelfling Playroom~ Toys of fake weapons are scattered about the room. There are ugly Skexie dolls, and beautiful Gelfling warrior dolls. There is an old tree stump in the room, where young Gelfling often stand and practicing their balancing. The cave walls are sanded. Straw mats cover the rooms floor. ~ 57 0 0 D3 ~ ~ 0 -1 15920 S #15922 The Gelfling Armory~ This is where all the Gelfling protective gear is made. A huge forge and billows heats metal to white-hot, then the blacksmith pounds and shapes the armor. A massive anvil is near the forge, as well as a large barrel of water for cooling finished products. ~ 57 0 0 D1 ~ ~ 0 -1 15925 S #15923 The Gefling Leather Shop~ This is where all the Gelfling leather gear is made. The items include boots, caps, gloves, bags, and other leather products. The Gefling secret is to use the cold treated hide of a Skexie. Unfortunately, the Gefling do not sell their goods to outsiders. ~ 57 0 0 D3 ~ ~ 0 -1 15925 S #15925 A Gelfling Hallway~ The hallway ends here with small passages to the East and West. The smell of leather emanates from the East, and clanking sounds can be heared to the West. ~ 57 0 0 D0 ~ ~ 0 -1 15920 D1 ~ ~ 0 -1 15923 D3 ~ ~ 0 -1 15922 S #15930 The Gelfling Warrior's Guild~ This is the meeting place for the Gefling Warriors. There are diagrams on the wall. There are braziers maintaining dim light in the cave atmosphere. Several cases line the walls filled with weapons of many types. ~ 57 0 0 D0 ~ ~ 0 -1 15931 D2 ~ ~ 0 -1 15904 E diagram~ These diagrams show the weak spots in the Skexie anatomy. The Gelfling are apparently learning the best way to kill Skexie. ed ext diagrams These diagrams show the weak spots in the Skexie anatomy. The Gelfling are apparently learning the best way to kill Skexie. ~ S #15931 A Gefling Cave~ This is a huge cave. The walls are lined with bunk beds. This is the group sleeping area for the Gelfling. There is a large pit in the center which harbors a fire. The fire has burnt down to only the embers. The chamber is warm by Gelfling standards....a blazing 40 degrees F. ~ 57 0 0 D0 ~ ~ 0 -1 15934 D1 ~ ~ 0 -1 15933 D2 ~ ~ 0 -1 15930 D3 ~ ~ 0 -1 15932 S #15932 A Gelfling Ice Pool~ Yikes! You have wandered into a cold subterannean pool. This is the bathing room for the Gelfling. The pool is a wonderfully refreshing 35 degrees F! You feel sick as the cold water splashes against your skin. You scream out in pain....No sound comes out. ~ 57 0 0 D1 ~ ~ 0 -1 15931 S #15933 The Gelfling Kitchen~ This room is small. There is a hearth which warms the room to a refreshing 70 degrees F. Finally, a break from the harsh cold. This is where food is prepared. The Gelfling do their best to avoid the room when possible. The heat is dreadful! ~ 57 0 0 D3 ~ ~ 0 -1 15931 S #15934 The Gelfling Cold Chamber~ This is where the Gelfling choose to relax. The room is a relaxing 10 degrees. Fans blow to cool the room. Tables lie nearby where games can be played. ~ 57 0 0 D2 ~ ~ 0 -1 15931 S #15950 The Gelfling Slide System~ This room has slides which lead to various places in the Palace of the Skexies. These slides are used by the Gelfling when preparing traps, and going on killing missions. For you, it seems to be the only viable exit from the Gelfling Cave area. There is a sign on the wall. ~ 57 0 0 D0 ~ ~ 0 -1 15832 D1 ~ ~ 0 -1 15920 D2 ~ ~ 0 -1 15853 D3 ~ ~ 0 -1 15878 D5 ~ ~ 0 -1 15814 E sign~ The sign reads: The northern slide leads to the Skexie Intersection. The southern slide leads to the Challenge Entrance. The western slide leads to the Skexie Maiden's Quarters. The down slide leads to the Domed Skexie Chamber. ~ S #15951 Skexie Challenge 1 Room 1~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15952 S #15952 Skexie Challenge 1 Room 2~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15953 S #15953 Skexie Challenge 1 Room 3~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15954 S #15954 Skexie Challenge 1 Room 4~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15955 S #15955 Skexie Challenge 1 Room 5~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15956 S #15956 Skexie Challenge 1 Question 1~ You have been graced with an easy question: Which Bechemel carries the red tulip? Choose your exit: North ----> Midnight East ----> Striped South ----> Herringbone West ----> Polkadotted ~ 57 320 0 2 D0 ~ ~ 0 -1 15995 D1 ~ ~ 0 -1 15995 D2 ~ ~ 0 -1 15995 D3 ~ ~ 0 -1 15993 S #15957 Skexie Challenge 1 Room 6~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 -1 20 15957 1 0 2 D1 ~ ~ 0 -1 15958 S #15958 Skexie Challenge 1 Room 7~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15959 S #15959 Skexie Challenge 1 Room 8~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D1 ~ ~ 0 -1 15960 S #15960 Skexie Challenge 1 Final Challenge~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D4 ~ ~ 0 -1 15999 S #15961 Skexie Challenge 2 Room 1~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15962 S #15962 Skexie Challenge 2 Room 2~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15963 S #15963 Skexie Challenge 2 Room 3~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15964 S #15964 Skexie Challenge 2 Room 4~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15965 S #15965 Skexie Challenge 2 Question 1~ Good Luck with the following question: Which Skexie is rumored to be able to teach fighting tactics? Choose your response: North ----> Turandac the Skexie High Magister East ----> Palthor the Skexie Sergeant South ----> Rugrat the Skexie Immortal West ----> Alastair the Skexie Leader ~ 57 320 0 2 D0 ~ ~ 0 -1 15991 D1 ~ ~ 0 -1 15995 D2 ~ ~ 0 -1 15994 D3 ~ ~ 0 -1 15991 S #15966 Skexie Challenge 2 Room 5~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15967 S #15967 Skexie Challenge 2 Room 6~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15968 S #15968 Skexie Challenge 2 Question 2~ Good Luck with the following question: What instrument does the Skexie Bard use? Choose your response: North ----> None East ----> Mandolin South ----> Flute West ----> Piccollo ~ 57 320 0 2 D0 ~ ~ 0 -1 15992 D1 ~ ~ 0 -1 15995 D2 ~ ~ 0 -1 15995 D3 ~ ~ 0 -1 15995 S #15969 Skexie Challenge 2 Room 7~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15970 S #15970 Skexie Challenge 2 Room 8~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D3 ~ ~ 0 -1 15971 S #15971 Skexie Challenge 2 Final Challenge~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D4 ~ ~ 0 -1 15999 S #15972 Skexie Challenge 3 Room 1~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15973 S #15973 Skexie Challenge 3 Room 2~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15974 S #15974 Skexie Challenge 3 Question 1~ Good luck with the following question: Where can spider's legs be found in the Palace? Choose your response: North ----> The Kitchen East ----> Wegendel's Lair South ----> Crandel's Lair West ----> The Storage Room ~ 57 320 0 2 D0 ~ ~ 0 -1 15991 D1 ~ ~ 0 -1 15996 D2 ~ ~ 0 -1 15991 D3 ~ ~ 0 -1 15991 S #15975 Skexie Challenge 3 Room 3~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15976 S #15976 Skexie Challenge 3 Room 4~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 4 D0 ~ ~ 0 -1 15977 S #15977 Skexie Challenge 3 Question 2~ Good Luck with the following question: The Skexie Culture could be characterized as: Choose the correct combination: North ----> Monogamous, Children cared for by parents East ----> Polygamous, Children cared for by parents South ----> Monogamous, Children have caretakers West ----> Polygamous, Children have caretakers ~ 57 320 0 2 D0 ~ ~ 0 -1 15991 D1 ~ ~ 0 -1 15991 D2 ~ ~ 0 -1 15991 D3 ~ ~ 0 -1 15997 S #15978 Skexie Challenge 3 Room 5~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15979 S #15979 Skexie Challenge 3 Room 6~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15980 S #15980 Skexie Challenge 3 Question 3~ Good Luck with the following question: Where can the words: "Dishonor has earned you the Symbol. Wear it. Die proud" be found? Choose your response: North ----> On a sign in The Hallway to the Lair East ----> The Challenge Entry South ----> Alastair's Chamber West ----> Brackenred's Chamber ~ 57 256 0 2 D0 ~ ~ 0 -1 15991 D1 ~ ~ 0 -1 15991 D2 ~ ~ 0 -1 15991 D3 ~ ~ 0 -1 15998 S #15981 Skexie Challenge 3 Room 7~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15982 S #15982 Skexie Challenge 3 Room 8~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D0 ~ ~ 0 -1 15983 S #15983 Skexie Challenge 3 Final Challenge~ This is a small room. The floor shows signs of a recent battle here. There is blood and body parts everywhere. Several skeletons are also here. ~ 57 320 0 2 D4 ~ ~ 0 -1 15999 S #15991 WRONG! A Painful Death Room~ Foolish mortal! Study my area more carefully! There is more than meets the eye. Good Luck! P.S. Just a reminder, corpse retrievals are not allowed.... ~ 57 3 0 S #15992 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 57 257 -1 20 15969 1 0 2 S #15993 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 57 257 -1 20 15957 1 0 2 S #15994 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 57 257 -1 20 15966 1 0 2 S #15995 An Incorrect Response~ You have incorrectly answered a Challenge Question. You will be transfered back to Midgaard. Remember: You need only collect the badges from Challenge Opponents, there is no need to re-kill opponents. Good Luck finding the correct response! ~ 57 1 -1 0 3014 3 20 2 S #15996 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 57 257 -1 20 15975 1 0 1 S #15997 A Correct Response! ~ Congratulations. You have done your homework. Good Luck! ~ 57 257 -1 20 15978 1 0 1 S #15998 A Correct Response!~ Congratulations. You have done your homework. Good Luck! ~ 57 257 -1 20 15981 1 0 1 S #15999 The Challange Reward Room~ Congratulations on having completed the Challenge of the Skexies. The Exit down leads to the Temple Square. If you need to go back and complete any rooms, go up to the Challenge entry. If you want to redeem a prize, wait here and "tell" to an Immortal, preferably Rugrat, if he is on. ~ 57 68 0 D4 ~ ~ 0 -1 15853 D5 ~ ~ 0 -1 3005 S #16000 Eastern Path~ This path leads east into the mountains, and west towards Midgaard. To the north, you can see a large stone building of some sort. ~ 130 0 2 D1 ~ ~ 0 -1 16001 D3 ~ ~ 0 0 3502 S #16001 Eastern Path~ You are standing on an east-west path heading eastwards into the mountains,and westwards towards the plain of Midgaard. The mountains to the east look very large, and sinister. ~ 43 0 2 D1 ~ ~ 0 -1 16002 D3 ~ ~ 0 -1 16000 S #16002 Eastern Path~ You are standing on a path leading into the Eastern mountains. To the north the path begins to climb towards the dark, storm-covered peaks, and to the west the path leads towards the plains of Midgaard. ~ 43 0 4 D0 ~ ~ 0 -1 16003 D3 ~ ~ 0 -1 16001 S #16003 The path through the mountains~ You are standing on a path leading into the Eastern mountains. To the east, the path leads towards the dark, storm-covered peaks, and to the south the path leads downwards, towards the plains. You can see the city of Midgaard just a mile or so away to the west. ~ 43 0 4 D1 ~ ~ 0 -1 16004 D2 ~ ~ 0 -1 16002 S #16004 The path through the mountains~ You are standing on a path leading into the Eastern mountains. To the east, the path leads towards the dark, storm-covered peaks, and to the west the path leads downwards, towards the plains. You can see the city of Midgaard to the west. ~ 43 0 4 D1 ~ ~ 0 -1 16005 D3 ~ ~ 0 -1 16003 S #16005 The path through the mountains~ You are standing in the hills below the peaks of the Eastern mountains. To the north, the path continues upwards into the mountains, and to the west, the path leads downwards towards the plains. To the east, there is a large crack in the cliff-face. ~ 43 4 5 D0 ~ ~ 0 -1 16006 D1 ~ ~ 0 -1 16031 D3 ~ ~ 0 -1 16004 S #16006 The path through the mountains~ You are standing on a path leading north-south through the mountains. To the north, the path steepens as it climbs upwards towards the dark peaks. To the south, it leads downwards, towards the plains of Midgaard. ~ 43 0 5 D0 ~ ~ 0 -1 16007 D2 ~ ~ 0 -1 16005 S #16007 The steep path~ You are standing on a path leading northwards towards the dark peaks of the eastern mountains, and southwards to the foothills. The path is very steep here, you have to move very slowly to keep from slipping and scraping your way down the mountainside. To the north you can hear a strange whistling and howling sound. ~ 43 0 5 D0 ~ ~ 0 -1 16008 D2 ~ ~ 0 -1 16006 S #16008 The windy path~ You are standing on a steep path, leading northwards towards the dark peaks, and southwards towards the foothills. The geography of the area makes the wind whistle and howl around you, a very eerie and frightening experience. ~ 43 0 5 D1 ~ ~ 0 -1 16009 D2 ~ ~ 0 -1 16007 S #16009 The mountain path~ The path has evened out some here, leading westwards towards a steep downhill slope, and westwards along a wide ridge towards the peaks of the Eastern mountains. To the west, you can hear a strange whistling and howling noise. ~ 43 0 5 D0 ~ ~ 0 -1 16010 D3 ~ ~ 0 -1 16008 S #16010 A choice of directions~ You have come to a choice of paths, north towards a particularly dark and evil looking mountain, eastwards along a path between two mountains and westwards towards what could be either a cliff-face, or a steep downward slope. ~ 43 0 5 D0 ~ ~ 0 -1 16012 D1 ~ ~ 0 -1 16011 D2 ~ ~ 0 -1 16009 S #16011 The edge of a ravine~ You are standing at the western edge of a large ravine. To the west you see a path winding through the mountains, and to the east a large ravine blocks all foot travel. You can see a clearing on the opposite side of the ravine, perhaps it is another path. Strange squawking noises come from inside the ravine. ~ 43 0 5 D1 ~ ~ 0 -1 16013 D3 ~ ~ 0 -1 16010 E ravine noises squawk~ As you peer over the edge, you see several large birds circling below. Just for a moment, you think you see something larger moving through the depths of the ravine, but it could have been a trick of the light. ~ S #16012 A mountain path~ You are standing on a path leading northwards towards a high ridge, and southwards towards a flat clearing. Movement east and west is blocked by large, steep hills. You are getting very high in the mountains now, and the air is thin, and cold. ~ 43 0 5 D0 ~ ~ 0 -1 16014 D2 ~ ~ 0 -1 16010 S #16013 The air above a ravine~ You are flying above a large ravine, which extends northwards, southwards and downwards. To the east and west you see flat spots which turn into paths leading off into the mountains. Below you, you can see several large birds circling something even farther below. ~ 43 0 8 D0 ~ ~ 0 -1 16078 D1 ~ ~ 0 -1 16026 D2 ~ ~ 0 -1 16080 D3 ~ ~ 0 -1 16011 D5 ~ ~ 0 -1 16075 E birds below down~ You see several birds, about human size. They seem to be diving and attacking something hidden in the depths of the ravine. ~ S #16014 High in the mountains~ You are standing on a ridge high in the mountains. To the north, the ridge continues, and to the south the path leads downwards towards a flat clearing next to a large ravine. The air is thin and cold here. ~ 43 0 5 D0 ~ ~ 0 -1 16015 D2 ~ ~ 0 -1 16012 S #16015 High in the mountains~ You are standing on a ridge high in the mountains. To the east, the ridge continues, and to the south the path leads downwards towards a flat clearing next to a large ravine. There is a small mine shaft dug into the western cliff-face. The wind howls suddenly, and you shiver with cold. ~ 43 0 5 D1 ~ ~ 0 -1 16016 D2 ~ ~ 0 -1 16014 D3 ~ ~ 0 -1 16051 S #16016 At the edge of a ravine~ You are standing on a large ridge, overlooking a deep ravine. If you could fly, you could go east, into the ravine, but if you can't, you'll just have to go either north, or west along the ridge. ~ 43 0 5 D0 ~ ~ 0 -1 16017 D1 ~ ~ 0 -1 16078 D3 ~ ~ 0 -1 16015 S #16017 A path through the mountains~ You are standing on a thick ridge leading east and south around a large ravine. To the east, you can see a large pile of rubble, perhaps from a recent avalanche. ~ 43 0 5 D1 ~ ~ 0 -1 16018 D2 ~ ~ 0 -1 16016 S #16018 At the edge of a pile of rubble~ You are standing at the edge of a large pile of rubble, which covers the entire trail to the east. To the west, you can travel along a large ridge, which leads around a deep ravine. The rubble looks dangerous, but if you are lucky, you can get across. ~ 43 0 5 D1 ~ ~ 0 -1 16019 D3 ~ ~ 0 -1 16017 S #16019 On a pile of rubble~ You are standing on a large pile of rubble, which shifts dangerously under your weight. If i were you, i would MOVE and do it very quickly!!!! ~ 43 0 5 D1 ~ ~ 0 -1 16020 D3 ~ ~ 0 -1 16018 S #16020 At the Eastern edge of a large pile of rubble~ You are standing at the edge of a large pile of rubble, which covers the entire trail to the west. To the east, you can travel along a large ridge, which leads around a deep ravine. The rubble looks dangerous, but if you are lucky, you can get across. ~ 43 0 5 D1 ~ ~ 0 -1 16022 D3 ~ ~ 0 -1 16019 S #16021 Between large crushing rocks~ Suddenly, the entire pile collapses around you, and huge rocks pummel your body into a bloody pulp. ~ 43 2 3 D0 ~ ~ 0 -1 16019 D1 ~ ~ 0 -1 16020 D3 ~ ~ 0 -1 16018 S #16022 The edge of a ravine~ You are standing at the north-eastern edge of a large ravine. The path leads west and south, and to the east you can see a small mine-shaft opening. ~ 43 0 5 D1 ~ ~ 0 -1 16060 D2 ~ ~ 0 -1 16023 D3 ~ ~ 0 -1 16020 S #16023 A path through the mountains~ You are standing on a path leading north-south through the mountains. The path is fairly level here, and the going is somewhat easier. Movement to the east and west is blocked by large hills. ~ 43 0 5 D0 ~ ~ 0 -1 16022 D1 You see a huge crater ~ ~ 0 -1 17300 D2 ~ ~ 0 -1 16024 S #16024 A mountain path~ You are standing on a path leading north-south through the mountains. The path is fairly level here, and the going is somewhat easier. Movement to the east and west is blocked by large hills. ~ 43 0 5 D0 ~ ~ 0 -1 16023 D2 ~ ~ 0 -1 16025 S #16025 A choice of directions~ You are standing at a three-way split in the path, one branch leading north between two large hills, one path leading east towards a tall mountain, and one path leading west towards a large crevasse. ~ 43 0 5 D0 ~ ~ 0 -1 16024 D1 ~ ~ 0 -1 16027 D3 ~ ~ 0 -1 16026 S #16026 The eastern edge of the ravine~ You are standing at the eastern edge of a large ravine. If you could fly, you could continue west over the ravine, but if you can't you'll have to settle for traveling east along the mountain path. On the far side of the ravine you can see another clearing, perhaps it is a trail. ~ 43 0 4 D1 ~ ~ 0 -1 16025 D3 ~ ~ 0 -1 16013 S #16027 High in the mountains~ You are standing on trail high in the mountains. To the south, the trail leads downwards along a steep slope. To the west, the path leads towards a large clearing.~ 43 0 5 D2 ~ ~ 0 -1 16028 D3 ~ ~ 0 -1 16025 S #16028 A steep trail~ You are standing on a trail leading north and east along a very steep slope. Movement here is very slow, to ensure that you don't slip and fall down the mountainside. ~ 43 0 5 D0 ~ ~ 0 -1 16027 D1 ~ ~ 0 -1 16029 S #16029 A steep trail~ You are standing on a trail leading east and west along a steep slope. To the west, the slope rises rapidly into the mountains, while to the east, it levels off as it approaches a valley deep in the heart of the Eastern mountains. To the north, you can see a huge cave entrance. ~ 43 0 5 D0 ~ ~ 0 -1 16061 D1 ~ ~ 0 -1 16030 D3 ~ ~ 0 -1 16028 S #16030 Overlooking a large valley~ You are standing on a rocky ridge, which overlooks a large, green valley hidden deep in the heart of the Eastern Mountains. To the east, you can see a trail leading towards a small village nestled in the valley, while to the west, the trail rises rapidly into the mountains. ~ 43 0 4 D1 ~ ~ 0 -1 16100 D2 ~ ~ 0 -1 13610 D3 ~ ~ 0 -1 16029 S #16031 A tiny cave~ You are standing in a tiny cave, with room for very few people. There is a large crack leading outside to the west, and the cave narrows to a tunnel which seems to lead east. You think that you might be able to squeeze yourself through the crack. ~ 43 13 4 D1 ~ ~ 0 -1 16032 D3 ~ ~ 0 -1 16005 S #16032 A smelly cave~ An unpleasant stench begins to develop in the room, making you wish you were somewhere else. You are standing in a small stone cave, with exits to the east, west and south. Bits and peices of trash are scattered about the floor. ~ 43 9 1 D1 ~ ~ 0 -1 16034 D2 ~ ~ 0 -1 16033 D3 ~ ~ 0 -1 16031 S #16033 A smelly cavern~ You are standing in a large cavern, while the stench of rot and decay fills your head. A large pile of trash has been piled in the corner of this stone cavern, and you can almost see the fumes rise from it. all in all, not a pleasant experience. There are exits to the north and south. ~ 43 9 1 D0 ~ ~ 0 -1 16032 D2 ~ ~ 0 -1 16036 S #16034 A smelly cave~ You are standing in a large cave, and foul smells waft in, seemingly from all directions. Bits and peices of bone and debris have been strewn about the room, and do nothing but add to the unpleasantness of the situation. You can leave to the south, and west ~ 43 9 1 D2 ~ ~ 0 -1 16035 D3 ~ ~ 0 -1 16032 S #16035 A smelly cavern~ You are standing in a large stone cavern, formed from humanoid hands. Evil smells drift about, making your stay here most unpleasant. There are small tunnels leaving to the east, south and north. ~ 43 9 1 D0 ~ ~ 0 -1 16034 D1 ~ ~ 0 -1 16038 D2 ~ ~ 0 -1 16037 S #16036 A smelly cavern~ You are standing in a large stone cavern, formed from humanoid hands. Evil smells drift about, making your stay here most unpleasant. There are small tunnels leaving to the east, south and north. ~ 43 9 1 D0 ~ ~ 0 -1 16033 D1 ~ ~ 0 -1 16037 D2 ~ ~ 0 -1 16040 S #16037 A small passage~ You are standing in a small passageway between caves. While this place is odiferous, it is not as pungent as some other places you have been. Three paths part here, one leading north, another south, and the last west. ~ 43 9 1 D0 ~ ~ 0 -1 16035 D2 ~ ~ 0 -1 16039 D3 ~ ~ 0 -1 16036 S #16038 A small tunnel~ The low ceiling of this tunnel nearly scrapes your head as you enter, forcing you to duck to avoid brain damage. This small tunnel leads east and west between large caves. You detect an unpleasant order in the room, but it is not strong. ~ 43 9 1 D1 ~ ~ 0 -1 16042 D3 ~ ~ 0 -1 16035 S #16039 A small passage~ You are standing in a small passage connecting two larger caves. The passage leads north and east. Faintly unpleasant smells come from the north. ~ 43 9 1 D0 ~ ~ 0 -1 16037 D1 ~ ~ 0 -1 16041 D5 ~ ~ 0 -1 16201 S #16040 A smelly cavern~ You are standing in a large, rough, smelly cavern. It reeks of decay, and there is trash littering the floor. Small insects and worm like things scurry about the room, eating the refuse. You have heard that these vermin are considered to be delicacies among goblin-kind. Which might explain while there is so much trash in this place. There are exits to the north, and south. ~ 43 9 1 D0 ~ ~ 0 -1 16036 D2 ~ ~ 0 -1 16044 S #16041 A small passage~ You are standing in a small passage which connects three larger open spaces. The smell of decay is strong here, but not overpowering. You can exit to the east, south and west. ~ 43 9 1 D1 ~ ~ 0 -1 16047 D2 ~ ~ 0 -1 16043 D3 ~ ~ 0 -1 16039 S #16042 A small tunnel~ You are standing in a small tunnel which seperates two caves. The place stinks, but it is not as foul as other places nearby. You can exit to the south and west. ~ 43 9 1 D2 ~ ~ 0 -1 16046 D3 ~ ~ 0 -1 16038 S #16043 A bend in the tunnel~ You are standing in a small tunnel which seperates two caves. The place stinks, but it is not as foul as other places nearby. You can exit to the north and west. ~ 43 9 1 D0 ~ ~ 0 -1 16041 D3 ~ ~ 0 -1 16045 S #16044 A small tunnel~ You are standing in a small tunnel which seperates two caves. The place stinks, but it is not as foul as other places nearby. You can exit to the north and east. ~ 43 9 1 D0 ~ ~ 0 -1 16040 D1 ~ ~ 0 -1 16045 D5 ~ ~ 0 -1 16200 S #16045 A small passage~ You are standing in a cramped east-west passage between two caves. It is very hard to move here, the walls and ceiling press closely down upon you,forcing you to nearly crawl in order to move safely. ~ 43 9 1 D1 ~ ~ 0 -1 16043 D3 ~ ~ 0 -1 16044 S #16046 A small passage~ You are standing in a cramped north-south passage between two caves. It is very hard to move here, the walls and ceiling press closely down upon you,forcing you to nearly crawl in order to move safely. ~ 43 9 1 D0 ~ ~ 0 -1 16042 D2 ~ ~ 0 -1 16047 S #16047 The entrance to the chief's area~ Flickering torches barely light this room, and reveal some threadbare carpet, and bits and pieces of old, broken furniture. The room has an unpleasant aroma, and bits and peices of trash are scattered about the room. You can exit to the north, south or west. ~ 43 9 1 D0 ~ ~ 0 -1 16046 D2 ~ ~ 0 -1 16048 D3 ~ ~ 0 -1 16041 S #16048 The chief's area~ This is the 'guest' room of the goblin chief, which means that there is a rotting table, and a couple of rotting chairs in the center of the room. You see a large wooden door to the east, and there is a hallway to the north. ~ 43 9 1 D0 ~ ~ 0 -1 16047 D1 ~ door wooden e~ 1 16001 16049 S #16049 The chief's Room~ This is the the chief's room, filled with broken furniture, and dominated by a huge, mouldy bed in the northeast corner. A few torches spark, but add little more than smoke to the ambience of the room. There is a large wooden door to the west, and a threadbare tapestry on the south wall. ~ 43 9 1 D2 ~ secret tapestry~ 2 16002 16050 D3 ~ door wooden w~ 1 16001 16048 E tapestry~ The tapestry is old and worn. As you examine it, you feel a slight breeze from behind it. ~ S #16050 The treasure room~ You are standing amidst the largest pile of useless junk you have ever seen. Obviously, the creatures here have a different concept of value. Glancing about the room, you see some items which you think might be valuable. ~ 43 9 1 D0 ~ door wooden n~ 2 16002 16049 D4 ~ secret door u~ 1 16005 16099 E junk~ As you look at the junk, you notice a secret door in the ceiling ~ S #16051 A small mineshaft~ You are standing in a small mineshaft. It looks like it was made just the right size for dwarves. To the east, you can leave the shaft, and to the north you can venture deeper into the mine. ~ 43 13 0 D0 ~ ~ 0 -1 16052 D1 ~ ~ 0 -1 16015 S #16052 A mineshaft~ You are standing in a small mineshaft. The shaft stretches north and south, and there is a large pair of rails in the center of the floor, to enable large mine-cars to move about with thier loads of stuff. You can hear strange echos from the north. ~ 43 9 0 D0 ~ ~ 0 -1 16053 D2 ~ ~ 0 -1 16051 S #16053 A mineshaft~ You are standing in a small mineshaft, which bends here, and leads south and east. To the east, the floor begins to slope downwards at a greater angle, and you can feel the walls press in around you. Strange sounds echo from the deep parts of the shaft. ~ 43 9 0 D0 ~ ~ 0 -1 6500 D1 ~ ~ 0 -1 16054 D2 ~ ~ 0 -1 16052 S #16054 A deep mineshaft~ You are standing in a small mineshaft, deep in the heart of the Eastern mountains. The shaft leads in an east west manner, and there is a definite downward slope to the east. Strange noises echo from the depths of the mine. ~ 43 9 0 D1 ~ ~ 0 -1 16055 D3 ~ ~ 0 -1 16053 S #16055 A deep mineshaft~ You are standing in a small mineshaft, deep in the heart of the Eastern mountains. The shaft leads in an east west manner, and there is a definite downward slope to the east. The twin rails in the floor stop here, and a crude platform of wooden planks extend deeper into the mine shaft. You continue to hear strange noises from the depths. ~ 43 9 0 D1 ~ ~ 0 -1 16056 D3 ~ ~ 0 -1 16054 S #16056 A very deep mineshaft~ You are standing in the very bowels of the Eastern mountains, as you walk along a path made of wooden planks. Strange smells waft past your nose, and the walls seem to be growing some sort of fungus. You can hear strange noises from the east, extending even deeper into the depths of the unknown. ~ 43 9 0 D1 ~ ~ 0 -1 16057 D3 ~ ~ 0 -1 16055 S #16057 A very deep mineshaft~ You are standing in the very bowels of the Eastern mountains, as you walk along a path made of wooden planks. Strange smells waft past your nose, and the walls seem to be growing some sort of fungus. You can hear strange noises from the east, extending even deeper into the depths of the unknown. ~ 43 9 0 D1 ~ ~ 0 -1 16058 D3 ~ ~ 0 -1 16056 S #16058 A rough-hewn mineshaft~ The mineshaft has degenerated here, until it is nothing more than a roughly-hewn tunnel, leading ever deeper into the heart of the Eastern Mountains. You can hear sinister metallic noises to the east, they sound very violent and powerful. ~ 43 9 2 D1 ~ ~ 0 -1 16059 D3 ~ ~ 0 -1 16057 S #16059 A small elevator~ You have found the source of the mysterious noises which echo throughout the mine. A small elevator is here,and a strange mechanical contraption seems to whir and hiss as the elevator rises and lowers. As you look around, the platform you are on begins to rise upwards, out of the mineshaft. Far above you, you think you can see some light of some kind, but you are not sure. ~ 43 9 -1 30 16060 1 0 D3 ~ ~ 0 -1 16058 S #16060 At the top of the elevator~ You are at the top of a small elevator shaft, which looks like it plunges into the depths of the mountain. The elevator grinds to a halt, and strange noises come from it, as smoke rises from the mechanical parts. Looks like this elevator is out of order. ~ 43 9 0 D3 ~ ~ 0 -1 16022 S #16061 A large cave~ You are standing inside an enormous cave entrance. The ceiling is at least 30' high. The ground is well worn from use, and there is no trace of debris, or trash. The cave continues to the east, and there is large tunnel to the north, and a mountain trail lies to the south. You smell something cooking from inside the cave, it smells rather good. ~ 43 13 0 D0 ~ ~ 0 -1 16062 D1 ~ ~ 0 -1 16063 D2 ~ ~ 0 -1 16029 S #16062 A large tunnel~ You are standing in a giant tunnel, which links a huge cavern to the east,and a large cave entrance to the south. You can hear laughter and other sounds from the east, and the smell of cooked meat is unmistakeably in the air. A huge gate lies open to the east, inviting newcomers to enter the caves. ~ 43 9 0 D1 ~ gate iron huge e~ 2 16003 16064 D2 ~ ~ 0 -1 16061 S #16063 The eastern end of a large cavern~ You are standing at the eastern end of a large cavern. Several huge barrels and bags have been piled around the room, it looks to be some sort of storage area. The ceiling is about 30' high, and the ground looks well worn from many years of being walked upon. ~ 43 9 0 D3 ~ ~ 0 -1 16061 S #16064 A huge cavern~ You are standing in a huge cavern, whose vaulted ceiling soars to perhaps 80' above your head. A huge iron gate is west, tunnels lead north and east. You can smell the aroma of cooked meat coming from the north ~ 43 9 0 D0 ~ ~ 0 -1 16065 D1 ~ ~ 0 -1 16073 D3 ~ gate iron huge w~ 2 16003 16062 S #16065 A huge cavern~ You are standing in a tunnel linking two huge caverns, one to the north, and one to the south. You can smell the aroma of meat cooking to the north, and laughter. ~ 43 9 0 D0 ~ ~ 0 -1 16066 D2 ~ ~ 0 -1 16064 S #16066 A huge cavern~ You are standing in a huge cavern, the ceiling rises to at least 100 feet above your head. To the west, you can smell the aroma of meat cooking, and to the east, you hear laughter. This room is lit by huge torches which are set into the walls. ~ 43 8 0 D1 ~ ~ 0 -1 16067 D2 ~ ~ 0 -1 16065 D3 ~ ~ 0 -1 16069 S #16067 A large stone hallway~ You are standing in a large hallway, hewn from the granite of the eastern mountains. A large iron door lies to the north, and the hallway continues to the east. To the west is a huge cavern, and the unmistakeable aroma of cooked meat. ~ 43 9 0 D0 ~ door iron n~ 1 16004 16071 D1 ~ ~ 0 -1 16068 D3 ~ ~ 0 -1 16066 S #16068 A large stone hallway~ You are standing in a large hallway, hewn from the granite of the eastern mountains. A large iron door lies to the north, and the hallway continues to the west. ~ 43 0 0 D0 ~ door iron barred n~ 2 16004 16072 D3 ~ ~ 0 -1 16067 S #16069 The giant kitchen~ You are standing in a kitchen of immense proportions. The chair seats are about 4' off the ground, and the table sits higher than the chairs. The smell of cooked meat comes from the fireplace in this room, where a large dwarf is slowly roasting over an open flame. ~ 43 8 0 D1 ~ ~ 0 -1 16066 D3 ~ ~ 0 -1 16070 S #16070 The giant pantry~ You are standing in the giant's larder, where several humanoid bodies have been stacked neatly agains the walls, along with several large animals, pigs and wolves mostly. All of the bodies have been salted to preserve them, and the scent of salt is heavy in the air. You can smell meat cooking to the east. ~ 43 9 0 D1 ~ ~ 0 -1 16069 S #16071 A guest's quarters~ These quarters are large, and well lit. A large couch sits on the east side of the room, and a table occupies the center of the room. A lantern, resting on the table, gives light to the room. On the wall is an elven tapestry, equisitely designed, and very expensive looking. ~ 43 8 0 D2 ~ door iron s~ 1 16004 16067 S #16072 A guest's quarters~ This large stone room is very spacious and roomy. Several lanterns line the walls, giving the room a very warm feeling to it. The walls are almost completely covered with tapestries and curtains, hiding the harsh granite behind them. A comfortable divan rests against the north wall of the room,and a wooden table is in the center of the room. Curiously, everything in this room is human-sized. ~ 43 9 0 D2 ~ door iron barred s~ 2 16004 16068 S #16073 A sleeping area~ Several large animal hides lie on the floor here in huge piles. The area is very dark and quiet, and you sense that this is a sleeping area for the giants. You tiptoe through, so as not to wake them. Westward lies a huge cavern, and eastwards the cavern continues ~ 43 9 0 D1 ~ ~ 0 -1 16074 D3 ~ ~ 0 -1 16064 S #16074 A sleeping area~ You are standing at the eastern edge of a sleeping area for the giants. Huge piles of animal skins are scattered about the room, and you walk on tip-toe, so as not to disturb any of the sleeping giants. The cavern continues to the west. ~ 43 9 0 D3 ~ ~ 0 -1 16073 S #16075 A large ravine~ You are in the air inside a large ravine. Birdlike creatures can be seen to the north, and south, and dark shadows move mysterioulsy in the depths. ~ 43 0 8 D0 ~ ~ 0 -1 16076 D2 ~ ~ 0 -1 16077 D4 ~ ~ 0 -1 16013 D5 ~ ~ 0 -1 16083 S #16076 The northern part of a deep ravine~ You are at the northern edge of a large ravine. To the west, there is a huge nest, perhaps 50 feet in diameter. Upwards, and southwards the ravine continues, and you can see some movement in the shadowy ~ 43 0 8 D2 ~ ~ 0 -1 16075 D3 ~ ~ 0 -1 16085 D4 ~ ~ 0 -1 16078 D5 ~ ~ 0 -1 16082 S #16077 The southern part of a deep ravine~ You are at the southern edge of a large ravine. Passage east, west or south is blocked by the walls of the ravine, but you can travel up out of the ravine, north towards the center of the ravine, or downwards into the shadowy depths. ~ 43 0 8 D0 ~ ~ 0 -1 16075 D4 ~ ~ 0 -1 16080 D5 ~ ~ 0 -1 16084 S #16078 The air above a ravine~ You are in the air above the ravine. To the north and south the ravine continues, while to the west there is a small landing and a path leading into the mountains. Below you are the depths of the ravine, where dark things move in the shadows ~ 43 0 8 D0 ~ ~ 0 -1 16079 D2 ~ ~ 0 -1 16013 D3 ~ ~ 0 -1 16016 D5 ~ ~ 0 -1 16076 S #16079 The air above a ravine~ You are at the northernmost edge of the ravine. Northwards, you see a small cave like opening, and you can hear the twittering of some creature with the cave. To the south the ravine continues ~ 43 0 8 D0 ~ ~ 0 -1 16086 D2 ~ ~ 0 -1 16078 S #16080 The air above a ravine~ You are in the air above the ravine. The ravine continues to the north and south, and you can fly down further into the ravine and see what is there. ~ 43 0 8 D0 ~ ~ 0 -1 16013 D2 ~ ~ 0 -1 16081 D5 ~ ~ 0 -1 16077 S #16081 The air above a ravine~ You are at the southernmost point of the ravine, to the south you can see a large cave, and to the north the ravine continues. You hear a strange song from within the cave, it sounds very beautiful. ~ 43 0 8 D0 ~ ~ 0 -1 16080 D2 ~ ~ 0 -1 16091 S #16082 A deep ravine~ You are deep in the ravine, nearly at the bottom. It is very dim down here, little light reaches to these depths. You can travel south towards the center of the ravine, or you can fly up, away from the dark shadows that surround you now. ~ 43 0 8 D2 ~ ~ 0 -1 16083 D4 ~ ~ 0 -1 16076 S #16083 A deep ravine~ You are at the bottom of the ravine. It is very dim here, you can see almost nothing without additional light, since the natural light does not penetrate these depths. Down below you, hidden in the darkeness is a hole of pure blackness. The very thought of entering those depths make you shudder. The bottom of the ravine continues to the north and south, or you could fly away from this shadowy place by going upwards ~ 43 0 8 D0 ~ ~ 0 -1 16082 D2 ~ ~ 0 -1 16084 D4 ~ ~ 0 -1 16075 D5 ~ ~ 0 -1 16087 S #16084 A deep ravine~ You are nearly at the very deepest part of the ravine, but that is just to the north of your current position. Dark shadows wind around you, hiding the light, and chilling your bones. You could fly up, out of the ravine, to get away from these shadows. ~ 43 0 8 D0 ~ ~ 0 -1 16083 D4 ~ ~ 0 -1 16077 S #16085 A Roc's nest~ You are standing on the widest expanse of hay and grasses that you have ever encountered. This circular nest is huge! Pits and peices of corpses lie all around, and there are several recent kills, most of which look like strange bird-women, with the wings of birds, and the faces of disgustingly ugly women. ~ 43 0 2 D1 ~ ~ 0 -1 16076 S #16086 The stirges' lair~ You are in a small, extremely crowded stirge lair, and you can feel the beasts' wings all around you. It is very dark in here, and hard to see anything at all. ~ 43 9 0 D2 ~ ~ 0 -1 16079 S #16087 The depths of a ravine~ You have entered the depths of the ravine, and you feel cold shivers run up and down your spine as you contemplate going further down into the shadows. Even the weak light that reaches the air above your head is more welcome than the inky blackness of the depths. ~ 43 1 8 D4 ~ ~ 0 -1 16083 D5 ~ ~ 0 -1 16088 S #16088 A dark hole~ You are surrounded by darkness, you can envision all sorts of grotesque monsters hidden, just out of the range of your lights, waiting to leap upon you, and rend you limb from limb. Strange sounds echo all around you, and you feel a cold wind rise and encircle your body, softly touching you... ~ 43 9 1 D2 ~ ~ 0 -1 16089 D4 ~ ~ 0 -1 16087 S #16089 A dark tunnel~ You are standing in a black tunnel, deep in the heart of the earth. Strange noises echo all around you, and you feel the slightest touch of unseen creatures. You hear the rasping breath of an underworld creature, it sounds very close ~ 43 9 1 D0 ~ ~ 0 -1 16088 D1 ~ ~ 0 -1 16090 S #16090 The Dark lair~ You stand in a circular room, hewn from the rocks by powerful magic. A pool of black water sits in the center of the room, and strange sounds come from within it, sounds not unlike human screams. Skeletons line the walls of the room, each mutilated in a different fashion. A black stone sits behind the pool, it looks to be covered in blood, and there is a luminescent fungus covering most of the stone. It seems to be living off of the blood. ~ 43 521 0 D3 ~ ~ 0 -1 16089 S #16091 The Harpy nest~ You are standing in a harpy nest, filled with filth and droppings. All in all, it is one of the most digusting places you have ever been in. A large hole leads downwards, into a dark area, and another hole leads southwards. Judging by the smell, the downward area may be some sort of refuse chamber, but you can't tell. You could also fly out of the cave, into a large ravine to the north. ~ 43 9 1 D0 ~ ~ 0 -1 16081 D2 ~ ~ 0 -1 16093 D5 ~ ~ 0 -1 16092 S #16092 The dark chute~ You are in a chimney like tunnel vertically connecting two parts of the harpy nest. Stench-ridden fumes rise up the chimney from below, nearly making you gag in disgust. It is fairly clean here, since there is no horizontal surface for droppings and trash to cling to. ~ 43 9 8 D4 ~ ~ 0 -1 16091 D5 ~ ~ 0 -1 16095 S #16093 A harpy's nest~ You are in a harpy nest, your clothes are covered with droppings and other disgusting harpy leftovers. You can hear strange calls from both the south, and the north, they seem oddly beautiful. ~ 43 9 1 D0 ~ ~ 0 -1 16091 D2 ~ ~ 0 -1 16094 S #16094 A harpy's nest~ You are standing in a large harpy nest. The only thing that distinguishes the nest from the rest of the filthy, dropping ridden place is that if anything, its even MORE gross and disgusting than the tunnels. You hear singing from all exits, north, south and down. It seem strangely enchanting ~ 43 9 1 D0 ~ ~ 0 -1 16093 D2 ~ ~ 0 -1 16098 D5 ~ ~ 0 -1 16097 S #16095 A harpy's nest~ You are standing in a large harpy nest. The only thing that distinguishes the nest from the rest of the filthy, dropping ridden place is that if anything, its even MORE gross and disgusting than the tunnels. You hear singing from the south and from above. It seem strangely enchanting ~ 43 9 1 D2 ~ ~ 0 -1 16096 D4 ~ ~ 0 -1 16092 S #16096 A harpy's nest~ You are in a harpy nest, your clothes are covered with droppings and other disgusting harpy leftovers. You can hear strange calls from both the south, and the north, they seem oddly beautiful. ~ 43 9 0 D0 ~ ~ 0 -1 16095 D2 ~ ~ 0 -1 16097 S #16097 A harpy's nest~ You are standing in a large harpy nest. The only thing that distinguishes the nest from the rest of the filthy, dropping ridden place is that if anything, its even MORE gross and disgusting than the tunnels. You hear singing from the south and north, and from above. It seem strangely enchanting. ~ 43 9 0 D0 ~ ~ 0 -1 16096 D2 ~ ~ 0 -1 16099 D4 ~ ~ 0 -1 16094 S #16098 A trashpile~ You are standing in a trashpile for the harpies. It seems fairly clean and pleasant here (as clean and pleasant as a harpy nest can get) (which really isn't saying much). There are some odds and ends, and even a glimmer of silver inside the rest of the rubbish. You can hear strange songs from the north. ~ 43 9 0 D0 ~ ~ 0 -1 16094 S #16099 A trashpile~ You are standing in a huge trashpile, filled with unused boxes of cleaning supplies, towels, and other implements of cleanliness. Several mostly eaten corpses are here, testament to the harpy's predatory instincts. There is one exit, to the north ~ 43 9 0 D0 ~ ~ 0 -1 16097 D5 ~ secret door d rope~ 1 16005 16050 E pile trash~ As you stare at the pile of trash, you notice that it seems to be almost deliberately placed, as if to hide something that was underneath. Then you notice a small piece of rope, which quickly leads you to a door that has been hidden underneath the pile of trash! ~ S #16100 Southern Entrance to the Gypsy Village~ The trail you have been following has become a small road. It is basically a wide path with deep ruts carved into it from constant wagon travel. To the north, you see a small village, made up partly of small buildings and partly of wagon caravans. The worn road seems to run straight through the small village, and continues past it. There is a set of makeshift gates marking the official entrace, with a small sign posted on them. ~ 43 4 0 D0 ~ gates gate~ 1 0 16101 D3 ~ ~ 0 0 16030 E sign~ Welcome to the Gypsy Village All Caravans Welcome Please Enjoy Our Hospitality ~ S #16101 Gypsy Trail~ You are standing on the southern end of the Gypsy Trail. To the south, you see the small, makeshift gates marking the village entrance, and the Gypsy Trail continues to the north. ~ 43 0 0 D0 ~ ~ 0 0 16102 D2 ~ gates gate~ 1 0 16100 S #16102 Gypsy Trail~ The Gypsy Trail runs north and south from here. To the east, you see a small shoppe, and to the west, there is a large caravan, with their wagons circled. ~ 43 0 1 D0 ~ ~ 0 0 16103 D1 ~ ~ 0 0 16109 D2 ~ ~ 0 0 16101 D3 ~ ~ 0 0 16110 S #16103 Gypsy Trail~ The Trail continues north and south from here. To the east and west, you notice two more small shoppes. ~ 43 0 3 D0 ~ ~ 0 0 16104 D1 ~ ~ 0 0 16112 D2 ~ ~ 0 0 16102 D3 ~ ~ 0 0 16113 S #16104 Gypsy Trail~ The Gypsy Trail runs north and south from here. To the west, you see a small shoppe, and to the east, another caravan rests with their wagons circled. ~ 43 0 3 D0 ~ ~ 0 0 16105 D1 ~ ~ 0 0 16115 D2 ~ ~ 0 0 16103 D3 ~ ~ 0 0 16114 S #16105 Gypsy Trail~ You are standing in the center of the Gypsy Village. The Trail runs north and south from here. To the west, you see another caravan with their wagons circled, and to the east, you see a two story building with a sign over the entrance. ~ 43 0 3 D0 ~ ~ 0 0 16106 D1 ~ ~ 0 0 16119 D2 ~ ~ 0 0 16104 D3 ~ ~ 0 0 16117 E sign~ The Gypsy Bar All Caravans Welcome ~ S #16106 Gypsy Trail~ You are near the norther end of the Gypsy Trail, which runs north and south from here. To the west, you see a small building with a sign above it's entrance, and a small, two story building to the east. ~ 43 0 1 D0 ~ ~ 0 0 16107 D1 ~ ~ 0 0 16123 D2 ~ ~ 0 0 16105 D3 ~ ~ 0 0 16122 E sign~ The Gypsy Inn Enjoy Your Stay ~ S #16107 Gypsy Trail~ You are standing at the northern end of the Gypsy Trail. To the north, you see the makeshift gates which mark the boundry of this small village. The Trail stretches to the south, and to the west, you see a small temple. To the west, you notice a caravan. ~ 43 0 1 D0 ~ gates gate~ 1 0 16108 D1 ~ ~ 0 0 16126 D2 ~ ~ 0 0 16106 D3 ~ ~ 0 0 16125 S #16108 Northern Entrance to Gypsy Village~ You are standing at the Northern Entrance to the Gypsy Village. You see a set of small, makeshift gates to the south which mark the official limit of the small village. You see that the road south appears to be heavily used by wagons, as their wheels have carved deep ruts into the ground. The village seems to be made of an odd mixture of buildings and wagons. The Gypsy Trail leads south, into the village, and a small field lies to the north. You notice a small sign posted on the rickety gates of the village. ~ 43 0 1 D0 ~ ~ 0 0 16128 D2 ~ gate gates~ 1 0 16107 E sign~ Welcome to the Gypsy Village All Caravans are Welcome Please Enjoy our Hospitality ~ S #16109 The Gypsy Shoppe~ You are in the general store of this small village, where many caravans stop to buy general supplies for their journeys. The only exit is west, back to the trail. ~ 43 12 0 D3 ~ ~ 0 0 16102 S #16110 The Warriors' Camp~ You are standing next to a large circle of wagons. The people in the caravan seem to be mostly warriors. There is an entrance into the circle to the west, and the Gypsy Trail is to the east. ~ 43 4 1 D1 ~ ~ 0 0 16102 D3 ~ ~ 0 0 16111 S #16111 The Warriors' Caravan~ You are standing in the center of the Warriors' Caravan. This appears to be a powerful gypsy family with many guards. Here, many warriors are practicing their skills during their stay in the Gypsy Village. Their is an exit from the caravan to the east. ~ 43 84 1 D1 ~ ~ 0 0 16110 S #16112 The Arms Shoppe~ his is the weapons shoppe, provide arms for protection to the many caravans that travel through. The only exit is west, to the trail. ~ 43 12 0 D3 ~ ~ 0 0 16103 S #16113 The House of Armours~ This is the shoppe of armours, providing protective gear to the gypsies and their guards. The only exit is east, back to the Gypsy Trail. ~ 43 12 0 D1 ~ ~ 0 0 16103 S #16114 The Apothecary~ This is the shoppe where the more superstitous gypsies stop to buy supplies of a mystical nature. The only exit is to the east. ~ 43 12 0 D1 ~ ~ 0 0 16104 S #16115 Entrance to the Mages' Camp~ You find yuorself standing outside a large caravan. You notice that the wagons all bear mystical runes and symbols. There is an entrance to the circle of wagons to the east, and the Trail is to the west. ~ 43 4 1 D1 ~ ~ 0 0 16116 D3 ~ ~ 0 0 16104 S #16116 The Mages' Caravan~ You are standing in the center of the Mages' Caravan. This seems to be a powerful family of gypsies, who have devoted their skills to the arts of the mystics. Several gypsies are here studying, trying to hone their skills of magic. The exit from the caravan is to the west. ~ 43 84 1 D3 ~ ~ 0 0 16115 S #16117 Entrance to the Rogues' Camp~ You are standing next to a circled caravan of grey wagons. There is an entrance to the circle to the west, and the Trail is to the east. ~ 43 4 1 D1 ~ ~ 0 0 16105 D3 ~ ~ 0 0 16118 S #16118 The Rogues' Caravan~ You are standing in the center of the Rogues' Caravan. This caravan seems smaller than the others, as far as the number of wagons, but also seems to have more members to it's family. Several gypsies are here, practicing skills of manual dexterity. There is an exit from the caravan to the east. ~ 43 84 1 D1 ~ ~ 0 0 16117 S #16119 The Gypsy Tavern~ You are standing in a large tavern. On the southern wall, there is a large bar, ringed with stools, and there are several tables scattered across the floor. On the eastern wall, there is a set of stairs leading up to a door. The only other exit is to the west. ~ 43 8 0 D3 ~ ~ 0 0 16105 D4 ~ ~ 0 0 16120 D5 ~ secret door~ 1 0 16121 S #16120 Abdul's Room~ This is the room of Abdul, the proprieter of the tavern. The room is modestly decorated and displays the gifts of many caravans which have enjoyed the hospitality of Abdul. There is a set of stairs leading down into the tavern. ~ 43 12 0 D5 ~ ~ 0 0 16119 S #16121 The Black Market~ ou are in the blackmarket of the Gypsy Village, where the more shady gypsies sell items they want to get rid of, without leaving a blabbering shopkeeper to report the seller of the stolen item. There is a set of stairs going up from here. ~ 43 12 0 D4 ~ secret door~ 1 0 16119 S #16122 The Palmreader~ This room is completely decorated in gypsy arts and crafts. To the normal artistic tastes, the room is extremely gaudy...beads hanging from the ceiling, odd colored rugs covering the floor, and bizzare tapestries covering the walls. There is a table with strange mystic designs and patters covering it's surface. Near the door you see a small wooden sign. The only exit is to the east. ~ 43 76 0 D1 ~ ~ 0 0 16106 E table~ I said it looks gaudy in here, why torture yourself? ~ E sign~ To receive the mystic benefits of my offerings, type "BUY" to learn what the lines of your palm may tell. ~ S #16123 The Gypsy Inn~ This is the inn of the gypsy village, where the odd traveller and occasional disowned gypsy spend an occasional night or get some food for their journeys. There is a set of stairs leading up to the rooms against the eastern wall. ~ 43 8 0 D3 ~ ~ 0 0 16106 D4 ~ ~ 0 0 16124 S #16124 The Gypsy Reception~ This is the reception of the Gypsy Inn. Here tired traveller rest for the night. There is a small sign above the desk. ~ 43 92 0 D5 ~ ~ 0 0 16123 S #16125 The Gypsy Temple~ This is a small, funtionary temple with several altars before small statues of the gods. This temple is of no particular god, allowing every gypsy to worship the god of their denomonation. The only exit is to the west. ~ 43 12 0 D1 ~ ~ 0 0 16107 E statue~ This is a small statue of Loki the Implementor. ~ S #16126 Entrance to the Priests' Camp~ You are standing next to a large circle of wagons, just off the Gypsy Trail. You notice that the wagons all bear symbols of religous nature. There is an entrance to the caravan to the east, and the Trail is to your west. ~ 43 4 1 D1 ~ ~ 0 0 16127 D3 ~ ~ 0 0 16107 S #16127 The Priests' Caravan~ You are in the center of the Priests' Caravan. It seems several denominations exist within this family. Many holy men and women rest here, praying to their respective dieties. The only exit is west, out of the cravan circle. ~ 43 84 0 D3 ~ ~ 0 0 16126 S #16128 Small Field~ You are standing on a small field at the end of a well travelled road. The road advances to the north for a bit, and is mysteriously swallowed up by a large swamp. You wonder what mystical swamp can grow to cover a road so quickly, that it still looks well used. One thing is for sure, and that is that no one can use the road to the north anymore. It is almost as if the swamp has a purpose here. To the south, you can make out a small village of caravans. A sign has been posted at the edge of the swamp. ~ 43 4 2 D0 ~ ~ 0 0 16129 D2 ~ ~ 0 0 16108 E sign~ It has been decreed by the High Council of the Four Caravans that trade with the Lord of Ravenloft be cut, in an attempt to diminish his evil power in this land. The High Lords of the Mages' Caravan created this swamp as a boundry, to ensure that the wishes of the Council would be heeded. If you are foolish enough to enter, beware, for death lies at every turn. If you survive the pits of quicksand, you may still be caught for all eternity. If you somehow make it through our boundry, then good luck at surviving the wrath of the Lord of Ravenloft. The High Council of the Four Caravans ~ S #16129 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 You notice that the mud there looks very watery.... ~ ~ 0 0 16130 D1 ~ ~ 0 0 16131 D2 ~ ~ 0 0 16128 S #16130 The Swamp~ As you step into the watery mud, you realize that you have hit a pool of quicksand. As you drown on the earth that slowly fills your lungs, you have a small sense of despondency when you realize that Loki fixed death traps, and you're gonna be stark raving nude in the Temple Of Midgaard. ~ 43 2 0 D2 ~ ~ 0 0 16129 S #16131 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16132 D3 ~ ~ 0 0 16129 S #16132 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16134 D1 ~ ~ 0 0 16133 D2 ~ ~ 0 0 16131 S #16133 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D3 ~ ~ 0 0 16132 S #16134 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16136 D1 ~ ~ 0 0 16135 D2 ~ ~ 0 0 16132 D3 You notice that the mud there looks very watery.... ~ ~ 0 0 16140 S #16135 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16135 D1 ~ ~ 0 0 16135 D2 ~ ~ 0 0 16135 D3 ~ ~ 0 0 16135 S #16136 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16142 D1 ~ ~ 0 0 16137 D2 ~ ~ 0 0 16134 D3 ~ ~ 0 0 16141 D5 ~ ~ 0 0 13619 S #16137 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D2 ~ ~ 0 0 16138 D3 ~ ~ 0 0 16136 S #16138 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16139 S #16139 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D2 ~ ~ 0 0 16138 D3 ~ ~ 0 0 16135 S #16140 The Swamp~ As you step into the watery mud, you realize that you have hit a pool of quicksand. As you drown on the earth that slowly fills your lungs, you have a small sense of despondency when you realize that Loki fixed death traps, and you're gonna be stark raving nude in the Temple Of Midgaard. ~ 43 2 0 D1 ~ ~ 0 0 16134 S #16141 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D1 ~ ~ 0 0 16143 D3 ~ ~ 0 0 16144 S #16142 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D2 ~ ~ 0 0 16136 D3 ~ ~ 0 0 16149 S #16143 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16150 D2 ~ ~ 0 0 16136 D3 ~ ~ 0 0 16141 S #16144 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16146 D1 ~ ~ 0 0 16141 D3 ~ ~ 0 0 16145 S #16145 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D1 ~ ~ 0 0 16144 S #16146 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16147 D2 ~ ~ 0 0 16148 S #16147 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D2 ~ ~ 0 0 16146 S #16148 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D0 ~ ~ 0 0 16135 S #16149 The Swamp~ You are in a dark, forboding swamp, ankle deep water and twisty paths. ~ 43 0 6 D1 ~ ~ 0 0 16142 D3 ~ ~ 0 0 16135 S #16150 A large Plain~ You are standing on a small field just north of the swamp. To the north, you see a small path spiraling up the hills to a large castle made of forboding granite. You can tell that it's a three story castle from this distance, and little more. Above the castle, you see a gloomy dark cloud that doesn't drift with the breeze. Just looking at the castle gives you a chill. The only exits are south into the swamp, and north on the path. ~ 43 4 2 D0 ~ ~ 0 0 16000 D2 ~ ~ 0 0 16143 S #16200 A large cave~ You are standing in a large cave, which is covered with bits of trash, and pieces of broken bone. ~ 68 9 0 D1 ~ ~ 0 -1 16201 D2 ~ ~ 0 -1 16202 D4 ~ ~ 0 -1 16044 S #16201 A small cave~ You are standing in a small cave, which is covered with bits of crushed bone, broken weapons, and ashes. There is a crawlway leading upwards, and short tunnels leading west and south ~ 68 9 0 D2 ~ ~ 0 -1 16204 D3 ~ ~ 0 -1 16200 D4 ~ ~ 0 -1 16039 S #16202 A large cave~ You are standing in a large cave, which looks to be some sort of meeting room. The remains of a large fire lie in the middle of the room, as well as several remnants of past meals Exits lead in all four cardinal directions ~ 68 9 0 D0 ~ ~ 0 -1 16200 D1 ~ ~ 0 -1 16204 D2 ~ ~ 0 -1 16207 D3 ~ ~ 0 -1 16203 S #16203 A long tunnel~ You are standing in a tunnel, which leads east to west. To the west, you can see light from outside, and you can feel a fresh mountain breeze against your face. ~ 68 9 0 D1 ~ ~ 0 -1 16202 D3 ~ ~ 0 -1 16206 S #16204 A large tunnel~ You are standing in a large tunnel, which leads east and west. A smaller tunnel leads north ~ 68 9 0 D0 ~ ~ 0 -1 16201 D1 ~ ~ 0 -1 16205 D3 ~ ~ 0 -1 16202 S #16205 A large, private cave~ You are standing in a large cave. It is clean, and warm for a cave. The only exit is west ~ 68 9 0 D3 ~ ~ 0 -1 16204 S #16206 The mountainside~ You are standing on a mountainside, overlooking the plain of Midgaard. Far to the west, you can see that city. Somewhat closer, you can see a dark forest, and the turrets of a castle peeking out from the trees. A river flows from the south into the forest. Very far to the east, you see a small volcano. The venting steam forms the shape of a white plume. ~ 68 0 5 D1 ~ ~ 0 -1 16203 S #16207 A ledge~ You are standing on a ledge, above a ravine. The rock face is very sheer here, there is no possibility of climbing down. However, the grade is less steep to the south ~ 68 9 0 D0 ~ ~ 0 -1 16202 D1 ~ ~ 0 -1 16208 D2 ~ ~ 0 -1 16210 S #16208 In the air~ You are hovering in the air above a dark ravine, that delves deep into the heart of the cavern. You cannot make out what is at the bottom. ~ 68 9 8 D3 ~ ~ 0 -1 16207 D5 ~ ~ 0 -1 16209 S #16209 On the floor of a ravine~ You are standing at the bottom of a ravine. You can hear strange noises to the north, through a large crack in the ravine edge. The ravine continues to the south ~ 68 13 0 D0 ~ ~ 0 -1 16204 D2 ~ ~ 0 -1 16211 D4 ~ ~ 0 -1 16208 S #16210 The end of a ledge~ You are standing at the southern edge of a ledge, overlooking a small ravine. It looks like you could climb down the rockface here, although it is not a path recommended for amateurs. ~ 68 9 0 D0 ~ ~ 0 -1 16207 D5 ~ ~ 5 -1 16224 S #16211 On the floor of a ravine~ You are standing on the floor of a small ravine. It continues to the north, and a small cave lies to the south It looks like you climb up along the ravine edge. ~ 68 9 0 D0 ~ ~ 0 -1 16209 D2 ~ ~ 0 -1 16212 D4 ~ ~ 5 -1 16224 S #16212 A long tunnel~ You are in a long tunnel, which leads north and south. About halfway through the trek, you discover another tunnel, leading east. You can hear strange bubbling noises to the east ~ 68 9 0 D0 ~ ~ 0 -1 16211 D1 ~ ~ 0 -1 16213 D2 ~ ~ 0 -1 16217 S #16213 A long tunnel~ you are standing in a long tunnel which leads east-west. You can faintly hear strange noises to the east ~ 68 9 0 D1 ~ ~ 0 -1 16214 D3 ~ ~ 0 -1 16212 S #16214 A long tunnel~ You are standing in a long tunnel which leads east-west. You can faintly hear strange noises to the east ~ 68 9 0 D1 ~ ~ 0 -1 16215 D3 ~ ~ 0 -1 16213 S #16215 A long tunnel~ You are standing in a long tunnel which leads east-west. You can faintly hear strange noises to the east ~ 68 9 0 D1 ~ ~ 0 -1 16216 D3 ~ ~ 0 -1 16214 S #16216 A pit~ You are standing at the edge of a large pit. Inside the pit, you see a black fluid. It bubbles quietly, almost as if it were chuckling. ~ 68 9 0 D3 ~ ~ 0 -1 16215 S #16217 A long tunnel~ You are standing in a long tunnel which leads north-south. It looks as though it had recently been worked on. ~ 68 9 0 D0 ~ ~ 0 -1 16212 D2 ~ ~ 0 -1 16218 S #16218 A long tunnel~ You are standing in a long tunnel which leads north-south. It looks as though it had recently been worked on. ~ 68 9 0 D0 ~ ~ 0 -1 16217 D2 ~ ~ 0 -1 16219 S #16219 A long tunnel~ You are standing in a long tunnel which leads north-south. It looks as though it had recently been worked on. ~ 68 9 0 D0 ~ ~ 0 -1 16218 D2 ~ ~ 0 -1 16220 S #16220 A large cavern~ You are standing in a large cavern, covered with bits of rock, rock dust and broken tools. Tunnels lead north, east and west. ~ 68 9 0 D0 ~ ~ 0 -1 16219 D1 ~ ~ 0 -1 16221 D3 ~ ~ 0 -1 16225 S #16221 A long, cramped tunnel~ You are standing in a long, cramped tunnel which leads east-west. The tunnel stretches eastward as far as you can see ~ 68 9 0 D1 ~ ~ 0 -1 16222 D3 ~ ~ 0 -1 16220 S #16222 A long, cramped tunnel~ You are standing in a long, cramped tunnel which leads east-west. The tunnel stretches eastward as far as you can see ~ 68 9 0 D1 ~ ~ 0 -1 16221 D3 ~ ~ 0 -1 16221 S #16223 The ledge starts to crack, and splinter~ ~ 68 9 -1 50 16227 1 0 D0 ~ ~ 0 -1 16225 S #16224 The side of the ravine~ You are climbing along the steep slope of a ravine, which plunges deep into darkness. ~ 68 9 0 D4 ~ ~ 5 -1 16210 D5 ~ ~ 5 -1 16211 S #16225 A rough tunnel~ You are standing in a recently-dug tunnel. Large chunks of rock lie strewn about the room. There is some writing etched on the wall. ~ 68 9 0 D1 ~ ~ 0 -1 16220 D2 ~ ~ 0 -1 16226 E writing~ You can only faintly make out the words: Danger, precarious ledge to the south. ~ S #16226 A precarious ledge~ You are standing on a ledge, over a large, black pool of water. The ledge feels none too safe. If you don't want to go swimming, you'd better leave now. ~ 68 13 -1 30 16223 1 0 D0 ~ ~ 0 -1 16225 S #16227 In a murky, dark pool~ You are in a deep pool. The roof above you is made of collapsed stone. It looks like you could crawl out onto dry land if you went north. The pool continues to the south ~ 68 9 9 D2 ~ ~ 0 -1 16228 D4 ~ ~ 0 -1 16225 S #16228 In a murky, dark pool~ You are in the middle of a deep pool. The stone roof hangs oppresively over your head. The pool continues to the north and south ~ 68 9 9 D0 ~ ~ 0 -1 16227 D2 ~ ~ 0 -1 16229 S #16229 In a murky, dark pool~ You are at the southern edge of a deep, murky pool. Farther to the south, it looks as though there is an opening to the surface. The pool continues to the north ~ 68 9 9 D0 ~ ~ 0 -1 16228 D2 ~ ~ 0 -1 16230 S #16230 A long tunnel~ You are standing in a dry tunnel, which leads south. A large, murky pool of water lies just to the north. ~ 68 9 0 D0 ~ ~ 0 -1 16229 D1 ~ ~ 0 -1 16272 D2 ~ ~ 0 -1 16231 S #16231 A long tunnel~ You are standing in a long tunnel, which leads north and south. Far to the south, you can hear the sound of water lapping against some subterranean shore. ~ 68 13 0 D0 ~ ~ 0 -1 16230 D2 ~ ~ 0 -1 16232 S #16232 The edge of an underground lake~ You are standing at the eastern edge of an underground lake. The water gently laps against the shore here, and you can occasionally hear a splash, as some cave fish breaks the surface. ~ 68 9 0 D0 ~ ~ 0 -1 16231 D2 ~ ~ 0 -1 16233 D3 ~ ~ 0 -1 16235 S #16233 The edge of an underground lake~ You are standing at the eastern edge of an underground lake. the water gently laps against the shore here, and you can occasionally hear a splash, as some cave fish breaks the surface. ~ 68 9 0 D0 ~ ~ 0 -1 16232 D2 ~ ~ 0 -1 16234 D3 ~ ~ 0 -1 16236 S #16234 The edge of an underground lake~ You are standing at the eastern edge of an underground lake. The water gently laps against the shore here, and you can occasionally hear a splash, as some cave fish breaks the surface. ~ 68 9 0 D0 ~ ~ 0 -1 16233 D2 ~ ~ 0 -1 16246 D3 ~ ~ 0 -1 16237 D5 ~ ~ 0 -1 16280 S #16235 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D1 ~ ~ 0 -1 16232 D2 ~ ~ 0 -1 16236 D3 ~ ~ 0 -1 16242 D5 ~ ~ 0 -1 16281 S #16236 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D0 ~ ~ 0 -1 16235 D1 ~ ~ 0 -1 16233 D2 ~ ~ 0 -1 16237 D3 ~ ~ 0 -1 16243 D5 ~ ~ 0 -1 16282 S #16237 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D0 ~ ~ 0 -1 16236 D1 ~ ~ 0 -1 16234 D3 ~ ~ 0 -1 16238 D5 ~ ~ 0 -1 16283 S #16238 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D0 ~ ~ 0 -1 16243 D1 ~ ~ 0 -1 16237 D3 ~ ~ 0 -1 16239 D5 ~ ~ 0 -1 16284 S #16239 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D0 ~ ~ 0 -1 16240 D1 ~ ~ 0 -1 16238 D5 ~ ~ 0 -1 16285 S #16240 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D0 ~ ~ 0 -1 16241 D1 ~ ~ 0 -1 16243 D2 ~ ~ 0 -1 16239 D5 ~ ~ 0 -1 16286 S #16241 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D1 ~ ~ 0 -1 16242 D2 ~ ~ 0 -1 16240 D5 ~ ~ 0 -1 16287 S #16242 An underground lake~ You are floating on the surface of a black underground lake In the distance, you can hear faint splashing sounds, and small waves crash against the distant shores ~ 68 9 7 0 0 D1 ~ ~ 0 -1 16235 D2 ~ ~ 0 -1 16243 D3 ~ ~ 0 -1 16241 D5 ~ ~ 0 -1 16288 S #16243 A small island~ You are standing on a desolate rock, in the middle of a black underground lake. A small tunnel leads downwards, and the lake waters lie in all directions ~ 68 9 0 D0 ~ ~ 0 -1 16242 D1 ~ ~ 0 -1 16236 D2 ~ ~ 0 -1 16238 D3 ~ ~ 0 -1 16240 D5 ~ ~ 0 -1 16244 S #16244 A small, damp cave~ You are standing in a dark, small cave, which seems to be the lair of some wretched creature. Bones and fish-guts litter the room. The stench of rotting meat, combined with the creature's own refuse, lends a lingering odor to the room that could be best described as mind-numbing. ~ 68 9 0 D2 ~ ~ 0 -1 16245 D4 ~ ~ 0 -1 16243 S #16245 A small, damp cave~ You are standing in a small cave, which appears to be the sleeping quarters of some disgusting creature. Bits of fish and bone lie strewn about the room. The stench is awful here. ~ 68 9 0 D0 ~ ~ 0 -1 16244 S #16246 A long tunnel~ You are standing in a long tunnel, which leads north and south. There is a crack in the roof here, letting in light and air from outside. It looks like you could climb up, if you were skilled enough ~ 68 9 0 D0 ~ ~ 0 -1 16234 D2 ~ ~ 0 -1 16247 D4 ~ ~ 5 -1 13658 S #16247 A large cave~ You are standing in a large, empty cave. Stalagmites and stalactites adorn the edges of the room. Far to the east, you hear a strange pounding sound ~ 68 9 0 D0 ~ ~ 0 -1 16246 D1 ~ ~ 0 -1 16248 S #16248 A choice of directions~ You are standing in a large cave. Tunnels lead east, west and south. You can see tracks leading from west to south, and vice-versa. You can hear a loud pounding/roaring sound from the east. ~ 68 9 0 D1 ~ ~ 0 -1 16249 D2 ~ ~ 0 -1 16251 D3 ~ ~ 0 -1 16247 S #16249 A long tunnel~ You are standing in a long tunnel. You can hear a loud roaring/pounding sound to the east. The tunnel leads east and west. ~ 68 9 0 D1 ~ ~ 0 -1 16250 D3 ~ ~ 0 -1 16248 S #16250 The river overlook~ You are standing on a ledge, overlooking a dark river. The river falls over a few cataracts, causing the loud roaring sound that surrounds you. A tunnel leads west ~ 68 9 0 D1 ~ ~ 0 -1 13643 D3 ~ ~ 0 -1 16249 S #16251 A long tunnel~ You are standing in a long tunnel that leads north and south. The air is very musty here, and you feel cold. ~ 68 13 0 D0 ~ ~ 0 -1 16248 D2 ~ ~ 0 -1 16252 S #16252 An ancient stone bridge~ You are standing on the edge of a mysterious bridge, which spans a huge chasm. The bridge looks very sturdy. The chasm seems to fall infinitely below you. A small set of steps have been etched into the side of the ravine, leading downwards. A strange stench wafts up from below. You feel frightened. ~ 68 9 0 D0 ~ ~ 0 -1 16251 D2 ~ ~ 0 -1 16254 D5 ~ ~ 0 -1 16253 S #16253 The depths of a ravine~ You find yourself at the bottom of the stairs, still an indeterminant distance above the ravine floor. The strange fear that grips your heart is stronger now, and you have no desire to go further down. ~ 68 9 0 D4 ~ ~ 0 -1 16252 S #16254 A small cave~ You are standing in a small cave, which seems to be the entrance to a small cave complex. Tracks lead north, south and west. ~ 68 9 0 D0 ~ ~ 0 -1 16252 D2 ~ ~ 0 -1 16259 D3 ~ ~ 0 -1 16255 S #16255 A short tunnel~ You are standing in a tunnel, which leads east to west. You can see several tracks wandering in each direction. To the west, you catch a glint of gold! ~ 68 9 0 D1 ~ ~ 0 -1 16254 D3 ~ ~ 0 -1 16256 S #16256 The golden cave~ This room appears to be empty. There are strange lichens growing on the walls, which give off a golden light. There are only a few tracks, leading south and/or east ~ 68 13 0 D1 ~ ~ 0 -1 16255 D2 ~ ~ 0 -1 16257 S #16257 A large cavern~ You are standing in a cave, which appears to be the sleeping chambers for a large group of creatures. Bedding, and trash litter the floor. ~ 68 9 0 D0 ~ ~ 0 -1 16256 D1 ~ ~ 0 -1 16258 D2 ~ ~ 0 -1 16261 S #16258 A small cave~ You are standing in a small cave, which seems to be some sort of plotting room. There are charts, and maps lying all over. Unfortunately, they all seem to be in some foreign tongue. Exits lead west and south ~ 68 9 0 D2 ~ ~ 0 -1 16262 D3 ~ ~ 0 -1 16257 S #16259 A short tunnel~ You are in a short tunnel, seperating several caves. Exits lie to the north, south and east. Tracks seem to lead predominantly to the north and south. ~ 68 9 0 D0 ~ ~ 0 -1 16254 D1 ~ ~ 0 -1 16260 D2 ~ ~ 0 -1 16263 S #16260 A small cave~ You are standing in a small cave, which seems to be the sleeping chambers for someone. Exits lead west and south. ~ 68 9 0 D2 ~ ~ 0 -1 16264 D3 ~ ~ 0 -1 16259 S #16261 A large cavern~ You are standing in a large cavern. It seems to be the training room for the creatures that inhabit this area. Magical symbols, and broken weapons litter the room. ~ 68 9 0 D0 ~ ~ 0 -1 16257 D1 ~ ~ 0 -1 16262 D4 ~ ~ 0 -1 16265 S #16262 A small cave~ You are standing in a small cave, which appears to be kitchen for the creatures that inhabit these caves. Bits of bone, and mushroom rind litter the floor. ~ 68 9 0 D0 ~ ~ 0 -1 16258 D1 ~ ~ 0 -1 16263 D3 ~ ~ 0 -1 16261 S #16263 A large cavern~ You are standing in a large cavern, which seems to be the meeting chambers for the creatures that inhabit these caves. Exits lead north, east and west ~ 68 9 0 D0 ~ ~ 0 -1 16259 D1 ~ ~ 0 -1 16264 D3 ~ ~ 0 -1 16262 S #16264 A small cavern~ You are standing in a small cavern, which seems to be the sleeping chambers for a group of somethings. Exits lead north and west. ~ 68 9 0 D3 ~ ~ 0 -1 16263 S #16265 A high ledge~ You are standing on a high ledge, overlooking a training room. To the south, a path leads off into darkness ~ 68 9 0 D2 ~ ~ 0 -1 16266 D5 ~ ~ 0 -1 16261 S #16266 A long tunnel~ You are standing in a long tunnel, which leads north and south. You see no tracks. It looks like this tunnel has been abandoned for a Long time. ~ 68 13 0 D0 ~ ~ 0 -1 16265 D2 ~ ~ 0 -1 16267 S #16267 A long tunnel~ You are standing in a long tunnel, which leads north and east. The tunnel is empty, and abandoned ~ 68 9 0 D0 ~ ~ 0 -1 16266 D1 ~ ~ 0 -1 16268 S #16268 A choice of directions~ You are standing at a tunnel split. One branch leads east, one south, and another west. You can faintly feel fresh air from the south ~ 68 9 0 D1 ~ ~ 0 -1 16269 D2 ~ ~ 0 -1 16270 D3 ~ ~ 0 -1 16267 S #16269 A dead end~ You are standing at a dead end. Large rocks have collapsed and blocked the passageway. Corpses litter the area, but no tracks seem to lead in or out. ~ 68 9 0 D3 ~ ~ 0 -1 16268 S #16270 A long tunnel~ The tunnel stretches north and south. Fresh air can be faintly felt from the south. To the north, all is quiet. ~ 68 9 0 D0 ~ ~ 0 -1 16268 D2 ~ ~ 0 -1 16271 S #16271 A cave entrance~ You are standing at the entrance to a cave system. A tunnel leads north into darkness, and south along a mountain trail. ~ 68 9 0 D0 ~ ~ 0 -1 16270 S #16272 A narrow tunnel~ You are standing in a narrow tunnel, which leads east to west. The floor is sandy, and is covered with the tracks of many strange creatures ~ 68 9 0 D1 ~ ~ 0 -1 16273 D3 ~ ~ 0 -1 16230 S #16273 A narrow tunnel~ You are standing in a narrow tunnel, which leads west and south. ~ 68 9 0 D2 ~ ~ 0 -1 16274 D3 ~ ~ 0 -1 16272 S #16274 A small cavern~ You are standing in a small cavern, which has exits leading north, south and east. The cavern is dry, and fairly pleasant. ~ 68 9 0 D0 ~ ~ 0 -1 16273 D1 ~ ~ 0 -1 16276 D2 ~ ~ 0 -1 16275 S #16275 A small cavern~ You are standing in a small cavern. It looks to be the sleeping chamber of some creature. Tracks lead north and east ~ 68 9 0 D0 ~ ~ 0 -1 16274 D1 ~ ~ 0 -1 16277 S #16276 A large cavern~ You appear to be in a large meeting room, judging by all the tracks. Tunnels lead off in all 4 directions ~ 68 9 0 D0 ~ ~ 0 -1 16279 D1 ~ ~ 0 -1 16278 D2 ~ ~ 0 -1 16277 D3 ~ ~ 0 -1 16274 S #16277 A large cavern~ You are in a large chamber, which seems to be the meeting room for a fairly large group of creatures, judging by all the footprints. tunnels lead in all 4 cardinal directions. ~ 68 9 0 D0 ~ ~ 0 -1 16276 D3 ~ ~ 0 -1 16275 S #16278 A large, dry cavern~ you are in a large, dry cavern, which seems to be the bedroom of some creature or another. Strange designs adorn the walls. Just looking at the makes you shiver ~ 68 9 0 D3 ~ ~ 0 -1 16276 S #16279 A small, cramped cave~ You seem to be in some sort of warren. There are pieces of fur and straw everywhere. There is no telling how many creatures are hiding in this room, and you have a strong desire to leave immediately. ~ 68 9 0 D2 ~ ~ 0 -1 16276 S #16280 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D2 ~ ~ 0 -1 16281 D3 ~ ~ 0 -1 16287 D4 ~ ~ 0 -1 16235 S #16281 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D0 ~ ~ 0 -1 16280 D2 ~ ~ 0 -1 16282 D4 ~ ~ 0 -1 16236 S #16282 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D0 ~ ~ 0 -1 16281 D3 ~ ~ 0 -1 16283 D4 ~ ~ 0 -1 16237 S #16283 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D1 ~ ~ 0 -1 16282 D3 ~ ~ 0 -1 16284 D4 ~ ~ 0 -1 16238 S #16284 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D0 ~ ~ 0 -1 16285 D1 ~ ~ 0 -1 16283 D4 ~ ~ 0 -1 16239 S #16285 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D0 ~ ~ 0 -1 16286 D2 ~ ~ 0 -1 16284 D4 ~ ~ 0 -1 16240 S #16286 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D1 ~ ~ 0 -1 16287 D2 ~ ~ 0 -1 16285 D4 ~ ~ 0 -1 16241 D5 ~ ~ 0 -1 16288 S #16287 Murky Black Water~ You are swimming around in the murky waters of an underground lake. Small, white fish swim by blindly, but they seem to sense your presence and avoid you. The surface of the lake is just above you ~ 70 9 9 D1 ~ ~ 0 -1 16280 D3 ~ ~ 0 -1 16286 D4 ~ ~ 0 -1 16242 S #16288 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 13 9 D3 ~ ~ 0 -1 16289 D4 ~ ~ 0 -1 16286 S #16289 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D1 ~ ~ 0 -1 16288 D3 ~ ~ 0 -1 16297 D5 ~ ~ 0 -1 16290 S #16290 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D4 ~ ~ 0 -1 16289 D5 ~ ~ 0 -1 16291 S #16291 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D3 ~ ~ 0 -1 16292 D4 ~ ~ 0 -1 16290 D5 ~ ~ 0 -1 16298 S #16292 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D0 ~ ~ 0 -1 16293 D1 ~ ~ 0 -1 16291 S #16293 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D0 ~ ~ 0 -1 16299 D2 ~ ~ 0 -1 16292 D3 ~ ~ 0 -1 16294 S #16294 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D1 ~ ~ 0 -1 16293 D4 ~ ~ 0 -1 16295 S #16295 A pocket of air~ You are inside a cavern, which contains very stale, but somewhat breathable air. It appears that the cavern continues to the north. ~ 70 9 7 0 0 D0 ~ ~ 0 -1 16296 D5 ~ ~ 0 -1 16294 S #16296 An ancient cavern~ You are standing in a cavern which must have remained undisturbed for many centuries. ~ 70 9 2 D2 ~ ~ 0 -1 16295 S #16297 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D1 ~ ~ 0 -1 16289 S #16298 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D4 ~ ~ 0 -1 16291 S #16299 A murky, black tunnel~ You are swimming along in a water-filled cavern. Small white fish flit away as you approach, and more than once you feel something brush against you, only to vanish into the darkness again. ~ 70 9 9 D2 ~ ~ 0 -1 16293 S #16601 Bay Isle~ This Bay Isle is in the middle of the river. There are exits leading north to the river and south to more of the Bay Isle. ~ 44 12 3 D0 ~ ~ 0 -1 6149 D2 The center of the Bay Isle ~ ~ 0 -1 16602 S #16602 The Center of the Bay Isle~ This is the center of the Bay Isle. There is a huge tree here. The Bay Isle continues to the south and north. You can also go up into the tree. ~ 44 12 3 D0 The northern part of the Bay Isle ~ ~ 0 -1 16601 D1 ~ ~ 0 -1 6153 D2 The southern part of the Bay Isle ~ ~ 0 -1 16604 D3 ~ ~ 0 -1 6151 D4 The Tree house ~ ~ 0 -1 16603 S #16603 The Tree house~ You are standing in a tree house. There is a table, a set of chairs, a fire- place and a bed. The only exit is down. ~ 44 12 3 D5 The center of the Bay Isle ~ ~ 0 -1 16602 S #16604 The southern part of the Bay Isle~ This is the southern part of the Bay Isle. To the north is the center and to the south is the river. ~ 44 12 3 D0 The Center of the Bay Isle ~ ~ 0 -1 16602 D2 The River ~ ~ 0 -1 16605 S #16605 The River~ The river flows swiftly here, fed from both the east and west, and leading south. There is a small island to the north. ~ 44 12 7 15 2 D0 The southern part of the Bay Isle ~ ~ 0 -1 16604 D1 ~ ~ 0 -1 6154 D2 The River ~ ~ 0 -1 16606 D3 ~ ~ 0 -1 6152 S #16606 The river~ The river flows from north to south here. Another land formation is farther on to the south. ~ 44 12 7 15 2 D0 The River ~ ~ 0 -1 16605 D2 The river ~ ~ 0 -1 16607 S #16607 River~ The river is very wide here, and somewhat deep and muddy. You hesitate to look down into the depths for fear of seeing something awful. To the south is a beach. ~ 44 12 7 30 3 D0 The River ~ ~ 0 -1 16606 D2 The beach ~ ~ 0 -1 16608 D3 ~ ~ 0 -1 6155 S #16608 The Beach~ This is a lovely beach with soft, fine sand and sheltered from the weather. This is a perfect place to just lay down and soak up the sun. There are tunnels leading to the east and west, and a wide path leading south ~ 44 12 4 D0 The River ~ ~ 0 -1 16607 D1 The dark tunnel ~ ~ 0 -1 16610 D2 You see a wide path ~ ~ 0 -1 18292 D3 The dark and spooky tunnel ~ ~ 0 -1 16615 S #16609 The Silver Brick Road~ You are on a silver brick road. Up a head is a sign it reads: Welcome adventurers! This is another area, but it's not finished. We gnomes are hard at work, leave us alone! The only exit is north. ~ 44 12 2 D0 The Beach ~ ~ 0 -1 16608 S #16610 The Tunnel~ This tunnel runs through very rough rock. There is deep darkness heading downwards and the brightness of the beach is to the west. ~ 44 12 2 D3 The Beach ~ ~ 0 -1 16608 D5 The Darkness below ~ ~ 0 -1 16611 S #16611 The dark tunnel~ This dark tunnel heads up to the not so dark tunnel while it widens out to the east. ~ 44 1 0 D1 A Cavern ~ ~ 0 -1 16612 D4 The lighter tunnel ~ ~ 0 -1 16610 S #16612 The Cavern~ This cavern is lit by glowing moss. There is a well worn path heading towards what looks like a temple. The path is heading eastwards and the dark tunnel is to the west. ~ 44 9 0 D1 The Temple ~ ~ 0 -1 16613 D3 The Dark tunnel ~ ~ 0 -1 16611 S #16613 The Temple of Draconia~ This is the Temple of Draconia. There are several dragon-like statues here and there. In the far end of the wall is a altar. The altar glows faintly. Behind the altar is pure darkness. There are priest and worshippers moving about the room lighting candles and mumbling strange words. ~ 44 8 0 D1 The maw of darkness ~ ~ 0 -1 16614 D3 The Cavern ~ ~ 0 -1 16612 S #16614 The Dragon's Den~ You hear a faint flapping of wings and a heavy breathing. Before you is vast darkness. There is a small pool of acid, whoa, you barely avoided that one. Atop a giant treasure heap lies a very, very black dragon. ~ 44 265 5 D3 The temple ~ ~ 0 -1 16613 S #16615 The spooky tunnel~ This tunnel heads away from the warm beach to cold darkness. There, listen, it's a drip, was that a scream? Oh my! Something just brushed past your ankle! The smooth walls lead westward. To the east is the security of the beach. ~ 44 13 0 D1 The Beach ~ ~ 0 -1 16608 D3 The cold and cobweb filled tunnel ~ ~ 0 -1 16616 S #16616 The Cobweb filled tunnel~ This tunnel is filled with cobwebs, my, my, my, those arachnids from Arachnos have been busy. The cobwebs ignite as you pass them. There are exits leading to the east and west. To the west lies a cavern and to the east is the spooky tunnel. ~ 44 9 0 D1 The spooky tunnel ~ ~ 0 -1 16615 D3 The Cavern ~ ~ 0 -1 16617 S #16617 The Cavern~ This cavern is dark and small. There are rotting remains of a giant spider, by the looks of things it seems this was it's lair. However, there are only bones lying around. To the south is a tunnel and to the east is what's left of the cobweb filled passage. ~ 44 9 0 D1 The Cobweb filled passage ~ ~ 0 -1 16616 D2 The dark and damp tunnel ~ ~ 0 -1 16618 S #16618 The dark and damp Tunnel~ This tunnel looks like it was dug by some kind of arachnid. Perhaps that spider back there in the cavern. You hear crunching sounds and when you look down you see tons of dead baby spiders, funny there is nothing moving in here but you. Whoa, whatever it was it was damn effective. The tunnel continues to the south and the cavern opens up to the north. ~ 44 13 0 D0 The Cavern of the dead spider-thing ~ ~ 0 -1 16617 D2 The slick tunnel. ~ ~ 0 -1 16619 S #16619 The Slick tunnel~ This tunnel is slick, you have to concentrate to keep upright. WHOOPS! You fall down. Heh Heh, what was that? Is some power playing with you? There are exits to the north and to the south. To the north is the dead spider tunnel, and to the south is a glowing door. ~ 44 9 0 D0 The dead spider tunnel ~ ~ 0 -1 16618 D2 The portal ~ ~ 0 -1 16620 S #16620 The Portal~ The tunnel leads out into a huge cavern. In the far southern wall is a door. It is glowing and a mist is swirling around inside of it. You first seem to think it's a moongate, but why are there guards here? Why are they looking at you and the portal funny? The commander tells you, "Don't enter the Portal, none have returned. Do as you wish, but we won't stop you." ~ 44 8 0 D0 The slick tunnel ~ ~ 0 -1 16619 D2 The doorway to the unknown... ~ ~ 0 -1 16621 S #16621 The Mercury Pool~ Before you stands a huge pool of silvery mercury. When you look into it you see darkness. There are tunnels going in all four directions as well as a rope ladder leading up to the portal and the pool leading into the unknown. ~ 44 8 0 D0 A windy tunnel ~ ~ 0 -1 16622 D1 A glowing red tunnel ~ ~ 0 -1 16624 D2 A damp passage ~ ~ 0 -1 16628 D3 A stone road ~ ~ 0 -1 16626 D4 The portal room ~ ~ 0 -1 16620 D5 Darkness ~ ~ 0 -1 16631 S #16622 The windy tunnel~ This tunnel is very windy. Heading north leads to a great rushing sound and to the south it the mercury pool. ~ 44 9 0 D0 A very dark and windy cavern ~ ~ 0 -1 16623 D2 the Mercury pool ~ ~ 0 -1 16621 S #16623 The dark and windy Cavern~ Before you is a great whirling vortex with glowing eyes. You are getting sucked in to the very center of the cavern. To the south is the windy passage. ~ 44 9 0 D2 The windy passage ~ ~ 0 -1 16622 S #16624 The flaming road~ You are walking on a very hot road, in fact it's flaming at parts. As you head towards the east it seems to intensify. To the west is the cooler Mercury pool room. ~ 44 8 0 D1 a flaming Bay Isle ~ ~ 0 -1 16625 D3 the Mercury Pool room ~ ~ 0 -1 16621 S #16625 The Flaming Bay Isle~ This Bay Isle is made of flaming rock. There is a huge hot flame on a flaming stool. It seems to smile at you. The only exit is to the west through a flaming doorway. ~ 44 8 0 D3 The flaming passage ~ ~ 0 -1 16624 S #16626 The stone bridge~ The stone bridge spans a wide chasm of a seemingly black nothingness void. Upon the other side is a stone archway. The bridge leads east and west. With the Mercury pool being on the east side and the arch on the west. ~ 44 9 0 D1 The Mercury Pool ~ ~ 0 -1 16621 D3 The Stone Archway ~ ~ 0 -1 16627 S #16627 The Stone Crafter's Smithy~ There is a very loud popping sound, as a huge hand reaches down and forms a humanoid out of solid stone. The stone man smiles and bows politely. However, the huge hand slaps the stone man and immediately he frowns and utters a challenge to the intruders. The only exit is to the east. ~ 44 9 0 D1 The Stone Bridge ~ ~ 0 -1 16626 S #16628 The Damp passage~ The humidity rises to greet you, as the entire passage way is slick and very damp. To your surprise the temperature here is nice, not too cold not too hot. The exits are to the north, where the mercury pool is, and to the south where there is a very pretty spray-like mist. ~ 44 8 0 D0 The Mercury Pool ~ ~ 0 -1 16621 D2 The Rain Mist ~ ~ 0 -1 16629 S #16629 The Raining Mist~ This tunnel is very pretty. There are multiple colors forming in the rain like mist. The spray seems to look like a rainbow at spots. You could spent all day in such a pretty room. ~ 44 8 0 D0 The Damp Passage ~ ~ 0 -1 16628 D2 The Pool of Tears ~ ~ 0 -1 16630 S #16630 The Pool of Tears~ There is a goddess crying here. She sobs and cries. She notices you and cries even more. She says "My children, they have all been murdered. Now, all mortals shall pay." Upon saying this a huge creature rises from the pool. The only exit is to the north. ~ 44 8 0 D0 The Rain Mist ~ ~ 0 -1 16629 S #16631 Darkness~ Slowly you decent through the mercury pool into........ D A R K N E S S. The exit you can sense is downward. ~ 44 13 0 D4 The Mercury Pool ~ ~ 0 -1 16621 D5 The Dark Doorway ~ ~ 0 -1 16632 S #16632 The Dark Doorway~ This Dark room is guarded by some of the most powerful beings, among them are the grey elves. There is a pair of them guarding the door. They will not let you pass or attempt to open the Gateway. You can feel the evil of the realm growing. The exits are up and through the Gateway. ~ 44 9 0 D1 The Doorway to the unknown ~ Gateway~ 2 16625 16633 D4 Darkness ~ ~ 0 -1 16631 S #16633 The Doorway to the Unknown~ Through the doorway is another set of guard, these however aren't friendly. They'd rather kill you and torture you then befriend you. These elves are Drow, and they should be feared by all. There is a saying, "The only good Drow, are dead Drow." You see that this room is very elegant. The room has hues of purple, obsidan, blood red, violet, and amber. The furnisings would be considered luxury by kings and queens. The room has a set of double doors on the east side of the chamber. The only other exit is through the Gateway leading west. ~ 44 9 0 D1 The Dark maze ~ Double doors~ 1 -1 16634 D3 The Dark Doorway ~ Gateway~ 2 16625 16632 S #16634 The Mini Maze~ This room is a maze. The walls aren't higher then 200 centimeters. It is very easy to navigate through. In a few moments you are on the otherside. The Gate leading east isn't locked. The doorway to the west leads to outpost of the Drow. ~ 44 13 0 D1 The Guardians of the Maze ~ Gate~ 1 -1 16635 D3 The Drow Outpost ~ Double doors~ 1 -1 16633 S #16635 The Guardians of the Maze~ This room houses the Guardians and keepers of the Maze. Rumor has it that their god is near by. There are many tools here to help replace the maze's wear and tear. The guardians aren't too happy to see you. There are doors in both the east and west walls. The west goes towards a drow outpost and the east seems to slope downwards. ~ 44 8 0 D3 The mini maze ~ Gate~ 1 -1 16634 D5 A tunnel sloping downwards ~ ~ 1 -1 16636 S #16636 Going down?~ This tunnel merely slopes downwards. ~ 44 9 0 D4 The Guardians of the Maze ~ ~ 1 -1 16635 D5 Even deeper ~ ~ 0 -1 16637 S #16637 Deeper~ This tunnel slopes even more towards somewhere... ~ 44 9 0 D4 A tunnel heading up ~ ~ 0 -1 16636 D5 Hmm... a tunnel sloping downwards. ~ ~ 0 -1 16639 S #16638 The Tunnel~ This tunnel slopes downwards. Something is scribbled here... "Turn Back!" ~ 44 9 0 D4 Tunnel sloping up ~ ~ 0 -1 16637 D5 Tunnel sloping downwards ~ ~ 0 -1 16639 S #16639 The Long tunnel's end~ The tunnel ends here. There is a shimmering light at the end of the tunnel. You can go east through the light or back up the tunnel. ~ 44 9 0 D1 The Abyss ~ ~ 0 -1 16640 D4 Tunnel sloping up ~ ~ 0 -1 16638 S #16640 The Abyssian Walk~ There is a sign here: ----------------------------------------------------- | | | Welcome to the Abyss. Now is a good time | | turn back. YOU have been warned! | | | | The Mangement | | | ----------------------------------------------------- Currently the Abyss spans in all directions, but there is a tower to the east. ~ 44 8 0 D1 The Great Tower of the Hoeur ~ ~ 0 -1 16641 D3 The Tunnel ~ ~ 0 -1 16639 S #16641 The Hoeur's Tower~ On approaching the tower you begin to get a true sense of the enormouse size of the tower which really towers over you. ~ 44 8 0 D1 Inside the Tower ~ ~ 0 -1 16642 D3 The Abyssian Walk ~ ~ 0 -1 16640 S #16642 Inside the tower~ As you enter the tower you see only a huge chair and a pit leading downwards. ~ 44 8 0 D3 Outside the tower ~ ~ 0 -1 16641 D5 Down into the depths ~ ~ 0 -1 16643 S #16643 The Opening~ You stand at the bottom of the pit. The only exits are up and down. ~ 44 8 0 D4 Inside the tower ~ ~ 0 -1 16642 D5 The Ultimate Maze of Death! ~ ~ 0 -1 16644 S #16644 The Ultimate Maze~ Wow! what a place! what a maze! You wander for hours and hours, you are totally lost. Whoa who is this dude coming to see you? Oh no! It's Baphomet! He smiles, licks his blade and touches your forehead Your soul is being ripped from you...... ~ 44 14 5 S #16700 A trail through the hills~ You are standing on a trail leading through the hills, which seem to be some of the foothills of the Eastern Mountains. To the south-west, you can see the smoke of a large city, most likely the city of Midgaard. The trail continues to the north and west. ~ 44 0 3 D0 ~ ~ 0 -1 16701 D3 ~ ~ 0 -1 9003 S #16701 A trail through the hills~ The path rises steeply to the south here, as it descends down a hillside to the east. This hill is quite bare of vegetation, somewhat unusual, but nothing to get too worried about. ~ 44 0 2 D1 ~ ~ 0 -1 16702 D2 ~ ~ 0 -1 16700 S #16702 A trail through the hills~ The path descends rapidly to the east, and rises to the west. You are entering a small canyon, with walls that are a few feet higher than your head. A nice place for an ambush. ~ 44 0 2 D1 ~ ~ 0 -1 16703 D3 ~ ~ 0 -1 16701 S #16703 A trail through a canyon~ The walls of the canyon rise around you, and you begin to feel a bit apprehensive about this place. Small animals scurry here and there, and there is a brief shower of rocks from above. To the west, the trail leads upwards towards some hills, while to the east, the canyon opens up into a narrow valley. ~ 44 0 3 D1 ~ ~ 0 -1 16704 D3 ~ ~ 0 -1 16702 S #16704 Narrow Valley~ You are in a narrow valley. It seems to lead eastwards ~ 44 4 4 D3 You see the foothills of the Eastern Mountains.. ~ ~ 0 -1 16703 S #16901 Dark Road~ You are on a dark road running north and south. You sense evil to the north, but even greater evil to the south! ~ 169 5 1 D0 You look back at the dark road to the north, wondering if you should turn around. ~ ~ 0 0 15109 D2 The dark road continues south, until it runs into what looks like a city gate. ~ ~ 0 0 16902 D1 To the east you see a muddy swamp, it appears to be impassable. ~ ~ 0 0 -1 E road~ The road looks as if it is used often. ~ S #16902 Lythcanthropia's Gate~ You have come to the end of the dark road, the gate to Lythcanthropia. The wrought iron gate looks very formidabble, it would not easily be broken down. The gate is to the south, while the black road runs back to the north. ~ 169 1 1 D0 To the north you see the dark road. ~ ~ 0 0 16901 D2 The iron gate of Lythcanthropia. ~ gate iron~ 1 -1 16903 E gate iron~ The wrought iron gate looks nearly indestructable. ~ S #16903 Entrance to Lythcanthropia~ You are at the entrance to Lythcanthropia, there appears to be an unnatural darkness over the city. A street heads toward the west, while a black cobblestone path heads south. The iron gate is to the north. ~ 169 1 1 D0 To the north you see the gate of Lythcanthropia. ~ gate iron~ 1 -1 16902 D2 To the south you see a black cobblestone path. ~ ~ 0 0 16922 D3 To the west you see a dark street. ~ ~ 0 0 16904 E gate iron~ The iron gate of Lythcanthropia stands about 15 feet high. ~ S #16904 Dark Street~ You are on a dark street in Lythcanthropia, it runs east and west. ~ 169 1 1 D1 To the east you see the entrance to Lythcanthropia. ~ ~ 0 0 16903 D3 To the west you see a dark street. ~ ~ 0 0 16905 S #16905 Dark Street~ You are on a dark street, it runs east and west. ~ 169 1 1 D1 To the east you see a dark street. ~ ~ 0 0 16904 D3 To the west you see the Dark Square of Lythcanthropia. ~ ~ 0 0 16906 S #16906 Dark Square of Lythcanthropia~ You are at the Square of Lythcanthropia, almost all the traffic of the city passes through here. It has exists leading north, east and south. To the west is a large house with a large door. ~ 169 1 1 D0 To the north you see a dark street. ~ ~ 0 0 16907 D1 To the east you see a dark street. ~ ~ 0 0 16905 D2 To the south you see Black Manor Street. ~ ~ 0 0 16928 D3 The large house to the west has a huge door that stands about 10 feet tall. ~ door~ 1 81 16939 E door~ The door appears to have been made for a very large lythcanthrope. ~ S #16907 Darkened Street~ You are on a dark street that runs along the edge of the city. It continues on to the west; running south into the Main Square. ~ 169 1 1 D2 To the south you see the main square of Lythcanthropia. ~ ~ 0 0 16906 D3 To the west you see a dark street running along the edge of the city. ~ ~ 0 0 16908 S #16908 Dark Street~ You are on a dark street running east and west along the edge of the city. ~ 169 1 1 D1 To the east you see a dark street. ~ ~ 0 0 16907 D3 To the west you see a dark street. ~ ~ 0 0 16909 S #16909 Northwestern corner of Lythcanthropia~ You are at the northwestern edge of the city, the street exists east and west. ~ 169 1 1 D1 To the east you see a dark street. ~ ~ 0 0 16908 D2 To the south you see a dark alley. ~ ~ 0 0 16910 S #16910 Dark Alley~ You are on a dark alley that runs north and south. ~ 169 1 1 D0 To the north you see the northwester corner of the city. ~ ~ 0 0 16909 D2 To the south you see the alley behind the manor. ~ ~ 0 0 16911 S #16911 Dark Alley behind the manor~ You are standing in a dark alley behind the manor of Lythcanthropia. Looking at the manor you see a door that exists into the alley. The alley heads north and south. ~ 169 1 1 D0 You see a dark alley to the north. ~ ~ 0 0 16910 D1 You see the back alley entrance of the manor, in the form of a door. ~ door~ 1 80 16934 D2 You see a dark alley to the south. ~ ~ 0 0 16912 E door~ The door to the manor is quite large, about 15 feet high. ~ E manor~ The manor is the largest building in Lythcanthropia, and judging from what you see here, has the messiest alley too. ~ S #16912 A Dark Alley~ You are walking along a dark alley south of the manor of Lythcanthropia. It runs north and south. ~ 169 1 2 D0 To the north you see the dark alley behind the manor. ~ ~ 0 0 16911 D2 To the south you see the southeastern corner of Lythcanthropia. ~ ~ 0 0 16913 S #16913 Southwestern corner of Lythcanthropia~ You are at the southwestern corner of Lythcanthropia. The city spralls out to the west and north. Directly north of here is a dark alley, to the east you can see the docks in the distance, south of here is the Black Sea. ~ 169 1 1 D0 To the north of here you see a dark alley. ~ ~ 0 0 16912 D1 To the east of here you see a darkened street. ~ ~ 0 0 16914 D2 South of here is the Black Sea, there is no way to launch a boat though. ~ ~ 0 0 -1 E black sea~ The Black Sea is unnaturally black, you wonder why....? ~ S #16914 a darkened street~ You are standing in the middle of a darkened street, it runs east and west. ~ 169 1 1 D1 To the east you see a darkened street. ~ ~ 0 0 16915 D3 To the west you see the southwestern corner of the city. ~ ~ 0 0 16913 S #16915 darkened street~ You are on a darkened street running east and west at the southern side of Lythcanthropia. ~ 169 1 1 D1 To the east you see a darkened street. ~ ~ 0 0 16916 D3 To the west you see a darkened street. ~ ~ 0 0 16914 S #16916 a darkened street~ You are on a darkened street, it runs east and west. ~ 169 1 1 D1 To the west you see a darkened street. ~ ~ 0 0 16917 D3 To the west you see a darkened street. ~ ~ 0 0 16916 S #16917 Darkened Street north of docks~ You are on a darkened street north of the docks made of some strange black wood. To the south you can see the docks, to the east is the black cobblestone path. East of here the darkened street continues. ~ 169 1 1 D1 To the east you see the black cobblestone path. ~ ~ 0 0 16920 D2 To the south you see the Black Docks. ~ ~ 0 0 16918 D3 To the west you see a darkened street. ~ ~ 0 0 16916 S #16918 West Black Dock~ You are on the western black dock of Lythcanthropia, south and west of you is the Black Sea, the dock continues to the east. North of here is a darkened street. ~ 169 1 1 D0 North of here you see a darkened street. ~ ~ 0 0 16917 D1 East of here is the eastern side of the Black Dock. ~ ~ 0 0 16919 D2 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 D3 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1E dock~ The dock is made of some strange black wood, you can't imagine what it is though. ~ S #16919 East Black Dock~ You are on the easter side of the Black Dock. West of you is the western half of the dock, to the north you is a black cobblestone path. South and east of you is the raging waters of the Black Sea. ~ 169 1 1 D0 To the north you see a black cobblestone path. ~ ~ 0 0 16920 D1 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 D2 The Black Sea crashes against the docks powerfully, you see many whirlpools form then get swallowed by another. The sea is EXTREMELY dangerous to travel at this time in the year. ~ ~ 0 0 -1 D3 To the west you can see the western half of the Black Docks. ~ ~ 0 0 16918 E dock~ The dock is made of some strange black wood, you can't imagine what it is though. ~ S #16920 Black Cobblestone Path~ You are on a black cobblestone street coming from the north, it curves west onto a darkened street. South of you are the Black Docks. ~ 169 1 1 D0 To the north is a black cobblestone path. ~ ~ 0 0 16921 D2 To the south of you are the Black Docks of Lythcanthropia. ~ ~ 0 0 16919 D3 To the west of you is a darkened street. ~ ~ 0 0 16917 E stone cobblestone cobble~ The cobblestones are made of some black stone that is unknown to you. ~ S #16921 a black cobblestone path~ You are walking along a black cobblestone path that runs north and south. It branches to the west, turning into a cobblestone street. ~ 169 1 1 D0 You see a black cobblestone path to the north. ~ ~ 0 0 16922 D2 To the south you can see a black cobblestone path. ~ ~ 0 0 16920 D3 To the west is the Black Cobblestone Street. ~ ~ 0 0 16923 E stone cobblestone~ The black cobblestones are made from some strange stone unfamliar to you. ~ S #16922 black cobblestone path~ You are on a black cobblestone path south of the Gate of Lythcanthropia. South of you the path continues. ~ 169 1 1 D0 To the north if the Gate of Lythcanthropia. ~ ~ 0 0 16903 D2 South of you is a black cobblestone path. ~ ~ 0 0 16921 E stone cobblestone cobble~ The black cobblestones are made of some foreign stone unfamiliar to you. ~ S #16923 Black Cobblestone Street~ You are on the Black Cobblestone Street of Lythcanthropia, it runs east and west. ~ 169 1 1 D1 East of you is the black cobblestone path. ~ ~ 0 0 16921 D3 The Black Cobblestone street continues to the west. ~ ~ 0 0 16924 S #16924 Black Cobblestone Street~ You are on the Black Cobblestone Street, north of you is Lythcanthropia's famous Wild Wereboar Tavern. You can hear all sorts of grunts and rowdy laughter coming from the tavern. The street runs east and west. ~ 169 1 1 D0 To the north you see the famous Wild Wereboar Tavern. ~ ~ 0 0 16925 D1 To the east is part of the Black Cobblestone Street. ~ ~ 0 0 16923 D3 To the west is part of the Black Cobblestone Street. ~ ~ 0 0 16927 S #16925 The Wild Wereboar Tavern~ You are at the main room of the Wild Wereboar Tavern, the place is a total mess. You can tell this place is accustomed to many brawls, the many pieces of furniture spread around the room gave you the hint. There is a old, creaky, sagging staircase leading upstairs. ~ 169 8 0 D2 To the south you see the Black Cobblestone Street. ~ ~ 0 0 16924 D4 Up the staircase there appears to be some sort of room. ~ ~ 0 0 16926 E furniture~ The furniture here has been smashed into a almost unrecognizable mess. ~ S #16926 Upstairs, at The Wereboar Tavern~ You walk up the stairs and into the room at the top, this appears to be the were-whores favorite room to rent. The place has a horrible musky odor, you don't want to remain here long. ~ 169 8 0 D5 Down from you is the main floor of The Wild Wereboar Tavern. ~ ~ 0 0 16925 S #16927 Black Cobbleston Street~ You are on the Black Cobbleston Street, north of you is the street in front of the Manor of Lythcanthropia. To the east you can see the Black Cobblestone Street in front of The Wild Wereboar Tavern. ~ 169 1 1 D0 To the north you see the street in front of the manor. ~ ~ 0 0 16928 D1 To the east you see part of the Black Cobblestone Street. ~ ~ 0 0 16924 S #16928 Manor Road~ You are on the street in front of the manor, it is to your west. To the north you can see a Dark Street, south of you is part of the Black Cobblestone Street. ~ 169 1 1 D0 To the north you can see the junction of several streets. ~ ~ 0 0 16906 D2 South of you is part of the Black Cobblestone Street. ~ ~ 0 0 16927 D3 To the west is the Manor of Lythcanthropia, were Count Boarish lives. ~ door~ 1 80 16929 E manor~ The manor is a massive structure, the door stands at least 15 feet high. The walls are made of some dark stone you don't recognize. It is two stories tall and all the windows are made of a dark glass that you can't see through. You can feel evil coming from the manor, you suspect that Count Boarish is not a nice lythcanthrope. ~ E door~ The door is very large, the lock is also very large. ~ S #16929 The Foyer~ You are at foyer of the manor. There is a hallway to the west, a door to the east leads outside. Looking around you see many beautiful pieces of art work (if you like pictures of werewolves eating humans and other benign races). The floor and walls are made out of a stone that varies in color from dark grey to black. ~ 169 8 0 D1 To the east is a door leading outside. ~ door~ 1 80 16928 D3 To the west is a long hallway. ~ ~ 0 0 16930 E art paintings picture~ The pieces of artwork show werewolf raids on many villages, all of them show how the the werewolves ripped their victims to pieces (it makes you want to puke). ~ E door~ The door is very large, with a very large lock. ~ S #16930 The long hallway~ You are on a long hallway in the manor, it runs east and west. There are several pictures hanging on the walls. ~ 169 8 0 D1 To the east is the foyer of the manor. ~ ~ 0 0 16929 D3 To the west is more of the long hallway. ~ ~ 0 0 16931 E picture pictures~ The pictures here show how wererats have lived for generations in the sewers of human cities, they show how the rats go up on the streets and attack the people at night. It also shows pictures of all the wealth and magic they have stolen from the humans. ~ S #16931 Back of the Manor~ You finally come to the end of the long hallway, you are at the back end of the manor. There is a room to the south along with a stairway heading up. There is also a backdoor to the west. To your east is a long hallway. ~ 169 8 0 D1 To the east is a long hallway. ~ ~ 0 0 16930 D2 It looks like the room to the south might be the kitchen. ~ ~ 0 0 16935 D3 To the west is the backdoor. ~ door~ 1 80 16911 D4 Some stairs head up. ~ ~ 0 0 16932 E door~ The back door is as large as the front, with a impressive lock. ~ S #16932 Top of Staircase~ You are at the top of the staircase, there is a door to you north and west. ~ 169 8 0 D0 To the north is a large wooden door. ~ door~ 1 -1 16933 D3 To your west is a large wooden door. ~ door~ 1 -1 16934 D5 ~ ~ 0 -1 16931 E door~ Both doors are made of some dark wood, they are both about 15 feet tall. ~ S #16933 Count Boarish's Office~ You are in the Count's office, it's a fairly clean place. There is a large desk and a large chair. They walls have alls sorts of weapons attached to them (firmly attached!). There is a large map of the land displayed on the northern wall. The only exit is to the south. ~ 169 8 0 D2 To the south is the top of the staircase. ~ door~ 1 -1 16932 E desk chair~ The desk and the chair are both made out of that strange black stone. ~ E weapon weapons~ The weapons are all of fantastic quality, the only problem being that they are attached to the wall extremely well! ~ S #16934 Count's Sleeping Chambers~ You are in Count Boarish's bedroom. There is a huge bed on the western half of the room. There are also several closets and a large mirror. There is also a large amount of silvery colored fur around... strange. ~ 169 8 0 D1 To the east you see the top of the staircase. ~ door~ 1 -1 16932 E bed~ On the bed you find the Count's horrible brown fur along with some beautiful silver colored fur...hmmmm.... ~ S #16935 Manor's Kitchen~ You are at the kitchen of the manor, it's smells horribly here. You see some strange meat sitting on the counter, your not sure what it is... you decide you really would rather not know. There is a pot of SOMETHING bowling on a small fireplace, it appears to be the cause of the gut-wrenching smell. You notice that there is a pantry to the east. ~ 169 8 0 D0 To the north is end of the hallway. ~ ~ 0 0 16931 D1 To the east is the pantry. ~ ~ 0 0 16936 E pot boiling SOMETHING~ You consider going over to the put and looking in... then decide that if you got any closer the smell would likely kill you. ~ E meat~ The meat lying on the table doesn't appear to have been sitting there very long. It's definitely not any kind of meat you've ever had before. ~ S #16936 Pantry~ You are at the pantry, it is surprisingly devoid of any food provisions. There is a large trapdoor in the middle of the floor though. The kitchen is to the west. ~ 169 8 0 D3 To the west you see the kitchen ~ ~ 0 0 16935 D5 You see the trapdoor on the floor. ~ door trapdoor trap~ 1 -1 16937 E trap trapdoor door~ The trapdoor is in the middle of the room. ~ S #16937 The cellar~ You appear to be in the cellar of the manor, there is a whole broken into a wall to the east. It appears to go into some sort of sewer. ~ 169 9 0 D1 To the east is a newly made entrance to the sewers. ~ ~ 0 0 16938 D4 Above, you can see the pantry. ~ trapdoor trap door~ 1 -1 16936 E hole~ The hole in the wall looks like it was put in recently. ~ S #16938 Count's meeting place~ You are in a large junction of the sewers, this appears to be were Count Boarish meets with his wererat friends. There are sewer pipes heading in all directions except west, where you can see the cellar. ~ 169 9 0 D0 The sewer pipes are too small for you to fit through. ~ ~ 0 0 -1D1 The sewer pipes are too small for you to fit through. ~ ~ 0 0 -1D2 The sewer pipes are too small for you to fit through. ~ ~ 0 0 -1D3 To the west you can see the cellar. ~ ~ 0 0 16937 D4 The sewer pipe above you is too small for you to fit through. ~ ~ 0 0 -1D5 The sewer pipe below you is too small for you to fit through. ~ ~ 0 0 -1E pipe pipes~ The sewer pipes are fairly small, you doubt that you could fit through them. ~ S #16939 Pooh's house~ You are at the famous werebear Pooh's house. It is a tidy one room dwelling. The only exit is the door at the eastern side of the house. ~ 169 8 0 D1 To the east you can see the Main Square. ~ door large~ 1 81 16906 E door ~ The door leading out is quite large. ~ S #17000 Dem's Palace~ You are in the grand palace of Dem the Goddess of Chance. You recline on a Huge 20,000 square foot waterbed with luxurious cushions. A large wheel on the wall bears the symbols from all the major arcana of Tarot. ~ 170 8 0 E place_for_dem~ 1 ~ S #17003 A winding trail~ You are standing on a narrow path that seems to lead around the perimeter of the great volcano. To the west, you can see a trail,leading towards a large cavemouth on the side of the volcano, while to the east another trail continues to wind around the mountainside ~ 69 0 5 D1 ~ ~ 0 -1 17005 D3 ~ ~ 0 -1 17006 S #17004 On the river bank south of the volcano~ You are on a narrow path leading through the hills. To the south a fast river is flowing westwards through a forest. The way is blocked by dense trees to the east and west. The path leads up the southern face of the volcano to the north. ~ 69 1 3 D0 The narrow path winds up the way to the north. ~ ~ 0 -1 17006 D2 The path leads down the riverbank to the south. ~ ~ 0 -1 6150 E volcano mount mountain~ Steam gushes forth from the tall peak to form a roaring white plume that ~ E dark river~ The river flows fast and strong. It is black or looks so in the gloom. ~ S #17005 A winding trail~ You are standing on a narrow path that seems to lead around the perimeter of the great volcano. The trail leads north and west. To the east, you can see the expanse of the forest of Haon-Dor. ~ 69 0 5 D0 ~ ~ 0 -1 17007 D3 ~ ~ 0 -1 17003 S #17006 On a narrow trail on the southern face of the volcano~ A small hot stream rolls down the mountainside next to you here. The narrow path winds down the volcano. Above you it leads to a small stream vent that whistles now and then. ~ 69 4 5 D1 ~ ~ 0 -1 17003 D4 The narrow path leads to a small indentation in the mountain face from which whistling noises emerge. ~ ~ 0 -1 17008 D5 The narrow path winds down to the riverside below you. ~ ~ 0 -1 17004 E volcano mount mountain~ Steam gushes forth from the tall peak to form a roaring white plume that supports a floating palace. ~ E small stream~ Steam rises from the hot eddies of the small stream as it trickles down the slope. ~ E vent cave~ You spot a small indentation in the rock above you from which whistling noises emerge. ~ S #17007 A winding trail~ You are standing on a trail, leading north south along the perimeter of a large volcano. To the east, you can see a huge, dark forest ~ 69 0 5 D0 ~ ~ 0 -1 17009 D2 ~ ~ 0 -1 17005 S #17008 At the mouth of the cave on the volcano~ The hot stream exits the mountainside here. You stand at the mouth of a cave leading into the face of the volcano. Hot steam rushes out every few minutes making a loud whistling sound. ~ 69 4 5 D0 The stream enters a hot, mucky cave to the north. ~ ~ 0 -1 17010 D5 The narrow path winds down the mountainside below you. ~ ~ 0 -1 17006 E cave identation~ The cave is steamy inside. You see thick muck on the floor. ~ E stream~ The stream is mucky here. It is fed from inside the cave. ~ S #17009 A split in the path~ You are standing at a joining of two paths. To the south, a path leads towards a large volcano, which seems to erupt from time to time. To the east, a path leads into a dark forest, and another path leads north through the forest ~ 69 0 5 D0 ~ ~ 0 -1 17013 D1 ~ ~ 0 -1 17011 D2 ~ ~ 0 -1 17007 S #17010 A steamy cave~ You are in a dark cave shaped like a long tube entering the volcano. It is uncomfortably hot and wet. The ceiling and walls are slick with condensed steam and the floor is covered with several inches of muck. Every few minutes, a hot blast of steam comes from the other end of the cave, making a whistling sound and nearly blowing your torch out. ~ 69 1 6 D0 The cave continues further into the mountain to the north. ~ ~ 0 -1 17012 D2 To the south, sunlight shows the way to the cool, fresh mountainside. ~ ~ 0 -1 17008 E mud muck floor~ The icky sludge smells bad and is difficult to move through. ~ S #17011 A path through a dark forest~ You are standing on a path which leads east-west through a dense, dark forest. To the southwest, you can see a large volcano, while faintly to the south you can hear the sound of running water ~ 69 0 3 D1 ~ ~ 0 -1 6127 D3 ~ ~ 0 -1 17009 S #17012 The end of a steamy cave~ You have reached the end of the dark, steamy cave. The hot air is being blown back and forth through a small crack in the wall, nearly blowing your torch out. The walls vibrate with the loud whistle this produces. You are standing in several inches of muck. ~ 69 1 6 D0 To the north is a periodically reverberating cave wall. ~ crack door wall~ 1 -1 17014 D2 The cave continues to the south. ~ ~ 0 -1 17010 E mud muck floor~ The icky sludge smells bad and is difficult to move through. ~ E crack wall~ After looking closely, you make out a door disguised with volcanic rock. ~ S #17013 A path through a dense forest~ You are standing on a path, which leads north south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17015 D2 ~ ~ 0 -1 17009 S #17014 Top of a stairwell~ You find yourself at the top of a spiral stairwell. Burning bits of your torch fall to reveal that it must descend about 100 feet! ~ 69 1 3 D2 Hot air whistles around the edges of a door to the south. ~ door crack wall~ 1 -1 17012 D5 The stairs sprial down into the dank depths. ~ ~ 0 -1 17018 E torch~ Your torch sputters dimly and uncertainly in the humid air! ~ S #17015 a path through a dense forest~ You are standing on a path, which leads north south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17017 D2 ~ ~ 0 -1 17013 S #17017 a path through a dense forest~ You are standing on a path, which leads north south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17019 D2 ~ ~ 0 -1 17015 D3 ~ ~ 0 -1 17055 S #17018 Bottom of a stairwell~ You are deep inside the mountain. You're wading in about a foot of warm water with patches of white and green algae floating on top. It's going to be slow going in here! The foul, humid air makes your torch sputter uncertainly. ~ 69 1 3 D1 A corridor leads to the east. ~ ~ 0 -1 17020 D4 The stairs wind up into the darkness. ~ ~ 0 -1 17014 E algae white green water~ Mostly harmless. ~ S #17019 a path through a dense forest~ You are standing on a path, which leads north and west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 4 3 D2 ~ ~ 0 -1 17017 D3 ~ ~ 0 -1 17021 S #17020 An east-west tunnel~ You are standing in a tunnel leading east and west through the mountain. ~ 69 1 3 D1 ~ ~ 0 -1 17022 D3 ~ ~ 0 -1 17018 S #17021 A path through a dense forest~ You are standing on a path, which leads north and east through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17023 D1 ~ ~ 0 -1 17019 S #17022 A north-west bend~ You see light to the north. ~ 69 1 3 D0 You see light to the north. ~ ~ 0 -1 17024 D3 ~ ~ 0 -1 17020 S #17023 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17025 D2 ~ ~ 0 -1 17021 S #17024 A north-south corridor~ A sphinx with a woman's torso waits at an intersection to the north. You notice a small ridge running across the water here. The sphinx tells you to pass through the wall of force. "Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e'erchanging, eternally Open her to pass" ~ 69 0 3 D0 ~ secret moon~ 2 -1 17028 D2 The corridor bends to the south. ~ ~ 0 -1 17022 D4 ~ ~ 0 -1 17026 E small ridge water~ The water sticks up like a meniscus on an invisible wall here. ~ E sphinx~ The gynosphinx eyes you and says, "You have to answer the riddle to pass." ~ S #17025 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17027 D2 ~ ~ 0 -1 17023 S #17026 On top of an invisible wall~ A note is here. ~ 69 0 6 D0 North of the wall a sphinx waits at an intersection. A note is here. ~ ~ 0 -1 17024 D5 Back at the riddle~ ~ 0 -1 17024 E note message~ The message says: That's cheating. The sphinx won't let you do that! ~ S #17027 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17029 D2 ~ ~ 0 -1 17025 S #17028 A four-way intersection~ The corridor splits to form three dark branches here. ~ 69 0 3 D0 ~ ~ 0 -1 17034 D1 ~ ~ 0 -1 17036 D2 ~ secret moon~ 2 -1 17024 D3 ~ ~ 0 -1 17038 D4 ~ ~ 0 -1 17026 E put_sphinx_sentinel_here~ You see a sphinx ~ S #17029 A path through a dense forest~ You are standing on a path, which leads south and west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D2 ~ ~ 0 -1 17027 D3 ~ ~ 0 -1 17031 S #17031 A path through a dense forest~ You are standing on a path, which leads north and east through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17033 D1 ~ ~ 0 -1 17029 S #17033 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17035 D2 ~ ~ 0 -1 17031 S #17034 A north-south corridor~ You are standing in a north-south corridor, leading through White plume mountain ~ 69 1 3 D0 ~ ~ 0 -1 17078 D2 You see light to the south. ~ ~ 0 -1 17028 S #17035 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17037 D2 ~ ~ 0 -1 17033 S #17036 An east-west corridor~ You are standing in a corridor, which leads east and west. other than that, it is completely unremarkable ~ 69 1 3 D1 ~ ~ 0 -1 17042 D3 You see light from the west. ~ ~ 0 -1 17028 S #17037 a path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17039 D2 ~ ~ 0 -1 17035 S #17038 An east-west corridor~ ~ 69 1 3 D1 You see light from the east. ~ ~ 0 -1 17028 D3 ~ ~ 0 -1 17088 S #17039 a path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17041 D2 ~ ~ 0 -1 17037 S #17041 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 17043 D2 ~ ~ 0 -1 17039 S #17042 An east-west corridor~ The algae seems greener here. ~ 69 1 3 D1 ~ ~ 0 -1 17044 D3 ~ ~ 0 -1 17036 E put_hiding_greenslime_here~ &3~ S #17043 A path through a dense forest~ You are standing on a path, which leads north and south through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D0 ~ ~ 0 -1 6801 D2 ~ ~ 0 -1 17041 S #17044 A t-intersection~ The corridor splits here. To the south, you see a door with light shining through the cracks. The corridor continues to the north and west. ~ 170 1 3 D0 ~ ~ 0 -1 17046 D2 You hear no sounds behind the door, but the lights are on inside. ~ ~ 0 -1 17045 D3 ~ ~ 0 -1 17042 S #17045 A north-south hallway~ Light comes from under a door to the south. ~ 170 5 3 D0 ~ ~ 0 -1 17044 D2 It's a large, oaken door. ~ door~ 2 17003 17048 S #17046 A north-south corridor~ You see a room with five flesh golems to the north. A note is here. ~ 170 1 3 D0 You see five flesh golems. ~ ~ 0 -1 17054 D2 ~ ~ 0 -1 17044 E note message~ the message reads: You need only kill the golem that does not belong. ~ S #17048 A well lit room~ As you enter this well lit, dry 30'X30' room, the door slams and locks behind you! There are closets to the south, east, west, up, and down. I sure hope the key is in one of them! ~ 170 0 0 D0 A door leads out the way you came in. ~ door~ 2 17003 17045 D1 You see the closet. ~ closet~ 1 -1 17049 D2 You see the 2.closet. ~ 2.closet~ 1 -1 17050 D3 You see the 3.closet. ~ 3.closet~ 1 -1 17051 D4 You see the 4.closet. ~ 4.closet~ 1 -1 17052 D5 You see the 5.closet. ~ 5.closet~ 1 -1 17053 S #17049 The closet~ ~ 170 0 0 D3 You see a well lit room. ~ closet~ 1 -1 17048 E three_shadows_and_falsekey~ &4~ S #17050 The 2.closet~ ~ 170 0 0 D0 You see a well lit room. ~ 2.closet~ 1 -1 17048 E potionofcharm_and_falsekey~ &6~ S #17051 The 3.closet~ ~ 170 0 0 D1 You see a well lit room. ~ 3.closet~ 1 -1 17048 E 1200jewelry_falsekey_airelemental~ &7~ S #17052 The 4.closet~ ~ 170 0 0 D5 You see a well lit room. ~ 4.closet~ 1 -1 17048 E falsekey_wandsleep_doesn't_look_like_sleep~ &8~ S #17053 The 5.closet~ ~ 170 0 0 D4 You see a well lit room. ~ 5.closet~ 1 -1 17048 E 40keys_real_is_28~ &9~ S #17054 A well lit room~ You enter a well lit, 30'X20' room with a door on the north wall. ~ 170 0 3 D0 Stairs lead up to the north. ~ door~ 1 -1 17056 D2 ~ ~ 0 -1 17046 E 5golems_sentinels_onlyoneismean~ &10~ S #17055 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D1 ~ ~ 0 -1 17017 D3 ~ ~ 0 -1 17057 S #17056 Stairs~ You face a set of stairs that lead up into a dry passageway. ~ 170 1 3 D2 A well lit room is to the south. ~ door~ 1 -1 17054 D4 ~ ~ 0 -1 17058 S #17057 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D1 ~ ~ 0 -1 17055 D3 ~ ~ 0 -1 17059 S #17058 A turnstile~ You are at a turnstile in a dry, upper passageway that leads to the east. A set of stairs lead back down into the muck (yech!). ~ 170 1 0 D1 You see light from the east. ~ ~ 0 -1 17060 D5 ~ ~ 0 -1 17056 S #17059 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby ~ 69 0 3 D1 ~ ~ 0 -1 17057 D3 ~ ~ 0 -1 17061 S #17060 A scary platform~ The stone platform you stand on is set into the side of a natural cave. To the west, the passageway leads back into darkness. To the east, you see five precariously hung platforms that span a chasm to another passageway entrance. In the chasm below, scalding mud boils in wait of a victim. Huge geysers periodically spout up engulfing the platforms! ~ 170 0 0 D1 ~ ~ 0 -1 17062 D3 The platform swings before you hanging on a great chain. ~ ~ 0 -1 17058 S #17061 a path through a dense forest~ You are standing on a path, which leads east-west through a dark, dense forest. You can hear all manner of birds and creatures scurrying about in the woods nearby. ~ 69 0 3 D1 ~ ~ 0 -1 17059 D3 ~ ~ 0 -1 13703 S #17062 First platform~ ~ 170 0 5 D1 The safety of the passageway is to the east.~ ~ 0 -1 17064 D3 ~ ~ 0 -1 17060 S #17064 Second platform~ ~ 170 0 5 D1 ~ ~ 0 -1 17066 D3 ~ ~ 0 -1 17062 S #17066 Third platform~ ~ 170 0 5 D1 ~ ~ 0 -1 17068 D3 ~ ~ 0 -1 17064 E put_geyser_sentinel~ &11~ S #17068 Fourth platform~ ~ 170 512 5 D1 ~ ~ 0 -1 17070 D3 ~ ~ 0 -1 17066 S #17070 Fifth platform~ ~ 170 512 5 D1 ~ ~ 0 -1 17072 D3 The safety of the passageway is to the west. ~ ~ 0 -1 17068 E put_geyser_sentinel~ &12~ S #17072 A scary platform~ You are grateful to be on the far end of the large, boiling chasm. But you dread the thought of the return trip! The chasm lies to the east, and the dry passageway leads on to the west. ~ 170 516 0 D1 The platform swings before you hanging on a great chain. ~ ~ 0 -1 17074 D3 ~ ~ 0 -1 17070 S #17074 An east-west passageway~ You walk down a small, dry passageway. There is light coming from the east. You see a door to the west. ~ 170 513 0 D1 ~ ~ 0 -1 17076 D3 ~ door~ 1 -1 17072 S #17076 Lair of the vampire~ Before you lies the coffin of the horrible Vampire Amelia! ~ 170 513 0 D3 ~ ~ 1 -1 17074 E vampire_infravision_senselife_drain_charm_whelm~ &13~ S #17078 A north-south corridor~ Steps ascend to higher, dryer ground. ~ 170 1 3 D2 ~ ~ 0 -1 17034 D4 The stairs go up to a door. ~ ~ 0 -1 17080 S #17080 Top of stairs~ You are at the top of dry, sturdy stairs. A door lies to your north. The stairs lead back into the mire bellow you. ~ 170 1 1 D0 This is a rather sturdy door. ~ door sturdy~ 1 -1 17082 D5 Back down there? Yuck! ~ ~ 0 -1 17078 S #17082 A huge bubble~ You stand on an outcropping of volcanic rock, domed on top by a Huge bubble! Outside the bubble's protective membrane, the water that must fuel the volcano's plume boils fiercely. To the north you see great, gilded doors decorated with a rather ornate visage of Poseidon. ~ 170 512 1 D0 ~ door doors poseidon visage~ 1 -1 17084 D2 ~ door~ 1 -1 17080 E door doors poseidon visage~ What beautiful golden doors! Too bad they're so Heavy. ~ E bubble membrane water boil dome~ The membrane feels tender to the touch and the water scalding. It would really be a shame if it broke! ~ E giant_crab~ &14~ S #17084 Hall of Poseidon~ You stand at the south end of a short hallway. Flaming torches are fixed on the walls with coral. The walls and floor are of shiny brass. At the north end, a glowing trident rests on a pedestal! ~ 170 512 0 D0 The famous trident Wave waits to the north! ~ ~ 0 -1 17086 D2 To the south is the chamber of the guardian crab. ~ doors door poseidon visage~ 1 -1 17082 S #17086 Wave's pedestal~ The trident Wave lies before you, glowing with power..... ........It stirs! ~ 170 512 0 D2 ~ ~ 0 -1 17084 E mimic_with_wave~ &14~ S #17088 A drop-off~ The floor has dropped out from under you! Good thing you weren't wearing any more armor...as it is, you can swim to the north or east. ~ 170 1 3 D0 ~ ~ 0 -1 17090 D1 You see a light from the east. ~ ~ 0 -1 17038 E floor bottom~ It is too deep to feel the floor here. ~ S #17090 A north-south corridor~ The corridor runs north and south. ~ 170 1 3 D0 ~ ~ 0 -1 17092 D2 ~ ~ 0 -1 17088 S #17092 Foot of the stairs~ You stand at the foot of some old stairs. They lead up into a small, dry passage. More muck is to the south. ~ 170 1 3 D2 ~ ~ 0 -1 17090 D4 ~ ~ 0 -1 17094 E hiding_ghouls_paralysis~ &15~ S #17094 A small passage~ You crouch in a small, dry passageway at the top of some stairs. The passage bends further to the west. ~ 170 1 1 D3 ~ ~ 0 -1 17096 D5 Back into the murky corridors (Yuck!) ~ ~ 0 -1 17092 S #17096 A bend in the passage~ You are at an east-south bend in the passageway. You see light coming from a door to the south. ~ 170 1 1 D1 ~ ~ 0 -1 17094 D2 ~ door~ 1 -1 17098 S #17098 Top of Huge stairs~ You stand at the top of an Enormous set of stairs. Each step is about 15 feet long and 6 feet deep! On successive step below you are giant crayfish, giant scorpions, half shark-half lion beasts, and a door. ~ 170 0 3 D0 ~ door~ 1 -1 17096 D5 ~ ~ 0 -1 17100 S #17100 Second giant step~ You stand on the second giant step. ~ 170 512 3 D4 ~ ~ 0 -1 17098 D5 ~ ~ 0 -1 17102 E one_giant_crawfish_here~ &16~ S #17102 Third giant step~ You stand on the third giant step. ~ 170 512 3 D4 ~ ~ 0 -1 17100 D5 ~ ~ 0 -1 17104 E scorpion giant~ The scorpion looks like an illusion when examined closely. ~ S #17104 Fourth giant step~ You stand on the fourth giant step. ~ 170 512 3 D4 ~ ~ 0 -1 17102 D5 ~ ~ 0 -1 17106 E sea lion shark~ The sea lion has the back half of a shark and the front half of a lion. ~ E one_sea_lion~ &17~ S #17106 Bottom step~ You stand at the bottom of the Enormous stairs. A small wooden door, swollen with moisture, is set in the floor. ~ 170 512 3 D4 ~ ~ 0 -1 17104 D5 ~ door wooden~ 1 -1 17108 S #17108 A warm, dry cave~ You land in a warm, dry cave. The walls are covered in furs, and a pot of soup cooks on a tripod. ~ 170 512 0 D4 You see brighter light from above. ~ door wooden~ 1 -1 17106 E ogremagi_with_blackrazor~ &19~ S #17300 Edge of Crater~ You are standing at the edge of a large crater. Visible at the center, far below you, is a large metallic structure. The sides of the crater are steep, but don't appear to be unclimbable. ~ 0 0 5 D3 Back the way you came. How boring.~ ~ 0 0 16023 D5 Lots of loose rock & dirt. Not impossible to climb down or up, but I wouldn't be in too much of a hurry if I were you.~ ~ 0 0 17301 E structure spaceship ship~ A large hulking structure, it looks like it must have fallen from the sky and hit here with a great impact. ~ S #17301 In the crater, by metallic structure~ You are at the bottom of a large crater. A large metallic structure is in the center of the crater. There is an open portal, west of you, in the structure's otherwise seamless surface. ~ 0 0 3 D4 Back up the crater wall. Not easy, but you could probably climb it. ~ ~ 0 0 17300 D3 Into the structure through the open portal. ~ ~ 0 0 17302 E portal~ A perfectly rectangular hole in the side of the structure, it is about a foot off of ground level. Shadows prevent you from seeing inside. ~ S #17302 Airlock~ You stand within the airlock of a derelict spaceship. The outer door is missing to the east, the inner door is closed to the west. A ghostly illumination comes from the ceiling. A small sign is on the wall. ~ 0 8 0 D1 Yep, the crater is still out there. ~ ~ 0 0 17301 D3 There is a card slot with a yellow outline next to the door. ~ door airlock~ 2 17302 17304 E door~ It is flush with the wall, and is too thick to batter through. ~ E sign~ A small plaque, saying "Dragavon was here. Report any problems in this area to him. We thank you for your coooperation." ~ S #17303 Dragavon's Inner Chamber~ A GOD lives here? In THIS mess? This is easily the largest pile of . . . stuff you have ever seen. Things are strewn about with little or no regard for size, breakability or value. There are scorch marks on the higher walls, proof that the resident is one of True Dragons. You get the feeling that if you rummaged around in here long enough, you could find just about anything. ~ 0 8 0 D4 The mundane world is visible in a four-dimensional tesseract above you. ~ ~ 0 0 3001 S #17304 Storage Area~ Of course, the area closest to the airlock is where the spacesuits were kept. There are none here any longer. The main corridor for this deck goes to the north and south. ~ 0 8 0 D0 A narrow corridor heads to the north, where there is a four-way intersection. ~ ~ 0 0 17318 D1 Back into the airlock, there is a passkey slot (yellow) on this side. ~ airlock door~ 2 17302 17302 D2 A narrow corridor heads to the south. ~ ~ 0 0 17305 E airlock door~ Back into the airlock, there is a passkey slot (yellow) on this side. ~ S #17305 North-South Corridor~ You are in a narrow corridor leading both north and south. There is a door flush in the east wall, with a button to open and close it here. ~ 0 8 0 D0 A narrow corridor heads to the north. ~ ~ 0 0 17304 D1 A door with unintelligible writing on it. ~ east~ 2 0 17321 D2 A narrow corridor heads to the south. ~ ~ 0 0 17306 S #17306 North-South Corridor~ You are in a narrow corridor leading both north and south. There is a door in both the east and west walls. There is some kind of brownish stain on the wall here...you decide not to examine it too closely. ~ 0 8 0 D0 A narrow corridor heads to the north. ~ ~ 0 0 17305 D1 A door with unintelligble writing on it. ~ east~ 2 0 17322 D2 A narrow corridor heads to the south, where it then bends east. ~ ~ 0 0 17307 D3 A door with unintelligble writing on it. ~ west~ 2 0 17331 E stain brown~ Yeah, it's dried blood. You just *had* to look, didn't you? ~ S #17307 Bend in Corridor~ The corridor bends here, leading north and west. More of those doors to the east and south. This is getting a little monotonous... ~ 0 8 0 D0 A narrow corridor heads to the north. ~ ~ 0 0 17306 D1 A door with unintelligble writing on it. ~ east~ 2 0 17323 D2 A door with unintelligble writing on it. ~ south~ 2 0 17324 D3 A narrow corridor heads to the west.~ ~ 0 0 17308 S #17308 E-W Corridor~ You are in the east-west corridor of the ship. There are doors to the north and the south. A small hole has been eaten in the floor. ~ 0 8 0 D0 Another of those doors with something you can't read on them. ~ north~ 2 0 17331 D1 The corridor heads east, where you see it bend to the north.~ ~ 0 0 17307 D2 Another of those doors with something you can't read on them. ~ south~ 2 0 17325 D3 The corridor heads off to the west. ~ ~ 0 0 17309 E hole~ Hmm, would you believe a powerful molecular acid did this? ~ S #17309 E-W Corridor~ Corridor to the east and west, doors to the north and south. There are some scorch marks on the walls here. ~ 0 8 0 D0 Yet another door with something you cant read on it, on the north wall. ~ north~ 2 0 17330 D1 The corridor heads east. ~ ~ 0 0 17308 D2 The typical scrawl of writing has had something added to it, a circle broken with some squiggly lines painted on the door. ~ south~ 2 0 17326 D3 The corridor heads west, where you see it bend to the north.~ ~ 0 0 17310 E north~ It's too bad you can't read what's written on this door. It might tell you that...well, nevermind. Go in and see for yourself. ~ E south~ The southern door has had a circle with lines coming out of it painted on it in red. I wonder what it means? ~ S #17310 Bend in Corridor~ The corridor bends here, going both north and east. A door is on the south wall. ~ 0 8 0 D0 The corridor heads off to the north. ~ ~ 0 0 17311 D1 The corridor heads off to the east. ~ ~ 0 0 17309 D2 A door with unintelligible writing on it. ~ south~ 2 0 17327 D3 Hmm, it looks like there is a crawlspace going that way. ~ ~ 0 0 17328 S #17311 N-S Corridor~ The corridor heads north and south, with a door on the east wall. A panel on the ceiling has fallen out, and there is some wiring dangling down. ~ 0 8 0 D0 The corridor heads off to the north. ~ ~ 0 0 17312 D1 A door with something you can't read written on it. ~ east~ 2 0 17330 D2 The corridor heads south, where it bends to the east.~ ~ 0 0 17310 E wiring panel~ Nope, nope. Just wires. No tentacles, no electricity in the wires. Honest. Maybe you should stand over THERE, though, just in case. ~ S #17312 N-S Corridor~ The corridor heads north and south, with a door to the east. ~ 0 8 0 D0 The corridor heads north with monotonous regularity. ~ ~ 0 0 17313 D1 The door seems to have some mildew on it, as well as that odd writing. ~ east~ 2 0 17332 D2 The corridor heads south. ~ ~ 0 0 17311 S #17313 N-S Corridor~ The corridor heads off to the north and south. ~ 0 8 0 D0 ~ ~ 0 0 17314 D2 ~ ~ 0 0 17312 S #17314 N-S Corridor~ The corridor heads north and south, there is a door to the east. It looks like something with large claws was trying to get through the door. ~ 0 8 0 D0 The corridor heads north, where it bends to the east ~ ~ 0 0 17315 D1 Even if you could read this writing, you couldn't read what was on this door, as the claw-marks have almost removed it. My, I wouldn't want to find what did that! ~ east~ 2 0 17335 D2 The corridor heads south. ~ ~ 0 0 17313 E door~ Something *big* was trying to get in here. It almost succeeded, but the door remains in one piece. ~ S #17315 Bend in Corridor~ The corridor bends, going both south and east here. The floor hums slightly beneath your feet. ~ 0 8 0 D1 The corridor heads east, where the glow from the ceiling ends. ~ ~ 0 0 17316 D2 The corridor heads south. ~ ~ 0 0 17314 D3 There seems to be a crawlspace going in that direction. ~ ~ 0 0 17329 S #17316 E-W Corridor~ The corridor heads east and west, with a door leading south. The glowing ceiling panels common elsewhere in the ship are not working here, and the floor is humming loudly beneath your feet. ~ 0 9 0 D1 The corridor heads east, back into the light. ~ ~ 0 0 17317 D2 ~ south~ 2 0 17335 D3 The corridor heads west, back into the light. ~ ~ 0 0 17315 S #17317 Bend in Corridor~ The corridor bends here, going south and west. The floor hums slightly beneath your feet. ~ 0 8 0 D2 The corridor heads south to a four-way intersection. ~ ~ 0 0 17318 D3 The corridor heads west, where the illumination seems to have failed. ~ ~ 0 0 17316 S #17318 N-S Corridor~ You are in a corridor heading north and south, which has passages heading east and west as well. ~ 0 8 0 D0 The corridor heads north, where it bends to the west. ~ ~ 0 0 17317 D1 An entrance to a room, you can see a table with chairs in there. ~ ~ 0 0 17320 D2 The corridor heads south to the storage area. ~ ~ 0 0 17304 D3 A small passage west leads to a ladder. ~ ~ 0 0 17334 S #17319 Galley~ You are in the ship's galley. While there are some traditional cooking tools here, most of the wall is taken up by the venda-matic mark II auto-chef. The only exit is back the way you came. ~ 0 8 0 D2 The mess hall is back that way. ~ ~ 0 0 17320 S #17320 Mess Hall~ Two tables, several chairs...all bolted down to the floor and sliding on rails. There is a small room to the north. One of the chairs looks like it has been damaged. ~ 0 12 0 D0 ~ ~ 0 0 17319 D3 ~ ~ 0 0 17318 E chair~ It looks like someone was sitting in it, and bent the handrails in a burst of hysterical strength. Bent the chair back backwards too, like they were arching back at the same time. Maybe you don't want to know what happened here. ~ S #17321 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. The only exit is back the way you came. ~ 0 8 0 D3 The door leads back out into the corridor. ~ west~ 0 0 17305 S #17322 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. The only exit is back the way you came. ~ 0 8 0 D3 The door leads back out into the corridor. ~ east~ 0 0 17306 S #17323 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. The only exit is back the way you came. ~ 0 8 0 D3 The door leads back out into the corridor. ~ west~ 0 0 17307 S #17324 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. The only exit is back the way you came. ~ 0 8 0 D0 The door leads back out into the corridor. ~ north~ 0 0 17307 S #17325 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. The only exit is back the way you came. ~ 0 8 0 D0 The door leads back out into the corridor. ~ north~ 0 0 17308 S #17326 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. There is a truly nasty odor in here, reminding you of plague victims. The only exit is back the way you came. ~ 0 8 0 D0 The door leads back out into the corridor. ~ north~ 0 0 17309 S #17327 Bunkroom~ Two sleeping bags are attached to the wall here, it looks like there are several spots on the wall where drawers, desk space, etc could be pulled out. The only exit is back the way you came. ~ 0 8 0 D0 The door leads back out into the corridor. ~ north~ 0 0 17310 S #17328 South Access Crawlway~ You are in a maintenance crawlway that heads north. There is an exit to the east back into the corridor. Various pipes, tubes, ducts and wiring trunks are here. ~ 0 9 1 D0 The crawlspace heads north. ~ ~ 0 0 17329 D1 An access hatch back into the corridor. ~ ~ 0 0 17310 S #17329 North Access Crawlway~ You are in a maintenance crawlway that heads south. There is an exit to the east back into the corridor. Various pipes, tubes, ducts and wiring trunks are here. ~ 0 9 1 D1 An access hatch back into the corridor. ~ ~ 0 0 17315 D2 The crawlspace heads south. ~ ~ 0 0 17328 S #17330 Library~ Well, you have no idea how the library computers work, or even what they really are. Nonetheless, this is the library, and there are several terminals here for the crew's use. There are exits to the west and south. ~ 0 8 0 D2 Back out to the corridor. ~ south~ 2 0 17309 D3 Back out to the corridor. ~ west~ 2 0 17311 S #17331 Rec Room~ More hi-tech stuff you absolutely cannot figure out--video games, TV/VCR, and other somesuch. Nothing here is of any real interest or use to you. ~ 0 8 0 D1 Back out to the corridor. ~ east~ 2 0 17306 D2 Back out to the corridor. ~ south~ 2 0 17308 S #17332 Showers~ Various hygenic stations are here--zero-G flush toilet, sonic shower, and even a bidet. Exits are north and west. ~ 0 9 0 D0 A passage leads into a large, dark room.~ ~ 0 0 17335 D3 Back to the corridor. ~ west~ 2 0 17312 E shower~ It looks like it would be quite an experience, stand here, flip this lever and have every bit of dirt shaken off of you by ultrasonics...then again, maybe not. ~ E lever~ Your practiced adventurer's eye tells you that the lever has more than one function. ~ S #17333 Secret Compartment~ Hey, a secret compartment! This must be where they kept the contraband... ~ D4 Back into the shower room. ~ ~ 0 0 17332 S #17334 Ladder~ You are in a small space with a ladder leading both up and down from here. You see a corridor to the east. ~ 0 8 0 D1 Leads to a four-way intersection in a corridor. ~ ~ 0 0 17318 D4 ~ ~ 0 0 17336 D5 ~ ~ 0 0 17363 S #17335 Zero-G Gym~ Quite a bit of gym equipment designed for no gravity workouts. This large room reeks of sweat and ... blood? There are exits to the north, south and west. ~ 0 9 0 D0 This door leads out to a dark corridor. ~ north~ 2 0 17316 D2 This passage leads into a smaller dark room. ~ ~ 0 0 17332 D3 Back into the corridor. ~ west~ 2 0 17313 S #17336 Ladder area of corridor~ Here in the corridor is the ladder to the lower decks. The corridor continues north and south. ~ 0 8 0 D0 The corridor goes to the north. ~ ~ 0 0 17348 D2 The corridor goes to the south. ~ ~ 0 0 17337 D5 The ladder goes down to the next deck. ~ ~ 0 0 17334 E ladder~ Oh, the ladder looks perfectly safe. Honest. Really! ~ S #17337 Narrow corridor~ You are in a narrow corridor in the top level of the ship (you think). You can go north or south along the corridor, or west there lies another of those doors. ~ 0 8 0 D0 The corridor leads north, where you see a ladder going down. ~ ~ 0 0 17336 D2 The corridor leads south, where it bends to the west. ~ ~ 0 0 17338 D3 This door is different than the others, in that it has a slot next to it with a red outline. You still can't reads what's written on it though. ~ door red west~ 2 17301 17353 E door red west~ This door is different than the others, in that it has a slot next to it with a red outline. You still can't reads what's written on it though. ~ S #17338 Bend in the narrow corridor~ The narrow corridor bends west and south from here. A puddle of oil covers much of the floor, you have to pick your way carefully to avoid slipping. ~ 0 8 1 D0 The corridor leads north. How exciting. ~ ~ 0 0 17337 D3 The corridor leads west. Just as exciting as the corridor going north. ~ ~ 0 0 17339 S #17339 Narrow Corridor~ The corridor here goes east and west. Another door is to the north. There is an odor of decay here. ~ 0 8 0 D0 You can't read this language, quit trying. You notice a red slot next to the door. ~ red door north~ 2 17301 17353 D1 The corridor leads east where it bends to the north. ~ ~ 0 0 17338 D3 The corridor leads west, where it bends to the north. ~ ~ 0 0 17340 E red door north~ You still can't read the language, and the red slot by the door hasn't moved. ~ S #17340 Bend in the Narrow Corridor~ The corridor, no less narrow, goes both north and east from here. Was that something moving in those pipes there? ~ 0 8 0 D0 The corridor heads north, where it looks like the lights are flickering. ~ ~ 0 0 17341 D1 The corridor heads east. ~ ~ 0 0 17339 S #17341 Narrow Corridor~ The corridor heads both north and south from here. The lighting flickers here, and will probably fail some day. ~ 0 8 0 D0 The corridor heads north. You think you see something moving up ahead in the shadows. ~ ~ 0 0 17342 D2 The corridor heads south, where it bends to the east. ~ ~ 0 0 17340 E light~ Actually, it'll never go out unless someone comes in here and edits the world file to put it out. Not bloody likely. But the flickering looks kinda neat... ~ S #17342 Bridge Entrance~ The corridor goes north and south, past the door leading to the Bridge. Not that you can read the writing on the door that says "Ship's Bridge" on it but trust me, that's where it goes. ~ 0 8 0 D0 The corridor goes north, how dull. ~ ~ 0 0 17343 D1 What, don't you trust me? That door leads to the bridge! ~ door bridge~ 2 0 17352 D2 Looking south, you see the lights are flickering further down the corridor. ~ ~ 0 0 17341 E door bridge~ What, don't you trust me? That door leads to the bridge! ~ S #17343 Narrow corridor~ The corridor here goes north and south. No other exits are apparent. ~ 0 8 0 D0 The corridor goes north, where you see it bend to the east. ~ ~ 0 0 17344 D2 The corridor goes south. ~ ~ 0 0 17342 S #17344 Bend in the narrow corridor~ The corridor goes both east and south from here. ~ 0 8 0 D1 The corridor goes east. ~ ~ 0 0 17346 D2 The corridor goes south. ~ ~ 0 0 17343 S #17345 Observation Dome~ A single swiveling chair is in the center of this clear dome, which must have given a truly awe-inspiring view of the Infinite Void when this ship was in space. Now all you see are the walls of the crater around the ship. All that the view inspires now is a yawn. ~ 0 8 0 D5 Yep, the bridge is still down there. ~ ~ 0 0 17352 E chair~ It looks truly comfy, and well sat-in. You notice some writing on the back. ~ E writing~ Hey! You can actually *read* this writing! It says: "This Comfy Chair is the property of the Spanish Inquisition." "Be the first to mention this cheesy joke to Dragavon and win a prize! Characters higher than 8th level need not apply. Offer void where prohibited. All rights reversed. This offer not valid where taxed." ~ S #17346 Narrow Corridor~ More narrow corridor. More pipes on the walls. More wiring visible through broken conduits. More of the same to the east and west. And more of that unreadable writing on the door to the south. More. More! MORE!!! ~ 0 8 0 D1 The corridor leads east, where it turns to the south. ~ ~ 0 0 17347 D2 This door (with unreadable writing) looks like something was punching it from the inside. Something strong. Something *big*. ~ door south~ 2 0 17350 D3 The corridor leads west, where it turns south. ~ ~ 0 0 17344 E door~ This door (with unreadable writing) looks like something was punching it from the inside. Something strong. Something *big*. ~ S #17347 Bend in the narrow corridor~ The corridor goes south and west from here. The excitement just goes on..and on..and on...still going! Nothing outlasts the narrow corridor! ~ 0 8 0 D2 The corridor goes south...and goes...and goes... ~ ~ 0 0 17348 D3 The corridor goes west. You hear a faint rustling from that direction. ~ ~ 0 0 17346 S #17348 Narrow corridor~ In addition to the corridor stretching north and south, there is a door on the west wall. Some deep marks in the floor make it look like someone needed a pedicure really badly. ~ 0 8 0 D0 The corridor heads north, where it bends to the west. ~ ~ 0 0 17347 D2 The corridor heads south, where the ladder down is visible. ~ ~ 0 0 17336 D3 The door has something illegible written on it. It is otherwise unremarkable. ~ door west~ 2 0 17351 S #17349 Computer Room~ This entire room looks like the set from _Alien_, thousands and thousands of lights that don't appear to serve any function whatsoever. There is a lone computer screen and keyboard here. A small red light is blinking on the keyboard; I think that means the computer is down. ~ 0 8 0 D2 Back the way you came, to the bridge. ~ ~ 0 0 17352 E screen~ A vivid 24-bit color picture of a dragon in flight is on it, with the legend "Dragavon was here" underneath it. Pretty! ~ E computer keyboard~ A small bit of (readable!) printout says things like "Everybody always hits my keys." "My peripherals never talk to me." "My disk is always floppy." Looks like the computer is down, all right. ~ S #17350 Sickbay~ There are a few beds in here, along with a large, coffin-like apparatus with a lot of wiring leading to and from it; much of the wiring has been ripped into so much multi-colored spaghetti. ~ 0 8 0 D0 Back to the narrow corridor. ~ door north~ 2 0 17346 E autodoc medidoc medic~ Figuring out what the coffin-like thing is won't make it work, sorry. ~ S #17351 Guest's Quarters~ These are the quarters that a paying guest would stay in. Rather spartan, but its a step up from the bunkrooms below. Definitely economy-fare. ~ 0 8 0 D1 This way leads back to the narrow corridor. ~ door east~ 2 0 17348 S #17352 Ship's Bridge~ The bridge of this ship has several seats with panels and controls at them. Nothing is lit here, but there is some light streaming in from above. Some areas of the bridge have been trashed by something large and determined to get from point A to point B THROUGH object C. There are exits north, south and west, with a small ladder going up to where the light is coming from. ~ 0 8 0 D0 This door is partially open no matter what, you can see evidence of many small lights in the room beyond. ~ north~ 2 0 17349 D2 This door is a bit out of the way, and has a red slot next to it. ~ south red~ 2 17301 17353 D3 An utterly dull, featureless door. ~ west~ 2 0 17342 E ladder~ It looks underused. ~ S #17353 Captain's Quarters~ You have found the captain's stateroom, an opulent affair done in red velvet. Not to mention handcuffs, a whipping-post and ... well, nevermind that. Everything in here has a partially-eaten look to it, as if many hundreds of tiny jaws had been frantically devouring anything in sight. ~ 0 8 0 D0 Another of those red-slotted doors, from the other side now. ~ north~ 2 17301 17352 D1 A door with a red slot next to it. ~ east~ 2 17301 17337 D2 A door with a red slot next to it. ~ south~ 2 17301 17339 S #17354 Cargo Bay~ You are in a large, cavernous cargo bay within the ship. Many large containers are lying about here. Some of them have been ripped open and their contents scattered about in pieces. Exits lead in all directions. ~ 0 8 0 D0 You can pick your way along the containers to the northeast corner. ~ ~ 0 0 17361 D1 A narrow passage back to the lower ladder annex. ~ ~ 0 0 17363 D2 You can pick your way along the containers to the southeast corner. ~ ~ 0 0 17355 D3 You can pick your way along the containers to the center of the bay. ~ ~ 0 0 17362 E container~ Shredded, ripped and otherwise mangled, there is nothing of value within. ~ S #17355 Cargo Bay~ You are in the southeast corner of the cargo bay. More shredded containers lie around. Some of them used to contain colorful liquids, which have pooled on the floor. (Watch your step, slippery when wet) ~ 0 8 1 D0 You can pick your way through the containers north. ~ ~ 0 0 17354 D3 You can pick your way through the containers west. ~ ~ 0 0 17356 S #17356 Cargo Bay~ You are in the southern part of a large cargo bay. There are fewer containers here, but still nothing of any value. ~ 0 8 0 D0 You can pick your way through the containes to the center of the cargo bay. ~ ~ 0 0 17362 D1 You can pick your way through the containers to the southeast corner. ~ ~ 0 0 17355 D3 You can pick your way through the containers to the southwest corner. ~ ~ 0 0 17357 S #17357 Cargo Bay~ More containers are lying about here; however, instead of the normal disorder in other parts of the cargo bay, they seem to have been arranged to form a barricade to the north; a barricade which didn't stop whatever wanted to come out. ~ 0 8 0 D0 You can go through the barricade to the north. ~ ~ 0 0 17358 D1 You can pick your way along the containers to the east. ~ ~ 0 0 17356 S #17358 Exit to lower levels~ This area is devoid of containers, as they were all pulled to form barricades blocking off the rest of the cargo bay. The barricades to the north and the south are broken through, but the way east is blocked by a wall of boxes. A large door is to the west. ~ 0 8 0 D0 You can go through the barricade to the north. ~ ~ 0 0 17359 D2 You can go through the barricade to the south. ~ ~ 0 0 17357 E door writing~ The door reads: ** DANGER ** Infestation present beyond. DO NOT ENTER BY ORDER OF THE EMPEROR ~ S #17359 Cargo Bay~ You are in the northwest corner of the cargo bay. The cannisters here were piled to the south in an attempt to form a barricade which failed. There are several bloodstains on the floor...at least you *think* they are bloodstains. ~ 0 8 0 D1 You can make your way west through the containers. ~ ~ 0 0 17360 D2 You can go through the barricade to the south. ~ ~ 0 0 17358 E stain blood bloodstain~ Well, you would be more sure that these stains were blood if you could think of anything that bled GREEN... ~ S #17360 Cargo Bay~ Welcome to the Northern part of the cargo bay. There are more containers around here...it looks like something broke OUT of some of them. ~ 0 8 0 D1 You can pick your way though the containers to the northeast corner of the cargo bay. ~ ~ 0 0 17361 D2 You can pick your way through the containers to the center of the cargo bay. ~ ~ 0 0 17362 D3 You can pick your way through the containers to the northwest corner of the cargo bay. ~ ~ 0 0 17359 S #17361 Cargo Bay~ And now for something different...most of these containers are still intact! What a pity you don't have any way to open them... ~ 0 8 0 D2 You can pick your way through the containers to the south. ~ ~ 0 0 17354 D3 You can pick your way through the containers to the west. ~ ~ 0 0 17360 E container containers~ You can almost *see* the many valuable gems and precious metals that must be hiding in these things. Just out of your reach...right in there...wait. That container seems to be moving. Maybe it's just as well you can't get IN them because it looks like something cant get OUT either... ~ S #17362 Center of Cargo Bay~ You are in the center of the cargo bay. Containers lie everywhere, but are especially thick to the west, where they have been piled into a large makeshift barricade, block movement in that direction. ~ 0 8 0 D0 You can pick your way north through the containers. ~ ~ 0 0 17360 D1 You can pick your way west through the containers. ~ ~ 0 0 17354 D2 You can pick your way south through the containers. ~ ~ 0 0 17356 S #17363 Lower ladder annex~ This small alcove has a ladder leading up into the ship, and an exit to a large area to the west. ~ 0 8 0 D3 You see a large area with many containers that way. ~ ~ 0 0 17354 D4 The ladder leads up to the lower decks. ~ ~ 0 0 17334 E ladder~ Oh, the ladder looks perfectly safe. Honest. Really! ~ S #17990 Turnip's Vegetable Farm~ You see rows upon rows of planted turnips in a the perfect farm setting. There are blankets and several odds and ends strewn about the ground as well as a HOME SWEET HOME embroidery tacked to a wooden fence that surrounds the field. ~ 63 0 0 D0 ~ ~ 0 -1 3001 D1 ~ ~ 0 -1 17999 D2 ~ ~ 0 -1 1103 S #17995 Corym's Chamber~ This circular chamber contains many trophies from the desert, including a collection of valuable gemstones taken from the ruins of Thalos and all four keys to the Pyramid of Akin-Ra. A complete set of Purple Worm's teeth hang on one wall, while on the other side various armor and armaments are mounted, awaiting Corym's return. A thick Persian rug covers the floor and a hanging tapestry conceals Corym's bedchamber. Six windows overlook an impressive Persian palace and the parched desert sands. The stairs come through the ceiling and continue down through an opening in the floor. ~ 53 0 0 D4 ~ ~ 0 -1 17998 D5 ~ warp~ 2 3931 16000 S #17996 Gambreezzi's Playroom~ 4 rubber walls.~ 53 8 0 S #17997 Zyx's Experimentation Chamber~ This room is completely empty. You are faced with just the bare four walls, floor, and ceiling. When you turn there is no sign of the portal through which you came. You notice that all the walls glow dimly and pulsate in a slow, even rhythm. As you approach the wall, your hairs crackle and stand on end in response to the potent magical energies contained within. It is obvious that the forces captured here will dissipate excess of any kind. ~ 53 8 0 S #17998 Zyx's Tower Room~ The floor of this large round room is covered by a Persian rug of intricate design. An elaborate brass table sits in the center of the room, and a comfortable divan invites you to rest. Airy windows look out upon a large Persian palace and a vast expanse of desert stretching off as far as the eye can see. A breeze blows through the windows, making this room an island of pleasant shade in a sea of blazing heat. A small fountain built into the wall provides relief for your thirst. Sitting on the table is a beautifully enameled bottle, and a vaporous form in the shape of a large muscled man floats above it. The djinn awaits Zyx's command. There are four glowing rectangles on the walls, one in each of the cardinal directions. The surfaces of each shimmer throughout the spectrum, betraying the harnessed magical energies contained within. A small stairwell descends to one side, and a hole in the ceiling permits a brass circular stair to ascend far into the clouds above. ~ 53 40 0 D0 ~ ~ 0 -1 17800 D2 ~ ~ 0 -1 3001 D3 ~ ~ 0 -1 17997 D5 ~ ~ 0 -1 17995 E djinn genie man form~ The djinn looks like a large, bare-chested Persian man. He wears a white loincloth, a gold bicep band and a matching earring. He hovers here in mid-air, waiting patiently with his arms crossed for Zyx's orders. As you look at him he smiles back at you. ~ S #17999 Brutus's Torture Chamber~ As you enter this black, brick-lined room, you immediately notice the astounding number of torture devices lining the walls as well as numerous red stains which scrubbing can't remove. Glancing around quickly, you see an iron maiden,thumb screws, a stretching rack, and a whipping post before you shudder and attempt to regain your composure. Each is meticulously numbered and polished to a shine. In the southeast corner of the room is a cozy little forge for heating various implements designed for Brutus's amusement and certainly not yours. The only light comes from a 150-watt bulb swinging pendulum-like on a long wire from the ceiling. In the North-West corner of the room there is a large desk made completely out of different human bones. Interestingly enough, you also observe a IN/OUT plastic filer on top of the desk. There is only one window and whilst considering a quick exit, you notice that a long, wooden plank extends out from it into the cloud-filled sky. ~ 44 0 0 D1 ~ ~ 0 -1 17990 S #18001 A path through a dense forest~ You are standing on a path which leads westwards into a dense forest, and eastwards into the city of Mordilnia. The forest here is very quiet, and it looks like this road is not often travelled ~ 71 0 3 D1 ~ ~ 0 -1 18205 D3 ~ ~ 0 -1 18002 S #18002 A path through a dense forest~ You are standing on a path, inside a dense forest. To the west, the path vanishes into the forest, while to the east, you can see the forbidding city wall of Mordilnia. ~ 71 4 3 D1 ~ ~ 0 -1 18001 D3 ~ ~ 0 -1 18003 S #18003 A path through a dense forest~ You are standing on a path, leading north and east through a dense forest. To the east, you can hear the sounds of a large city, but the city itself is obscured from view. To the north, you can hear nothing. ~ 71 0 3 D0 ~ ~ 0 -1 18004 D1 ~ ~ 0 -1 18002 S #18004 A path through a dense forest~ You are standing on path, which leads south and west through a dense forest. To the north, you can see the huge, hollowed out remnants of some great tree. ~ 71 0 3 D0 ~ ~ 0 -1 18008 D2 ~ ~ 0 -1 18003 D3 ~ ~ 0 -1 18005 S #18005 A path through a dense forest~ You are standing on a path which leads east west through a dense forest. It is very quiet here, you can't hear the normal cricket and bird sounds that you normally associate with a forest. ~ 71 0 3 D1 ~ ~ 0 -1 18004 D3 ~ ~ 0 -1 18006 S #18006 A path through a dense forest~ You are standing on a path which leads east west through a dense forest. The path changes size here, becoming larger to the west, and smaller to the east. ~ 71 0 3 D1 ~ ~ 0 -1 18005 D3 ~ ~ 0 -1 18007 S #18007 A road through a dense forest~ You are standing on a small road, which leads north and west through a dense forest. A large sign has fallen by the roadside, gathering moss. To the east, you faintly hear the sounds of the forest, but to the north, you can hear nothing. ~ 71 0 3 D0 ~ ~ 0 -1 21001 D1 ~ ~ 0 -1 18006 E sign large~ Although you are not sure, it looks like the sign points north and reads 'Ershteep road' ~ S #18008 A hollowed out tree-trunk~ You are standing inside the hollowed out remnants of some ancient tree. To the south, you can see the forest, while to the north, everything is swallowed by darkness ~ 71 12 3 D0 ~ ~ 0 -1 18009 D2 ~ ~ 0 -1 18004 S #18009 A hollowed out tree~ You are standing inside a giant, hollowed out tree. Inky blackness greets you to the north, while the path to the south is somewhat less dark and disturbing ~ 71 9 3 D0 ~ ~ 0 -1 18010 D2 ~ ~ 0 -1 18008 S #18010 The northern end of a hollowed out tree~ You are standing at the northern end of a hollowed out tree trunk. To the north, a swamp greets you, beckoning you to enter and get your shoes all muddy. To the south, the path is swallowed by darkness ~ 71 9 3 D0 ~ ~ 0 -1 18011 D2 ~ ~ 0 -1 18009 S #18011 A murky swamp~ You are standing on a small path, which appears to lead north south through a rather unpleasant smelling swamp. To the south, the path appears to lead through a hollowed out tree trunk, while to the north, the path winds through the swamp ~ 71 0 6 D0 ~ ~ 0 -1 18012 D2 ~ ~ 0 -1 18010 S #18012 A smelly swamp~ You are very deep inside an exceptionally smelly swamp.. The trail has disappeared here, but some kind? soul has left large sticks at even intervals through the waist deep water. The sticks lead north and south ~ 71 0 6 D0 ~ ~ 0 -1 18013 D2 ~ ~ 0 -1 18011 S #18013 A smelly swamp~ You are waist deep in water, in the middle of a smelly swamp. To the north, it looks a bit dryer, while to the south, you can see nothing but swamp. ~ 71 4 6 D0 ~ ~ 0 -1 18014 D2 ~ ~ 0 -1 18012 S #18014 A trail through a dense forest~ You are standing on a trail, leading west and south through a dense forest. To the south, you can see a large, and unpleasant looking swamp. To the west, you hear some noises, possibly some sort of habitation can be found ~ 71 0 3 D2 ~ ~ 0 -1 18013 D3 ~ ~ 0 -1 18015 S #18015 A path through a dense forest~ You are standing on a path, which leads east and west through a dense forest. To the west, you can hear the sounds of a village, or some other habitation, while to the east, the ground becomes muddy and bog-like ~ 71 0 3 D1 ~ ~ 0 -1 18014 D3 ~ ~ 0 -1 15810 S #18197 Outside the MidWest Gate of Mordilnia~ You stand at the fringe of the wilderness; east of here lies the haven of the walls of Mordilnia. You can hear the life of the city, and marvel at its size. West of here is a humpbacked bridge, spanning the gap of a small stream which flows endlessly through the forest. ~ 45 0 2 D1 ~ gate~ 1 -1 18198 D3 ~ ~ 0 -1 18181 S #18198 Inside the MidWest Gate of Mordilnia~ You are by two towers that have been built into the hard granite wall with a strong iron gate in between; wicked, barbed spikes protruding up and down along every other bar - like the hungry jaws of some demented nether-beast. Temple Road runs north and south from here, its dull, cobbled surface visually muted by the windblown dust which forms a thin line over its flat surface. Eastward, you see the Temple of Mordilnia, in all its modest and holy splendor. ~ 45 0 1 D0 ~ ~ 0 -1 18200 D1 ~ ~ 0 -1 18199 D2 ~ ~ 0 -1 18231 D3 ~ gate~ 1 -1 18197 S #18199 The Temple of Mordilnia~ The grand, marble floor of this holy house lies unscathed - though many feet have tread its surface, both bare and shod. The high-domed ceiling shows a sky of many shades and hues. Midway from floor to ceiling, a balcony-like second floor stands, hand woven tapestries adorning the smooth granite walls. From here to the floor above, a grand, spiralling stairway ascends, its polished cherrywood surface casting a multitude of tiny daggers of reflected light into your eyes. Through the arched portal to the west, one can venture to Temple Road, and the MidWest Gate, leading far out through the wilderlands. ~ 45 8 0 D3 ~ ~ 0 -1 18198 D4 ~ ~ 0 -1 18281 S #18200 Temple Road~ Near the center of this long road, you look north and south for exits from this long, tiring expanse of cobbled pavement. South of here, you see the inside of the MidWest gate, while southwest is its exit. Southeast of here, you spy a humble temple. To the northeast, however, a grand, majestic oak towers above the buildings of the city. ~ 45 0 1 D0 ~ ~ 0 -1 18201 D2 ~ ~ 0 -1 18198 S #18201 Temple Road~ As you walk the long, seemingly endless variety of cobblestones which make up this road, you notice a great vision of greenery to the east. Turning to look, you see a majestic, gargantuan tree...certainly the largest oak you've ever seen in a largely populated area. It's singularity seems to make it some sort of symbolic presence, like a talisman of ultimate nature grasped cruelly in the stony talons of society. The road continues from here, both to the north and the south. ~ 45 0 1 D0 ~ ~ 0 -1 18202 D1 ~ ~ 0 -1 18221 D2 ~ ~ 0 -1 18200 S #18202 Temple Road~ You are standing on the Temple Road, which runs almost endlessly south of here, and beginning just to the north. An equipment shop lies to the northeast, while you see a great oak to the southeast, filling the sky with its beautiful greenery. You marvel at its size and its solidity, within the walls of an almost natureless city. ~ 45 0 1 D0 ~ ~ 0 -1 18203 D2 ~ ~ 0 -1 18201 S #18203 Temple Road~ You are standing on the northernmost end of Temple Road, leading from the inside of the NorthWest gate, just north of here. The road continues south from here, finally meeting with South Street at its southern end. East of here, you see the entryway to a small shop, which specializes in the selling of basic equipment for adventuring needs. ~ 45 0 1 D0 ~ ~ 0 -1 18204 D1 ~ ~ 0 -1 18232 D2 ~ ~ 0 -1 18202 S #18204 Inside the NorthWest Gate of Mordilnia~ At the northwestern outskirts of town, the cobblestone road runs south along Temple Road, and east through Opal Court and Diamond Street. What lies west, through the heavy iron gate and out of town, you'll not know untill you venture that way. ~ 45 0 1 D1 ~ ~ 0 -1 18206 D2 ~ ~ 0 -1 18203 D3 ~ gate~ 1 -1 18205 S #18205 Outside the NorthWest Gate of Mordilnia~ You are standing outside the Northwest gate of Mordilnia. A large forest lies to the west, and a trail leads westward into the forest. ~ 45 0 1 D1 ~ gate~ 1 -1 18204 D3 ~ ~ 0 -1 18001 S #18206 Opal Court~ This semi-road, cobble stoned as is the rest of the city, heads north, toward the town wall, and the jewelry shop above. Glancing westward, you see a gate leading out of town, while the scenery of the east flows toward the center of Mordilnia, and a bit past it. The sounds of a forge can be heard nearby, and you wince at the deafening revertebrations of the hammer as it meets the anvil, sending a ringing sound through the streets, a sound not unlike that of heavy weaponry clashing furiously in battle. ~ 45 0 1 D0 ~ ~ 0 -1 18207 D1 ~ ~ 0 -1 18209 D3 ~ ~ 0 -1 18204 S #18207 Opal Court~ You stand at the end of Opal Court, shadowed by the jewelry shop above; the building seemingly levitating in mid-air. Upon closer inspection, however, you see that the building is built into the top of the wall surrounding Mordilnia, with a strong, steel frame stairway leading up to the front door of the establishment. Though the cobbled stone street here is shadowed by the building above it, the stones have an almost supernatural polished gleam to them, as if advertising the wares bought and sold daily just atop the stair... ~ 45 0 1 D2 ~ ~ 0 -1 18206 D4 ~ ~ 0 -1 18208 S #18208 Belmirek's Fine Jewelry~ You stand in the typical shop of a jeweler; expensive carpeting, drapes, crystalline display cases displaying the wares, and a sense of monetary loss, even if nothing is bought or sold by you. The cloving scent of incense floats lazily about the room, calming the mind and relaxing the muscles. It, and the glittering gemstones, are the only things of serenity in the room. ~ 45 8 0 D5 ~ ~ 0 -1 18207 S #18209 Diamond Street~ This is the westernmost end of Diamond Street. Even farther west is Opal Court, and the NorthWest Gate. The cobblestone street is covered in soot and ash, and the sounds of a forge can be heard, both coming from the blacksmithy to the south. A cleaner section of the street can be found eastward. ~ 45 0 1 D1 ~ ~ 0 -1 18211 D2 ~ ~ 0 -1 18210 D3 ~ ~ 0 -1 18206 S #18210 The Blacksmithy~ You stand inside the sooty workshop of Mordilnia's Blacksmith. The walls and ceiling are blackened with heat and grime, giving you a good impression of a fiery dragon's lair. The floor is constructed of cobbled stone, some of which has been worked loose over the years. A large assortment of armours and weapons hang from the walls here, and a giant cauldron of cool, steel-quenching water lies in the center of the room, waiting to extinguish the metal's heat. ~ 45 8 0 D0 ~ ~ 0 -1 18209 S #18211 Diamond Street~ The smell of roses, apples, and oranges wafts through the street here, coming from a beautiful courtyard to the north. The cobblestones in this section of the street are so clean that they seem to have been polished with great care, but to the west the street is filthy with ashes and soot. To the east, you see the town square. ~ 45 0 1 D0 ~ ~ 0 -1 18233 D1 ~ ~ 0 -1 18212 D3 ~ ~ 0 -1 18209 S #18212 The Mordilnia Town Square~ At the center of town, you see that Mordilnia bustles with activity, as clouds of dust float lazily down the cobblestone street, marking the passing of many people. Here in the the heart of the town, you can see the groups of establishments and small villas lining the streets. Diamond Street leads west from here, Blackraven Avenue leads east, and Phantom Road leads south. To the north, Wizard Way leads to the North Gate, and beyond. ~ 45 0 1 D0 ~ ~ 0 -1 18234 D1 ~ ~ 0 -1 18239 D2 ~ ~ 0 -1 18213 D3 ~ ~ 0 -1 18211 S #18213 Phantom Road~ The sun beats warmly down your back and on the street here. A sense of friendliness and good cheer fills the air. The cobblestone road runs north, into the town square, and southward. To the east, the sign of a small tavern catches your eye. ~ 45 0 1 D0 ~ ~ 0 -1 18212 D1 ~ ~ 0 -1 18214 D2 ~ ~ 0 -1 18216 E sign~ You see a wooden sign, hanging from above the doorway. It reads: 'Der Ratskeller's Bar and Grille' ~ S #18214 Der Ratskeller's Bar and Grille~ You sense an air of peace and well-being here, as this is the palace of drunken gossip and rest from adventure. The hardwood floor is finely polished and still shines, though many heeled boots have tried to scar its surface in the past. The building is illuminated by many small candles hanging from oaken pillars, giving the room a warm, cheery glow. Many tables are sitting around the room, and a long, oaken bar sits against the far wall. ~ 45 8 0 D3 ~ ~ 0 -1 18213 D4 ~ ~ 0 -1 18215 S #18215 The Inn of Der Ratskeller's~ This room is made of finely polished wood, from which wafts a pleasant, and somewhat familiar smell. The sconces holding the candles which illuminate the room are crafted from fine pewter, and the mahogany staircase leading down to the Bar looks well cared for. A large tome rests on the desk here. ~ 45 8 0 D5 ~ ~ 0 -1 18214 E tome book~ This is the book used by the Innkeeper to take note of the names of those who stay at the Inn. ~ S #18216 Phantom Road~ You stand on Phantom Road, which leads north and south from here. To the west, you see The Apothecary Shop, where one can pay to have spells of a beneficial sort cast to restore health and vigor. Northeast from here, you see Der Ratskeller's Bar and Grille, while The Executioner's Block lies to the southwest. ~ 45 0 1 D0 ~ ~ 0 -1 18213 D2 ~ ~ 0 -1 18218 D3 ~ ~ 0 -1 18217 S #18217 The Apothecary Shop~ Standing in this humble building, you can see the vast amounts of holy articles which serve as the rooms decor. Splendid portraits of ancient gods are hung neatly upon the walls, as well as intricately smithed golden candelabras which hold herb-scented, multicolored candles of a respected and lovely craft. Vast, almost limitless tomes containing holy knowledge fill countless shelves, as well as statuettes depicting deities of every pantheon and creed. At the front of the shop, for that is the true purpose of this otherwise saintly abode, sits a small, mahogany desk scarred by many years of loving use by quill and scroll. ~ 45 8 1 D1 ~ ~ 0 -1 18216 S #18218 Phantom Road~ You are standing on Phantom Road, which continues to the north. The Executioner's Block lies west of here, and you see an Apothecary Shop to the northwest. ~ 45 0 1 D0 ~ ~ 0 -1 18216 D3 ~ ~ 0 -1 18219 S #18219 The Executioner's Block~ At the center of the intersection stands a large wooden stage of sorts. At the southern edge of the stage, you see a podium, its ebony surface a grim testament to the death which has been dealt here. In the center of the wooden stage, a guillotine stands, solemnly waiting for its wicked blade to bite into flesh and bone. Spectators of past decapitations have always gasped at the meaty thump of a severed head falling into the blood-lined interior of the bucket below. East of here, you see Phantom Road. East Avenue runs south into South Street from here, and oddly enough, you see an oak tree shading the grass of the Town Common to the west. ~ 45 0 1 D1 ~ ~ 0 -1 18218 D2 ~ ~ 0 -1 18222 D3 ~ ~ 0 -1 18220 S #18220 The Town Common~ You stand on the soft, fragrant grasses of the Town Common, where those who seek rest or socialization often venture. You see many indications of past loungings, such as soft indentations in the grass where someone has briefly taken seat for lunch or small talk. Small, wild flowers grow in dense, well-distributed patches throughout the common, giving you a picture of simplistic beauty. A great, towering oak resides west of here, shading that part of the common and providing an adequate place of slumber. The only irony to these sights is the existance of the sadistic tool of death just east of here, a great chopping block for those of unruly nature. ~ 45 0 2 D1 ~ ~ 0 -1 18219 D3 ~ ~ 0 -1 18221 S #18221 At The Great Oak~ You stand at the thick base of the gargantuan Great Oak. Its trunk is as thick as any building in Mordilnia, a testimony to its great age. None of the inhabitants know how or why it is here, but some have guessed that it was planted millennia ago by a wisened race of Druidic creatures, as a legacy of their passing, and some traveller set up camp at its base, eventually deciding to stay, building Mordilnia as a whole around this central figurehead of nature and beauty. No one has dared bring blade against this tree, for some unspoken law, or perhaps a Druidic ritual, has forbade it. The Town Common lies east of here, shaded by the branches of the oak, while the Temple Road is to the west. ~ 45 0 3 D1 ~ ~ 0 -1 18220 D3 ~ ~ 0 -1 18201 S #18222 East Avenue~ As you stand here, you see that East Avenue continues southward, to South Street, which eventually meanderes off into the Guild Roads. North of here, you see The Executioner's Block, and shiver uncomfortably at the thought of your neck under the blade. To the southeast, you see a sign claiming that the door beneath it leads to the Bank of Mordilnia. ~ 45 0 1 D0 ~ ~ 0 -1 18219 D2 ~ ~ 0 -1 18223 S #18223 East Avenue~ You are standing on East Avenue. The street runs north, where you can see a guillotine at its end, and southward to South Street. Glancing to the east, you see the reputable Bank of Mordilnia. ~ 45 0 1 D0 ~ ~ 0 -1 18222 D1 ~ ~ 0 -1 18224 D2 ~ ~ 0 -1 18225 S #18224 The Bank of Mordilnia~ You stand in the lavishly furnished bank of Mordilnia. Soft, leather upholstered couches line the walls, though they seem to show no signs of use, past or recent. The carpeted floor and paneled walls, accompanied by the soft glow of the illuminating wall lamps suggest wealth and prosperity. A single, barred window lies to the east, behind which the bank teller makes note of and executes all transactions. Through the door to the west, you see East Avenue. ~ 45 8 0 D3 ~ ~ 0 -1 18223 S #18225 East Avenue~ You stand on the southernmost end of East Avenue, which seems to lack any prominant features...at least any worth mention. The roadway continues north and south from this point. ~ 45 0 1 D0 ~ ~ 0 -1 18223 D2 ~ ~ 0 -1 18226 S #18226 Intersection: East Avenue and South Street~ You stand at an intersection, looking intently at your surroundings for a hint of where you should travel. East Avenue runs north from here, eventually to the infamous executioner's block. South Street runs both west and east. Along the westernmost section of te street, you see a few shops and other buildings, while eastward the road abruptly ends, meandering to the south, onto the Guild Roads. ~ 45 0 1 D0 ~ ~ 0 -1 18225 D1 ~ ~ 0 -1 18227 D3 ~ ~ 0 -1 18228 S #18227 South Street~ You are at the eastern end of South Street, which continues to the west some distance untill merging with Temple Road. Northwest of here lies East Avenue, and to the south you see the famous Guild Roads - so named for the almost central concentration of the guilds. ~ 45 0 1 D2 ~ ~ 0 -1 18243 D3 ~ ~ 0 -1 18226 S #18228 South Street~ The dust which comes up from your walking is thick here; this road is less travelled than the others. It continues both to the east and west, turning north to the immediate east onto East Avenue. ~ 45 0 1 D1 ~ ~ 0 -1 18226 D3 ~ ~ 0 -1 18229 S #18229 South Street~ You stand on South Street, which continues to the east and west from here. The cobbled stones of this street seem to be less worn, as this area is not as often travelled as the other streets in the city. ~ 45 0 1 D1 ~ ~ 0 -1 18228 D3 ~ ~ 0 -1 18230 S #18230 South Street~ You stand on the western end of South Street, which runs east of here. To the north, Temple Road continues in that direction, with no end in sight. ~ 45 0 1 D0 ~ ~ 0 -1 18231 D1 ~ ~ 0 -1 18229 S #18231 Temple Road~ You are standing at the southernmost end of Temple Road. Its rough, cobbled surface extends far to the north, and suddenly ends south of here, turning eastward on South Street. To the northeast, you see the Temple of Mordilnia, just opposite the MidWest gate. ~ 45 0 1 D0 ~ ~ 0 -1 18198 D2 ~ ~ 0 -1 18230 S #18232 Heimslan's Surplus Equipment Shop~ You stand in a small, comfortable shop. The stone floor has a few rugs thrown on it, so that wet or muddied adventurers have a spot to clean their boots. Shelves line the walls here, lined and neatly packed with a great multitude of adventuring equipment; from bags to torches, and beyond. ~ 45 8 0 D3 ~ ~ 0 -1 18203 S #18233 In Front of the Villa~ You stand in the front yard of this lavish courtyard. There is a beautiful marble fountain of a dragon with water flowing from its mouth, positioned in the center of the walkway. Large apple and orange trees line the sides of the building as you look at it, giving you a sense of peaceful splendor. The fresh-cut lawn and exotic flowers show you that the owner of this place has much wealth. Northward, through the marble support columns, is a large double door. ~ 45 0 1 D2 ~ ~ 0 -1 18211 S #18234 Wizard Way~ Nearly in the center of town, you can hear, if not taste, the goings-on of the inhabitants. The cobblestone road leads north, eventually out of town, and south, into the Town Square and beyond. ~ 45 0 1 D0 ~ ~ 0 -1 18235 D2 ~ ~ 0 -1 18212 S #18235 Wizard Way~ Here at the northernmost sector of town, you can still hear the sounds of the wilderness, mixed in with the more familiar bustlings of civilization. To the north, a gate leads out of town, into the wilderness, and southward, the road continues. ~ 45 0 1 D0 ~ ~ 0 -1 18236 D2 ~ ~ 0 -1 18234 S #18236 Inside the North Gate of Mordilnia~ You are inside the walls of the town, an unpaved dirt road leading north, and Wizard Way leading southward. The walls look strong and new, but are much weaker than those surrounding Midgaard. ~ 45 0 1 D0 ~ ~ 0 -1 18237 D2 ~ ~ 0 -1 18235 S #18237 Outside the North Gate of Mordilnia~ You are outside of the protective walls of Mordilnia, just south of here, and are exposed to the elements of the wilderness, so close to the haven of the town. ~ 45 0 1 D0 ~ ~ 0 -1 18238 D2 ~ ~ 0 -1 18236 S #18238 On the Road to Mordilnia~ You walk on an old dirt road, though it seems less abused here than it is farther north. Either side of the road here is surrounded by thick shrubbery, which starts here and extends southward until it reaches the walls of Mordilnia. ~ 45 0 1 D0 ~ ~ 0 -1 18282 D2 ~ ~ 0 -1 18237 S #18239 Blackraven Avenue~ You stand at the beginning of Blackraven avenue, which heads east to the town square, and west to an eventual dead end. Clouds of dust float close to the ground here, touching down on the cobbled stone street and lifting off again with the changes in the wind. To the northwest, you see an alchemy shop. The faint scent of sulphur and exotic spices wrestle with your sense of smell. ~ 45 0 1 D1 ~ ~ 0 -1 18240 D3 ~ ~ 0 -1 18212 S #18240 Blackraven Avenue~ Here, the scents of chemical and spice are nearly overpowering, and your hair at the base of your neck stands on end with the strong magical energy that is pulsating through the atmosphere. Some sort of hallucigenic residue floats through the air here, for your vision blurs and colors change; from magenta to fuscia, to every visible color imaginable. The sign of the shop to the north seems to waver and dance writhingly, and the cobbled stones beneath your feet seem to shift restlessly, as if they were tiny, sentient beings, set on carrying your weight with only their sheer size in numbers. Then a fresh wind tugs at your face and through your hair, and all is normal in the world once again. ~ 45 0 1 D0 ~ ~ 0 -1 18242 D1 ~ ~ 0 -1 18241 D3 ~ ~ 0 -1 18239 S #18241 Blackraven Avenue~ You are standing at the easternmost end of Blackraven Avenue, which stops here with the eastern town wall. The street continues to the west from here, and to the immediate west you see a spiralling cloud of multicolored gases, just it front of the Alchemy Shop. The source of these gases seems to be a ventillation pipe leading from the roof of the establishment. Here, it is dead calm. ~ 45 0 1 D3 ~ ~ 0 -1 18240 S #18242 The House of Supreme Alchemy~ As you stand in this dim, musty room, you discover that the cloying smells of exotic spices and strange chemicals are not as strong as they are out on the street. In fact, this doesn't look to be a laboratory of any sort, so the room where the various potions and other oddities are made must be located in the back somewhere, with a ventillation shaft extanding above the shop. Here, you see strange, arcane symbols attached to the walls here and there along with shelves full of bottled liquids and jarred powders. A large, stone-carved counter lies in the center of the room, with neatly stacked papers and other secretarial paraphanelia lining its top. To the south, you see the street. ~ 45 8 0 D2 ~ ~ 0 -1 18240 S #18243 The Guild Roads~ You are standing at the beginning of a mazelike procession of streets, which contain and are compromised of all the guilds of every profession. The odd construction of these roads has never been fully understood...as if some deranged architect were put to the task of designing a trap of knowledge for the unwary. ~ 45 0 1 D0 ~ ~ 0 -1 18227 D1 ~ ~ 0 -1 18244 D2 ~ ~ 0 -1 18257 S #18244 The Guild Roads~ Walking along the cobbled stone street, with the wind whipping through your hair, you notice a lone Knight standing before a majestic oaken door to the south. The road leads east and west, but stops in either direction. You feel boxed in for some unspecified reason... ~ 45 0 1 D1 ~ ~ 0 -1 18245 D2 ~ ~ 0 -1 18256 D3 ~ ~ 0 -1 18243 S #18245 The Guild Roads~ You stand at the eastern corner of the northernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the west and the south, and you see the entrance to the Warriors' Guild to the southwest. ~ 45 0 1 D2 ~ ~ 0 -1 18246 D3 ~ ~ 0 -1 18244 S #18246 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the north, the road ends, but turns to the west. Southward, the road continues into an entryway of some sort, but turns eastward. West of here, you see the entrance to the guild of Warriors. ~ 45 0 1 D0 ~ ~ 0 -1 18245 D2 ~ ~ 0 -1 18247 D3 ~ ~ 0 -1 18256 S #18247 The Guild Roads~ You are standing on The Guild Roads, which continue to the north and the east, though both directions end with the town wall. Where the road ends to the north, it turns westward, and where it ends to the east, it turns to the south. An odd configuration of streets, if you ever saw one... South of here is the Entryway to the Guild of Clerics, while to the northwest you see the Entryway to the Warriors' Guild. ~ 45 0 1 D0 ~ ~ 0 -1 18246 D1 ~ ~ 0 -1 18248 D2 ~ ~ 0 -1 18276 S #18248 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the west and turning southward toward the east. You hear cries of anger and frustration from somewhere on the roads... ~ 45 0 1 D1 ~ ~ 0 -1 18249 D3 ~ ~ 0 -1 18247 S #18249 The Guild Roads~ You stand on the northern corner of the eastern block of the Guild Roads. The road continues both to the west and to the south. The southern stretch ends with the town wall, but turns westward once again, while just south of here lies the SouthEast gate, the only eastern gate in all of Mordilnia. ~ 45 0 1 D2 ~ ~ 0 -1 18250 D3 ~ ~ 0 -1 18248 S #18250 Inside the SouthEast Gate of Mordilnia~ You stand at the SouthEast gate of Mordilnia, a heavy oaken portal with overlapping iron bands for reinforcement. It stands nearly three men tall, and looks to be a cumbersome thing to open. Looking closely at its surface, you see that it has been hacked in several places, as if someone from the inside were trying to get out. The Guild Roads continue north and south of here, the northern stretch turning westward as does the southern end. ~ 45 0 1 D0 ~ ~ 0 -1 18249 D1 ~ gate~ 1 -1 18280 D2 ~ ~ 0 -1 18251 S #18251 The Guild Roads~ You stand on the southern corner of the eastern block of the Guild Roads. The road continues both to the west and to the north. The northern stretch ends with the town wall, but turns westward once again, while just north of here lies the SouthEast gate, the only eastern gate in all of Mordilnia. ~ 45 0 1 D0 ~ ~ 0 -1 18250 D3 ~ ~ 0 -1 18252 S #18252 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the east and turning southward toward the west. You hear cries of anger and frustration from somewhere on the roads... ~ 45 0 1 D1 ~ ~ 0 -1 18251 D3 ~ ~ 0 -1 18253 S #18253 The Guild Roads~ You are standing on The Guild Roads, which continue to the south and the east, though both directions end with the town wall. Where the road ends to the south, it turns westward, and where it ends to the east, it turns to the north. An odd configuration of streets, if you ever saw one... North of here is the Entryway to the Guild of Clerics, while to the southwest you see the Entryway to the Guild of Thieves. ~ 45 0 1 D0 ~ ~ 0 -1 18276 D1 ~ ~ 0 -1 18252 D2 ~ ~ 0 -1 18254 S #18254 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the south, the road ends, but turns to the west. Northward, the road continues into an entryway of some sort, but turns eastward. West of here, you see the entrance to the guild of Thieves. ~ 45 0 1 D0 ~ ~ 0 -1 18253 D2 ~ ~ 0 -1 18255 D3 ~ ~ 0 -1 18272 S #18255 The Guild Roads~ You stand at the eastern corner of the southernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the west and the north, and you see the entrance to the Thieves' Guild to the northwest. ~ 45 0 1 D0 ~ ~ 0 -1 18254 D3 ~ ~ 0 -1 18269 S #18256 The Entryway to The Guild of Warriors~ You are standing at the entryway of the Guild of Warriors; a guild of brute strength and instinct, a guild of people who revel in hacking the life out of their adversaries. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The southern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 45 8 0 D0 ~ ~ 0 -1 18244 D1 ~ ~ 0 -1 18246 D2 ~ ~ 0 -1 18275 D3 ~ ~ 0 -1 18257 S #18257 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the north, the road ends, but turns to the west. Southward, the road continues into an entryway of some sort, but turns westward. East of here, you see the entrance to the guild of Warriors. ~ 45 0 1 D0 ~ ~ 0 -1 18243 D1 ~ ~ 0 -1 18256 D2 ~ ~ 0 -1 18258 S #18258 The Guild Roads~ You are standing on The Guild Roads, which continue to the north and the west, though the northern stretch intersects with South Street, while west ends end with the town wall. Where the road ends to the north, it turns westward, and where it ends to the west, it turns to the south. An odd configuration of streets, if you ever saw one... South of here is the Entryway to the Guild of Magic-Users, while to the northeast you see the Entryway to the Warriors' Guild. ~ 45 0 1 D0 ~ ~ 0 -1 18257 D2 ~ ~ 0 -1 18266 D3 ~ ~ 0 -1 18259 S #18259 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the east and turning southward toward the west. You hear cries of anger and frustration from somewhere on the roads... ~ 45 0 1 D1 ~ ~ 0 -1 18258 D3 ~ ~ 0 -1 18260 S #18260 The Guild Roads~ You stand on the northern corner of the western block of the Guild Roads. The road continues both to the east and to the south. The southern stretch ends with the town wall, but turns both east and west, the western stretch leading to the SouthWest Gate of Mordilnia. ~ 45 0 1 D1 ~ ~ 0 -1 18259 D2 ~ ~ 0 -1 18261 S #18261 The Guild Roads~ Looking at the city from overhead, you would see that, at your present location, this side of the Guild Roads differs from the eastern side in that there is no gate here. It lies south and west of here...another testament to the strangeness of the Roads' creator. You can go north and south from here. ~ 45 0 1 D0 ~ ~ 0 -1 18260 D2 ~ ~ 0 -1 18262 S #18262 The Guild Roads~ You stand at the southern corner of the western block of The Guild Roads. The road continues to the north, west, and east. The northern stretch ends with the town wall, but turns eastward. East of here, the road continues, but turns southward, while to the immediate west, the road makes a sharp turn southward, to the SouthWest Gate of Mordilnia. ~ 45 0 1 D0 ~ ~ 0 -1 18261 D1 ~ ~ 0 -1 18267 D3 ~ ~ 0 -1 18263 S #18263 The Guild Roads~ You stand at the westernmost end of the Guild Roads. The road leads back to the east, turning northward to the immediate east. South of here, you see the SouthWest Gate of Mordilnia. ~ 45 0 1 D1 ~ ~ 0 -1 18262 D2 ~ ~ 0 -1 18264 S #18264 Inside the SouthWest Gate of Mordilnia~ Empty ~ 45 0 1 D0 ~ ~ 0 -1 18263 D3 ~ ~ 0 -1 18265 S #18265 Outside the SouthWest Gate of Mordilnia~ Empty ~ 45 0 0 D1 ~ ~ 0 -1 18264 S #18266 The Entryway to The Guild of Magicians~ You are standing at the entryway of the Guild of Magicians; a guild of arcane lore, ancient runes, and mysterious ways. The sorcery which encircles this building leaves you in awe of its power, for you can taste an electricity in the air just standing here. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The western door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 45 8 0 D0 ~ ~ 0 -1 18258 D2 ~ ~ 0 -1 18268 D3 ~ ~ 0 -1 18274 S #18267 The Guild Roads~ You are standing on The Guild Roads, wondering how anyone could keep track of themselves through this barrage of mazelike roads. The road heads east and west from here, ending in both directions but turning northward to the west and turning southward toward the east. You hear cries of anger and frustration from somewhere on the roads... ~ 45 0 1 D1 ~ ~ 0 -1 18268 D3 ~ ~ 0 -1 18262 S #18268 The Guild Roads~ You are standing on The Guild Roads, which continue to the south and the west, though both directions end with the town wall. Where the road ends to the south, it turns eastward, and where it ends to the ewst, it turns to the north. An odd configuration of streets, if you ever saw one... North of here is the Entryway to the Guild of Magic-Users, while to the southeast you see the Entryway to the Thieves' Guild. ~ 45 0 1 D0 ~ ~ 0 -1 18266 D2 ~ ~ 0 -1 18271 D3 ~ ~ 0 -1 18267 S #18269 The Guild Roads~ You are standing on the Guild Roads, which continue to the east and west from here, both directions meeting with the wall and turning northward. To the north, you can see the Entryway to The Guild of Thieves, while south of here is the South Gate of Mordilnia. ~ 45 0 1 D0 ~ ~ 0 -1 18272 D1 ~ ~ 0 -1 18255 D2 ~ ~ 0 -1 18278 D3 ~ ~ 0 -1 18270 S #18270 The Guild Roads~ You stand at the western corner of the southernmost block of the Guild Roads. You wonder why the roads were not constructed as one, with the various guilds lining it, instead of its current configuration. The road continues both to the east and the north, and you see the entrance to the Thieves' Guild to the northeast. ~ 45 0 1 D0 ~ ~ 0 -1 18271 D1 ~ ~ 0 -1 18269 S #18271 The Guild Roads~ You are standing on the Guild Roads, which twist and wind their way together in a strange, mysterious fashion. To the south, the road ends, but turns to the east. Northward, the road continues into an entryway of some sort, but turns westward. East of here, you see the entrance to the guild of Thieves. ~ 45 0 1 D0 ~ ~ 0 -1 18268 D1 ~ ~ 0 -1 18272 D2 ~ ~ 0 -1 18270 S #18272 The Entryway to The Guild of Thieves~ You are standing at the entryway of the Guild of Thieves; a guild of quick thinking and even quicker hands. A guild where shadows are home and trust is impossible. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The northern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 45 8 0 D0 ~ ~ 0 -2 18273 D1 ~ ~ 0 -1 18254 D2 ~ ~ 0 -1 18269 D3 ~ ~ 0 -1 18271 S #18273 The Room of Shadowed Pasts~ The room is filled with a thick cloud of smoke, spewing forth from a large urn filled with exotic incense and dried spices. The smoke and its pleasant odor do not fill you with dull, meditative thoughts. Rather, they sharpen your senses, hone your instincts...make you slightly paranoid. Instruments of the thieving trade line the walls and rest upon tables throughout the room, but you can tell they are not of high-quality; mere toys for trainees. All is quiet here, as is the way of the silent and sure thief. ~ 45 8 0 D2 ~ ~ 0 -2 18272 S #18274 The Room of Magical Arts~ You are standing in a large room, full of scrolls and inkwells, arcane runes and the like. Large, oaken tables line the walls, cluttered with unfinished scrolls and alchemaecal experiments. Over in one corner of the room, a circle of candles containing a chalked pentacle lie undisturbed, a circle of summoning. Large portriats of past mages unleashing powerful dweaomercraeft upon their foes hang on the walls, as do strange words of advice for powerful spells. ~ 45 8 0 D1 ~ ~ 0 -1 18266 S #18275 The Chamber of War~ You stand in a fortress-like room, walled with reinforced iron, and adorned with a multitude of deadly and artfully crafted weapons. Double- edged swords and serrated blades, as well as huge axes of war and weapons designed to literally crush the life out of one's opponent are carefully, and almost lovingly cleaned and displayed in museum-fasion in glass cases and velvet-lined chests. Large, bulky suits of armor rest on quilted tables and crates, as well as some that have been put up on display. The room is strangely clean, though that is due to the fact that if it were not, weapons and armor both would go to ruin in a dry heap of crimson rust and corrosion. ~ 45 8 0 D0 ~ ~ 0 -1 18256 S #18276 The Entryway to The Guild of Clerics~ You are standing at the entryway of the Guild of Clerics; a guild of priests whom have devoted their lives to adventuring and the art of healing. An aura of extreme holiness radiates from the walls of this place. The roof above you is made of finely polished ceramic tile, while the walls are made of a hard, granite-like substance. The eastern door, which leads into the main room itself, is crafted of a sturdy wood which has been sanded and finished to a gleaming shine. On either side of the door, exquisite marble columns as big around as an average sized tree hold up the ceiling above your head, so beautiful and yet so stonily strong and cold. ~ 45 8 0 D0 ~ ~ 0 -1 18247 D1 ~ ~ 0 -1 18277 D2 ~ ~ 0 -1 18253 S #18277 The Room of the Healing Arts~ You stand within a small shrine, dedicated to no specific deity, yet to all gods known throughout the realms. Marble arches and granite columns add to the grand scene of holiness, as does the gold and silver altar in the center of this vast room. Clerics of every creed and social class kneel before the precious oracle, heads bowed in silent prayer, awaiting their magical reward for fufilling their religous duties. ~ 45 8 0 D3 ~ ~ 0 -1 18276 S #18278 Inside the Southern Gate of Mordilnia~ Empty ~ 45 0 0 D0 ~ ~ 0 -1 18269 D2 ~ gate~ 1 -1 18279 S #18279 Outside the Southern Gate of Mordilnia~ Empty ~ 45 0 0 D0 ~ gate~ 1 -1 18278 S #18280 Outside the SouthEast Gate of Mordilnia~ You are standing outside the southeast gate of Mordilnia. To the east, a path leads towards a strange structure. ~ 45 0 0 D1 ~ ~ 0 -1 3702 D3 ~ gate~ 1 -1 18250 S #18281 At The Altar~ You stand before a stunningly white altar make of shimmering, polished marble. Tapestries of long ago arorn the walls here, casting long shadows on the walls where they are positioned. Looking over the balcony, you feel an extremely vivid rush of vertigo as you see the temple floor below. The mahogany staircase leads downward, while bright rays of multicolored light flit playfully from its surface, reflected from the sunlight that floats down through the stained glass dome above. ~ 45 8 0 D5 ~ ~ 0 -1 18199 S #18282 The Road to Mordilnia~ Just outside of the canopy of trees, your feet trod upon an ages old road, unpaved and eroded, leading south into the town of Mordilnia. Perhaps the sign at the bridge is obsolete, for you see no sign of the bandits it warned of, not even an old footprint. ~ 45 0 1 D0 ~ ~ 0 -1 18283 D2 ~ ~ 0 -1 18238 S #18283 A path through the woods~ You are walking along a small, seemingly unused, woods path... Branches and leaves litter the path on both sides and a large tree seems to have fallen over part of the path to the south... ~ 45 0 3 D1 ~ ~ 0 -1 18284 D2 ~ ~ 0 -1 18282 S #18284 A path through a murky forest~ There is an ominous whistling as the wind whips through the dead trees here. Though they sport no leaves, the trees completely block out the sky as their branches interlock. You neither see or hear any wildlife in this area, giving you the feeling that all is not well. The path leads north, to a stone bridge, and west through the forest. ~ 45 0 3 D0 ~ ~ 0 -1 18285 D3 ~ ~ 0 -1 18283 S #18285 The stone bridge~ You are standing on the crumbling remains of an ancient stone bridge, which spans the width of a wide but shallow stream. The forest around you sways in unison with the breeze which pulls through your hair and clothing. An ancient, weathered sign has been posted by the bridge. ~ 45 0 3 D0 ~ ~ 0 -1 18286 D2 ~ ~ 0 -1 18284 E sign~ An ancient, warped sign with an arrow carved into its surface, pointing the way south. The sign reads 'Beware: Bandits on path to Mordilnia...' ~ S #18286 A trail through the light forest~ You stand at the beginning of a long path leading out of the forest, and eventually to the city of Mordilnia. A gentle, but chilling breeze blows through the dark, heavy oaks which border the path, casting their sinister shadows over everything around. The path continues southward, over a bridge, then curves toward the west. ~ 45 0 3 D0 ~ ~ 0 -1 18287 D2 ~ ~ 0 -1 18285 S #18287 The Southern Boundary of Midgaard~ You are in a green and fair valley amidst the gently murmuring oaks. The sun shines gently through the trees sending dancing, golden beams rippling across the shadowy grass while midges dance between the branches. A path leads southward, to a bridge and beyond, while civilization can be found to the north. ~ 45 0 2 D0 ~ ~ 0 -1 18288 D1 ~ ~ 0 -1 240 D2 ~ ~ 0 -1 18286 S #18288 On a steep hill~ You are at the crest of a steep hill overlooking a dilapidated bridge that crosses the river to the north. Looking east you can manage to see over the walls of Midgaard and into the city. South of here the road becomes little more than a path as it heads down into a valley. ~ 45 0 4 D0 ~ ~ 0 -1 18289 D2 ~ ~ 0 -1 18287 S #18289 A decaying bridge~ You have reached the remains of a bridge crossing the River of Midgaard. From here you can look upstream toward Midgaard and see where the river emerges from under the city wall. The water, cold and dark, rushes through the narrow channel created by the bridge and the large stones that have fallen from the pilings. The wood looks rotted and groans loudly with every step. On the south side of the bridge the road rises suddenly up a steep bank. ~ 45 0 3 D0 ~ ~ 0 -1 18290 D2 ~ ~ 0 -1 18288 S #18290 A Forest Road~ Travel on this old road is difficult. Here and there it is partially blocked by brambles that reach out and grab your clothing as you pass. Deep ruts and large stones make you stumble. A bit further south is the river, you can hear it from here. ~ 45 0 3 D0 ~ ~ 0 -1 18291 D2 ~ ~ 0 -1 18289 S #18291 A Forest Road~ The road is overgrown with weeds, and large roots catch at your feet. The road continues south toward the river or north toward Midgaard. ~ 45 0 3 D0 ~ ~ 0 -1 18292 D2 ~ ~ 0 -1 18290 S #18292 Wide Way Through the Forest~ You are traveling a rather wide path along the forest edge west of Midgaard. The path is actually the remains of an old road that once carried trade to and from the southern parts of the continent. Few people travel this way nowadays... too dangerous. ~ 45 0 3 D0 ~ ~ 0 -1 16608 D2 ~ ~ 0 -1 18291 S #18500 The Cavernous Lair of The Mighty Skylar~ You stand within the dark recesses of a gargantuan, sinister cavern of immense proportions. The very size of the place seems to create a darkness which devours nearly all light which is cast at its gloom. Cold, stale air floats trough the air, its dead, sterile taste making you have thoughts of ancient, dusty-dry tombs. Huge stalagmites and stalactites protrude from the floor and ceiling of the cavern, formed over millennia by the constant, miniscule trickle of chill, stagnant water from a source far up on the surface lands. In the distance, the roar of a mighty waterfall can be heard, though it can not be seen from here, its chilling mists somehow grasp hold of your flesh, like dead, clammy hands, even from this distance. You can feel an ancient, omnipotent power at work here. It is not one of evil, or even that of good. It is a power known throughout the ages, yet forgotten, or cast aside, like a bane of ill tidings. ~ 45 0 0 S #19200 The rolling hills~ You are amidst hills that seem to never stop.. to the northwest off in the distance you see a huge castle. A huge, aged, blackened castle.. no sound can be heard in its direction.. only the screaming wind around your shoulders.. there seems to be a path of some sort to the west. ~ 192 0 4 D1 The hills continue in a confused pattern..~ ~ 0 -1 4001 D3 The hills continue in a confused pattern..~ ~ 0 -1 19201 S #19201 The rolling hills~ You are amidst a darkened mass of hills that seem to shift and relocate before your very eyes.. To the northwest you see Castle Mistamere, its looming towers calling out to darkness.. dwelling on it. You get the urge to turn back to town and forget about this whole expedition. ~ 192 0 4 D1 ~ ~ 0 -1 19200 D3 ~ ~ 0 -1 19202 S #19202 The rolling hills~ You are amidst rolling hills that seem to stretch eastwards for ages.. Eastward the hills wind and merge to create a gigantic maze.. To the north is the Castle Mistamere.. brought down by forces unknown some time ago.. There is a slope leading up to a set of huge reinforced iron double doors. ~ 192 0 4 D0 To the north is a slowly inclining slope towards the castle..~ ~ 0 -1 19203 D1 The hills continue eastwards for some time..~ ~ 0 -1 19201 S #19203 On the entrance slope to Castle Mistamere~ You are standing on a large slope that leads to the double doors in front of you that hold the wonders of the fallen Mistamere. There are many runes etched upon the door's surface, but they are in a language you can't comprehend. To the south you can see the shadow hills that lead you back to the crossroads. ~ 192 0 1 D0 The doors are made of iron and seem to have undergone a large amount of beating~ doors double iron reinforced~ 0 -1 19204 D2 ~ ~ 0 -1 19202 S #19204 A large hallway~ You are in a large hallway which leads north, and south to a pair of double doors. The walls and floor are made of stone, and has moss growing upon it. There is just enough light being let in by a skylight far above you to suit your needs. There are heavy oak doors on both the east and west walls. ~ 192 8 0 D0 ~ ~ 0 -1 19207 D1 ~ door heavy oak~ 0 -1 19206 D2 The doors of the castle are stained with blood and have large nicks in them~ doors double iron reinforced~ 0 -1 19203 D3 ~ door oak heavy~ 0 -1 19205 S #19205 An abandoned dining room~ This room appears to have once been used as a dining room. There are tables and benches scattered throughout the room, many turned on their sides or upside down. Everything is covered with cobwebs. ~ 192 8 0 D1 ~ door oak heavy~ 0 -1 19204 S #19206 A guardroom~ You have entered what used to be a guardroom for the castle.. there are empty weapons racks on the walls and battered shields and armor laying on the ground, all useless. ~ 192 8 0 D3 ~ door oak heavy~ 0 -1 19204 S #19207 A hallway~ You are in a hallway leading east, west, and south.. there is a door to the north. Light is streaming in above from a small skylight in the roof. ~ 192 8 0 D0 ~ door heavy oak~ 0 -1 19209 D1 ~ ~ 0 -1 19208 D2 ~ ~ 0 -1 19204 D3 ~ ~ 0 -1 19210 S #19208 A hallway~ You are in a hallway with a stone floor and walls.. It continues east and west, and there is a door north. Light streams in from a small skylight above. ~ 192 8 0 D0 ~ door oak heavy~ 0 -1 19219 D1 ~ ~ 0 -1 19211 D3 ~ ~ 0 -1 19207 S #19209 A bedroom~ You have entered a small bedroom. There is a door at the north end of the room, and also at the south. On either side of the northern door are windows above your reach. ~ 192 8 0 D0 ~ door oak heavy~ 0 -1 19215 D2 ~ door oak heavy~ 0 -1 19207 S #19210 A hallway~ You are in a long hallway which extends east and west.. to the north is a heavy oak door. The walls and floor are made of stone. A small stream of light peeks in from a half covered skylight above. ~ 192 8 0 D0 ~ door oak heavy~ 0 -1 19220 D1 ~ ~ 0 -1 19207 D3 ~ ~ 0 -1 19212 S #19211 A hallway~ The hallway turns here, leading north and west.. There is a passage leading south into the southeastern tower. Light is being let in by an old skylight far above your head. ~ 192 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19226 D1 ~ door oak heavy~ 0 -1 19225 D2 ~ ~ 0 -1 19213 D3 The hallway continues west.. ~ ~ 0 -1 19208 S #19212 A hallway~ The hallway comes to a bend here, leading north, and east.. There is also a heavy oaken door west. There are cobwebs all over the walls here, it seems this passage hasn't been used for a while. The southwestern tower lies south. A beam of light peeks through the skylight. ~ 192 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19223 D1 The hallway continues east.. ~ ~ 0 -1 19210 D2 The southwestern tower lies south.. ~ ~ 0 -1 19214 D3 You see a large oaken door.. ~ door oak large oaken~ 0 -1 19221 S #19213 The southeastern tower~ You see a circular room, about 40 feet in diameter, with eight openings spaced evenly about the outside wall. The windows extend from about waist height to about head height for a normal human. These are obviously ports through which arrows can be fired. The room appears to be empty. ~ 192 8 0 D0 You see the hallway.. ~ ~ 0 -1 19211 S #19214 The southwestern tower~ You see a circular room, about 40 feet in diameter, with eight openings spaced evenly about the outside wall. The windows extend from about waist height to about head height for a normal human. A tree limb has grown through one of the windows. These are obviously ports through which arrows can be fired. The room appears to be empty. ~ 192 8 0 D0 You see the hallway.. ~ secret~ 0 -1 19212 S #19215 The courtyard~ You are in a grassy courtyard open to the sky. Three doors, including the one by which you entered, line the walls. The courtyard continues north. ~ 192 0 2 D0 The courtyard continues north.. ~ ~ 0 -1 19216 D1 You see a large oak door.. ~ door oak large oaken heavy~ 0 -1 19239 D2 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19209 D3 You see a heavy oak door.. ~ door heavy oak~ 0 -1 19242 S #19216 The courtyard~ You see a grassy courtyard open to the sky. Three doors, including the one by which you entered, line the walls. The courtyard continues south. There is a large oak tree growing here. ~ 192 0 2 D0 You see a large oak door.. ~ door oak large~ 0 -1 19217 D1 You see a large oak door ~ door oak large~ 0 -1 19238 D2 The courtyard continues south.. ~ ~ 0 -1 19215 D3 You see a large oak door.. ~ door oak large~ 0 -1 19240 S #19217 A bedroom~ You have entered a small bedroom which appears to be sanctioning a few rather dirty creatures, by the looks of the beds and cloth thrown about the room. There are doors on the north and south walls. the south door is flanked by two windows. ~ 192 8 0 D0 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19218 D2 You see the courtyard through the windows.. ~ door heavy oak~ 0 -1 19216 S #19218 The hallway~ You are in a long hallway extending east and west. There are heavy oak doors on both the north and south walls. The walls and floor are made of stone and have moss growing on them. A small ray of light streams in from above. ~ 192 8 0 D0 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19253 D1 The hallway continues east.. ~ ~ 0 -1 19236 D2 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19217 D3 The hallway continues west.. ~ ~ 0 -1 19251 S #19219 A bedroom~ You have entered a small bedroom of some sort. The only door out of this room is the one which you came in by. There is a bed in the northern end of the room, which looks recently used. There is a skylight here similar to the ones in other rooms. ~ 192 8 0 D2 You see the hallway.. ~ door oak heavy~ 0 -1 19208 S #19220 A bedroom~ You have entered a small bedroom that looks recently used. On the south wall is a door, leading back into the hallway. The walls and floor of this room are of stone. A small beam of light hits your eyes from above. ~ 192 8 0 D2 You see a heavy oak door leading back into the hallway.. ~ door heavy oak~ 0 -1 19210 S #19221 The kitchen~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room seems to be a kitchen. It contains four tables, a pump, and an old stove. ~ 192 8 0 D1 You see the hallway.. ~ door oak heavy~ 0 -1 19212 S #19222 The pantry~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. Cabinets and shelves line the wall. In the middle of the floor lies the body of a goblin with a horribly swollen arm. Trash and old sacks are scattered about the floor. ~ 192 8 0 D1 You see the hallway.. ~ door oak heavy~ 0 -1 19223 E goblin corpse halfway decayed~ There seems to be a large snakebite on the swollen arm. ~ S #19223 The hallway~ You are in a long hallway that stretches out north and south. There is a skylight high above you letting light in this desolate place. To the west is a door. ~ 192 8 0 D0 The hallway continues.. ~ ~ 0 -1 19224 D2 The hallway continues.. ~ ~ 0 -1 19212 D3 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19222 S #19224 The hallway~ You are in a long hallway leading north and south. A beam of light hits the floor in front of you from a halfway covered skylight in the roof. To the east of you on a huge stone wall grows a patch of moss. There is a door west of you. ~ 192 8 0 D0 The hallway continues.. ~ ~ 0 -1 19245 D2 The hallway continues.. ~ ~ 0 -1 19223 D3 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19244 E moss~ It it timeless, now one with the castle.. ~ S #19225 A utility room~ The east wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room appears to be empty. ~ 192 8 0 D3 You see a heavy oak door.. ~ door oak heavy oaken~ 0 -1 19211 S #19226 The hallway~ You are in a long hallway which extends north and south. There is a door to the east. A ray of sunlight catches your eye through the roof above. The walls and floor are made of aging stone here, some corners covered in moss. ~ 192 8 0 D0 The hallway continues.. ~ ~ 0 -1 19229 D1 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19227 D2 The hallway continues.. ~ ~ 0 -1 19211 S #19227 A storeroom~ The east wall of this room has a ledge about seven feet from the floor. There are two small windows above the ledge. Except for some trash on the floor, the room appears to be empty. ~ 192 8 0 D3 The hallway lies west.. ~ door oak heavy~ 0 -1 19226 S #19228 A storeroom~ The east wall of this room has a ledge about seven feet from the floor. There are two small windows above the ledge. Except for some trash on the floor, the room appears to be empty. ~ 192 8 0 D3 The hallway lies west.. ~ door oak heavy~ 0 -1 19229 S #19229 The hallway~ You are in a long hallway which extends to the north and south. To the east is a door. The walls and floor are made of stone and have moss growing in the cracks. A beam of light hits the floor in front of you from the roof. ~ 192 8 0 D0 The hallway continues.. ~ ~ 0 -1 19230 D1 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19228 D2 The hallway continues.. ~ ~ 0 -1 19226 S #19230 The hallway~ You are in a hallway that stretches north and south. To the east is a heavy oaken door. The walls and floor are made of stone, and have moss growing in the cracks. You hear a flock of crows pass above the castle through the open skylight, and the room goes dark for a second. ~ 192 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19232 D1 You see a heavy oak door.. ~ door oak heavy oaken~ 0 -1 19231 D2 The hallway continues south.. ~ ~ 0 -1 19229 S #19231 A storeroom~ The east wall of this room has a ledge about seven feet from the floor. There are two small windows above the ledge. Except for two long tables along the south wall, the room appears to be empty. As you enter the room, you hear the sound of small wings. ~ 192 8 0 D3 The hallway lies west.. ~ door oak heavy~ 0 -1 19230 E nest ledge~ The stirges have made a nest upon the ledge. ~ S #19232 The hallway~ You are in a long hallway which stretches north and south. To the east is a door. The walls and floor are made of stone, and have moss growing upon them in the cracks. A ray of light hits the floor in front of you from a skylight in the roof. ~ 192 8 0 D0 The hallway continues north.. ~ ~ 0 -1 19234 D1 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19233 D2 The hallway continues south.. ~ ~ 0 -1 19230 S #19233 The chapel~ The east wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. There is a small altar on the diagonal northwest wall. There are several long benches in the room. Two of them have been pushed together in the southeast corner to form a rude bed. ~ 192 8 0 D3 The hallway lies to the west.. ~ door oak heavy~ 0 -1 19232 S #19234 The hallway~ You are in a long hallway that has come to a bend, now leading west and south. There is a passage north to the northeastern tower. The walls and floor are made of stone and have moss growing in the cracks. There is rubble on the floor and the room is being flooded by daylight, the skylight opened by an unknown force. ~ 192 0 0 D0 The northeastern tower lies north.. ~ ~ 0 -1 19235 D2 The hallway continues south.. ~ ~ 0 -1 19232 D3 The hallway continues west.. ~ ~ 0 -1 19236 S #19235 The northeastern tower~ You are in a circular room, about 40 feet in diameter, with eight openings spaced evenly and from about waist height to about head height for a normal human. These are obviously ports through which arrows can be fired. The floor of the room is covered with rubbish. ~ 192 8 0 D2 The hallway lies south.. ~ ~ 0 -1 19234 S #19236 The hallway~ You are in a long hallway extending east and west. On the north and south walls are doors. The walls and floor are made of stone, and has moss growing between the cracks. A ray of light hits your eye from the skylight above. ~ 192 8 0 D0 You see a heavy oak door.. ~ door oak heavuy~ 0 -1 19243 D1 The hallway continues east.. ~ ~ 0 -1 19234 D2 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19237 D3 The hallway continues west.. ~ ~ 0 -1 19218 S #19237 A bedroom~ You are in a small bedroom, which seems to be empty except for the unoccupied bed in the eastern side of the room. The room is lit by a small skylight in the southwest corner of the room, letting in light but not rain. The only exit out seems to be the door north. ~ 192 8 0 D0 The hallway lies north.. ~ door oak heavy~ 0 -1 19236 S #19238 A bedroom~ This trash filled room contains an empty bed with all its slats removed. The room appears to be otherwise empty. A door on the east wall is flanked by two small windows about seven feet from the floor. ~ 192 8 0 D3 the courtyard lies west.. ~ door oak heavy~ 0 -1 19216 S #19239 A bedroom~ This trash filled room contains an empty bed. There are scorch marks on the wall. The room appears to be otherwise empty. A door on the west wall is flanked by two small windows about seven feet from the floor. ~ 192 8 0 D3 The courtyard lies west.. ~ door oak heavy~ 0 -1 19215 S #19240 A bedroom~ This trash filled room contains an empty bed. There is a chest next to the bed. Otherwise, the room appears to be empty. A door on the west wall is flanked by two small windows about seven feet from the floor. ~ 192 8 0 D1 The courtyard lies east.. ~ door oak heavy~ 0 -1 19216 S #19241 A bedroom~ You are in a small bedroom, the room seems to be empty except for an unoccupied bed. The room is lit by a skylight in the southeast corner that lets in the light, but not the rain. ~ 192 9 0 D0 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19251 S #19242 A bedroom~ This trash filled room contains an empty bed. The bed clothes are rotten and decayed. The room appears to be otherwise empty. A door on the east wall is flanked by two small windows about seven feet from the floor. ~ 192 8 0 D1 The courtyard lies east.. ~ door oak heavy~ 0 -1 19215 S #19243 A utility room~ The north wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room appears to be empty except for the cobwebs clinging all over the walls. ~ 192 8 0 D2 The hallway lies south.. ~ door oak heavy~ 0 -1 19236 S #19244 A library~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. Bookshelves line the north and south walls; a few motheaten books remain on them. There is a large, dusty carpet in the middle of the room. ~ 192 8 0 D1 The hallway lies east.. ~ door oak heavy~ 0 -1 19224 S #19245 The hallway~ You are in a long hallway extending north and south. The walls and floor are made of stone, and have moss growing upon them. There is a oaken door west. A ray of light hits the floor just in front of your feet from a skylight above. ~ 192 8 0 D0 The hallway continues.. ~ ~ 0 -1 19248 D2 The hallway continues south.. ~ ~ 0 -1 19224 D3 You see a heavy oaken door.. ~ door oak heavy~ 0 -1 19246 S #19246 A storeroom~ The west wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. Except for some trash on the floor, the room appears to be empty. ~ 192 8 0 D1 The hallway lies east.. ~ door oak heavy~ 0 -1 19245 S #19247 A utility room~ The west wall of this room has a ledge about seven feet from the floor, with two small bricked up windows above the ledge. There is a large trapdoor in the middle of the floor. ~ 192 8 0 D1 The hallway lies east.. ~ door oak heavy~ 2 19211 19248 S #19248 The hallway~ You are in a long hallway extending north and south. The walls and floor are made of stone and have moss growing upon the cracks. There is a door west. A beam of light hits your eye from above, blinding you for a second. ~ 192 8 0 D0 The hallway lies north.. ~ ~ 0 -1 19249 D2 The hallway continues south.. ~ ~ 0 -1 19245 D3 You see a heavy oaken door.. ~ door oak oaken heavy~ 2 19211 19247 S #19249 The hallway~ You are in a long hallway which has come to a bend, now leading east and south. The walls and floor are made of stone, and have moss growing upon the cracks. A ray of light hits the floor in front of you from the roof above. A passge north of you leads to one of the four towers of the castle. ~ 192 8 0 D0 The northwestern tower lies to the north.. ~ ~ 0 -1 19250 D1 The hallway continues east.. ~ ~ 0 -1 19251 D2 The hallway continues south.. ~ ~ 0 -1 19248 S #19250 The northwestern tower~ You see a circular room, about 40 feet in diameter, with eight openings spaced evenly about the outside wall. The windows extend from about waist height to about head height for a normal human. These are obviously ports through which arrows can be fired. The room appears to be empty except for the remains of a skeleton on the floor. ~ 192 8 0 D2 The hallway lies south.. ~ ~ 0 -1 19249 E skeleton~ It has been there for many years. It was once a defender of this castle. ~ S #19251 The hallway~ You are in a long hallway which extends east and west. The walls and floor are made of stone, and have moss growing in the cracks. Doors lie both north and south. A ray of sunlight hits the wall next to you, highlighting its age. ~ 192 8 0 D0 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19252 D1 The hallway continues east.. ~ ~ 0 -1 19218 D2 You see a heavy oak door.. ~ door oak heavy~ 0 -1 19241 D3 The hallway continues west.. ~ ~ 0 -1 19249 S #19252 A guardroom~ The north wall of this room has a ledge about seven feet from the floor, with small windows above the ledge. The room looks as if it might have been a guard post. there are a few beds, some pegs on the walls for clothing, a rack to hold weapons, and a long table with a drawer that might have once served as a desk. there are moth eaten clothes on the bed, but the room appears to be otherwise empty. ~ 192 8 0 D2 ~ door oak heavy~ 0 -1 19251 S #19253 A storeroom~ The north wall of this room has a ledge about seven feet from the floor, with two small windows above the ledge. The room appears to contain a lot of what seems to be personal gear and equipment. ~ 192 8 0 D2 The hallway lies south.. ~ door oak heavy~ 0 -1 19218 S #20001 Webbed Entrance~ Sticky, sticky, sticky! The ground is cluttered with leaves, decayed remains of webbed crickets, beetle, rats, dogs (?), and even humans. You begin to wonder about what lies ahead. The air is damp here, and even the little light that shines through the canopy seems absorbed into the webbing. ~ 200 4 3 D0 ~ ~ 0 -1 20002 D2 ~ ~ 0 -1 15300 S #20002 Webby Passage~ You find that footing here is very good, almost too good. The limbs are coated with cobwebs and seem unusually strong for tree branches. Paths lead in four directions. The eastward path goes down a bit. ~ 200 0 3 D0 ~ ~ 0 -1 20004 D1 ~ ~ 0 -1 20005 D2 ~ ~ 0 -1 20001 D3 ~ ~ 0 -1 20003 S #20003 Wasp Hive~ Drones scuttle about in this room. The cells on the walls are honeycomb in shape and many of the maggots and wasps you see have fang-marks on there bodies. You sense some order in their markings. ~ 200 0 3 D1 ~ ~ 0 -1 20002 D4 ~ jolly~ 2 1 13728 S #20004 Webby Passage~ Another webby passage, all sticky and wet. Tiny ballooning spiders fill the air. It seems that these young ones are newborns. ~ 200 0 3 D1 ~ ~ 0 -1 20005 D2 ~ ~ 0 -1 20002 S #20005 Beneath the Busy Path~ You here the sounds of crawling arachnids above. The rhythms of the footsteps suggest a primitive order in there movement. The light seems brighter upwards. ~ 200 0 3 D3 ~ ~ 0 -1 20004 D4 ~ ~ 0 -1 20006 S #20006 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as rats, wolves, and humans. ~ 200 0 3 D2 ~ ~ 0 -1 20007 D5 ~ ~ 0 -1 20005 S #20007 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, wolves, and humans. ~ 200 0 3 D0 ~ ~ 0 -1 20006 D1 ~ ~ 0 -1 20008 S #20008 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, dogs, and humans. ~ 200 0 3 D0 ~ ~ 0 -1 20007 D1 ~ ~ 0 -1 20006 D2 ~ ~ 0 -1 20005 D3 ~ ~ 0 -1 20009 S #20009 A Split in the Path~ As always, there is a split in the road. One road is strewn with cricket feelers. The other is well-kept and suitable for smooth travelling. The webbing that was prevalent in earlier rooms is almost non-existant now. ~ 200 0 3 D0 ~ ~ 0 -1 20010 D1 ~ ~ 0 -1 20008 D2 ~ ~ 0 -1 20020 S #20010 Fuzzy Tree Limb~ You are on a "fuzzy" tree limb. Interesting, since the branches seem to have "hairs" sprouting from its bark. As you look closer you see millions of aphids covering each limb. ~ 200 0 3 D2 ~ ~ 0 -1 20009 D3 ~ ~ 0 -1 20011 S #20011 Tree Trunk~ You feel that you can rest here safely. There is evidence of webbing here, but it is of a finer quality. ~ 200 0 3 D1 ~ ~ 0 -1 20010 D2 ~ ~ 0 -1 20012 S #20012 Tree Lair Entrance~ It seems the inhabitant of this place does not web her victims, as evidenced by the remains before you. The area is cluttered with desiccated corpses, apparently bitten but unwebbed, and drained of their life juices. ~ 200 0 3 D0 ~ ~ 0 -1 20011 D3 ~ ~ 0 -1 20013 S #20013 Wolf Spider Lair~ Very dark, as all lairs of spiders are. Not much of furnishings save an exit. The wolf spider keeps no corpses here, but rather throws them out at her leisure. ~ 200 0 3 D1 ~ ~ 0 -1 20012 S #20020 The Webless Path~ Strange. No webbing here. In fact, no sounds whatsoever. The path continues northward, where you find that you may have to tightrope your way across a ravine. ~ 200 0 3 D0 ~ ~ 0 -1 20009 D3 ~ ~ 0 -1 20021 S #20021 Above the Ravine~ Stranger still. Your feet get a real firm grip on the spiderline. You are above a deep ravine. This line connects you between two trees. Below you can see a prismatic web with lots of animal bones caught in it: some bear and small deer bones in fact. No human skeletons are visible (yet). ~ 200 0 3 D1 ~ ~ 0 -1 20020 D2 ~ ~ 0 -1 20023 D5 ~ ~ 0 -1 20022 S #20022 The Rainbow Web~ This is the rainbow web--each strand, each link, a hue of violently sharp colors and contrasts. The resident here seems to have a command of light as well. ~ 200 0 3 D4 ~ ~ 0 -1 20021 S #20023 The Web Forest~ The trees here take on a different appearance--they are not trees anymore, but disjointed make-shift silken made shafts, sticky to the touch, and webby in texture. This is another world it would appear. ~ 200 0 3 D0 ~ ~ 0 -1 20021 D5 ~ ~ 0 -1 20024 S #20024 The Slave Pit~ You have entered the slave pit. A voice blares in the distance, "Get back to work, maggots!" Rails upon rails of mined gold and silver clutter the trail beneath you. ~ 200 0 3 D0 ~ ~ 0 -1 20025 D4 ~ ~ 0 -1 20023 S #20025 The Tether Path~ Another tether path just like the rest of them. Surprising well -lit by the golden orbs that hang from the sides, you can see the paths become finer and finer in quality. ~ 200 0 3 D1 ~ ~ 0 -1 20026 D3 ~ ~ 0 -1 20024 S #20026 A Road Crossing~ Another shifty little strand of webs, almost ethereal in nature. ~ 200 0 3 D3 ~ ~ 0 -1 20025 D4 ~ ~ 0 -1 20027 S #20027 A Leader Strand~ This strand is weightier, more sturdy. It shimmers as you step on it. You are definitely not in the Midgaardian realms anymore. Just where you are you can't tell. It feels like you're moving through ether. You can still get back down to more surer lands. ~ 200 0 3 D0 ~ ~ 0 -1 20028 D5 ~ ~ 0 -1 20026 S #20028 The Entrance of the Ethereal Web~ You are at the entrance to ethereal web. Flickering in and out, in and out, each strand reveals a different hue from black to green to blue. ~ 200 0 3 D2 ~ ~ 0 -1 20031 S #20030 The Young Wormkin's Crib~ A playpen of sorts, with maggots of wasps and other baby vermin lying about. You feel that humans have been played with here too, and eaten later. You sense that the maker of this place has an appetite for dragon meat, and uses this room as a breeding area. ~ 200 0 3 D4 ~ ~ 0 -1 20031 S #20031 The Base of the Web~ Large strands connect at this point. The node shimmers and flickers within the ether. You see many flying creatures-- insects, pegasi, and dragon wormkins--navigate the dangerous passages of the web. Exits go in many directions. ~ 200 0 3 D0 ~ ~ 0 -1 20030 D1 ~ ~ 0 -1 20032 D2 ~ ~ 0 -1 20033 D3 ~ ~ 0 -1 20034 S #20032 Through the Trees~ This part of the web intersects through the branches of some trees. Various leaves and other debris that the many drones have not picked up yet lie here. ~ 200 0 3 D1 ~ ~ 0 -1 20031 D2 ~ ~ 0 -1 20035 D3 ~ ~ 0 -1 20033 S #20033 Above the Clouds~ You can see all of Midgaard in this ethereal web. Many of the larger dragons that do wish to fly seem to fly away from the sticky strands of the web. ~ 200 0 3 D1 ~ ~ 0 -1 20031 D2 ~ ~ 0 -1 20034 D3 ~ ~ 0 -1 20035 S #20034 On A Cloud~ Rather thick in consistency. You realize this is not a typical cloud, but it might be the nest of an aerial creature. ~ 200 0 3 D5 ~ ~ 0 -1 20031 S #20035 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. ~ 200 0 3 D1 ~ ~ 0 -1 20036 D3 ~ ~ 0 -1 20031 S #20036 The Tenuous Strand~ Very windy here since it goes up into the sky somewhat. Still, it's safe enough to move around. ~ 200 0 3 D2 ~ ~ 0 -1 20040 D3 ~ ~ 0 -1 20041 D5 ~ ~ 0 -1 20031 S #20040 The Elder Wormkin's Room~ A more mature wormkin it seems resides here. Various tomes of arcane lore clutter the area, along with shards of armor and weaponry. ~ 200 0 3 D5 ~ ~ 0 -1 20031 S #20041 Another Tree Limb~ Once again the web crosses another tree limb. To the side you see the possible entrace to another creatures lair. ~ 200 0 3 D1 ~ ~ 0 -1 20042 D2 ~ ~ 0 -1 20034 D3 ~ ~ 0 -1 20045 S #20042 The Bird Spider's Lair~ This is a big game hunter among most spiders. Crush jewels and other weapons suggest the inhabitant must have powerful jaws. Beware! ~ 200 0 3 D5 ~ ~ 0 -1 20031 S #20045 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. ~ 200 0 3 D2 ~ ~ 0 -1 20050 D3 ~ ~ 0 -1 20046 D4 ~ ~ 0 -1 20045 S #20046 The Quiet Tree Top~ Here is a quiet tree top. Downwards you can see a familiar path that may lead back to Midgaard. ~ 200 0 3 D2 ~ ~ 0 -1 20045 D3 ~ ~ 0 -1 20047 D5 ~ ~ 0 -1 6132 S #20047 On The Web~ RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar of a powerful beast. Dragon, you think. You shiver in your boots as you tiptoe on this section of the web. ~ 200 0 3 D1 ~ ~ 0 -1 20046 D2 ~ ~ 0 -1 20055 D5 ~ ~ 0 -1 20031 S #20050 The Ki-Rin Chamber~ A wise ki-rin was entrapped here many years ago. It is from her that the ruler of this realm zaps his magical strength. ~ 200 512 2 D0 ~ ~ 0 -1 20047 S #20055 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. To the north you sense the heavy breathing of a fiery animal. ~ 200 0 3 D0 ~ ~ 0 -1 20060 D2 ~ ~ 0 -1 20065 S #20060 Yevaud's Lair~ Yevaud, the Usurper of Midgaard, resides here. A voice cries out, "BEWARE, the Usurper of Midgaard lives here! FLEE while you can!" But even Yevaud has his master...or so you deduce. ~ 200 0 3 D2 ~ ~ 0 -1 20055 S #20065 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. A single spider line lies to the north, while ghastly seemings are due southward. The grim entrance of Arachnos' Lair is downward. ~ 200 0 3 D0 ~ ~ 0 -1 20071 D1 ~ ~ 0 -1 20031 D2 ~ ~ 0 -1 20066 D5 ~ ~ 0 -1 20090 S #20066 Entrance to the Donjonkeep~ A dark path at the end of the web strand, you see ahead a torch lit chamber where the souls of unavenged adventurers come and gnash their teeth. The howls and screams of many echo through the hall ways. You see one definite path ahead. ~ 200 0 3 D0 ~ ~ 0 -1 20067 S #20067 The Guardian's Room~ A chair sits here for a tireless guardian who ensures that no soul escapes. The room is undecorated. ~ 200 0 3 D0 ~ ~ 0 -1 20068 E chair~ An ordinary chair, well used, glued to the ground by spiderweb. ~ S #20068 Realm of the Hopeless~ Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. ~ 200 0 3 D0 ~ ~ 0 -1 20069 S #20069 Realm of the Hopeless~ Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. ~ 200 0 3 D0 ~ ~ 0 -1 20068 D2 ~ ~ 0 -1 20070 S #20070 The Donjonkeep~ No souls have ever lived in this place. The wails of slaves and the howls of wolves are the only way you can describe the sounds you hear. The walls are thin and wispy. The only light you recieve is the shimmering from the strand of the ethereal web you used to get here. ~ 200 0 3 D1 ~ ~ 0 -1 20071 S #20071 The Single Spider Line~ A single spider line supports you once more. As you look across the ether you seen a single shack up ahead with a light in the window. You sense a great evil coming from the north and feel inclined to go back on the ethereal web and take your chances there. ~ 200 0 3 D0 ~ ~ 0 -1 20031 D2 ~ ~ 0 -1 20072 S #20072 The Single Spider Line~ A single spider line supports you once more. The shack comes closer into view and you are even more inclined to go back now. ~ 200 0 3 D0 ~ ~ 0 -1 20071 D2 ~ ~ 0 -1 20073 S #20073 The Hermit's Corner~ Here you see evidence of a vagrant's abode. The shack is to the north, if you dare enter it. You get the sneaking feeling you should go back now. The skies above you darken and roar with the laughter of thunder. ~ 200 0 2 D0 ~ ~ 0 -1 20072 D2 ~ ~ 0 -1 20080 S #20080 Mahatma's Inescapable Trap~ Mahatma, that silly thief, is here, and he steals everything you have. He says, "Here, have a quick trip to the Temple of Midgaard." He plugs a black dagger into your back... ~ 200 6 0 S #20090 The Entrance to the Arachnos' Lair~ All strands inevitably lead here, the center of the web, the entrance to Arachnos' Lair. ~ 200 0 2 D1 ~ ~ 0 -1 20091 S #20091 The Sticky Chamber~ You can still bail out since your knees are shaking from the anticipation (or is it fear?). The sky is clear on this strand of web, surprisingly unsticky. The strand does not vibrate like the others. A few ballooning spiders pass by, cackling "You're gonna die, you're gonna fry. Good bye!" ~ 200 0 2 D1 ~ ~ 0 -1 20092 D5 ~ ~ 0 -1 20031 S #20092 The Great Door~ Before you you see a large, web-like door. Various designs of ancient runes and names of Midgaard heroes are etched into the webwork. Perhaps lists of victims? You can't tell. ~ 200 8 2 D0 ~ door web large~ 1 0 20099 D3 ~ ~ 0 -1 20091 S #20099 The Lair of Arachnos~ This is the lair of the Empress Spider, Arachnos. A lavishly adorned rainbow web, her lair allows her to move to any universe she wishes by using her magical strands to the Prime Material Plane. Coffers upon coffers of gold, magical jewels and gems await. Unfor- tunately Arachnos is a baggy spider too, and webs all her treasures to her beautiful silken body. ~ 200 0 3 D2 ~ door web~ 1 0 20092 S #20200 Bag's house~ This is the house that Bag built. It has a floor and a ceiling and walls and a door. ~ 68 0 0 S #21001 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the east and west. The trail leads further north where a small cottage becomes apparent and south, through the forest. ~ 210 0 3 D0 More trail and a cottage ~ ~ 0 -1 21002 D2 ~ ~ 0 -1 18007 S #21002 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the east and west. The trail leads further north where a small cottage lies in a clearing and south towards the City of Midgaard. ~ 210 0 3 D0 More trail and a cottage ~ ~ 0 -1 21003 D2 less dense forest. ~ ~ 0 -1 21001 S #21003 Ershteep Road~ You are standing on a bend of a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the east. The trail leads further south and west. To the north a small cottage lies in a natural clearing. It looks deserted. ~ 210 0 3 D0 A cottage, the front door is open ~ ~ 0 -1 21004 D3 A trail through the forest. ~ ~ 0 -1 21005 D2 A trail through the forest. ~ ~ 0 -1 21002 S #21004 A deserted cottage~ Once inside you see that the former inhabitants of this cottage left in a hurry. There seems to be much that was left lying about. Now after many years only the things that aren't of much use lie here under a thick layer of dust. There is a fireplace in the north wall over which a large painting hangs. The only apparent exit is south. ~ 210 8 0 D0 A fireplace ~ fireplace lock grate~ 2 21001 21052 D2 A door back to the outside world! ~ ~ 0 -1 21003 E fireplace~ It looks like an ordinary fireplace but then a lock on the grate catches your eye. You have a distinct feeling they key is not here! ~ E lock grate~ A lock made of a fine metal seems to be locking the grate in place. ~ E painting picture~ A wonderfully crafted oil which depicts a scene outside a jewellers in a busy city street. ~ S #21005 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the north and south. The trail leads further east and west. To the northeast a small cottage lies in a natural clearing. It looks deserted. ~ 210 0 3 D1 More trail ~ ~ 0 -1 21003 D3 More trail ~ ~ 0 -1 21006 S #21006 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the west and south. The trail leads further east and north. ~ 210 0 3 D1 More trail ~ ~ 0 -1 21005 D0 More trail ~ ~ 0 -1 21007 S #21007 Ershteep Road~ You are standing on a thin trail only wide enough for two. The trail was once, apparently, the middle of a large and busy thoroughfare. It now lies overgrown by thick, impassable forest to the north and east and leads straight up a very large mountain. The trail leads further south and west. You see a plateau where the trail disappears to the west. ~ 210 0 5 D2 More trail ~ ~ 0 -1 21006 D3 More trail ~ ~ 0 -1 21008 S #21008 Ershteep Road~ You are standing at a triple junction. To the north you see a wide boulevard, to the east a narrow trail leads down the hill and to the west there is a large, open field. The way south is blocked by forest. ~ 210 0 5 D1 More trail ~ ~ 0 -1 21007 D0 More road ~ ~ 0 -1 21010 D3 A field ~ ~ 0 -1 21009 S #21009 An open field~ You stand on one of the many concentric grassy rings of this field. In the centre of the field a large unfamiliar tree is growing surrounded by a ring of earth then a ring of grass and so on so that a pattern of concentric circles emerges. You feel a strange power coming from the tree but as you try to approach it you suddenly feel quite rejected. There is an exit to the east back to the trail. The forest is too thick to penetrate here. ~ 210 0 2 D0 ~ ~ 0 -1 2180 D1 The trail again ~ ~ 0 -1 21008 S #21010 Ershteep Road~ The road here is wider and seemingly more travelled. The road leads north and south and is surrounded by impassable forest its the east and west sides. On the horizon you see a large city wall. ~ 210 0 3 D0 A road ~ ~ 0 -1 21011 D2 A road ~ ~ 0 -1 21008 S #21011 Outside the city wall~ As you stand before the city a very strange feeling overwhelms you. You get a sensation of great disaster but also a sense of lasting peace. The gates stand before you wide open and unattended. The road leads south and underneath the bridge you stand on lies a moat running east-west. ~ 210 0 1 D0 The city. ~ ~ 0 -1 21014 D2 A road. ~ ~ 0 -1 21010 E moat~ You look into the murky water below you and surmise that jumping in there would not be a wise thing to do. A number of rather heavy objects seem to be floating on the surface! ~ S #21012 Dead end~ The passage way ends here where a door in the west wall leads further into the wall. The smell that comes from there tends to indicate that it leads into the sewers. ~ 210 12 0 D1 A dimly lit passageway ~ ~ 0 -1 21013 D3 A door ~ door~ 2 21002 21056 E door~ A narrow wooden door with a rusted keyhole. ~ S #21013 East-West Passage~ You stand in a dimly lit passage way inside the city wall. To the west is the main city gate and east leads further into the dankness. It seems to be a dead end. ~ 210 8 0 D3 An apparent dead end ~ ~ 0 -1 21012 D1 The city gates ~ ~ 0 -1 21014 S #21014 City Gates~ You stand inside the wall of the city where thusands of feet have trod. To the south lies the relative safety of Ershteep Road, to the east and west lie dim passages into the wall and north you can see into the city. Strangely no normal city sounds seem to come from within! ~ 210 8 0 D0 The city of Orshingal ~ ~ 0 -1 21019 D1 A dim passage ~ ~ 0 -1 21015 D2 Ershteep Road ~ ~ 0 -1 21011 D3 A dim passage ~ ~ 0 -1 21013 S #21015 East-West Passage~ You stand in an dimly lit east-west passage inside the city wall. East lies the city gate and west seems to lead to a dead end. ~ 210 8 0 D1 A seemingly dead end ~ ~ 0 -1 21016 D3 City gates ~ ~ 0 -1 21014 S #21016 Dead end~ The passage way ends here where a door in the west wall leads further into the wall. The smell that comes from there tends to indicate that it leads into the sewers. ~ 210 12 0 D3 A dimly lit passageway ~ ~ 0 -1 21015 D1 A door ~ door~ 2 21002 21056 E door~ A narrow wooden door with a rusted keyhole. ~ S #21017 On a Road~ You stand at a corner of a road which follows to city wall around. Through huge amounts of rubble to see that the road leads north and west from here. ~ 210 0 1 D0 On a Road ~ ~ 0 -1 21023 D1 On a Road ~ ~ 0 -1 21018 S #21018 On a Road~ You stand on a road which leads both east and west from here. To the north is a broken down, old building. ~ 210 0 1 D0 An old building ~ ~ 0 -1 21024 D1 A junction ~ ~ 0 -1 21019 D3 Road ~ ~ 0 -1 21017 S #21019 Inside the main gates~ You stand inside the main gates of Orshingal, a city in ruins. The cities invaders seemed to take no care in their attack and bodies and rubble line the streets. From here roads lead north, east and west. South leads back to the city gates. ~ 210 0 1 D0 Road ~ ~ 0 -1 21025 D1 Road ~ ~ 0 -1 21020 D2 City gates ~ ~ 0 -1 21014 D3 Road ~ ~ 0 -1 21018 S #21020 On a Road~ You stand on a road which though covered in bodies and rubble seems to lead both east and west from here. To the north is a mystic temple, strangely intact. ~ 210 0 1 D0 A temple ~ ~ 0 -1 21026 D1 Road ~ ~ 0 -1 21021 D3 A junction ~ ~ 0 -1 21019 S #21021 On a Road~ You stand at a bend in the road. The road continues north and west from here. ~ 210 0 1 D0 Road ~ ~ 0 -1 21027 D3 Road ~ ~ 0 -1 21020 S #21022 On a Road~ You stand at a bend in the ruined road. The road apparently leads north and east from here. ~ 210 0 1 D0 Road ~ ~ 0 -1 21029 D1 Road ~ ~ 0 -1 21023 S #21023 On a Road~ You stand at a bend in the old road. It continues south and east through much rubble and many decaying bodies. ~ 210 0 1 D2 Road ~ ~ 0 -1 21017 D3 Road ~ ~ 0 -1 21022 S #21024 Armoury~ This ransacked shop once was an armoury and there are many pieces of ancient armour all rusting on the floor. There is a locked cabinet on the floor which seems to have been overlooked. Doors lead to the north and south. ~ 210 8 0 D0 A foyer ~ ~ 0 -1 21031 D2 Road ~ ~ 0 -1 21018 S #21025 A wide street~ A cobblestone street, meandering through the town. To the north is a large square dominated by a rather large mound in the centre with a tree on it. South is a junction of this street and another road. ~ 210 0 1 D0 A square ~ ~ 0 -1 21038 D2 A junction ~ ~ 0 -1 21019 S #21026 South Chapel of the Temple~ You are at the south end of the great temple. It is bedecked with many ancient symbols and artifacts. The strange thing about this temple is that unlike the rest of the city it seems to be quite well kept. An exit lies to the south and the main hall lies to the north. ~ 210 12 0 D0 The main hall ~ ~ 0 -1 21032 D2 An exit back to the street ~ ~ 0 -1 21020 E symbols~ Strange symbols all in yellow and black are written on the walls. You have never seen anything like it before in your life. The strangest thing is that you seem to think the symbols say something important. ~ S #21027 On a Road~ A bend in the road. This was obviously where a great battle was fought as the stench here is overpowering. The road continues south and east from here. ~ 210 0 1 D1 Road ~ ~ 0 -1 21028 D2 Road ~ ~ 0 -1 21021 S #21028 On a Road~ The road heads north and west at this point because at this point, what is left of the city wall dictates that it does. ~ 210 0 1 D0 Road ~ ~ 0 -1 21034 D3 Road ~ ~ 0 -1 21027 S #21029 On a Road~ You stand on a north-south section of the road. The city wall is west of here and an old building lies to the east. ~ 210 0 1 D0 Road ~ ~ 0 -1 21035 D1 An old building ~ ~ 0 -1 21030 D2 Road ~ ~ 0 -1 21022 S #21030 Weaponry~ This shop has been looted and pillaged many times and now all that is left are broken swords and a few scabbards. There is an awful lot of blood on the walls and a pile of bones lies behind the counter. There is an exit to the west and a small foyer lies east of here. ~ 210 8 0 D1 A foyer ~ ~ 0 -1 21031 D3 An exit to the street ~ ~ 0 -1 21029 E bones~ The last remains of the weaponsmith. ~ S #21031 A small foyer~ This is a small room which connects three shops: The Armoury, Weaponry and Jewellery. These lie to the south, west and north respectively. ~ 210 8 0 D0 The Jewellery ~ ~ 0 -1 21037 D2 The Armoury ~ ~ 0 -1 21024 D3 The Weaponry ~ ~ 0 -1 21030 S #21032 The Main Hall~ Amazing patterns and dazzling images crowd your mind. Swirling visual illusions make you reel and almost fall over. There are exits north and south to small chapel like areas and in the east wall a small door leading who knows where? ~ 210 8 0 D0 A chapel ~ ~ 0 -1 21039 D1 A large jarrah door ~ door~ 2 -1 21033 D2 A chapel ~ ~ 0 -1 21026 S #21033 Cleric's Sanctum~ You feel quite out of place in here. On the walls lie shelves which haven't seen the love of a cleaner in what is apparently centuries. Many books lie about them and there are some scrolls on the table before you. You suddenly feel uneasy and you look around. ~ 210 8 0 D3 A door ~ door~ 2 -1 21032 S #21034 A street~ The road runs north-south here and there is a vile stench coming from a grate at the base of the wall. You expect there are sewers down there. ~ 210 0 1 D0 Road ~ ~ 0 -1 21041 D1 The city wall and a grate ~ grate~ 2 -1 21055 D2 Road ~ ~ 0 -1 21028 E grate~ It looks unlocked. ~ S #21035 On a Road~ At this point you can see through a hole in the wall of the city and see that there is a large plain to the east and moving around you see a large mountain to the north. The road turns to the south and east here. ~ 210 0 1 D1 Road ~ ~ 0 -1 21036 D2 Road ~ ~ 0 -1 21029 S #21036 On a Road~ The rubble lined road leads north and west from here. Through the debris you see that the road leads distantly to the north where the remnants of the wall impede its progress and it turns east. ~ 210 0 1 D0 Road ~ ~ 0 -1 21042 D3 Road ~ ~ 0 -1 21035 S #21037 Jewellery~ With little regard for years of timeless work, the cities destroyers have badly damaged this place. You can see little of any value here. The bones of the shopkeeper lie where he fell and they may still clutch something! ~ 210 8 0 D1 The City Square can be seen through the broken door. ~ ~ 0 -1 21038 D2 A door to a small foyer ~ ~ 0 -1 21031 S #21038 The City Square~ In the centre of this large square, perched on the top of a small hillock, is an all to unfamiliar tree. Radial lines of grass feed out from the tree and you feel a sense of power radiating from it. Exits lie north and south along a cobblestone street and east and west lead into buildings. ~ 210 0 1 D0 Road ~ ~ 0 -1 21044 D1 The temple ~ ~ 0 -1 21039 D2 Road ~ ~ 0 -1 21025 D3 An old, broken down building ~ ~ 0 -1 21037 D4 Up to the tree ~ ~ 0 -1 21059 E tree~ Why not go and take a closer look yourself? ~ S #21039 North Chapel~ The dim candle light and smell of inscence makes your head spin and you get the feeling that you could very well be in for a bit of peril in here! There is an exit to the west and the Main Hall lies to the south. ~ 210 8 0 D2 You see the main hall of the temple ~ ~ 0 -1 21032 D3 A door back to the outside ~ ~ 0 -1 21038 S #21040 On a Road~ The rubble lined road leads north and east from here. Through the debris you see that the road leads distantly to the north where the remnants of the wall impede its progress and it turns east. ~ 210 0 1 D0 Road ~ ~ 0 -1 21046 D1 Road ~ ~ 0 -1 21041 S #21041 On a Road~ The rubble lined road leads south and west from here. ~ 210 0 1 D2 Road ~ ~ 0 -1 21034 D3 Road ~ ~ 0 -1 21040 S #21042 On a Road~ The rubble lined road leads north-south here. A small house lies to the east but no door is apparent in the wall. ~ 210 0 1 D0 Road ~ ~ 0 -1 21047 D2 Road ~ ~ 0 -1 21036 S #21043 Small House~ This small house, once occupied, now lies in ruins. There are lots of food scraps on the floor here and some clothes lie strewn on the floor. Looks tidy eh? ~ 210 9 0 D0 The door out! ~ ~ 0 -1 21048 S #21044 A wide street~ A cobblestone street, meandering through the town. To the south is a large square dominated by a rather large mound in the centre with a tree on it. North is a junction of this street and another road. Small homes can be seen east and west of here. ~ 210 0 1 D2 A square ~ ~ 0 -1 21038 D0 A junction ~ ~ 0 -1 21049 S #21045 Small House~ This small house, once occupied, now lies in ruins. There are lots of food scraps on the floor here and some clothes lie strewn on the floor. Looks tidy eh? ~ 210 9 0 D0 The door out! ~ ~ 0 -1 21050 S #21046 On a Road~ The rubble lined road leads north-south here. A small house lies to the west but no door is apparent in the wall. ~ 210 0 1 D0 Road ~ ~ 0 -1 21051 D2 Road ~ ~ 0 -1 21040 S #21047 On a Road~ The road turns here and leads south and east. To the north the city wall lies in complete ruin and all the city which was beyond it is now just wasteland. You get a strange sense of fear as you get closer to the wall. There is no way thru all the rubble, luckily. ~ 210 0 1 D1 Road ~ ~ 0 -1 21048 D2 Road ~ ~ 0 -1 21042 S #21048 On a Road~ The road leads east-west and a door into a small, dark house leads south. ~ 210 0 1 D1 Road ~ ~ 0 -1 21049 D2 A small house ~ ~ 0 -1 21043 D3 Road ~ ~ 0 -1 21047 S #21049 Road Junction~ You stand at the junction of the two main roads in Orshingal. They lead south and east-west. ~ 210 0 1 D1 Road ~ ~ 0 -1 21050 D2 A wide street ~ ~ 0 -1 21044 D3 Road ~ ~ 0 -1 21048 S #21050 On a Road~ The road leads east-west and a door into a small, dark house leads south. ~ 210 0 1 D1 Road ~ ~ 0 -1 21051 D2 A small house ~ ~ 0 -1 21045 D3 Road ~ ~ 0 -1 21049 S #21051 On a Road~ The road turns here and leads south and west. To the north the city wall lies in complete ruin and all the city which was beyond it is now just wasteland. You get a strange sense of fear as you get closer to the wall. There is a path leading northwards through the rubble. ~ 210 0 1 D0 You see a pile of rubble~ ~ 0 -1 21060 D2 Road~ ~ 0 -1 21046 D3 Road~ ~ 0 -1 21050 S #21052 Fireplace~ You stand in this small dim fireplace your light source dancing merrily and making shadowy pictures on the walls. The grate lies to the south. ~ 210 585 0 D2 A grate ~ grate door~ 2 21001 21004 S #21053 Sewer~ The stench is revolting! You see that the sewer here leads east and there is a door in the west wall. ~ 210 9 0 D1 More sewer ~ ~ 0 -1 21054 D3 A door ~ door sewer~ 2 21002 21016 E door~ A plain wooden door ~ S #21054 Sewer~ The sewer leads both north and south from here. ~ 210 9 0 D0 More sewer ~ ~ 0 -1 21055 D2 More sewer ~ ~ 0 -1 21053 S #21055 Sewer~ The sewer leads south from here and there is a grate in the ceiling. ~ 210 9 0 D2 More sewer ~ ~ 0 -1 21054 D4 A city street ~ grate ceiling~ 2 -1 21034 S #21056 Sewer~ The stench is revolting! You see that the sewer here leads west and there is a door in the east wall. ~ 210 9 0 D3 More sewer ~ ~ 0 -1 21057 D1 A door ~ door sewer~ 2 21002 21012 E door~ A plain wooden door ~ S #21057 Sewer~ The sewer leads both north and south from here. ~ 210 9 0 D0 More sewer ~ ~ 0 -1 21058 D2 More sewer ~ ~ 0 -1 21056 S #21058 Sewer~ Apparently this is a dead end with the only exit being south. ~ 210 9 0 D2 More sewer ~ ~ 0 -1 21057 S #21059 By the tree~ Here, by the tree lie lots of bones and many bodies. There is an exit down. You might get to use it! ~ 210 0 1 D5 The square ~ ~ 0 -1 21038 S #21060 A pile of rubble~ You are standing on top of a pile of rubble. To the north, a trail leads from the ruined city towards a dark forest. It is very frightening to consider what is ahead ~ 45 0 0 D0 ~ ~ 0 -1 21061 D2 ~ ~ 0 -1 21051 S #21061 A winding trail~ you are on a winding trail, leading from the city of Orshingal northwards, into a dark, and tangled forest. However, the path ends here, so go home. ~ 45 0 0 D2 ~ ~ 0 -1 21060 S #21100 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 60 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 D1 Sand as far as the eye can see. ~ ~ 0 -1 21101 D2 Sand as far as the eye can see. ~ ~ 0 -1 21106 D3 Sand as far as the eye can see. ~ ~ 0 -1 21100 S #21101 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21100 D1 Sand as far as the eye can see. ~ ~ 0 -1 21102 D2 Sand as far as the eye can see. ~ ~ 0 -1 21106 D3 Sand as far as the eye can see. ~ ~ 0 -1 21100 S #21102 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21105 D1 Sand as far as the eye can see. ~ ~ 0 -1 21102 D2 Sand as far as the eye can see. ~ ~ 0 -1 21102 D3 Sand as far as the eye can see. ~ ~ 0 -1 21100 S #21103 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies far to the north-west. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21104 D1 Sand as far as the eye can see. ~ ~ 0 -1 21108 D2 Sand as far as the eye can see. ~ ~ 0 -1 21104 D3 Sand as far as the eye can see. ~ ~ 0 -1 21102 S #21104 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies far to the north-west. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21107 D1 Sand as far as the eye can see. ~ ~ 0 -1 21103 D2 Sand as far as the eye can see. ~ ~ 0 -1 21103 D3 Sand as far as the eye can see. ~ ~ 0 -1 21104 S #21105 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. The wind has uncovered what could be an old trail here under the sand. The stone surface must have been covered by the sands for ages. It leads to the east through the desert. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21100 D1 The trail seems to continue to the east. ~ ~ 0 -1 21106 D2 Sand as far as the eye can see. ~ ~ 0 -1 5055 D3 Sand as far as the eye can see. ~ ~ 0 -1 5029 S #21106 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. You are following an old trail of cut stone that shows itself in patches through the sands. It leads to the east and west. North and south is desert, as far as the eye can see. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 D1 The trail seems to continue to the east. ~ ~ 0 -1 21107 D2 Sand as far as the eye can see. ~ ~ 0 -1 21102 D3 The trail seems to continue to the west. ~ ~ 0 -1 21105 S #21107 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. There is a trail revealing itself through the sands here, leading west. To the east, it disappears again into the sandy dunes. ~ 61 0 5 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 D1 Sand as far as the eye can see. ~ ~ 0 -1 21104 D2 Sand as far as the eye can see. ~ ~ 0 -1 21104 D3 The trail seems to continue to the west. ~ ~ 0 -1 21106 S #21108 An Old Trail~ An old trail emerges here from underneath an enormous sand dune, leading to the east. The desert continues featurelessly to the north and south. The giant dune prevents further passage to the west. ~ 61 4 3 D0 Sand as far as the eye can see. ~ ~ 0 -1 21101 D1 The trail widens to the east. ~ ~ 0 -1 21109 D2 Sand as far as the eye can see. ~ ~ 0 -1 21100 S #21109 Wide Trail~ You are on a wide trail that in times long ago was obviously a well used road. The desert to the north and south is lighter than to the west, with the sandy dunes being replaced by shrubs and cacti. The desert stretching to the east also shows signs of rainfall - off in the distance you think you see the arid landscape yield to grasslands. ~ 62 0 2 D0 ~ ~ 0 -1 21110 D1 ~ ~ 0 -1 21115 D2 ~ ~ 0 -1 21111 D3 ~ ~ 0 -1 21108 S #21110 The Light Desert~ This region shows signs of life, unlike the vast desert to the west. There are brush and cacti dotting the landscape here, and further to the north the terrain becomes even more accomodating - you can see what looks like a huge grassland stretching out in that direction, which extends to the east as well. The light desert continues to the south, where off on the distance you see a large snow-capped mountain range. ~ 62 0 3 D1 ~ ~ 0 -1 21112 D2 ~ ~ 0 -1 21109 S #21111 The Light Desert~ This region shows signs of life, unlike the vast desert to the west. There are brush and cacti dotting the landscape here. To the south is a hilly region through which no trail is visible. To the east there is a large grassland. The light desert continues to the north, and becomes more severe to the west. ~ 62 0 3 D0 ~ ~ 0 -1 21109 D1 ~ ~ 0 -1 21112 S #21112 The Grassy Plain~ You are on a large grassy field that extends south to the mountains, west to the horizon, north as far as you can see, and south-west to the hills. To the west the grass gives way to the flora of a less irrigated region, as the pleasant knee-high grass is replaced by scrub brush and cacti. There is a kind of cleanliness about this landscape. It is as if man had not set foot here for ages. ~ 62 0 2 D1 ~ ~ 0 -1 21112 D2 ~ ~ 0 -1 21112 D3 ~ ~ 0 -1 21110 S #21113 The Grassy Plain~ You are on a large grassy field that extends south to the mountains, west to the horizon, north as far as you can see, and west to the hills. To the north-west the grass gives way to the flora of a less irrigated region, as the pleasant knee-high grass is replaced by scrub brush and cacti. Through the western hills no trail is visible. ~ 62 0 2 D0 ~ ~ 0 -1 21112 D1 ~ ~ 0 -1 21113 D3 ~ ~ 0 -1 21111 S #21114 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. There is a light desert to the west, to the east is a grassland that extends to the horizon. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 62 0 0 D1 ~ ~ 0 -1 21112 D2 ~ ~ 0 -1 21115 D3 ~ ~ 0 -1 21110 S #21115 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. There is also a lesser road leading off to the west, into the scorching desert. To the east is a grassland that extends to the horizon. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 62 0 0 D0 ~ ~ 0 -1 21114 D1 ~ ~ 0 -1 21112 D2 ~ ~ 0 -1 21116 D3 ~ ~ 0 -1 21109 S #21116 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. There is a light desert to the west, to the east is a grassland that extends to the horizon. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 62 0 0 D0 ~ ~ 0 -1 21115 D1 ~ ~ 0 -1 21112 D2 ~ ~ 0 -1 21117 D3 ~ ~ 0 -1 21111 S #21117 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. Hills have cropped up to the west - there is no trail to make passage possible. To the north and south the road extends to the limit of your vision, north through the grassland, south to a large mountain range. ~ 62 0 0 D0 ~ ~ 0 -1 21116 D1 ~ ~ 0 -1 21113 D2 ~ ~ 0 -1 21118 S #21118 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Even so, it is an impressive monument to the civilization that built it. You are entering the foothills of the mountains now, though the peaks themselves still seem far away. Strangely, the road is flat and straight. When a hill gets in the way, rather than going around or over it, it goes right through it, giving you an even greater respect for the civilization that built it. ~ 62 0 0 D0 ~ ~ 0 -1 21117 D2 ~ ~ 0 -1 21119 S #21119 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. Traveling along it has caused you to start wondering; who could have built this road? how long ago? what great cities did it connect? The answers must have been lost to modern lore, or surely in your travels you would have heard some rumor of this place. The road marches on through the hills, flat, straight, north and south. ~ 62 0 0 D0 ~ ~ 0 -1 21118 D2 ~ ~ 0 -1 21120 S #21120 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. You are approaching the mountains now, for the hills are getting taller and the road is starting to climb, though it is as straight as ever. The clime is getting a bit colder with the elevation. You notice an overgrown path to the west through the hills, it shows no signs of having been traveled in these times. ~ 62 0 0 D0 ~ ~ 0 -1 21119 D2 ~ ~ 0 -1 21121 D3 ~ ~ 0 -1 21122 S #21121 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks everywhere. At last you have reached the mountains. The ancient road does not stop upon reaching the base of the enormous rock face, however, but disappears into a gigantic tunnel, the mouth of which has a radius of at least thirty feet. It size permits the light to extend for some distance into the tunnel - you can see that the road continues as before. ~ 62 0 0 D0 ~ ~ 0 -1 21120 D2 ~ ~ 0 -1 21200 S #21122 Winding Path~ After the easy walk on the ancient road it takes you a little time to get used to the rough going on this winding trail. The grass and brush has had more success reclaiming its territory here than it did there, and you find yourself having to push the vegatation aside at times to get through. The trail is continually rising, and you find yourself nearer to the mountains to the south in elevation, if not in actual distance. The track continues east and west. ~ 62 0 5 D1 ~ ~ 0 -1 21120 D3 ~ ~ 0 -1 21123 S #21123 Winding Path~ After the easy walk on the ancient road it takes you a little time to get used to the rough going on this winding trail. The grass and brush has had more success reclaiming its territory here than it did there, and you find yourself having to push the vegatation aside at times to get through. To the south there is an even steeper trail that looks like it will take you to the mountains themselves, while this path winds it way to the east and west. ~ 62 0 5 D1 ~ ~ 0 -1 21122 D2 ~ ~ 0 -1 21125 D3 ~ ~ 0 -1 21124 S #21124 Path End~ You have come to the end of the winding path, and only now discover who must have used it aeons ago. You are on top of a particularly tall hill, one that gives an excellent view of the grassy plains and desert below. Far to the north you see a glint of blue that can only be the ocean. It is there the road must have been headed. There is an area of scorched earth here that has withstood all the wind and rains, from an uncountable number of campfires kept by the watchmen who once stayed here. The winding path leads back down the hill to the east. ~ 62 0 4 D1 ~ ~ 0 -1 21123 S #21125 The Climbing Trail~ The trail steepens here and you find yourself frequently stopping to catch your breath. Once in a while you look back and see the hills below you, and the straight white line that the ancient road makes through the landscape. Far in the distance to the north you can see a blue expanse that must be an ocean, while nearer it turns into a sea of green, which extends to the east to the edge of your vision. To the north-west you can see the desert, an you think you can just see the outlines of a triangular structure in the center. To the north the sheer faces of the cliffs are now very close, and the trail seems to be taking you right to them. ~ 62 0 5 D0 ~ ~ 0 -1 21123 D4 ~ ~ 0 -1 21126 S #21126 A Rocky Precipice~ The trail you've been following ends here on a wide ledge. Long ago, it must have been lookout used to view the world below. The mountains rise straight above you, the sheer rock face forming an impassable barrier to further travel in that direction. To the west you can see a fissure in the rock; one that is deep enough that you can't see how far it extends. You know better than to try to get there from here, though, as it would involve scaling the mountain going west for more than twenty feet, and you'd never make it. The steep trail heads back down the mountain here, giving you an exit. ~ 62 0 5 D3 ~ ~ 0 -1 21128 D5 ~ ~ 0 -1 21125 S #21127 An Opening in the Sheer Rock Face~ As you grasp the rock you look into a fissure that extends several feet into the face, getting deeper as it continues up the mountain. Looking out from the fissure reveals a rocky precipice you could probably reach if you had wings, but certainly not without. It is very cool in here, as the sun rarely reaches the recesses of this crack. You figure you can work your way up the fissure to leave. No other exits are apparent. ~ 62 260 5 1 D1 ~ ~ 0 -1 21128 D4 ~ ~ 0 -1 21129 S #21128 Mid-Air~ You are flying between the rocky precipice and the fissure in the cliff face. You sneak a glance between your feet to the rocks hundreds of feet below, and mumble a brief prayer to the gods of magic. ~ 62 0 8 D1 ~ ~ 0 -1 21126 D3 ~ ~ 0 -1 21127 S #21129 Cramped Fissure~ You've managed to work yourself into a narrow spot in the fissure. From here you can see both a dark recess in the rock where the crack deepens and down to an area where there's a little more space. It is quite cool here, and if it weren't for the fact that you are wedged between a rock and a hard place, you might even be comfortable. ~ 62 260 4 1 D2 ~ ~ 0 -1 21130 D5 ~ ~ 0 -1 21127 S #21130 Inside the Fissure~ You are in the recesses of a fissure inside a cliff face. To the north you can see a bit of light where the crack opens to the world. Up and down the rock becomes too narrow for further passage. It also tightens to the south, leaving you in what is effectively a pocket in the fissure. The rough stone presses against you on the east and west. You can leave to the north. ~ 62 269 4 2 D0 ~ ~ 0 -1 21129 D1 The rock is rough, but solid. The surface is very cool. ~ rock~ 1 -1 21131 S #21131 Natural Cave~ You have entered a natural cavern, formed by the forces of nature over time. Moving the rock aside stirred the dust like opening a tomb - looks like no one has entered this cavern in ages, if anyone has ever been here at all. The cave is completely dark aside from your light, the stalagmites cast strange shadows on the walls around you. In one corner of the room you notice a hole in the floor of the cave. Extending your light into it reveals it to be leading into a space whose size is impossible to tell - the floor and walls, if any, are beyond the range of your light. ~ 62 13 8 D3 ~ rock~ 1 -1 21130 D5 There's really no way of telling where it goes. Your light doesn't reflect off anything. ~ ~ 0 -1 21132 S #21132 In the Air~ You're in the air, a bit of a drop above the cavern floor that is visible below. Above you a hole is barely visible in the ceiling of the cavern, among the stalactites. You still can't see any walls. This place must be big. ~ 62 13 3 D4 You think you see the outlines of a hole up there. ~ ~ 0 -1 21131 D5 ~ ~ 0 -1 21133 S #21133 Enormous Cavern~ You are somewhere inside what you assume must be a cavern of enormous size, as from your current position only the ground below you limits your movement - there are no walls visible in any direction that your light source can reach. >From here you can go north, south, east, and west. The roof of the cavern abov e you is not visible from this vantage point. ~ 62 9 4 D0 ~ ~ 0 -1 21137 D1 ~ ~ 0 -1 21135 D2 ~ ~ 0 -1 21134 D3 ~ ~ 0 -1 21138 D4 ~ ~ 0 -1 21132 S #21134 South End of the Enormous Cavern~ This is the south end of a vary large cavern. Your light casts a reflection off the southern wall that tells you no further passage is possible in that direction. The cavern curves to the east, the northernly arc of the wall is visible from here. You can also go west. Looking upwards, you notice a ledge about twenty feet up, but there's no visible means to get to it. ~ 62 9 -1 50 21141 1 4 D0 ~ ~ 0 -1 21133 D1 ~ ~ 0 -1 21135 D3 ~ ~ 0 -1 21139 S #21135 East End of the Enormous Cavern~ The easterm wall of the cavern is visible from here, and as it curves up to the cavern ceiling which must be somewhere above, you see a tremendous black mass of life coating it like wet and running black paint. This cavern is the home of hundreds of bats. It is unclear what kind. Realizing this, it is with some apprehension you tiptoe out of here. ~ 62 9 4 D0 ~ ~ 0 -1 21136 D2 ~ ~ 0 -1 21134 D3 ~ ~ 0 -1 21133 S #21136 Northeast End of the Enormous Cavern~ This is the northwest end of an enormous cavern. The rocks here are quite beatiful, and there is a glow coming from an extension of the cavern that continues to the north. Despite the richness of the minerals apparent in the walls here, there is no sign they have ever been mined. Perhaps someday when you have the time you will return to work the rock. In the meantime, you can go south and west to other parts of the cavern, or north to the extended cave. ~ 62 9 4 D0 ~ ~ 0 -1 21140 D2 ~ ~ 0 -1 21135 D3 ~ ~ 0 -1 21137 E minerals rock~ It looks like garnet and amythest stones occur naturally here. Quite a find. ~ S #21137 North End of the Enormous Cavern~ This is the northern end of a rather large natural cavern. The floor is smoother here than other parts of the cave, for some reason. The roof is visible only close to the north wall, as it arches out of sight quite quickly. What you can see of it appears to be moving. Very odd. From the blackness of whatever it is that is up there, you think it might be bats. Of course, that would mean there are lots of them. As this occurs to you, it also strikes you that it might be a good idea to leave. Like, now. ~ 62 9 4 D1 ~ ~ 0 -1 21136 D2 ~ ~ 0 -1 21133 D3 ~ ~ 0 -1 21138 S #21138 West End of the Enormous Cavern~ This is the western end of a cavern of impressive size. The wall curves to the east on the northern side, but is straighter to the south. There is a passage sloping slightly down to the west. You notice the floor is smoother here than one might expect for a natural cave, but you see no signs of work done on it by intelligent creatures. You can go in all directions from here, the cavern is to the north, south and east, the passage is west. ~ 62 9 4 D0 ~ ~ 0 -1 21137 D1 ~ ~ 0 -1 21133 D2 ~ ~ 0 -1 21139 D3 ~ ~ 0 -1 21186 S #21139 Southwest End of the Enormous Cavern~ You have reached the southwestern edge of the cavern. The ceiling is a bit lower here, and on it you can see a writhing mass of sleeping bats. You decide not to wake them. There is a tunnel that once was probably an underground riverbed sloping gently up to the south. No water flows there now, however, and the air is dry and musty, if anything. You can also go north and east to other parts of the cavern. ~ 62 9 4 D0 ~ ~ 0 -1 21138 D1 ~ ~ 0 -1 21134 D2 ~ ~ 0 -1 21142 S #21140 Extended Cave~ The glow you saw from the main cavern seems to be coming from some strange lichen growing on the walls. They are not the only life form present here, as you also see molds and spores of various kinds growing in between the rocks. Unlike the main cavern, this place is damp. A trickle of water off the south wall reveals the source of life for these humble life forms. There is a pretty green mold growing here.~ 62 8 4 D2 ~ ~ 0 -1 21136 E green mold~ It is an almost fluorescent color. It is thriving in the damp soil near the water source. ~ S #21141 Lair of the Cave Fishers~ Well, you seem to have made it onto that ledge you couldn't reach. A hungry cave fisher has grabbed you, and he and his pals are looking forward to having you for dinner. There is a trail down to the west~ 62 9 4 D3 ~ ~ 0 -1 21139 S #21142 Ancient Riveroute~ The passage slopes gently up here, and there are no stalgmites or other rough features on the floor. There is a gritty layer of heavy sand on the floor in the middle of the passage, from which you surmise this was once the route followed by an underground river. The cavern you were just in must have served as a natural reservior at some point, though it's hard to say how long the area's been dry. The passage continues north and south from here. ~ 62 265 3 10 D0 ~ ~ 0 -1 21139 D2 ~ ~ 0 -1 21143 S #21143 Ancient Riveroute~ The route continues north and south here, getting narrower to the south and widening out a bit further to the north. ~ 62 265 3 10 D0 ~ ~ 0 -1 21142 D2 ~ ~ 0 -1 21144 S #21144 Fork in the Riveroute~ You've come to a place where the river must have been fed by two sources which merged into a single stream. The southern route was clearly the larger of the two sources, as the tunnel there is only slightly smaller than the one into which the two sources converge to the north. The other source looks like it probably was a minor tributary, as the hole through which it enters this tunnel is barely large enough to fit through. It leads up and to the west. ~ 62 265 3 10 D0 ~ ~ 0 -1 21143 D2 ~ ~ 0 -1 21160 D4 ~ ~ 0 -1 21145 S #21145 Route Bend~ This is a narrow spot in a tunnel that was once the bed of an underground stream. The passage makes a turn here from heading east-west to going pretty much straight down into a narrow crack. Something seems to have made its home here in the years that have passed, as there are bits of broken junk and shattered bones strewn about the floor. You have a slightly uneasy feeling, and have a strong urge to leave, either to the west, or down. ~ 62 265 4 3 D3 ~ ~ 0 -1 21146 D5 ~ ~ 0 -1 21144 S #21146 Dry Stream Bed~ The ground evens out here and slopes only slightly downward where the stream once flowed to the east. The passage is rougher here that it has been elsewhere, and show signs of greater resistance to the erosion of waters that once passed through here. The dry streambed leads east and south. ~ 62 265 3 10 D1 ~ ~ 0 -1 21145 D2 ~ ~ 0 -1 21147 S #21147 Dry Stream Bed~ The dry stream bed rises sharply to the west here, though the passage becomes more level to the north. At the rate of change of elevation of this streambed, you figure it must have been fed from a stream on the surface somewhere. There are also signs that someone might have been this way before you, though from the bits of metal scrapings you noticed on the rocks it's impossible to tell how long ago. ~ 62 265 3 10 D0 ~ ~ 0 -1 21146 D3 ~ ~ 0 -1 21148 E metal scrapings~ It seems to be bronze. ~ S #21148 Dry Stream Bed~ The stream bed continues its twisting course here, only now instead of being merely steep, it continues practically straight up to the north, and drops sharply down to the east. There is a frayed rope ladder hanging down on the northern wall which disappears into the inky blackness above. It doesn't look trustworthy, but the rock is sufficiently rough for you to climb without it's help. Getting down might be a bit more difficult, though. ~ 62 265 3 10 D1 ~ ~ 0 -1 21147 D4 You could probably climb the rock here, as the eighty percent grade makes the task merely very difficult. You can't tell how far up the top is, though, but it must be at least thirty feet, if not more. ~ ~ 0 -1 21149 E rope ladder frayed~ It is old, and practically crumbles under your touch. You estimate it must have been placed here long ago to be in such a sorry state today. ~ S #21149 Dry Stream Bed~ The stream bed continues here, to the north, at only a slight angle, and also down into a dark hole to the south. There is a frayed rope ladder tied to the rocks adjacent to the downward passage, but you have serious doubts as to whether it is up to the task of holding your weight, plus all your stuff. The only sure passage leads north, further up the streambed. ~ 62 265 3 10 D0 ~ ~ 0 -1 21150 D5 Wow, it looks like quite a drop. You can't see where the bed evens out again but you estimate it's got to be a good forty feet below you, if not more. ~ ~ 0 -1 21148 E frayed rope ladder~ Looking closely at the ladder reveals that its fastenings to the rock are very loose, and the condition of the rope is such that no better fastening job is possible. Good thing you checked it out, using it to go down would surely have resulted in an untimely death. ~ S #21150 Dry Stream Bed~ The stream bed curves again here, leading to the south and east. There are signs that this path might have been traveled once upon a time, as along the northwest wall where the stream curves sharply you can see a large plate made of some kind of metal, fastened securely to the rock. The stream bed slopes up to the east, and down to the south. ~ 62 265 3 10 D1 ~ ~ 0 -1 21151 D2 ~ ~ 0 -1 21149 D3 ~ plate~ 2 21114 21330 E plate metal large~ It is secured to the rock quite solidly. You'd need to have some kind of strong lever to pry it off, and even that might not do it. It looks like it might have been a very large shield. Wonder what it's doing here... ~ S #21151 Dry Stream Bed~ The stream bed is larger here than elsewhere, and forms more of a large bowl than what could be properly described as a tunnel. There are two exits apparent; one is the path the stream once followed sloping down to the west, the other is a hole in the ceiling. You can just reach the roof to access it, but going that way means some tough traveling, as it is essentially a shaft leading straight up. ~ 62 265 4 10 D3 ~ ~ 0 -1 21150 D4 ~ ~ 0 -1 21152 S #21152 Vertical Shaft~ You are climbing the wall of what was once an underground waterfall - and quite a fall it must have been too, as the ground is dropping away below you at an alarming rate. Traveling here is rough going, as you are forced to use your hands to brace yourself against the rock and slide up or down on the opposite side of the shaft with your backside. Fortunately, your armor is taking more of a beating than you are. The top of the shaft isn't visible from here, but you think you can see an end downwards, some thirty feet below. ~ 62 265 5 4 D4 An outcropping of rock some ten feet up makes it impossible to determine how much further up this shaft goes. ~ ~ 0 -1 21153 D5 It's dark down there, but the shaft looks like it bottoms out in a bit. ~ ~ 0 -1 21151 S #21153 Narrow Point~ Argh! You've reached a place that's so narrow you can barely worm your way through it. Fortunately, the grade is only about seventy percent here, so there is some friction with the rock to keep you from plunging down the shaft to meet your death on whatever lies below. From above you there is a faint light visible. The shaft twists around a corner just ahead, however, so it's not clear what the source is. You can go up or further down into the shaft. ~ 62 265 5 2 D4 ~ ~ 0 -1 21154 D5 ~ ~ 0 -1 21152 S #21154 The Funnel~ This is a natural sinkhole - a place where the spring meltoff from the winter mountain storms must have flowed at one time. Now, however, no water flows, and the funnel leads down into a very dark and forbidding looking hole. >From here you can see what appears to be a small natural dam to the north, over which you can see an icy pool. It looks a bit cool for bathing. To the west lies the edge of the funnel where you can get out, south and east are mountain walls that prevent passage in that direction. ~ 62 0 5 D0 That water looks awfully cold. Swimming in it might be a bad idea. ~ ~ 0 -1 21155 D3 ~ ~ 0 -1 21157 D5 ~ ~ 0 -1 21153 S #21155 In the Icy Pool~ You are swimming in a small pool. Unfortunately, the water is extremely cold. As a matter of fact, you can feel hypothermia coming on quite rapidly. Perhaps it would be a good idea to get out and dry off. You can exit to the west to the edge of the pool, or the south to the funnel. ~ 62 0 -1 80 21159 1 6 D2 ~ ~ 0 -1 21154 D3 ~ ~ 0 -1 21156 S #21156 Edge of the Icy Pool~ You are on the western edge of a small pool filled with icy water. To the east and north the sheer walls of the mountain serve both to prevent passage and to channel the flow of the water that collects on the slopes into this pool. When the pool fills, the overflow goes over a small natural dam on the south end of the pool into the funnel just south of it. You can go south to the edge of the funnel from here, and also east for a dip in the pool. ~ 62 0 3 D1 That water looks awfully cold. ~ ~ 0 -1 21155 D2 ~ ~ 0 -1 21157 S #21157 Edge of Sinkhole~ You are on the western edge of a natural sinkhole. There are boot tracks here that have solidified in the mud. The tracks lead to the north, where you can see an icy pool. Probably a water stop for the trail up the mountain you notice to the west. To the east is a natural sinkhole, at the bottom of which you can see a dark opening leading to who knows where. ~ 62 0 1 D0 ~ ~ 0 -1 21156 D1 ~ ~ 0 -1 21154 D3 ~ ~ 0 -1 21158 S #21158 Mountain Trail~ The ground flattens out here for once, and the inexorable climb becomes more of a leisurely stroll. The wind that had been whipping down the path has lessened now, and without it the bitter cold of past traveling has given way to more moderate chilly temperatures. You can go down the path to the north, up to the south, and there is also a small trail leading to the east. ~ 62 0 1 D0 ~ ~ 0 -1 21251 D1 ~ ~ 0 -1 21157 D2 ~ ~ 0 -1 21252 S #21159 An Icy Death~ Gee, it's really cold. You feel sleepy. Mmmmm.... maybe you'll take a nice long nap. Yeah.... This is your final thought as you sink slowly into the icy waters. ~ 62 6 0 S #21160 Primary Riverbed~ You are in a wide tunnel carved by rushing waters in ages past. It is dry here now, however, and from the musty smell you estimate it must have been that way for some time. The floor of the tunnel is covered with a gritty sand that results from aeons of small pebbles traveling along the stream grinding against the rocky tunnel floor. The route continues to the north and south. ~ 62 9 4 D0 ~ ~ 0 -1 21144 D2 ~ ~ 0 -1 21161 S #21161 Primary Riverbed~ The river route curves gently to the east and north here, and the tunnel remains wide and almost level. There is a gritty ground sand on the floor here caused by ages of erosion, and the ceiling, walls and floor are pretty much devoid of large rock protrusions. ~ 62 9 4 D0 ~ ~ 0 -1 21160 D1 ~ ~ 0 -1 21162 S #21162 Primary Riverbed~ You are in one half of a gentle S-curve traced by the river bed of a long dry underground waterway. The passage goes to the south and west from here, following a gentle upslope to the south. ~ 62 9 4 D2 ~ ~ 0 -1 21163 D3 ~ ~ 0 -1 21161 S #21163 Primary Riverbed~ The river route is a bit narrower here than it is to the north, and it looks like it narrows even further to the south. The tunnel here is rougher going than to the north, as there are obstinate rock outcroppings that have managed to stave off erosion and snag your clothes when you pass. There is a small hole in the ceiling of the tunnel here, in addition to the tunnel leading north and south. ~ 62 9 4 D0 ~ ~ 0 -1 21162 D2 ~ ~ 0 -1 21164 D4 ~ hole~ 0 -1 21215 S #21164 Primary Riverbed~ The passage is quite constricted here in comparison to the roominess it evinces to the north. Still, traveling single file it can be managed easily enough. You think you can see what was once the source of the river up ahead to the south. The ground is starting to rise rather sharply in that direction. ~ 62 265 4 10 D0 ~ ~ 0 -1 21163 D2 ~ ~ 0 -1 21165 S #21165 Primary Riverbed~ It is here that the underground river must have had its source. There are small openings to the west and up as well as to the south. The southern route is almost too narrow for a person to fit into, and looks like it gets even smaller. The west passage looks more inviting for humanoid travel. There is also a tiny hole leading up. ~ 62 9 4 D0 ~ ~ 0 -1 21164 D2 ~ ~ 0 -1 21167 D3 ~ ~ 0 -1 21168 D4 ~ ~ 0 -1 21166 S #21166 Tiny Fissure~ You've come as far in this direction as you can, as the rock comes together above you to prevent passage to anything larger than a small rodent. Forcing your light up the fissure allows you to see into it a few feet, and from what you can tell it extends straight up without enlargening at least that far. The only exit is back down to the river source intersection. ~ 62 269 5 2 D5 ~ ~ 0 -1 21165 S #21167 Tributary Path~ You have come to the end of this river path, as you are in a very small space where the rocks come together to form an extremely small cave. There iis a narrow crack in the floor, far too small for travel, out of which you can hear the sounds of distant water rushing. Once water must have emanated from this crack, now it flows a different way. ~ 62 9 4 D0 ~ ~ 0 -1 21165 S #21168 Tributary Path~ This tunnel is a bit on the restrictive side when it comes to travel, and you find yourself forced to you hands and knees at times in order to pass through narrow spots. Holding your light source in your teeth, you can see that the passage widens out a bit to the east, while it narrows further and rises almost vertically as it turns to the north. ~ 62 9 5 D0 ~ ~ 0 -1 21169 D1 ~ ~ 0 -1 21165 S #21169 Tributary Path~ You are really squeezing your way through the tunnel here, and bits of your clothing and armor occasionally snag on the rock, forcing you to stop and unhook them. The narrow tributary path continues to rise up to the west, and drops sharply to the south. ~ 62 9 5 D2 ~ ~ 0 -1 21168 D4 ~ ~ 0 -1 21170 S #21170 Rock Face~ You have emerged from the narrow tributary path onto a sheer mountain face. The wind whips by you here at an alarming rate, and you cling desperately to the rock to avoid being torn from your perch and blown to your death on the rocks thousands of feet below. From here you can see a running stream a few hundred feet down the cliff face to the east, where it disappears into another crevice in the rock on its path to unknown destinations. From the lay of the land about you it doesn't take long to figure out that the water flowing there once flowed here, thus explaining the dry bed you've been following. The only exit for those without wings (or the equivalent) is back down into the rock face. ~ 62 0 0 D1 ~ ~ 0 -1 21184 D5 ~ ~ 0 -1 21169 S #21171 Channel Source~ This is the source for an underground channel. There is a stream extending up the mountains here at a prohibitive grade, disappearing into a crevice directly below you. There is room to stand here, and the protective mountain face to either side of you keeps the icy talons of the wind from ravishing you once more. ~ 62 4 5 D3 ~ ~ 0 -1 21184 D5 ~ ~ 0 -1 21172 S #21172 New River Path~ Brrrrrrrr. This water is cold. Fortunately, it is only up to your thighs, so the force of the pull downstream is still possible to resist. You are having second thoughts about traveling this way, because you can see that to go much further along the streambed here you are going to need a set of gills. Water almost completely fills the tunnel along which the stream is flowing to the east, and it looks like the tunnel drops further and the water rises higher as it continues. You can still get out of here by leaving up. ~ 62 9 5 D1 ~ ~ 0 -1 21173 D4 ~ ~ 0 -1 21171 S #21173 New River Path~ Well, now you've done it. Better hope you can breathe water, cause you can see that the last of the air pockets disappears as the stream continues to the east. Man this water is cold. And the flow is strong too - it's taking every ounce of your strength to avoid being swept along with the rushing current. You can still get out to the west, to the east the water flows out of sight down into the darkness. ~ 62 9 5 D1 ~ ~ 0 -1 21174 D3 ~ ~ 0 -1 21172 S #21174 Submerged Channel~ Good thing you can breathe water, as the water has now completely filled the underground channel. The icy water here is really quite cold, and the force of the current to the east is irresistable. You can make out a small hole in the roof of the tunnel here, through which you might be able to fit. You can also exit west, back to the portion of the channel with air, or to the darkness visible to the east, towards which the stream is swiftly flowing. ~ 62 9 9 60 1 D1 ~ ~ 0 -1 21183 D3 ~ ~ 0 -1 21173 D4 ~ ~ 0 -1 21175 S #21175 Under the Dark Lake~ This is the bottom of an underground lake. Fortunately, the water here isn't as cold as the stream, but it's still quite uncomfortable. The lake floor is covered with a sticky mud, which is reason enough for you to continue swimming rather walking along the bottom. There are a few blind fish darting about; they are more concentrated to the south and west. They don't seem to like your light source very much, and move away when you come close. There is a fairly strong current pulling you to the east. You can also exit up to the lake surface, west and south to other parts of the lake, and down into a small hole leading to unknown destinations. ~ 62 9 9 90 1 D1 ~ ~ 0 -1 21176 D2 ~ ~ 0 -1 21178 D3 ~ ~ 0 -1 21177 D4 ~ ~ 0 -1 21185 D5 ~ ~ 0 -1 21174 S #21176 At the Bottom of a Dark Lake~ This is the southeast end of an underground lake. There is a powerful pull to the east here, and in that direction you can just see the flow entering a wide crack in the eastern lake wall. The lake floor has a thin layer of mud, that has come along with the flow of water from the west. Besides exiting via the crack to the east, you can also go west towards the center of the lake, and up to the lake surface. ~ 62 9 9 75 1 D1 ~ ~ 0 -1 21183 D3 ~ ~ 0 -1 21175 D4 ~ ~ 0 -1 21185 S #21177 At the Bottom of a Dark Lake~ Gak! The lake water is both cold and extremely muddy here. There is a weak current pulling you to the east, where the visibility is a little better. The lake extends to the south as well, and it seems like the water warms up a bit in that direction. Along the bottom of the lake you think you can detect something moving, but it's really to dark and muddy to tell for sure. You can exit up to the lake surface, south, or east. ~ 62 9 9 105 1 D1 ~ ~ 0 -1 21175 D2 ~ ~ 0 -1 21178 D4 ~ ~ 0 -1 21185 S #21178 At the Bottom of a Dark Lake~ This is the deepest part of an underground lake. As you swim about, you can just make out the lake bottom some twenty or so feet below you. The water is fairly muddy, which makes it difficult to maintain your sense of direction. It looks like the lake continues to the south and north, and going up will take you to the surface. Some blind lake fish swim about here, shying away from your light as you approach. There is a slight current here pulling you to the north, and you notice the lake water warms slightly to the south. ~ 62 9 9 120 0 D0 ~ ~ 0 -1 21177 D2 ~ ~ 0 -1 21179 D4 ~ ~ 0 -1 21185 S #21179 At the Bottom of a Dark Lake~ This is the southwest end of an underground lake. The bottom is muddy and the visibility is very low. The blind fish swimming about don't seem to mind that very much, but they don't like your light, and they do their best to stay away from it. There is a slow current pulling you to the north, but you can also go east, where the water is slightly warmer. going up will take you to the lake surface. ~ 62 9 9 120 0 D0 ~ ~ 0 -1 21178 D1 ~ ~ 0 -1 21180 D4 ~ ~ 0 -1 21185 S #21180 At the Bottom of a Dark Lake~ You are at the southeast end of of an underground lake. The water is quite murky, and the lake bottom is coated in a sticky mud. Fortunately, you are swimming above lake floor. There are a variety of underwater life forms here, mostly blind, that shy away from your painfully bright light. There is a slow current here, pulling you to the west. You can go north and west to other parts of the lake, up to the lake surface and you can just make out a dark hole to the south as well. You notice the fish and other residents of the lake don't seem to have much interest in entering this hole. There seems to be a flow of warmer water from that direction, which might explain why the lake's relative warmth. ~ 62 9 9 135 3 D0 ~ ~ 0 -1 21178 D2 ~ ~ 0 -1 21181 D3 ~ ~ 0 -1 21179 D4 ~ ~ 0 -1 21185 S #21181 An Underwater Cave~ Perhaps coming in here wasn't such a good idea. The temperature of the water in what has turned out to be a small underwater cave is a few degrees warmer than the chillier water of the lake proper. Perhaps that is why some rather large and nasty predators have taken this to be their home. Unlike the lake bottom, the underwater cave is rocky, and along the floor you can make out a layer of bones whose depth isn't easily determinable. There is a crack in the south wall out of which the warmer water flows, but it is too small for passage. If you survive, you can exit to the north. ~ 62 9 9 D0 ~ ~ 0 -1 21180 S #21182 On the Shore of the Dark Lake~ You are on the shore of a dark underground lake, which stretches away from you to the east. The cavern that houses it is large, but your light source shows you its limits, and there are no apparent exits other that a wide tunnel that lies further up the rocky shore to the west. There are a few signs that others have stood where you are now - a bit of broken bone here and a scrap of metal there. Perhaps this lake is used as a source of water for someone. The tunnel to the west beckons invitingly to satisfy your curiousity. ~ 62 13 4 D1 ~ ~ 0 -1 21185 D3 ~ ~ 0 -1 21231 E bone~ It looks bleached and broken. ~ E metal~ It looks like bronze. ~ S #21183 In an Underground Stream~ You have been swept along into what is apparently an underground stream. Back to the west you can see the two sources of the stream, a large hole on the one side out of which icy water shoots at terrific speed and a smaller crack on the other side out of which warmer water is emitted more slowly. You could probably get into the smaller crack, but the force of the current out of the larger makes travel through it impossible. The current is pulling you to the east, where the stream twists down and narrows. ~ 62 9 9 D3 ~ ~ 0 -1 21176 S #21184 Flying Above a Deep Chasm~ You are flying above a deep chasm in the middle of a vast mountain range. The wind is very strong here, and it is cold. You make every effort to stay next to the face of the cliff from which you emerged, as even with your flying ability you would be buffeted by the winds to destinations unplanned if you were to move away from it. You can see a small stream running into a wide crevice in the rock down to the east, and above you to the west is a smaller hole in the cliff face. ~ 62 0 8 D1 ~ ~ 0 -1 21171 D3 ~ ~ 0 -1 21170 S #21185 On the Dark Lake~ The water ripples as you swim on the surface of this underground lake. It is difficult to tell how deep the water is from here, as it is very dark and murky. To the west you can see a small area where it is possible to get up on the lake shore. The cavern in which the lake lies is largish, but rises sharply up from the water line in all directions but the west. From here you can exit west to the lake shore, or, if you can breathe water, down into the depths. ~ 62 9 6 D3 ~ ~ 0 -1 21182 D5 ~ ~ 0 -1 21175 S #21186 Old River Passage~ The ground slopes down slightly here, and the tunnel floor is covered with silt and gritty sand - rock ground to bits ages ago by the flow of rushing water. The old river tunnel carves its way through the rock to the west here; to the east it opens up - must be a cavern. It's impossible to tell how large it is from here. The dry river bed is quite wide - several persons could walk side by side here comfortably. It doesn't look like the diameter changes much to the west. ~ 62 9 4 D1 ~ ~ 0 -1 21138 D3 ~ ~ 0 -1 21187 S #21187 Old River Passage~ The old river tunnel continues to the east and south here, dropping in elevation bit by bit as it turns south. It's too dark to tell how far it goes, but you gather it must have exited from the mountains somewhere back when the river flowed. ~ 62 9 4 D1 ~ ~ 0 -1 21186 D2 ~ ~ 0 -1 21188 S #21188 Old River Passage~ There is a sharp bend here, the old river path goes north and also turns to the west, but drops so sharply in elevation it is more like rock climbing than following a simple trail - the grade to the west is at least 70 degrees. ~ 62 9 4 D0 ~ ~ 0 -1 21187 D5 ~ ~ 0 -1 21189 S #21189 Old River Passage~ The passage rises very sharply to the east, to the west it flattens out, going straight in that direction with a gentle slope for as far as your light source allows you to see. The air is dry here, but isn't musty - this place apparently gets ventilated from time to time. That implies an exit must be somewhere nearby. ~ 62 9 4 D3 ~ ~ 0 -1 21190 D4 ~ ~ 0 -1 21188 S #21190 Old River Passage~ The old river tunnel continues east and west here at a gradual slope. The air is cool and dry here, though the temperature seems to warm up a bit to the west. ~ 62 9 4 D1 ~ ~ 0 -1 21189 D3 ~ ~ 0 -1 21191 S #21191 Old River Passage~ The old river tunnel continues east and west here at a gradual slope. The air is warm here, and gets warmer to the west, while it cools off to the east. The rock walls of the tunnel have been worn by the rush of water from when this old river bed served as a channel for the melting moutain snowfall. ~ 62 9 4 D1 ~ ~ 0 -1 21190 D3 ~ ~ 0 -1 21192 S #21192 Old River Passage~ The old river tunnel continues east and west here at a gradual slope. The temperature is surprisingly warm here, given that you are for all practical purposes in the middle of a mountain in an underground passage where the rock has never felt the warmth of the sun. ~ 62 9 4 D1 ~ ~ 0 -1 21191 D3 ~ ~ 0 -1 21193 S #21193 Old River Passage~ The passage flattens out to the east here, but drops sharply to the west. In fact, you would probably have to go to all fours to get down the steep slope in that direction. The air is warm here, and gets warmer to the west, down the slope. As before, the tunnel is wide; easily wide enough to fit four humanoids walking abreast. ~ 62 9 4 D1 ~ ~ 0 -1 21192 D5 ~ ~ 0 -1 21194 S #21194 Old River Passage~ There is a tiny pinpoint of light to the west, signaling an exit from what once was the bed of an underground waterway. To the east, the floor of the bed rises out of sight at a prohibitive angle - you are going to have to do a bit of climbing if you continue in that direction. The air is hot here, but not stifling; there is a light breeze coming from the tunnel exit to the west. ~ 62 9 4 D3 ~ ~ 0 -1 21195 D4 ~ ~ 0 -1 21193 S #21195 Old River Passage~ The old river passage continues to the east and west here at a slightly upward slope to the east. From the west you can feel a warm zephyr across your face; its source being a tiny semi-circle of light, still some distance to the west, that marks the spot the water that once rushed through here exited. The breeze is welcome, as the temperature here is surprisingly hot. ~ 62 9 4 D1 ~ ~ 0 -1 21194 D3 ~ ~ 0 -1 21196 S #21196 Old River Passage~ The river exit is clearly visible, a straight shot to the west, down a small grade of perhaps 5 percent. It is about the size of a quarter on the horizon in that direction. The old river passage is wide here, as it cuts through soft limestone, which chips away when you poke it. Though the exit is still some distance away, there is a lot of heat coming from that direction, as well as a warm breeze. The tunnel continues to the east up a slight slope as well. ~ 62 8 4 D1 ~ ~ 0 -1 21195 D3 ~ ~ 0 -1 21197 S #21197 Old River Passage~ The old river exit is directly to your west, and you can see the air ripple from the heat through the large cave mouth, a sure signal that you'll want to put on your suntan lotion and shades if you are going that way. The bed is quite wide here, and narrows only slightly to the east, where it rises at a slight grade and goes as far as the sunlight coming through the tunnel entrance will tell you. There is a light breeze coming from the exit to the west. ~ 62 8 4 D1 ~ ~ 0 -1 21196 D3 ~ ~ 0 -1 21198 S #21198 Old River Exit~ You are at the bottom of a deep chasm, at the exit mouth of what was once probably one of the major sources for the mighty river that cut it's way through the soft earth. The chasm walls tower above you to the east and west, while the river bed extends to the north and south. The sun tears into your skin, the heat here is blistering! Perhaps you should take cover in the tunnel to the east. You can also go south along the dry river bed. ~ 62 0 4 D1 ~ ~ 0 -1 21197 D2 ~ ~ 0 -1 21199 S #21199 Old River Bed~ You are sweating a bit under your armor now, as the temperature in this dry river bed is excruciatingly hot. It isn't hard to see why, either, as the white sand along on the river bed reflects the sunlight back off the cliffs that rise above you to the east and west. The breeze you had noticed before has disappeared as mysteriously as it came, leaving the area in a sweltering calm. This place is even hot at night! You can exit north and south along the river bed. ~ 62 0 4 D0 ~ ~ 0 -1 21198 D2 ~ ~ 0 -1 21262 S #21200 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it as they have where it is exposed to the open sky. You have entered the arching tunnel mouth, which towers above your head impressively. It is still possible to see here, from the light coming in through the tunnel entrance. The road continues straight and level into the heart of the mountains; no end is visible from here, as it is shrouded in darkness a few hundred feet beyond your current position. ~ 63 8 0 D0 ~ ~ 0 -1 21121 D2 ~ ~ 0 -1 21201 S #21201 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. You are now in tunnel proper, this distinction being marked by the gradual reduction of light from the entrance to nearly nothing - it is now only a small semi-circle of light in the distance to the north. At this point, only your light source allows you to see. The road, however, continues as before; straight, flat, and servicable for travel. ~ 63 9 0 D0 ~ ~ 0 -1 21200 D2 ~ ~ 0 -1 21202 S #21202 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The road continues to the north and south here. There are some skeletons in the middle of the road here, along with a small cart and a few broken arrows and a few other miscellaneous broken items. They look like they were heading north, although it's hard to tell for sure. Clearly, whoever these people were, they have been dead for a very long time~ 63 9 0 D0 ~ ~ 0 -1 21201 D2 ~ ~ 0 -1 21203 E items broken~ There are fragments from a wooden shield, and several pieces of shattered pottery, plus scraps of armor and a broken dagger. ~ E skeleton skeletons bones~ They have been completely stripped, and are now quite brittle with age. The smaller one looks like it probably belonged to a humanoid female, the larger to a humanoid male. Possibly a husband and wife. The bones of the male are broken in a few places. ~ S #21203 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. You are now well into a tunnel through a mountain range. It is impossible to see an exit to the north or south, and you are now too far into the passage for the elements to reach in any form. As a result, the air is stale and unpleasant. It only becomes more so to the south, though it is better to the north. ~ 63 9 0 D0 ~ ~ 0 -1 21202 D2 ~ ~ 0 -1 21204 S #21204 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. There's a break in the monotony of the tunnel walls here, as there is a large hole in the east wall that was apparently a waystation for weary travelers many an age ago. The road continues to the north and south; it is flat and smooth, shooting straight through the mountain's heart. ~ 63 9 0 D0 ~ ~ 0 -1 21203 D1 ~ ~ 0 -1 21263 D2 ~ ~ 0 -1 21205 S #21205 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The air is musty here, like one would expect from an area that has not been traveled in ages untold. The road continues to the north and south as far as your light can tell you. You sense the oppressive weight of millions of tons of rocks hanging over your head, and marvel again at those who made this road so long ago. ~ 63 9 0 D0 ~ ~ 0 -1 21204 D2 ~ ~ 0 -1 21206 S #21206 Ancient Road~ Abruptly, the road ends here in a tremendous cave-in to the south. It isn't clear how long ago the earth shifted and the roof of the tunnel collapsed, but it is clear that no further travel to the south is possible this way. You spot a few bones and pieces of broken equipment here, and the shadows your light casts off the large stones among those that block your passage seem to dance and flicker evilly. You have a strong urge to flee. ~ 63 9 -1 80 21207 1 0 D0 ~ ~ 0 -1 21205 D3 ~ secret~ 1 -1 21208 S #21207 Ambush!~ Well, you've found an explanation for the broken bones. A party of well armed troglodytes have marked your travel down the road and have been waiting patiently for you to arrive. They seem to have come from a small hole in the west wall you hadn't noticed before, as it was partially hidden by one of the large rocks that has fallen from the ceiling. ~ 63 521 1 D0 ~ ~ 0 -1 21205 D3 ~ ~ 0 -1 21208 S #21208 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21209 D1 ~ secret~ 1 -1 21206 D2 ~ ~ 0 -1 21219 D3 ~ ~ 0 -1 21219 S #21209 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21210 D1 ~ ~ 0 -1 21214 D2 ~ ~ 0 -1 21212 D3 ~ ~ 0 -1 21211 S #21210 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21211 D1 ~ ~ 0 -1 21214 D2 ~ ~ 0 -1 21212 D3 ~ ~ 0 -1 21213 S #21211 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21211 D1 ~ ~ 0 -1 21220 D2 ~ ~ 0 -1 21213 D3 ~ ~ 0 -1 21212 S #21212 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21211 D2 ~ ~ 0 -1 21214 D3 ~ ~ 0 -1 21218 S #21213 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21212 D1 ~ ~ 0 -1 21221 D2 ~ ~ 0 -1 21215 D3 ~ ~ 0 -1 21213 S #21214 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21214 D1 ~ ~ 0 -1 21219 D2 ~ ~ 0 -1 21216 D3 ~ ~ 0 -1 21211 S #21215 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. There is a small hole in the floor here. ~ 63 9 1 D0 ~ ~ 0 -1 21212 D1 ~ ~ 0 -1 21223 D2 ~ ~ 0 -1 21213 D3 ~ ~ 0 -1 21214 D5 ~ ~ 0 -1 21163 S #21216 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21213 D1 ~ ~ 0 -1 21214 D2 ~ ~ 0 -1 21222 D3 ~ ~ 0 -1 21208 S #21217 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21216 D1 ~ ~ 0 -1 21217 D2 ~ ~ 0 -1 21219 D3 ~ ~ 0 -1 21222 S #21218 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21214 D1 ~ ~ 0 -1 21222 D2 ~ ~ 0 -1 21218 D3 ~ ~ 0 -1 21211 S #21219 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21208 D1 ~ ~ 0 -1 21219 D2 ~ ~ 0 -1 21217 D3 ~ ~ 0 -1 21209 S #21220 Spider Cave~ This might have been a troglodyte cave at one time, but it is currently inhabited by a couple of really hungry looking cave spiders. It's hard to read their expressions, but they seem to be looking at you in a manner that implies you are going to be lunch. You notice a lot of broken bones on the floor here, and there are some partially drained troglodyte corpses up in the webbing that is suspended from the ceiling.~ 63 9 1 D3 ~ ~ 0 -1 21211 S #21221 Caves of the Troglodytes~ You have entered a small, smelly cave. There are bits of junk scattered about the dirty floor, personal things of the cave's occupant - a large and particularly evil looking troglodyte. The conditions he is living in are pitiful, and you turn your nose in disgust at the remains of a rotted tunnel rat that he discards as you enter. Looks like he's found a more appetizing meal. ~ 63 9 1 D2 ~ ~ 0 -1 21213 S #21222 Caves of the Troglodytes~ This cave is really nothing more than a slightly larger tunnel than most, but it serves as an outpost for several troglodyte watchmen, who don't seem to think much of your visit. They don't like your light very much. In fact, from their behavior you might even think they don't like you! ~ 63 9 1 D0 ~ ~ 0 -1 21218 D1 ~ ~ 0 -1 21216 D2 ~ ~ 0 -1 21217 D3 ~ ~ 0 -1 21223 S #21223 Caves of the Troglodytes~ You seem to have stumbled upon an outpost of the troglodyes that live in this region. In fact, from the sounds and glimpses to movement you see to the west, you might have stumbled upon a troglodtye settlement. There are several large troglodyes here will be glad to show you around. Well, they might be willing to at least carry bits of you around, after they're done taking you apart. ~ 63 9 1 D1 ~ ~ 0 -1 21218 D3 ~ ~ 0 -1 21224 S #21224 Caves of the Troglodytes~ This cave is apparently home to a bunch of real slobs. Not surprisingly, it is adolescent troglodytes that live here. There are pieces of broken bone and little bits of metal and glass scattered about the floor, as well as the "valuables" of the cave's residents. You can hear the sounds of metal hitting metal coming from the north, and there are also exits to the west and east. ~ 63 9 1 D0 ~ ~ 0 -1 21225 D1 ~ ~ 0 -1 21223 D3 ~ ~ 0 -1 21227 E valuables~ There are bits of broken armor, the skull of a tunnel rat, pieces of string and other such items of little worth. ~ S #21225 Caves of the Troglodytes~ This cave is clearly a practice area for young troglodytes to hone their skills of maiming and killing. The cave wall is an impressive dark brown - dried blood from the less successful of those tutored here. Apparently they play-fight awfully rough. The broken weapons and scraps of armor lying about testify to this fact as well. There are exits to the south and west. ~ 63 9 1 D2 ~ ~ 0 -1 21224 D3 ~ ~ 0 -1 21226 S #21226 Caves of the Troglodytes~ Mmm, you can smell some delicious tunnel rat stewing here, a cave that is quite apparently the cooking area for the troglodytes living around here. There are a few pots and pans here, though they are barely recognizable as such. The small fire under the pot from which that yummy rat smell is being emitted is barely enough to see by, but you can detect some troglodyte matrons slaving over the cookery. They seem to think you'd make a nice addition to the meal they're preparing. There is an exit to the south, and you hear what might be the clatter of weapons coming from the east. ~ 63 8 1 D1 ~ ~ 0 -1 21225 D2 ~ ~ 0 -1 21227 S #21227 Caves of the Troglodytes~ It's yet another troglodyte strongpoint. From the density of these things, you'd have to think the troglodyte people were constantly under attack. Who could be invading their homeland? You realize it's probably adventurers like you they guard themselves against. The cave is large and has three exits, one each to the north, south, and east. There is a funny, slightly unpleasant smell coming from the north. ~ 63 9 1 D0 ~ ~ 0 -1 21226 D1 ~ ~ 0 -1 21224 D2 ~ ~ 0 -1 21228 S #21228 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21224 D1 ~ ~ 0 -1 21228 D2 ~ ~ 0 -1 21229 D3 ~ ~ 0 -1 21230 S #21229 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21227 D1 ~ ~ 0 -1 21230 D2 ~ ~ 0 -1 21232 D3 ~ ~ 0 -1 21240 S #21230 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21229 D1 ~ ~ 0 -1 21229 D2 ~ ~ 0 -1 21231 D3 ~ ~ 0 -1 21232 S #21231 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21231 D1 ~ ~ 0 -1 21182 D2 ~ ~ 0 -1 21232 D3 ~ ~ 0 -1 21230 S #21232 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21218 D1 ~ ~ 0 -1 21233 D2 ~ ~ 0 -1 21236 D3 ~ ~ 0 -1 21234 S #21233 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21240 D1 ~ ~ 0 -1 21230 D2 ~ ~ 0 -1 21234 D3 ~ ~ 0 -1 21233 S #21234 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21236 D1 ~ ~ 0 -1 21230 D2 ~ ~ 0 -1 21235 D3 ~ ~ 0 -1 21233 S #21235 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21227 D1 ~ ~ 0 -1 21231 D2 ~ ~ 0 -1 21235 D3 ~ ~ 0 -1 21238 S #21236 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21230 D1 ~ ~ 0 -1 21236 D2 ~ ~ 0 -1 21235 D3 ~ ~ 0 -1 21229 S #21237 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21238 D1 ~ ~ 0 -1 21239 D2 ~ ~ 0 -1 21235 D3 ~ ~ 0 -1 21236 S #21238 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21237 D1 ~ ~ 0 -1 21231 D2 ~ ~ 0 -1 21238 D3 ~ ~ 0 -1 21230 S #21239 Many Tunnels~ This is a twisty underground tunnel with many exits and entrances. The ground is more or less even, but the passage walls are so similar in kind that it is impossible to differentiate one passage from another by them. There are exits leading in all four compass directions. The tunnel floor has been worn smooth by the passage of many feet. ~ 63 9 1 D0 ~ ~ 0 -1 21237 D1 ~ ~ 0 -1 21239 D2 There is a sign carved in the south wall. It reads: _____ / \ | O O | \uuu/ /nnn\ \___/ O____ ____O ____X____ O O ~ ~ 0 -1 21319 D3 ~ ~ 0 -1 21239 S #21240 Caves of the Troglodytes~ This is the entrance of a large cave, that extends to the west and then branches out further to the north. It is likely that you have found the beginning of the main troglodyte community, as they are quite numerous here. >From their reaction to you, you'd think they are of the opinion you are invading their privacy or something. There are two exits - east back into the tunnels, and west, deeper into the caves. ~ 63 9 1 D1 ~ ~ 0 -1 21232 D3 ~ ~ 0 -1 21241 S #21241 Caves of the Troglodytes~ You are in the southeasternmost arc of a large cave shaped approximately like a donut, with an extremely large column in the center of the cavern. The diameter of the column, you estimate, is probably about two-thirds of that of the cave itself. It makes for a very strange tunnel-like effect, but it looks natural though you have no idea what force of nature might have caused it. This is where the troglodytes hone their weapons and repair their armor. From the looks of things, it appears as if it's a skill they've been working on for some time; though their tools are limited their armor and weapons are in excellent shape. Maybe the Repair Guy had some troglodyte blood, who knows? As you enter the cave, the many troglodytes working in here eye your armor and weapons appreciatively. ~ 63 9 1 D0 ~ ~ 0 -1 21242 D1 ~ ~ 0 -1 21240 D3 ~ ~ 0 -1 21247 S #21242 Caves of the Troglodytes~ This is the northeastern cave of a linked set of four caves, which could also be characterized as a single cave with an awfully big column in the center. From what you can tell, the cave is shaped more or less like a big donut. In this section of the cave, female troglodytes are working on extracting those vital vitamins and minerals from recent kills, by crushing the bones into a powder which gets mixed into an occasional meal. There are a couple of young trogs running around here, annoying those working. All this activity ceases when you enter, and they turn to the task of defending their home. In addition to the exits along the cave to the west and south, there is also a passage leading north. ~ 63 9 1 D0 ~ ~ 0 -1 21243 D1 ~ ~ 0 -1 21244 D2 ~ ~ 0 -1 21241 D3 ~ ~ 0 -1 21248 S #21243 Caves of the Troglodytes~ This cave appears to the the nursury. Normally, the troglodyte young and their guardians are here, playing games and learning new skills. The cave is entirely unlit normally, and the presence of your light source appears to be the brightest thing some of the little trogs have ever seen. Again, it strikes you that you might be trespassing. There is a larger cave off to the south, and there are also cavern to the north and west. ~ 63 9 1 D0 ~ ~ 0 -1 21245 D1 ~ ~ 0 -1 21244 D2 ~ ~ 0 -1 21242 S #21244 Caves of the Troglodytes~ This is a smaller cave than any of the others in this area. It appears to be a hidden twin strongpoint to the one directly east of here, from which the cave you are currently in is not clearly visible. Ordinarily, this position would be occupied by troglodytes watching over the other strongpoint to the east, preparing to reinforce them in case of any trouble. ~ 63 9 1 D1 ~ ~ 0 -1 21227 D3 ~ ~ 0 -1 21243 S #21245 Caves of the Troglodytes~ You are in the female troglodytes sleeping quarters - as nice a place as you think you've ever seen, for a cave. It looks like the place has been cleaned with a toothbrush... even the dirt on the cave floor looks clean. The rocks are shiny and sparkle at you, hinting at worth in their glittering cleanliness, even though you know they are without value. There are ordinarily several female troglodytes here, in serious discussion. ~ 63 9 1 D2 ~ ~ 0 -1 21243 S #21246 Caves of the Troglodytes~ This large cave is the sleeping quarters of most of the male troglodytes, a fact that is evinced more than anything by the bad smell and the large mess. How so many creatures who don't believe in bathing could live together in one room is beyond comprehension. Perhaps troglodyes have no sense of smell. This place is such a mess, you imagine they must have bad vision, too, to tolerate it. The cave is normally occupied by a few troglodyte soldiers, catching a nap between guard duties. ~ 63 9 1 D0 ~ ~ 0 -1 21247 S #21247 Caves of the Troglodytes~ The cave you are in resembles a tunnel more than anything, and might be labeled as such if it weren't so wide. In fact, though, you are in a cavern with an extremely large column of natural stone in the middle, which blocks the view of the other side of the cavern from your current position. This part of the cave is a practice area for adult troglodytes, as there are scraps of metal and wood scattered about the floor in silent testimony to past rites of supremacy that determine the clan chief. There are exits to the north, south, and east. ~ 63 9 1 D0 ~ ~ 0 -1 21248 D1 ~ ~ 0 -1 21241 D2 ~ ~ 0 -1 21246 S #21248 Caves of the Troglodytes~ You are now in the northwest arc of a large, donut shaped cave. This is likely the place where the soldiers work out ther strategy and formations, as you can see a bunch of rocks set on a stone "table" (really just a large, flat rock), ostensibly the staging grounds for mock battles and strategic plots by troglodytes here for many a year, given how smooth the top has now been worn. There are also several crude drawings on the wall, though what they are of, it is hard to say for sure. The cave continues to the south and east, and there are also passageways leading to the west and north. ~ 63 9 1 D0 ~ ~ 0 -1 21249 D1 ~ ~ 0 -1 21242 D2 ~ ~ 0 -1 21247 D3 ~ ~ 0 -1 21250 E drawing drawings~ ___| |________________ | | | | | | Vkrm | | Gzk! | | | | |________| |_______| | | | | | |<<<<<<< Xcwn | |_______ | | | | |________| | \|/ | | | | -o- | | | | /|\ | | |___________|___ ____| | | | : | |___| ~ S #21249 Caves of the Troglodytes~ This is the chief's "private" cave. Apparently being the leader of these people has some priveledges, at least. The caves furnishings are only slightly more ornate here than anywhere else, though, so apparently the job isn't exactly loaded with perks. The chief is here, talking with his top fighters about prospects of battle. They turn to you, knowing now the battle they had been anticipating is already upon them. There is an exit to the east. ~ 63 9 1 D2 ~ ~ 0 -1 21248 S #21250 Caves of the Troglodytes~ This cave is apparently the place where the troglodyte chief receives his guests. There is a large case filled with trophies from past victories of the troglodyte clan. Among the trophies, you spot a battered Golden Shield, the skull of a cave fisher, with some dents and a big hole just over the right eye, a small crystal sphere, and dull grey helmet with a plume that was once probably white. The mementos here range from the unexpected to the astounding. You are impressed by the ability of such a seemingly limited people to have defeated such a large and varied set of opponents. You can exit east~ 63 9 1 D1 ~ ~ 0 -1 21248 S #21251 Mountain Trail~ The end of the mountain trail is evident to your west from here; the trail drops steeply and the ground turns greener, as the elevation isn't sufficient to maintain the ice and snow of the higher ground. A freezing wind blows down the mountains through which this trail winds, and it makes you shiver in your boots. The mountain trail leads to the south from here up and up again the mountain heights. You can also go west to more moderate climes. ~ 63 512 5 D2 ~ ~ 0 -1 21158 D3 ~ ~ 0 -1 21260 S #21252 Mountain Trail~ The trail turns again here, as it makes its way up and around the peaks the have started to appear around you in all directions. Though the path doesn't assault any actual peaks, you notice that the elevation here is significantly higher than it is to the north, and it rises even further as it continues it's journey to the east, since it moves of the valley floor up along the side of a mountain. Up until now, the snow that has been adorning the mountains was higher up, but you have come to the point where the trail winds through the snow. Still, it is compact enough to permit travel, though the way is a bit slipperier. ~ 63 512 5 D0 ~ ~ 0 -1 21251 D1 ~ ~ 0 -1 21253 S #21253 Mountain Trail~ It is bitterly cold here. The snow on the path is about ankle deep here, and it's fresh, which makes traveling on it a bit of a trial. The path is now making its way along a mountainside, rather than trying to slither between the peaks at their bases. As a result, to the south there is an impressive drop to the valley floor far below. Fortunately, the path is wide enough to afford easy travel without worrying about slipping to one's death below. The grade is quite steep going up to the east, though to the west the trail leaves the mountainside on it's way down to warmer places. An icy wind blows from the southeast, chilling you to the bone. ~ 63 512 5 D1 ~ ~ 0 -1 21254 D3 ~ ~ 0 -1 21252 S #21254 Mountain Trail~ The trail curves along the side of a mountain here, leading to the west and south; ever rising to the south, dropping to the west. Across a valley far below you, you can see lesser peaks to the north. You are above them, and you can see they are just below the constant cloudline that glooms menacingly on the trail leading south into the mountains above you. The snow is still shallow enough here for reasonable travel, though it is fresh, and your feet sink into up to the top of your ankles. Unfortunately, it looks as if it only gets deeper to the south, where the trail rises further. The wind is strong here, and it claws at your clothing, penetrating it to make you long for warmer climes. ~ 63 512 5 D2 ~ ~ 0 -1 21255 D3 ~ ~ 0 -1 21253 S #21255 Mountain Trail~ Your ears pop, and it is difficult to breathe normally here, as the elevation makes for a scarcity of oxygen in the atmosphere. You hope to leave this place soon, as the elements are starting to wear on you. It is snowing lightly here, and the fresh snow on the ground makes travel difficult, as each step is a labor in which you submerge your feet into the knee deep snow and extract them again to plod on. Adding to the unpleasantness is a wind that you are really starting to resent, blowing down from the the south. Visibility is restricted here by the cloud cover, so it is impossible to tell how much further the trail rises before it breaks through the worst part of mountains. You can go up to the south, or down to the north. ~ 63 512 5 D0 ~ ~ 0 -1 21254 D2 ~ ~ 0 -1 21256 S #21256 Mountain Trail~ The trail drops into a small crevice here, as it makes it's way up the side of yet another immense peak. You can't tell how far up you are for sure, but given the practically waist deep snow and the difficulty you are having breathing, it is higher then humanoids were built to travel for very long. The nice thing about the crevice is that it prevents the wind from doing further damage to you, for a while at least. The snow here is on the heavy side; large flakes now fall around you silently. The crevice turns to the east, leading ever upward, and to the north it returns to the lands below. ~ 63 512 5 D0 ~ ~ 0 -1 21255 D1 ~ ~ 0 -1 21257 S #21257 Mountain Trail~ To say it is snowing here would be an understatement. It is snowing *hard*, and combined with the strong cold wind the weather here could almost be characterized as a blizzard. You have to bend over to present as little surface as possible to the constant force of the wind. The mountain trail is now covered in hip deep snow and distinguishable only because the mountains to the north and east and southwest prevent passage in those directions. You can barely breath, and the instant crystalization of what little air you expel tells you that continued travel here may be a fatal mistake. To the extent the trail is visible, it leads to down the mountain to the west and up further still to the south. ~ 63 512 5 D2 ~ ~ 0 -1 21258 D3 ~ ~ 0 -1 21256 S #21258 Mountain Trail~ You are in a full force blizzard, travelling along a narrow pass near the top of the peaks in a vast mountain range. You can just see the outlines of the pinnacles of the mountains to your east and west, and the ground seems to have entirely flattened out, though it is hard to be sure with the gale force wind buffeting you about and blowing snow in your eyes. It is nearly impossible to breathe here, the air is so thin. You are now practically swimming in snow, and the exertion is exhausting you. The mountain path leads further south, and to the north, where the trail descends. ~ 63 512 5 D0 ~ ~ 0 -1 21257 D2 ~ ~ 0 -1 21259 S #21259 Snowy Pass~ The wind screams in your ears here, as you enter a narrow mountain pass at the very apex of the mountain range. From what little you can tell in the driving snow, the trail drops in elevation to the south, though it flattens out to the north. Unfortunately, the further south you go, the deeper the snow gets. Eventually, it reaches eye level, and you realize that further passage in this direction is impossible. The prospects of making your way to the north are not particularly attractive, but further travel to the south is right out, since wading through snow above your head would certainly result in a frozen, self-performed burial. ~ 63 512 5 D0 ~ ~ 0 -1 21258 S #21260 Valley Trail~ The valley here is much greener than that to the north, and looking that way you are a bit surprised by the vast difference in temperature as well. The gentle hills to the west become steeper to the east, which is the way the trail continues, in addition to it's sojourn through the dryer valley to the north. You can see the great eastern desert stretching off to the northwest from here, as you look in that direction a pyramidical shape is evident. To the west you can just make out the outlines of rectangular object of impressive size. Probably a city or something. ~ 63 512 4 D0 ~ ~ 0 -1 21261 D1 ~ ~ 0 -1 21251 S #21261 Valley Trail~ A narrow valley extends to the south here, and to the west you can see it ending in a riverbed, as there is a cliff apparently blocking further passage in that direction. The landscape here is dotted with brown brush and other dry weather foliage, though as you look to the south things get a bit greener, probably the result of runoff from an extensive mountain range that has become visible to the southeast. From here, you can see the whitecaps standing starkly against the clear sky. The trail to the south looks like it's headed that way, as the trail has a pronounced rise in that direction. You can also go west to the dry river bed. ~ 63 512 4 D2 ~ ~ 0 -1 21260 D3 ~ ~ 0 -1 21262 S #21262 The Dry Ford~ The river bed rises here slightly, and you can see that once upon a time someone forded the river here, as the cliff that normally runs parralel to you on the east is abated. In that direction, through a split in the cliff walls, you can see a path winding its way through a dry hilly valley. To the west, the trail rises up a series of switchbacks up the face of the cliff, probably emerging somewhere in the great eastern desert above. The river bed also continues to the north. It is very hot here. ~ 63 512 2 D0 ~ ~ 0 -1 21199 D1 ~ ~ 0 -1 21261 S #21263 Rest Stop Entryway~ This area is little more than a wide tunnel bridging the rest stop commons and the road. Once upon a time this passage and the rest stop were well- traveled, but given the amount of the dust on the floor, it is clear that like the road itself, it has been unused for ages. There are sconces in the walls for torches, but none are there now - your light source provides the only illumination. You can exit east to the ancient road, or west, where the tunnel enters a larger area that once served as a common area. ~ 63 9 1 D1 ~ ~ 0 -1 21264 D3 ~ ~ 0 -1 21204 S #21264 Rest Stop Commons~ This is a sizeable room, approximately square in shape, and almost two hundred feet on a side. From the shape and texture of the walls you surmise that a natural cave was enlarged to create the space you currently occupy. The ground is flat, and unadorned. Once upon a time, weary travelers pitched their tents here to rest before continuing on to their destination. There are no signs of recent use, however. There are openings in the walls of this room in all four compass directions, though your light source isn't powerful enough to reveal where they lead. ~ 63 9 1 D0 ~ ~ 0 -1 21268 D1 ~ ~ 0 -1 21265 D2 ~ ~ 0 -1 21266 D3 ~ ~ 0 -1 21263 S #21265 Rest Stop Stables~ Apparently not only could travellers rest here at the waystation, but their steeds could as well. This medium sized room was clearly cut from the rock, as the sharpness of the corners and smoothness of the rock rules out the possibility of any natural cause for its formation. Little remains of the stables themselves, as the wood that was used to separate the animals has mostly rotted to dust. What remains is broken and useless for its original purpose. There is only one exit from this room, which is through a passage to the west. ~ 63 9 1 D3 ~ ~ 0 -1 21264 S #21266 Supply Center~ This area looks to have been a supply station for weary travelers. There is a small crack in the south wall through which water must have flowed at one time, given the elaborate apparatus of metal gutters that lead to a small hole in the southwestern corner of the room. No water flows there now. There are also stone biers jutting out of the floor in four rows, upon which foodstuffs, mount feed, and other supplies could have rested. Nothing remains of whatever supplies were once kept here. There are two exits; back to the commons to the north, and also through a small passage to the east. ~ 63 9 1 D0 ~ ~ 0 -1 21264 D1 ~ ~ 0 -1 21267 E bier biers~ They come up out of the room's floor and are quite solid. ~ E gutter~ It was clearly used to channel water from the crack to the hole in the floor. It is made of a strange black metal that seems to have entirely resisted the trials of time, and shows no signs of rust, either. It is securely fastened to the rock wall, however. ~ E hole~ It is less than a foot in diameter, and appears to drop straight down for as far as you can tell by jutting your light source into it. The gutter leading up to it was doubtless used to channel the water to this outlet. ~ E crack~ It is just above eye level for an average humanoid, and is only a few inches wide. You can't see very far into it, as it narrows and turns after a few feet. ~ S #21267 Storage Room~ This is a very small room, less than ten feet on a side. The roof, which in other places in the rest stop has been a comfortable twelve feet, here drops to seven feet, further reinforcing the sense claustrophobia one gets upon entering. Once upon a time this place was probably used to store reserve goods for the supply area it is adjacent to. Like the supply center itself, however, it is now completely devoid of anything of value. In fact, it is bare of junk as well - this place is empty. There is an exit to the west. ~ 63 9 1 D3 ~ ~ 0 -1 21266 S #21268 The Pit~ This room is roundish, unlike the others in the rest stop area, which have been more orthagonal in shape. In the center of the room is a small round pit, approximately four feet in diameter. Looking down it reveals that it drops away out of sight. The stains along the walls tell you it was once used for waste disposal, though the lack of any running water makes you breath a sigh of relief that it has not been used recently. This place must have *stunk*! You can exit to the south, back to the rest stop commons. ~ 63 9 1 D2 ~ ~ 0 -1 21264 S #21269 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The tunnel has collapsed to the north, and the tons of stones and rocks that have fallen have completely blocked further passage in that direction. It is very dark here - your light seems feeble against the pressing darkness on all sides. You can exit south. ~ 64 521 1 D2 ~ ~ 0 -1 21270 S #21270 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The tunnel stretches on beyond the range of your light to the north and south, traveling straight and flat through the mountain's core. The road is eerie here; it seems to have been untraveled for aeons. ~ 64 521 1 D0 ~ ~ 0 -1 21269 D2 ~ ~ 0 -1 21271 S #21271 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. It's hard to say how far you have come since entering the southern tunnel, but looking to the north still gives you no sign of an opening to the other side. The only source of light here is the one you carry. You can exit to the north and south. ~ 64 521 1 D0 ~ ~ 0 -1 21270 D2 ~ ~ 0 -1 21272 S #21272 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. There is a massive gate set in the western wall here, it looks to be made of a strange, black metal that resists all your efforts to identify it. There is a heavy metal bolt-lock built into the center of the gate. It appears to have been here for quite a while. However, despite the passage of time it shows few signs of aging; apparently it was built to last. The tunnel of the ancient road continues north and south, as well. ~ 64 521 1 D0 ~ ~ 0 -1 21271 D2 ~ ~ 0 -1 21273 D3 ~ gate~ 2 21150 21279 E lock gate~ The gate is large and impressive. The lock is large and extremely complex. It looks like it would be impossible to pick, without a lot of specialized tools, anyway. The key would have to be an odd-looking piece of equipment. ~ S #21273 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The ancient road continues to the north and south, straight as ever in its course. The rock walls and smooth, and the stones along the floor are flat and even, though worn from the passage of countless travelers, long ago. ~ 64 521 1 D0 ~ ~ 0 -1 21272 D2 ~ ~ 0 -1 21274 S #21274 Ancient Road~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still in very good shape here, as the elements have not been able to abuse it here as they have where it is exposed to the open sky. The southern entrance of the road into the tunnel is now just visible from here, framed against a background that looks like a wire mesh, through which you get a glimpse of the open sky - at last! You can go south towards the opening, or north, deeper into the mountain. ~ 64 521 1 D0 ~ ~ 0 -1 21273 D2 ~ ~ 0 -1 21275 S #21275 The Northern Gate to the Kingdom of Rhyodin~ Long ago, this road must have been a thoroughfare, as it is easily forty feet across. The stones that form it are still visible through the grass that seems to have grown up through the cracks here and there, nourished by the light that comes through the tunnel entrance to the south. The mouth where the road enters the mountain here is blocked by a series of crosshatched bars of a strange black metal. Each bar is a little less than two inches in width, and they are spaced two feet apart, creating a square grid through which you can see the countryside beyond. In the center of this is a gate, easily twenty feet across and high, of the same crosshatched material, set into a rectangular metal frame. There is no apparent lock on the gate. ~ 64 521 1 D0 ~ ~ 0 -1 21274 D2 You see a serene valley, with a clear blue sky and large green fields. Far to the south you see a town, and further south you think you see the outlines of a large castle. Apparently the mountain range you have just come through completely surrounds this valley, because you can make out mountains forty miles to the south, and more mountains on the east and west. They seem to form a complete circle about the unspoilt valley you see before you. ~ gate~ 2 -1 3001 S #21276 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters. The barracks continue to the west and south. ~ 64 521 1 D2 ~ ~ 0 -1 21277 D3 ~ ~ 0 -1 21283 S #21277 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters. This room has a lived-in look, and from the unidentifyable tracks along the floor, the occupant was here rather recently. The barracks continue to the north and south. There is also an opening in the west wall leading out into the corridor. ~ 64 521 1 D0 ~ ~ 0 -1 21276 D2 ~ ~ 0 -1 21278 D3 ~ ~ 0 -1 21284 S #21278 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. All of the lockers here hang open, silent testimony to the persistance of some thieves. The barracks continue to the north, there is also an opening in the west leading to a hall. ~ 64 521 1 D0 ~ ~ 0 -1 21277 D3 ~ ~ 0 -1 21285 E lockers~ They look as if they were battered open rather than pryed. They are all empty. ~ S #21279 The Gatehouse~ This area served as a checkpoint for those entering the outpost from the outside. There is an extremely large and imposing-looking gate to the east. In times of old it must have served to guard the outpost from any opposition forces. It shows no signs of damage, on this side, at least, so perhaps it was never needed to fulfill that purpose. It has a large, complicated locking mechanism, which even the most competent thief would turn green trying to pick. There is a passage to the west, and the gate stands to the east, leading to unknown destinations. ~ 64 521 1 D1 ~ gate~ 2 21150 21272 D3 ~ ~ 0 -1 21286 E lock gate~ The gate is large and impressive. The lock is large and extremely complex. It looks like it would be impossible to pick, without a lot of specialized tools, anyway. The key would have to be an odd-looking piece of equipment. ~ S #21280 Infirmary~ The purpose of the long flat beds you noticed from the corridor is clearer now that you can get a better look at them, as is the purpose of the cabinets. The beds are on rollers, and from what you can see in the cabinets that are open, they are filled with linens and bandages. This room was once a medical facility, but a thick layer of dust has settled over everything as the ages passed, removing any sterility this room might have once had. Among the furniture here are several open storage cabinets, and a couple closed ones. There is nothing else of interest. There is an exit to the west. ~ 64 521 1 D3 ~ ~ 0 -1 21287 E beds~ The beds are on rollers, but they have rusted into their current position. At one time the wounded were transported on them, you figure. ~ E linens~ They are very old and moth-eaten, and what remains of them is covered with a layer of dust. ~ E cabinets~ The open cabinets have some old linens inside. ~ S #21281 Armory~ This room once served as a repository for weapons and armor for the troops that occupied this outpost. Though there is a great deal of dust covering everything here, you can still make out a fair number of weapons of various kinds hanging on the three weapons racks that occupy the north, south, and east walls. There are a couple of stands in the center of the room that look like they were designed to hold armor, but there is little armor still left here. There is an exit to the west. ~ 64 521 1 D3 ~ ~ 0 -1 21288 E stands~ They are metallic frames upon which armor could be hung. They are firmly bolted into the stone floor. No armor hangs on them now. ~ S #21282 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters many years ago. You can exit west, back to the rest of the barracks. ~ 64 521 1 S #21283 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. Some of the metal frames of the bunks in this room have been corroded, leaving only twisted scraps in their place. At the foot of each bunk set is a locker, similarly corroded. The barracks continue to the east and west, and there is an opening in the south wall leading into a corridor. ~ 64 521 1 D1 ~ ~ 0 -1 21276 D2 ~ ~ 0 -1 21284 D3 ~ ~ 0 -1 21290 E bunks lockers~ The bunks and lockers look they were chewed up, swallowed, partially digested, and vomited back up. There's very little left of them. ~ S #21284 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the south and west. There are openings in the north and east walls, through which you can see the bunks and lockers of soldiers. You can also go to the south and west, where the corridor continues as far as your light can show you. ~ 64 521 1 D0 ~ ~ 0 -1 21283 D1 ~ ~ 0 -1 21277 D2 ~ ~ 0 -1 21285 D3 ~ ~ 0 -1 21291 S #21285 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway opens up to the south into a large area, to the north it looks like it bends to the west. There is an opening in the east wall, through which you can see the bunks and lockers of a military barracks. ~ 64 521 1 D0 ~ ~ 0 -1 21284 D1 ~ ~ 0 -1 21278 D2 ~ ~ 0 -1 21286 S #21286 Mustering Square~ This is the largest artificially created area you've seen down here underneath the mountain. Once upon a time, it was a assembling grounds for the troops getting ready to go out to battle. As you hold your light aloft, you can barely see the roof where a large, broken sphere once provided light to the grounds. There are wide openings to the east and west, and narrower tunnels lead to the north and south. From here it is impossible to tell where any of these exits lead. The dust on the floor here is uneven - possibly this area has been disturbed by someone or something since it was vacated ages ago. ~ 64 521 1 D0 ~ ~ 0 -1 21285 D1 ~ ~ 0 -1 21279 D2 ~ ~ 0 -1 21287 D3 ~ ~ 0 -1 21293 E sphere~ It looks like a big empty glass sphere. It is far above you, anchored to the ceiling by a large chain. There is a big crack in it, and a couple of places where the glass is broken to reveal a hole in the sphere. ~ S #21287 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway opens up to the north into a large area, to the south it looks like it bends to the west. There is an opening in the east wall to a room full of long, flat beds with tables and cabinets next to them. >From the faint light cast off them from here by your source of illumination, you can't tell for sure what purpose they served. ~ 64 521 1 D0 ~ ~ 0 -1 21286 D1 ~ ~ 0 -1 21280 D2 ~ ~ 0 -1 21288 S #21288 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the north and west. There are also doorways to the south and west. To the west, you can see racks and hooks for armaments, some of which still hold old, dusty-looking equipment. To the south you see the bunks and cabinets that indicate a barracks. ~ 64 521 1 D0 ~ ~ 0 -1 21287 D1 ~ ~ 0 -1 21281 D2 ~ ~ 0 -1 21289 D3 ~ ~ 0 -1 21295 S #21289 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, all of which hang open, most of which are twisted and battered - apparently from attempts of would-be looters many years ago. Whoever cleaned out whatever was in these lockers looks to have spent a considerable amount of time in this area, as not a single locker remains unopened. You can leave east and west to other parts of the barracks, or north to a hallway. ~ 64 521 1 D0 ~ ~ 0 -1 21288 D1 ~ ~ 0 -1 21282 D3 ~ ~ 0 -1 21296 E lockers~ The lockers here are in pretty bad shape. Whoever got into them worked them over pretty good in order to do so. ~ E bunks~ The bunks are undamaged, but don't look like they've been used in the past few centuries. ~ S #21290 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. Some of the metal frames of the bunks in this room have been corroded, leaving only twisted scraps in their place. At the foot of each bunk set is a locker, similarly corroded. The barracks continue to the east, and you can also leave through an opening in the south wall, which leads to a corridor. ~ 64 521 1 D1 ~ ~ 0 -1 21283 D2 ~ ~ 0 -1 21291 E bunks lockers~ The bunks and lockers look they were chewed up, swallowed, partially digested, and vomited back up. There's very little left of them. ~ S #21291 Hallway~ You are in a dark east-west hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The corridor bends to the south both to the east and west. There is also an opening in the north wall, through which your light source illuminates bunks and small cabinets - sure signs of a military barracks. You can exit via the barracks to the north, or along the corridor to the east or west. ~ 64 521 1 D0 ~ ~ 0 -1 21290 D1 ~ ~ 0 -1 21284 D3 ~ ~ 0 -1 21298 S #21292 Stables~ This is the north wing of the outpost's stable area. The ceiling in this area is quite high, as in the other parts of the stables, stretching away almost out of the range of your light source to detect. There is a pile of dry brown dust on the ground in the southeast corner of the area. The stalls the horses were kept in here are made of wood, but they seem to have survived the trial of time, and are still in reasonably good shape. Fifty or so horses could probably be stored here at maximum capacity. The only way out is to the central stable area to the south. ~ 64 521 1 D2 ~ ~ 0 -1 21293 E dry brown dust~ Decomposed hay, now centuries old. ~ S #21293 Stables~ You have entered an area that at one time was used to house the mounts of the cavalry of this outpost. Apparently, whoever they were, they rode horses or beasts of comperable size, because the stalls here would fit animals only that size or smaller. The ceiling in this area is considerably higher than in the rest of the outpost, so high in fact that you can barely see the roof given the light emitted from your source. The stables continue to the north and south. ~ 64 521 1 D0 ~ ~ 0 -1 21292 D1 ~ ~ 0 -1 21286 D2 ~ ~ 0 -1 21294 S #21294 Stables~ This is the south wing of the outpost's stable area. The ceiling here is quite high, as it is in the other parts of the stables, stretching away almost out of the range of your light source to detect. The stalls the horses were kept in here are made of wood, but they seem to have survived the trial of time, and are still in reasonably good shape. Thirty or so horses could probably be stored here at maximum capacity. The only exit is to the central stable area northwards. ~ 64 521 1 D0 ~ ~ 0 -1 21293 S #21295 Hallway~ You are in a dark east-west hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The corridor bends to the north both to the east and west. There is also an opening in the south wall, through which your light source illuminates bunks and small cabinets - sure signs of a military barracks. You can exit via the barracks to the south, or along the corridor to the east or west. ~ 64 521 1 D1 ~ ~ 0 -1 21288 D2 ~ ~ 0 -1 21296 D3 ~ ~ 0 -1 21302 S #21296 Barracks~ This room once clearly served as a military barracks, where men (certainly some kind of humanoid, from the shape of the bunks) would sleep and spend some of their free time. There are several rows of bunks here, stacked two high for efficiency. At the foot of each is a locker, most of which hang open, some of which are twisted and battered - apparently from attempts of would-be looters many years ago. There are two exits; to the east the barracks continue, and there is also to a corridor to the north. ~ 64 521 1 D0 ~ ~ 0 -1 21295 D1 ~ ~ 0 -1 21289 S #21297 Officer's Quarters~ This room is filled with bunks, like the barracks, but there are no double bunks here, only singles. You also notice they are further spread apart than in the regular barracks, thus fueling your conclusion that it is officers who slept here. For each bunk there is a desk and mirror, though the mirrors are detectable only by the frames they were once housed in and the fragments still on the floor - they have all been broken. The desks hang open, some with their drawers extracted, which explains the wood splinters all over the floor. The officer's quarters continues to the west, and there is also an opening to a corridor in the south wall. ~ 64 521 1 D2 ~ ~ 0 -1 21298 D3 ~ ~ 0 -1 21304 E bunks~ Like the other furniture here, they look like they have taken a beating. ~ S #21298 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the south and east. There are also openings in the north and west wall. You can't really tell for sure what the room to the north was used for, but it looks like it may have been some kind of barracks. The chamber to the west is clearly a bath house, though like everything else here, it looks like it has been unused for ages. ~ 64 521 1 D0 ~ ~ 0 -1 21297 D1 ~ ~ 0 -1 21291 D2 ~ ~ 0 -1 21299 D3 ~ ~ 0 -1 21305 S #21299 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway continues to the south as far as your light will show you, to the north it looks like it bends to the east. There is an opening in the west wall here, through which you just make out what might have one been a rec room. There are more openings further north along the corridor, but your light can't penetrate their inky darkness from here. You can go west to the rec room, or along the hallway to the north or south. ~ 64 521 1 D0 ~ ~ 0 -1 21298 D2 ~ ~ 0 -1 21300 D3 ~ ~ 0 -1 21306 S #21300 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hall continues north and south as far as your light can show you. There is also an opening to the west, through which you can see a set of stairs. ~ 64 521 1 D0 ~ ~ 0 -1 21299 D2 ~ ~ 0 -1 21301 D3 ~ ~ 0 -1 21307 S #21301 Hallway~ You are in a dark north-south hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hall continues north and south as far as your light can show you. There is also an opening to the west, through which you can see the tables and benches of a long-unused mess hall. ~ 64 521 1 D0 ~ ~ 0 -1 21300 D2 ~ ~ 0 -1 21302 D3 ~ ~ 0 -1 21308 S #21302 Hallway~ You are in a dark hallway in the mountain defense station. The walls are smooth, cut from the solid rock here deep inside the mountain. The ceiling is high, almost fifteen feet. The floor is flat and covered with a thick layer of dust. The hallway bends here at a right angle; it now heads to the north and east. Through the opening in the west wall the ovens and stoves of a kitchen are visible. Through the opening to the south you see what certainly must have been a practice yard. ~ 64 521 1 D0 ~ ~ 0 -1 21301 D1 ~ ~ 0 -1 21295 D2 ~ ~ 0 -1 21303 D3 ~ ~ 0 -1 21310 S #21303 Practice Yard~ This room served as the training grounds the troops used to fine tune their skills in battle. All of the usual equipment is here, including the wooden counterswinger, complete with a worthless battered-looking metal shield in one hand and a wooden club in the other. There are also several pieces of cloth that were probably practice dummies before the hay they contained rotten away. Plus an indented pit in the center of the room where trainees could improve their skill at fighting on uneven ground. The yard continues to the west, to the north there is an exit to the hallway. ~ 64 521 1 D0 ~ ~ 0 -1 21302 D3 ~ ~ 0 -1 21311 E counterswinger~ It looks like when the shield is hit, it pivots to simulate a blow from the opponent. It was used to practice dodging and parrying counter-blows. ~ S #21304 Officer's Quarters~ The desks in this room are in even worse shape that in the quarters the east. Not only have the drawers been taken out and splintered, but the desks themselves are mostly overturned and broken. Needless to say, all the mirrors that rested on the desks are shattered, and in most cases the frames that held them are in pieces as well. Someone has wreaked a lot of destruction here, for reasons that pose a mystery. The only exit is to the east. ~ 64 521 1 D1 ~ ~ 0 -1 21297 S #21305 Bath~ This room served as a bath house for the soldiers of this outpost. There are six open pits in the stone floor, each around four feet deep and six or so feet diameter, that served as tubs for those trying to rid themselves of dirt. There are small channels cut into the floor, an offshoot from the main channel, which extends from a small hole in the south wall, leads up each of the six pits. Because all the tubs are currently dry, and look to have been so for some time, you can see that at the bottom of each pit there is a small opening as well. Ostensibly, water flowed through the channels, into the tubs, and drained out through the holes. The engineering of this room impresses you immensely. There is only one exit, to the east. ~ 64 521 1 D1 ~ ~ 0 -1 21298 E pit tub pits tubs~ It's about four feet deep and six feet in diameter. It is now empty, but once water entered through the channels and left through a small hole in the bottom. These pits were carved from the stone, they were not naturally formed. ~ E outlet drain~ It's pretty small, but by shining your light down it you can tell that it curves after dropping a foot or so. It was made, it is not natural, just like the pits themselves. ~ E channel~ They are narrow gutters in the floor of the room through which water flowed from the inlet hole in the south wall to the tubs. The main one is about three inches deep, the others are only an inch or two in depth. ~ E hole inlet~ It's right where the floor meets the south wall, near the center. It's only four inches wide, so you can't really tell where it comes from, though you can tell it bends up after a few feet. ~ S #21306 Recreation Room~ The troops of this place apparently knew how to have a good time, as well as to drill and fight. This rec room has a pool table, two dartboards, and a couple of chess and checker boards sitting on the tables. Unfortunately, there aren't any queues, darts, or complete sets to actually play the games anymore. Best of all, there is a bar in the back, which looks like it still has some bottles. ~ 64 521 1 D1 ~ ~ 0 -1 21299 E pool~ There are six pockets on a long, flat table covered with a strange fuzzy material. It is covered by a thin layer of dust. There are no signs of any balls or cues. ~ E dart darts~ You could use it as a shield if it had some kind of handle. But unfortunately, neither does it have a handle, nor does it look like it would survive much damage, as it is constructed out of a pliable material. You can't find any darts for it. ~ E chess checker boards board table~ The chess and checker boards are glued right down on the tables. You notice there are stains on them - looks like very old beer stains. ~ S #21307 Stairs~ The stairs lead both up and down from here - this place is bigger than you thought! Given what you have seen so far, you have come to the conclusion that at one time it served as some kind of military post. From the cut of the stone and the size of the place, you'd guess whoever made it was humanoid. And from the musty smell in the air and the dust on the ground, it seems likely this place is at least a couple centuries old. Who made it, and who they were defending themselves against, remains a mystery. You can go up or down the stairs, or exit on this level to the east. ~ 64 521 1 D1 ~ ~ 0 -1 21300 D4 ~ ~ 0 -1 21327 D5 ~ ~ 0 -1 21320 S #21308 Mess Hall~ There are a lot of long, flat tables here, lending credence to your initial guess that this room served as a cafateria for the troops. This room is quite large, and the roof is higher than most of the other parts of the outpost. It's hard to say for sure, but it looks like the cafeteria continues on to the west. There is also an opening in the south wall, and one in the east wall that looks like it leads back to the hallway. ~ 64 521 1 D1 ~ ~ 0 -1 21301 D2 ~ ~ 0 -1 21310 D3 ~ ~ 0 -1 21309 S #21309 Mess Hall~ This is the western end of a large cafeteria the troops of this outpost once used to feed their faces in. The heavy layer of dust over all the metal tables and benches makes it very unlikely it has been used for this function, or any function, for that matter, in the last few centuries, at least. The roof here is fairly high, as it is in the cafeteria section to the east, which is the only exit from here. ~ 64 521 1 D1 ~ ~ 0 -1 21308 S #21310 Kitchen~ Two large ovens dominate this room, along with the stove that occupies the room's center. There are large iron pots all over the stove, and there are several shelves and drawers in the cabinets along the walls that have other kitchen utensils. The ovens are what draw your attention, though. They are both along the south wall, but are so large as to stick out several feet into the kitchen's center. They are about ten feet tall, and tower above you impressively. They look like they would be capable of feeding an army, which is good, because apparently that's what they did. There are two exits; east through a small door to a hallway, and north to the mess hall. ~ 64 521 1 D0 ~ ~ 0 -1 21308 D1 ~ door~ 1 -1 21302 E shelves drawers~ They have kitchen stuff in them. It all looks very dusty. ~ E utensils~ You know, knives and spoons and forks and stuff like that. Cheese graters, pots and pans of various sizes. Kitchen stuff. Nothing of much interest to anyone other than a cook. ~ S #21311 Practice Yard~ This half of the practice yard must have been used for more advanced training than in the yard to the east. That would be your guess, anyway, because you can't really tell how the stuff in here operates well enough to assess what it was used for. There is one contraption with several pieces of wire tied at varying heights between two tall, flexible wooden poles. There is also an area where the floor is covered by a strange flexible material, which deforms and sinks when you put weight on it. Plus, there's a large, flat piece of wood with several holes drilled in various places all over it. Other, even stranger devices make you scratch your head in wonder. The practice yard continues to the east, which is the only exit. ~ 64 521 1 D1 ~ ~ 0 -1 21303 E contraption~ It's a curious looking thing, but you have no idea how it worked. ~ E flexible material~ It makes you feel very strange to stand on it, since it deforms underneath you. It might be good for practicing fighting on very unsure ground. ~ E board holes~ A person standing on one side of the board would have to react quite quicky to projectiles coming through the holes from the other side. Perhaps that is what it was used for. ~ S #21312 Supply Room~ This room was evidently used for the storage of foodstuffs, travelling equipment, clothing, boots, soap, and other necessities of military life. It looks as if the room has been ransacked thoroughly by someone or something, as all of the crates, once stacked in rows for easy access, are now scattered about the room, ripped open and revealing what little contents that still remain. Of the food, only a couple empty tins indicate that iron rations were once stored here - there are none here now. All the crates have been opened, but apparently not everything the looters discovered was of value to them. You can leave west. ~ 64 521 1 D3 ~ ~ 0 -1 21316 S #21313 Armory~ This room was once clearly an armory, though you can only infer this from the racks and hooks the weapons used hang on, for there isn't a single weapon remaining here now. Whoever looted this room did a very thorough job. From the dust on the floor you can tell that no one has entered this room for some time. Possibly, when the last of the weapons were taken, all reason to do so was eliminated. You can leave to the west. ~ 64 521 1 D3 ~ ~ 0 -1 21317 S #21314 Stockade~ This room seems to have escaped the rampages of whoever ransacked the other rooms on this level. This is probably a result of the large, locked, door that lies between here and the hallway. There is a desk here, and what looks like a filing cabinet. There is also a sturdy wooden chair behind the ~ 64 521 1 D2 ~ bars~ 1 21155 21315 D3 ~ door~ 1 21154 21318 E chair~ A sturdy looking wooden chair. It doesn't look like it'd be worth taking. ~ S #21315 Cell~ This is a small cell, surrounded by granite walls that look quite solid. It is quite chilly here, as the stone walls seem to radiate a coldness that makes you wrap your arms around yourself for warmth. The cell has a bed made of stone hanging off the south wall, and a very small hole in the southwest corner for waste disposal. There is a set of iron bars to the north; through them is the only exit. ~ 64 521 1 D0 ~ bars~ 1 21155 21314 E hole~ It is too dark to see very far into it, but you think you hear the faintest trace of rushing water far below. There is no odor belying its function, though its presence and position in the cell make that clear. ~ S #21316 Hallway~ This is the north end of a hallway. The hall leads south as far as your light source will show you. The stone here is obviously cut - this is no natural passage but the work of some intellegent species. Given the size and orthagonality of the doorways and dimensions of the passages, you estimate that they were probably humanoid. There are openings a little wider than that of a door in the east and west walls, in addition to the route south along the hallway. Peeking through the openings reveals both rooms to be storage areas, though from here in the hall it is hard to tell what they hold. You think you see crates. There are sconces on the walls for torches, but there are none in them now. ~ 64 521 1 D1 ~ ~ 0 -1 21312 D2 ~ ~ 0 -1 21317 D3 ~ ~ 0 -1 21319 S #21317 Hallway~ This is the middle of a short hall leading north and south. There is an opening in the east wall leading into what looks like it might have once been an armory, as your light casts shadows off the racks and hooks where weapons once could have hung. To the west are some stairs carved out of the solid rock. They lead up. The engineering required to manipulate the solid stone in this area so precisely impresses you. There are sconces on the walls for torches, but there are no torches in them now, leaving the hall dark except for your light. ~ 64 521 1 D0 ~ ~ 0 -1 21316 D1 ~ ~ 0 -1 21313 D2 ~ ~ 0 -1 21318 D3 ~ ~ 0 -1 21320 S #21318 Hallway~ You are in the south end of a hallway. There is an opening in the west wall, and it seems to lead into some kind of supply room, though it's hard to tell exactly what is stored there from here. There is a strong looking door set in the eastern wall, with a large metal locking mechanism and handle. The hall also extends to the north, beyond the range of your light source. There are sconces on the wall here, but they have no torches in them now. The corridor here, as everywhere in this area, is cut from solid stone. ~ 64 521 1 D0 ~ ~ 0 -1 21317 D1 ~ door~ 1 21154 21314 D3 ~ ~ 0 -1 21321 S #21319 Storage Room~ This room is entirely unlike the rough, natural stone of the passages to the north. It is apparently a storeroom, though it looks as if it has been unused for some time. There are crates lining the walls, some of which are broken and have spilled their contents onto the floor. Unfortunately, it looks like whatever they once held was perishable, because all that is left now is shards of broken glass and stains on the stone floor. There are also some wooden planks from broken barrels, along with a couple of barrels that are still intact, lined up against the south wall. There is a square opening in the east wall, unlike the small jagged hole in the north that leads back to the tunnels. ~ 64 521 -1 50 21334 1 1 D0 ~ barrel~ 0 -1 21239 D1 ~ ~ 0 -1 21316 S #21320 Stairs~ A stairwell is carved out of the solid rock here. It leads up to the west, and doubles back to the east above you. There are torch sconces on the walls of the stairwell, but they are empty, leaving the place unilluminated except for your light source. It is impossible to tell where the stairs lead to above, but there is a hallway visible to the east that leads north and south, and further to the east you can just see and opening in the hallway wall. ~ 64 521 1 D1 ~ ~ 0 -1 21317 D4 ~ ~ 0 -1 21307 S #21321 Medical Supply Room~ This room has an unpleasant odor, as if something crawled into it an died long ago. There are dusty, dry webs all over the walls, ceiling, floor, and the crates that are stacked in rows about the room. You also note there is a skeleton still loosely attached to one of the dry webs, complete with all the gear its owner wore ages ago. It looks like a troglodyte skeleton. There crates in this room are all sealed and unbroken - whoever got at the stored goods elsewhere apparently didn't have as much luck here. From the etchings on the side of the wooden crates, you surmise it is medical equipment that is stored inside. You can exit to the east~ 64 521 1 D1 ~ ~ 0 -1 21318 S #21322 Conference Room~ The walls in this mid sized room are covered with faded drawings that are practically incomprehensible due to the lightness of the lines with which they were drawn. There is a huge oval table in the center of the chamber, leaving a relatively scant amount of space between the table and the walls in which to move about the room. The table is made of a wood-like substance, but unlike the wall maps it shows no signs of the passage of time. There are fifteen or so large chairs set around the table, at which the commanders at one time perched to mull over their battle plans. The only exit is to the west. ~ 64 521 1 D3 ~ ~ 0 -1 21326 E table~ It has weathered time's passage extremely well. It is so large, though, that you have to wonder how it possibly could have been put in this chamber, in which it barely fits. Clearly the engineers of this place were privy to knowledge you're not familiar with. ~ E chair chairs~ They look like your regular sturdy chairs. ~ E drawings~ There is only one left that is at all legible. It looks like this: Rhyodin _______ _____##___________ / \ \ \____ / \____| \ | X X \ | | | | / X X | | X | | | | X | # O O O O | # O | | O O | | O | | X | \ X | \ X / \ _______ / _/ | | _____ / | | | / \ / | | | _/ \_____/ | _____ |_______| / \__/ \_________/ ~ S #21323 Guest's Quarters~ This room was probably pretty nice at one time, though it looks like it has been looted several times since the original residents left. At one time it had a door, but it has since been wrenched off it's hinges and now lies on the ground. There is a bed, with the stuffing ripped out and spread all over the room, then covered with a fine layer of dust, like everything else in here. There is also a desk, tipped over on one side with one of the legs torn off completely. There's no sign of it now. Whatever other furtinure was here at one time has either been stolen or smashed to bits. The only way out is through the doorframe to the west. ~ 64 521 1 D3 ~ ~ 0 -1 21327 E bed stuffing~ Only the frame and board of the original bed remain intact, and they are dinged and scratched. The stuffing looks like some kind of unspun cloth, and has dryed out completely over time. ~ E desk~ It is empty, and not worth taking (it looks rather heavy, anyway). ~ S #21324 Extravagant Chambers~ Wow! This room is a stark contrast to everything else you've seen in this place. There are unmarred furnishings here, complete with expensive tapestries on the walls, a large, comfortable-looking bed, a desk, and a cabinet filled with all kinds of interesting stuff. There is a pentagram pattern in the middle of the incredibly beautiful rug that covers the floor, upon which there is a small pedestal, which is sometimes occupied. The place shows signs of recent use. The mahogany door to the west is the sole exit. ~ 64 521 1 D3 ~ mahogany~ 1 21156 21328 D4 ~ secret~ 2 21156 21336 E bed~ The bed is a heavy wooden frame upon which rests an unnaturally comfortable mattress. The comforter seems to be made of some kind of funny material which is both soft and yet durable. The sheets are done in a tasteful off-white color. ~ E rug~ It is an expensive piece of work. The material is smooth to the touch, yet very strong. The weave is intricate, almost hypnotizing. It is done predominantly in black and gold, though the pentagram in the center, upon which the pedestal rests, is done in a silvery-red. ~ E pedestal~ A small piece of furniture constructed of a strange organic material you do not recognize. It is rigid, yet flexible when force is exerted on it. Upon closer examination you realize it isn't resting on the rug, but hovers a half- inch above it. Even so, it resists all efforts to budge it. Quite unsettling. ~ E tapestries~ Very tastefully done motifs showing the rise and fall of various civilizations. You think at least one of them may be depicting future events, as you can see a scene in which a town that has an uncanny resemblance to Midgaard is being assaulted by a force of undead. It is quite disconcerting, but the living seem to at least be holding their own in the scenes revealed there. ~ E pentagram~ You know, the kind used for summoning and controlling demons. It's impossible to tell if it's actually been used for that purpose, but the neatness of the room ensures whatever demons might have been summoned certainly must have been well behaved (and thus doubtless controlled). ~ S #21325 Archives~ This room appears to be where all the records and books of this place were kept. There are four large bookshelves here, one against each wall. You entered through an opening in the bookshelf along the south wall. There is also a small table in the center of the room surrounded by a few chairs. ~ 64 521 1 D2 ~ ~ 0 -1 21326 E table~ Apparently it was used as a reading table. ~ S #21326 Hallway~ This is the northern end of a short hallway. There are sconces on the wall for torches, but evidently no torches have blazed here for a long time. There are openings in the walls to the north, east, and west, and the corridor continues to the south. The bare stone of the walls is here covered up with a thin layer of some kind of wood, which has the effect of making the place look less austere than elsewhere. It's too dark to tell what's north or east, but you think the room to the west is a dining hall of some sort. ~ 64 521 1 D0 ~ ~ 0 -1 21325 D1 ~ ~ 0 -1 21322 D2 ~ ~ 0 -1 21327 D3 ~ ~ 0 -1 21331 S #21327 Central Hallway~ There is a set of stairs emerging from the center of the hallway here, and the hall itself forms a square around this stair exit, thus making the corridor here resemble a room more than a simple hall. As elsewhere, there are empty sconces in the walls for torches. There are doors to the east and west here, though it looks like the doorframe to the east no longer has a door on it, and the western door is ajar. The hallway continues to the north and south, though it looks like it terminates shortly on both ends. The stairway leads down into darkness. ~ 64 521 1 D0 ~ ~ 0 -1 21326 D1 ~ ~ 0 -1 21323 D2 ~ ~ 0 -1 21328 D3 ~ door~ 1 -1 21332 D5 ~ ~ 0 -1 21307 S #21328 Hallway~ This end of the hallway seems particularly dark. There are doors to the east and south, and both look like they have resisted several attempts to break into them. The mahogany door to the east shows far less damage than the door to the south, however. To the west, there is a room that looks like it was once a bath, though you can't make out the room's details from here in the hall outside. The hallway also continues to the north. ~ 64 521 1 D0 ~ ~ 0 -1 21327 D1 ~ mahogany~ 1 21156 21324 D2 ~ door~ 1 21151 21329 D3 ~ ~ 0 -1 21333 E mahogany~ There is a warning glyph on it. Apparently this is a private residence. ~ E door~ The door to the south has a strip of a strange yellow substance across it, upon which is printed some incomprehensible text that has almost entirely faded away with time. It has multiple dents and scratches, probably from multiplte attempts to break in over the ages. ~ S #21329 Captain's Quarters~ This room has a rank smell, like something died in here. This in itself would not be so amazing if it weren't true that whatever did die in here did it a very long time ago. Despite the passage of time, there are still very visible bloodstains on the walls, floor, and furniture here. The rusty red color goes quite nicely with the black color of everything else in the room, including the walls and all the furniture. This place really gives you the creeps for some reason. The black bed and dresser seem to have been untouched by the passage of time, and there is a mirror atop the dresser that is, quite amazingly, unbroken. Doubtless an artifact of this room's having been sealed. There is an exit through the door to the north. ~ 64 521 1 D0 ~ door~ 1 21151 21328 E bed~ It is a normal bed, except like everything else here it is covered with both what looks like a layer of baked-on soot and a fair amount of dried blood. Somebody here sure bled a lot. ~ E mirror~ Not your ordinary reflection. You are reflected, but the image in the mirror is skeletal. Like you, only with no flesh. Rather disconcerting. ~ S #21330 Kitchen~ This room is a bit warmer than any of the other places you've visited around here. The few degrees rise in temperature is a welcome change from the coolness of most of the rooms here in a place that sunlight never reaches. There is a stove, and what looks like a pantry, with an old, rusted-looking lock that is still, curiously enough, intact. You can exit to the mess hall southwards. ~ 64 521 1 D1 ~ plate~ 2 21114 21150 D2 ~ ~ 0 -1 21331 E stove~ The stove isn't actually working, but it looks like the source of heat is a large metal plate fastened to the wall behind the stove, which is noticeably warmer against your hand than the ambient temperature of the room. ~ E metal plate~ It looks like it was attached to the wall very securely, though what exactly was used to do so is unclear. With leverage, though, you might be able to pry it off to reveal whatever's behind it. ~ S #21331 Officer's Mess~ This room served as the dining chamber of the commanders of this place, and whatever guests they happened to be entertaining. There are four tables in this mid-sized room, each successively a bit nicer than the one before, going clockwise from the northeastern most table. There are no settings on any of them now. There is a doorway to the north, with only swinging doors separating this room from the kitchen that you can just make out in that direction. You can also exit to the hallway eastwards. ~ 64 521 1 D0 ~ swinging~ 0 -1 21330 D1 ~ ~ 0 -1 21326 E 1.table northeast~ The northeast table made of sturdy pine. Surrounded by like chairs. ~ E 2.table southeast~ The table in the southeast corner is made of birch, as are the chairs. ~ E 3.table southwest~ An oaken table and chair set sit in the southwest end of the chamber. Very nice but too heavy to take anywhere. ~ E 4.table northwest~ In the northwest corner there is a table made of mahogany. ~ S #21332 Guest's Quarters~ The door to this room looks a bit battered, but at least it's still on its hinges and capable of closing. The room is sparsely furnished, though it looks like at one time it might have been rather nicely decorated. What is left of the furniture in here is pretty much destroyed. What once might have been a bed is now just a lot of broken wood and torn cloth scattered around the floor. The dresser is in slightly better shape, at least you can still recognize how the pieces once fit together. Everything is here is looking pretty broken. The exit is east. ~ 64 521 1 D1 ~ door~ 0 -1 21327 E wood broken~ Bits of broken wood are scattered about the room. ~ E dresser~ It is destroyed, but not quite beyond recognition. ~ E cloth~ The material is light, but seems to have resisted the trials of time. Once it was the bed stuffing, is your best guess. ~ S #21333 Bath~ There are two pits in this room that once served as tubs for the officers to bathe in. They are both dryed out now, though the channels in the floor through which the water used to run are still intact. A small hole in the north wall is the source of the channels in the floor that lead to the two now-empty pits. A small hole at the bottom of each provides drainage. There is a single exit, it is to the east. ~ 64 521 1 D1 ~ ~ 0 -1 21328 E pit tub pits tubs~ It's about four feet deep and six feet in diameter. It is now empty, but once water entered through the channels and left through a small hole in the bottom. These pits were carved from the stone, they were not naturally formed. ~ E outlet drain~ It's pretty small, but by shining your light down it you can tell that it curves after dropping a foot or so. It was made, it is not natural, just like the pits themselves. ~ E channel~ They are narrow gutters in the floor of the room through which water flowed from the inlet hole in the south wall to the tubs. The main one is about three inches deep, the others are only an inch or two in depth. ~ E hole inlet~ It's right where the floor meets the south wall, near the center. It's only four inches wide, so you can't really tell where it comes from, though you can tell it bends up after a few feet. ~ S #21334 Earthquake!~ Something is wrong, the ground under your feet is moving, and you pitch and shake, stumbling. You can barely keep your balance on the moving floor! ~ 64 521 -1 10 21335 0 0 D0 ~ ~ 0 -1 21239 D1 ~ ~ 0 -1 21316 S #21335 Storage Room~ This room is entirely unlike the rough, natural stone of the passages to the north. It is apparently a storeroom, though it looks as if it has been unused for some time. There are crates lining the walls, some of which are broken and have spilled their contents onto the floor. Unfortunately, it looks like whatever they once held was perishable, because all that is left now is shards of broken glass and stains on the stone floor. There are also some wooden planks from broken barrels, along with a couple of barrels that are still intact, lined up against the south wall. There is a square opening in the east wall, unlike the small jagged hole in the south that leads back to the tunnels. ~ 64 521 1 D0 ~ ~ 0 -1 21239 D1 ~ ~ 0 -1 21316 S #21336 Blah's Hideaway~ Like the chambers below it, this room also looks like it has been used of late. There are racks on the walls for weapons, bookshelves for magical tomes, and a laboratory for the manufacture of healing potions and salves. Just above the lab is a small altar to the gods. There is a single bed, a big wooden desk with chair on rollers behind it, and also a big warchest, now open, in which you can see an impressive array of hard won treasures. Clearly the resident of this room is a man of many talents. ~ 64 604 0 D0 White light fills this portal. Through it you can just make out a wide road, with shops about and peaceful-looking people going about their business. ~ valley~ 0 -1 21400 D1 This portal shows a scene of a quiet altar of Odin. ~ altar~ 0 -1 3054 D2 This portal reveals a scene of a busy marketplace. You notice the people there are dark skinned. ~ market~ 0 -1 13406 D3 In this portal you see a small trail, with gypsy's walking about on it. ~ trail~ 0 -1 16105 D4 The is a small loft above that you hadn't noticed before. ~ loft~ 0 -1 21337 D5 ~ secret~ 2 21156 21324 S #21337 Insane Asylum~ The walls are padded, and there is an empty straight-jacket resting on the floor. You wonder what kind of lunatic has escaped... ~ 64 604 0 D5 ~ ~ 0 -1 21336 S #21350 Riff's Comedy Scene~ You are in a large room, with tables placed all around. There is a large bar in the center of the room, and a stage in the front. There are many people about the room, all of which, are dying of laughter. The comedian on stage is really giving you a show, your sides are really aching. ~ 73 0 0 S #21351 Main Street~ You are on a large street through the town. North lies the town square, while place to eat are to the east and west. Something sure smells great to eat as you pass by the buildings. ~ 74 512 1 D0 ~ ~ 0 -1 21400 D1 ~ ~ 0 -1 21392 D2 ~ ~ 0 -1 21352 D3 ~ ~ 0 -1 21391 S #21352 Main Street~ You are on a large street through the town. The road is very often travelled by the people. The healers section of town lies east, while the road continues north and south. ~ 74 512 1 D0 ~ ex ~ 0 -1 21351 D1 ~ ~ 0 -1 21385 D2 ~ ~ 0 -1 21353 S #21353 Main Street~ You are on a large road leading through the town. It leads north towards the town square, and south to the gates. Raven Street is east of here. ~ 74 512 1 D0 ~ ~ 0 -1 21352 D2 ~ ~ 0 -1 21354 D3 ~ ~ 0 -1 21355 S #21354 Southern Gate~ You are at the southern gates of the town. The road leads north in to the heart of the town. You here the sounds of children playing as you stand here. There is a gate here, but you don't think the people use it anymore. ~ 74 512 1 D0 ~ ~ 0 -1 21353 D2 ~ gate~ 1 -1 21368 S #21355 Raven Street~ You are on a small cobblestone road. It leads into a small section of town. The road continues west, while the Main Street lies east. ~ 74 512 1 D1 ~ ~ 0 -1 21353 D3 ~ ~ 0 -1 21356 S #21356 Raven Street~ You are on a small cobblestone road. Its in a small section of town, where only a few people come for special purpose items. The shop to the south is know for carrying such items. The road bends here leading north and east. ~ 74 512 1 D0 ~ ~ 0 -1 21357 D1 ~ ~ 0 -1 21355 D2 ~ ~ 0 -1 21415 S #21357 Raven Street~ You are on a small cobblestone road. It is a small section of town. The road continues both north and south. ~ 74 512 1 D0 ~ ~ 0 -1 21358 D2 ~ ~ 0 -1 21356 S #21358 Raven Street~ You are on a small cobblestone road. It is a rarely used road in a small section of town. The Market Road is north of here, while the library is to the west. ~ 74 512 1 D0 ~ ~ 0 -1 21376 D2 ~ ~ 0 -1 21357 D3 ~ ~ 0 -1 21359 S #21359 Entrance to the Library~ You are at the entrance to the library of mystic knowledge. Only a few people are allowed within the library to search through the collection of knowledge that is guarded here. ~ 74 520 0 D1 ~ ~ 0 -1 21358 D3 ~ ~ 0 -1 21360 S #21360 The Mage's Library~ You are standing in one of the finest libraries known to man. There is a collection of books on almost every subject you can imagine, and even a few you can't. There are a few people within studying these ancient tomes, and practicing what is written. You feel your knowledge begin to grow as you stay. ~ 74 520 0 D1 ~ ~ 0 -1 21359 S #21361 Valley Path~ You are on a small dirt road outside of the town. You pass a few farmers on there way to the town out here. The road leads east to the town and west to the mountains in the distance. ~ 74 512 2 D0 ~ ~ 0 -1 21417 D1 ~ ~ 0 -1 21416 D3 ~ ~ 0 -1 21362 S #21362 Valley Path~ You are on a small dirt road outside of the town. You can barely make out the town to the east. The mountains to the west though, appear to become larger as you approach. ~ 74 512 2 D1 ~ ~ 0 -1 21361 D3 ~ ~ 0 -1 21363 S #21363 Valley Path~ You are on a small dirt road in the valley. The only civilization you notice is the farm that is south of here. You are in the shadows of the large mountains that lie west of here. ~ 74 512 2 D1 ~ ~ 0 -1 21362 D2 ~ ~ 0 -1 21371 D3 ~ ~ 0 -1 21425 S #21364 An Alley~ You are on an abandoned road through the town. Its cobblestone road is all broken up, and the buildings appear to be ready to collapse. There is an entrance to a derilict building to the east. The alley continues north, while Market Road lies south. ~ 74 512 1 D0 ~ ~ 0 -1 21365 D2 ~ ~ 0 -1 21366 S #21365 An Alley~ You are on an abandoned road through the town. Its cobblestone road is all broken apart, and the buildings are ready to collapse. The road comes to a dead end here, as you walk through a pile of trash. It seems this is a popular spot for the disposal of trash. A small sign catches your attention as you shuffle through the debris. A large trash heap lies west, and the alley leads south. ~ 74 512 1 D2 ~ ~ 0 -1 21364 D3 ~ ~ 0 -1 21383 E sign~ It appears to be a road sign. It has the words Guild Street upon it. ~ S #21366 Market Road~ You are on a large dirt road that leads through the center of town. The road continues east and west. There is an alley to the north, it appears to be a neglected part of town. ~ 74 512 1 D0 ~ ~ 0 -1 21364 D1 ~ ~ 0 -1 21367 D3 ~ ~ 0 -1 21369 S #21367 Market Road~ You are on a large dirt road that leads through the center of town. The road is busy with people shopping along the road. The road continues west and east. ~ 74 512 1 D0 ~ ~ 0 -1 21403 D1 ~ ~ 0 -1 21376 D3 ~ ~ 0 -1 21366 S #21368 Outside the Southern Gate~ You are outside the southern gates of a small town. There is a gate to the city, but it is open. You see a castle not far away to the south. The entire landscape is dominated by mountains in the distance. ~ 74 512 2 D0 ~ gate~ 1 -1 21354 D2 ~ ~ 0 -1 21431 S #21369 Market Road~ You are on a large dirt road that leads through the center of town. This is one of the major roads traveled within the city. Shops are along the entire road. ~ 74 512 1 D1 ~ ~ 0 -1 21366 D3 ~ ~ 0 -1 21370 S #21370 Market Road~ You are on a large dirt road that leads through the center of town. There are numerous shops and buildings along the street. The western gates are to the west. ~ 74 512 1 D0 ~ ~ 0 -1 21381 D1 ~ ~ 0 -1 21369 D3 ~ ~ 0 -1 21374 S #21371 A Small Farm~ You are on the small farm in the town. This farm appears to only grow wheat here as you see a wheat field south of here. The only road from here is the road you came in on. ~ 74 512 2 D0 ~ ~ 0 -1 21363 D2 ~ ~ 0 -1 21372 S #21372 Wheat Field~ You are in a wheat field on the farm. It appears to be harvesting time as you notice a farmer cutting the wheat with a large scythe. There is a cart loaded with wheat here, which will probably be on the way to the bakers soon. ~ 74 512 2 D0 ~ ~ 0 -1 21371 S #21373 Outside the Western Gates~ You are outside the gates of the town. The road continues in to the city towards the east. To the west you can see farms not to far away. The landscape is dominated by mountains in the distance. ~ 74 512 2 D1 ~ gate~ 1 -1 21374 D3 ~ ~ 0 -1 21416 S #21374 The Western Gate~ You are at the western gates for the town. There is a gate here, but it does not seem to be closed much. The road leads east to the center of town, while west leads to the outside. ~ 74 512 1 D1 ~ ~ 0 -1 21370 D3 ~ gate~ 1 -1 21373 S #21375 Market Road~ You are on a large dirt road, which continues to the east and west. There is an inn to your north, and the Town Square is east. ~ 74 512 1 D0 ~ ~ 0 -1 21414 D1 ~ ~ 0 -1 21400 D3 ~ ~ 0 -1 21376 S #21376 Market Road~ You are on a large, dirt road through the center of town. The road continues east and west. Raven Street leads south of here. ~ 74 512 1 D1 ~ ~ 0 -1 21375 D2 ~ ~ 0 -1 21358 D3 ~ ~ 0 -1 21367 S #21377 Market Road~ You are on a large dirt road through the center of the town. It is a well travelled and in good condition. The town square is west, while a bar is south. ~ 74 512 1 D1 ~ ~ 0 -1 21378 D2 ~ ~ 0 -1 21393 D3 ~ ~ 0 -1 21400 S #21378 Market Road~ You are on a large, dirt road which runs through the center of town. The road continues to the west, while to the east is the town gates. The healers sections of town lies to the south. ~ 74 512 1 D1 ~ ~ 0 -1 21379 D2 ~ ~ 0 -1 21387 D3 ~ ~ 0 -1 21377 S #21379 The Eastern Gate~ You are at the eastern gates of the town. The gates are open, and appear that they are never closed. There is a road east that leads out of the town, while towards the west, the road leads directly into the heart of the town. ~ 74 512 1 D1 ~ gate~ 1 -1 21380 D3 ~ ~ 0 -1 21378 S #21380 Outside the Eastern Gate~ You are at the eastern gate of the town. You can see some farms not to far away to the east, while the entire landscape if overcome by the large mountains in the distance. ~ 74 512 2 D1 ~ ~ 0 -1 21420 D3 ~ gate~ 1 -1 21379 S #21381 Entrance to the Warrior's Guild~ You are standing in front of the great warriors guild. Many legends have been born from this guild on galiant warriors. These warriors have always been ready to defend the town, and still are today. ~ 74 512 1 D0 ~ ~ 0 -1 21382 D2 ~ ~ 0 -1 21370 S #21382 Warrior's Guild~ You are in the main practicing room of the warriors guild. Banner and trophies from wars long since fought hang on these walls. The guild is constantly teaching young warriors skills that will aid them in any war. ~ 74 520 0 D2 ~ ~ 0 -1 21381 S #21383 A Trash Heap~ You are at a large trash mound. The only reason people come to this section of town is to drop off there garbage. You have never seen so much trash in your life. The smell is begining to get to you. You notice a large crate that is covering up a man-sized hole. ~ 74 512 1 D1 ~ ~ 0 -1 21365 D5 ~ crate~ 1 -1 21384 S #21384 Beneath the Trash~ You are in a large room underneath the trash heap. You are not sure what this secret area is for, but you are starting to worry about your life as you enter. You can sense the presence of people all around the room, but they seem to be hiding from you. ~ 74 520 0 D2 ~ ~ 0 -1 21399 D4 ~ crate~ 1 -1 21383 S #21385 Healer Way~ This is the road of the great healers. The buildings to the sides of the road are dedicated to them, and their craft. For generations, the healers havepracticed their craft on the sick and dying. This section of town is devoted entirely to them. ~ 74 512 1 D1 ~ ~ 0 -1 21386 D3 ~ ~ 0 -1 21352 S #21386 Healer Way~ You are on the road of the healers. The road continues north and west. Around you are beautifly decorated building which belong to the healers. To the east is a store, in which you can purchase any healing remedy you might need. ~ 74 512 1 D0 ~ ~ 0 -1 21387 D1 ~ ~ 0 -1 21388 D3 ~ ~ 0 -1 21385 S #21387 Healer Way~ This is the road of the great healers. The buildings to the sides of the road are dedicated to them, and their craft. The buildings are beautifly decorated with carvings of some of the great healers of the past. To the north lies the Market Street. ~ 74 512 1 D0 ~ ~ 0 -1 21378 D1 ~ ~ 0 -1 21397 D2 ~ ~ 0 -1 21386 S #21388 Healer's Shop~ Here the healing medicines are made available to the people of the towm. There is a remedy for almost any type of injury, disease, or poison. To the east is a hallway. ~ 74 520 0 D1 ~ ~ 0 -1 21389 D3 ~ ~ 0 -1 21386 S #21389 Hallway~ You are in a hallway inside the healers domicile. This is where they live learn, and teach the crafts of healing. The master healers room is to the south. ~ 74 520 0 D0 ~ ~ 0 -1 21396 D2 ~ ~ 0 -1 21390 D3 ~ ~ 0 -1 21388 S #21390 The Master Healer's Chamber~ You are inside the master healers chambers. You can just sense the knowledge that has been accumulated within these walls. You have a feeling of eternal peace within this room, as you ask the master for his guidance. ~ 74 520 0 D0 ~ ~ 0 -1 21389 S #21391 Tromar's Restaurant~ You are in the finest restaurant in the town. The finest foods are available to you here for a price. To the south is the seating area for the restaurant. ~ 74 520 0 D1 ~ ~ 0 -1 21351 D2 ~ ~ 0 -1 21394 S #21392 The Bakery~ The aroma of fresh pastries and bread makes your mouth water. You wanna buy the whole store, but would settle for even a taste of one piece of bread. The baker is behind the counter mixing dough, but is ready to serve you as soon as you stop drooling. ~ 74 520 0 D3 ~ ~ 0 -1 21351 S #21393 Claybin's Pub~ You are in a large pub. There is a lot of activity going on in here. There are people singing and dancing all around you. There are people playing some sort of game in one corner of the room. The bartender is waiting to serve you whatever you happen to crave. ~ 74 520 0 D0 ~ ~ 0 -1 21377 S #21394 The Dining Area~ This is the seating area for the restaurant. There are tables lined up within the room, and there is a large trashcan in the corner. The place is very clean, unlike the places you're used to dining. ~ 74 520 0 D0 ~ ~ 0 -1 21391 S #21395 The Receptionist~ You are in the reception area of the inn. You are told there just happens to be a room available for you if you want it. There is an exit to the west. ~ 74 600 0 D1 ~ ~ 0 -1 21414 S #21396 Hallway~ You are in a hallway in the main building of the healers. There are paintings on the wall of fabulous design. The great cathedral lies to the west, while a classroom is to the east. The hallway continues south. ~ 74 520 0 D1 ~ ~ 0 -1 21398 D2 ~ ~ 0 -1 21389 D3 ~ ~ 0 -1 21397 S #21397 Cathedral~ You are standing in a large cathedral. The room is large enough to fit the entire town for a sermon, and it usually does. There is ornate carvings and statues upon the walls, while the altar is decorated with strange carvings of runes. There is an exit to the west, while a hallway lies east. ~ 74 520 0 D1 ~ ~ 0 -1 21396 D3 ~ ~ 0 -1 21387 S #21398 Classroom~ This classroom is where younger children learn about religion, and the arts of healing. There are desk lined up in the room, with a large board in the front of the classroom for the instructor. There is a bookcase on a wall with a large collection of books. ~ 74 520 0 D3 ~ ~ 0 -1 21396 S #21399 Thieves Guild~ You are in the chamber of the thief guildmaster. The room is very dark with almost no lighting within. You can tell that the people down here are use to the darkness due to there many years of concealing themselves down here. ~ 74 520 0 D0 ~ ~ 0 -1 21384 S #21400 Town Square~ This is the intersection of the main roads in the city. Market Road is to the east and west, while Main Street leads north and south. Shops are along both sides of the streets. There is a water trough for animals here. ~ 74 512 1 D0 ~ ~ 0 -1 21401 D1 ~ ~ 0 -1 21377 D2 ~ ~ 0 -1 21351 D3 ~ ~ 0 -1 21375 E trough~ It is a water trough mainly for the animals. There are worms in the water and it appears to have slime growing in it. It does not look health to drink ~ S #21401 Main Street~ You are on a wide road. Main Street continues on to the north, and south of here is the Town Square. A supply store is to the east of here. ~ 74 512 1 D0 ~ ~ 0 -1 21404 D1 ~ ~ 0 -1 21402 D2 ~ ~ 0 -1 21400 S #21402 The Farmer's Supply Shop~ This shop has everything a farmer would need. There are supplies all along the walls. There is a man behind the counter waiting to take your order. ~ 74 520 0 D3 ~ ~ 0 -1 21401 S #21403 The General Store~ This store buys and sells all the items you can't get anywhere else in the city. There are items of various sorts along shelves. The shopkeeper stands behind a counter waiting to help you. ~ 74 520 0 D2 ~ ~ 0 -1 21367 S #21404 Main Street~ You are on the main street. To the west there is a market store, where the villagers purchase vegetables. The main street continues to the south, while the town gates are north. ~ 74 512 1 D0 ~ ~ 0 -1 21407 D2 ~ ~ 0 -1 21401 D3 ~ ~ 0 -1 21406 S #21405 End of the Road~ You are on a small road that leads to the town. This is the main route in which farmers transport their goods to the town. Large mountains prevent you from traveling further east, your only exit is to the west. ~ 74 520 0 D3 ~ ~ 0 -1 21421 S #21406 The Produce Stop~ Your mouth begins to water as you see some of the finest vegetables. Also, you can buy some freshly baked pastries and bread. The maid behind the counter is waiting to take your order. ~ 74 520 0 D1 ~ ~ 0 -1 21404 S #21407 The Northern Gate~ You are at the northern gate for the city. There is a large gate here, but it appears as if the gate has never been used. There is a small building to the east, and the main road leads south. ~ 74 512 1 D0 ~ gate~ 1 -1 21413 D1 ~ ~ 0 -1 21408 D2 ~ ~ 0 -1 21404 E gate~ It look like a gate used to lock a city in times of emergency. The gate looks very well kept, but also appears to have never been closed. ~ S #21408 Front Porch of a Small Building~ You are standing on the porch of a well kept, wooden house. There is door with a strange symbol to the east, and the northern gate lies west. ~ 74 512 1 D1 ~ door~ 1 -1 21409 D3 ~ ~ 0 -1 21407 E door~ It is the front door for a house. You see no keyholeon the door, but you notice a strange symbol on the door. ~ E symbol~ It is a symbol bearing the mark of the Rangers. ~ S #21409 Living Room~ This is the living room in the Ranger's house. The room is very nicely furnished, with many trophies hanging on the wall. There is a giant bear- skin on the floor. The place is very tidy, and appears to be rarely used. There are bedrooms to the north and south. ~ 74 520 0 D0 ~ ~ 0 -1 21411 D2 ~ ~ 0 -1 21412 D3 ~ door~ 1 -1 21408 D5 ~ secret bear skin~ 2 3667 21410 E bear skin~ This bear-skin had to come from one of the largest bears in existence. As you exam the bear, you notice that there is something underneath it. ~ S #21410 Storeroom~ This is a storeroom underneath the Ranger's House. Although this is a very peaceful town, the rangers have placed some items here in case of any emergency threat. There are numerous types of weapons on the walls, and several types of armor are hanging on a rack. ~ 74 521 0 D4 ~ trap door~ 2 3667 21409 S #21411 A Bedroom~ This room is barely furnished, all you see is a bed, chair and desk. There are a few decorations among the walls, most of which are animal hides. ~ 74 520 0 D2 ~ ~ 0 -1 21409 E hide~ It is a hide of some strange animal, you can not recognize it. ~ S #21412 Ranger's Bedroom~ This room is decorated with many plants, of many varieties. You cannot recognize most of them. The only furniture in the room is a bed and a table, with four chairs. ~ 74 520 0 D0 ~ ~ 0 -1 21409 S #21413 Outside the Northern Gate~ You are outside the northern gate of the town. There are large mountains in the distance, and a town to the south of here. There is a gate here, but it is open. ~ 74 512 1 D0 ~ ~ 0 -1 21426 D2 ~ gate~ 1 -1 21407 S #21414 The Wandering Travellers Inn~ You are in a small inn. This is the lounge area of the inn. There are tables and chairs about the room. ~ 74 520 0 D2 ~ ~ 0 -1 21375 D3 ~ ~ 0 -1 21395 S #21415 Ambid's Artifacts~ You are in a small store that specializes in selling items from other lands. You begin to recognize some of these from your many travels. The shopkeeper is here ready to serve you. ~ 74 520 0 D0 ~ ~ 0 -1 21356 S #21416 Valley Path~ You are on a small dirt road outside of the town. The road is the main road used to travel out of the valley. Also farmers use this road to bring there crops in to the town. ~ 74 512 2 D1 ~ ~ 0 -1 21373 D3 ~ ~ 0 -1 21361 S #21417 A Farm~ You are at one of the largest farms in the valley. This farm is responsible for providing most of the vegetables to the town. There is a cart here filled with vegetables that are ready for delivery to the town. The vegetable fields are north of here. ~ 74 512 2 D0 ~ ~ 0 -1 21418 D2 ~ ~ 0 -1 21361 S #21418 Vegetable Fields~ You are in a large vegetable patch that supplies the whole town. There are vegetables of all varieties growing here. The farmer really has his work cut out for him when harvest time comes. The field continues on towards the west. ~ 74 512 2 D2 ~ ~ 0 -1 21417 D3 ~ ~ 0 -1 21419 S #21419 Vegetable Fields~ You are in a large vegetable patch that supplies the whole town. There are vegetables of all varieties growing here. The farmer really has his work cut out for him when harvest time comes. ~ 74 512 2 D1 ~ ~ 0 -1 21418 S #21420 Farmer's Road~ You are on a small road that leads in to the town from the farm. This road is the main route in which the farmers transport there goods to the town. There are large mountains all around in the distance. ~ 74 512 2 D1 ~ ~ 0 -1 21421 D3 ~ ~ 0 -1 21380 S #21421 Farmer's Road~ You ar on a small road that leads to the town. This is the main route in Which the farmers transport there goods to the town. There are large mountains all around, and a farm is off to the north. ~ 74 512 2 D0 ~ ~ 0 -1 21422 D1 ~ ~ 0 -1 21405 D3 ~ ~ 0 -1 21420 S #21422 Small Farm~ You are on a small farm outside of the town. There is a large vineyard north of here. There is a large barn for storage to the east. The only other exit is south to the road. ~ 74 512 2 D0 ~ ~ 0 -1 21423 D2 ~ ~ 0 -1 21421 S #21423 Vineyard~ You are standing in the vineyard on the farm. There is an abundance of grapes on the many vines here. You check that no one is watching as you pinch a few off the vine to sample them. ~ 74 512 2 D2 ~ ~ 0 -1 21422 S #21425 At the Base of the Mountain~ You gaze in wonder as you look up at the large mountains. You feel that you have no hope of crossing these mountains, until you notice a small opening in the side of the mountains. You are not sure if it is a tunnel, or a cave, but you really hope it goes to the other side. ~ 74 512 2 D1 ~ ~ 0 -1 21363 D3 ~ ~ 0 -1 21429 S #21426 An Old Road~ You are on a large dirt road between the old outpost, and the town. The town is just south of here, and the outpost is barely visable to the north. All around, you notice the large mountains which dominate the valley. ~ 74 512 2 D0 ~ ~ 0 -1 21427 D2 ~ ~ 0 -1 21413 S #21427 An Old Road~ You are on a large dirt road between the old outpost, and the town. You can barely make out the town from here, but you can make out the outpost ahead of you. There large mountains dominate you view of the valley. ~ 74 512 2 D0 ~ ~ 0 -11 21428 D2 ~ ~ 0 -1 21426 S #21428 An Old Road~ You are on a large dirt road between the outpost, and the town. The town is somewhere in the distance south of here, while the outpost gates are directly north of here. You step back so you can get a full view of the outpost and notice that it has a dark aura about it, making it very difficult to see anything. ~ 74 512 2 D0 ~ ~ 0 -1 21275 D2 ~ ~ 0 -1 21427 S #21429 A Tunnel~ The tunnel is really damp and musty, but is does continue on. The walls have been carved out with the same skill as the dwarven miners. There are support beams running through the tunnel at regular intervals. ~ 74 521 0 D1 ~ ~ 0 -1 21425 D3 ~ ~ 0 -1 21433 S #21430 Outside the Castle Gates~ You are standing outside the gates of the castle. The large gates, and high walls prevent you from seeing much of the castle, except the high towers. There is a road that leads north to a small village. ~ 74 512 1 D0 ~ ~ 0 -1 21432 D2 ~ gate~ 2 3667 3008 S #21431 Castle Road~ You are on a road that leads between the castle, and the village. You can get a good view of the castle from here, while the village is sort of a blur. All around you are large mountains that dominate the valley. ~ 74 512 2 D0 ~ ~ 0 -1 21368 D2 ~ ~ 0 -1 21432 S #21432 Castle Road~ You are on a road that leads between the castle, and village. Many guards from the castle spend there off hours in the village. It is a very peaceful place where one can relax. The village is to the north, and the castle is south of here. ~ 74 512 2 D0 ~ ~ 0 -1 21431 D2 ~ ~ 0 -1 21430 S #21433 A Tunnel~ You have been walking quite a ways in this dark tunnel. Here, the tunnel leads off to the north. There are more support beams in the tunnel the farther in you go. ~ 74 521 0 D1 ~ ~ 0 -1 21429 D3 ~ ~ 0 -1 21434 S #21434 At an Opening~ You have finally reached light. There is an opening in the rocks that leads to the outside, there is only one problem. The opening is very narrow. You are not sure if you can squeeze through the opening, and from the bottle-necked shape of the opeing, you know you will not be able to come back through. ~ 74 521 0 D1 ~ ~ 0 -1 21433 D3 ~ ~ 0 -1 21435 S #21435 Outside the Mountain~ You have just squeezed through the narrow opening from inside the mountain. You are on the other side of the mountain range. The walls are very steep here, making climbing almost inpossible. There is a trail leading north. ~ 74 512 5 D0 ~ ~ 0 -1 21436 E opening~ Its a small opening that leads to a tunnel inside the mountain. There is almost no way for you to squeeze through. ~ S #21436 On a Small Trail~ You are on a small trail next to the mountains. The trail leads north up to an old river bed not far ahead. You take your time walking, enjoying the sunlight that the tunnels deprived you of. ~ 74 512 2 D0 ~ ~ 0 -1 21262 D2 ~ ~ 0 -1 21435 S #21700 The Master Alien's Lair~ You stand in awe of the statue of a powerful Alien. The statue is carved out of unflawed, pure-black obsidian and it shines with an erie red aura. The signs of a great battle mark the room, however, the statue is untouched. Heaps of bone lie against the walls, coagulated blood stain the floor, and acid-burn marks outline the many holes on the floor and walls. This is clearly not a room for comfort but for chaos and bloodshed. ~ 81 24 0 D0 Looking through the CageDoor you see a dank, dark place. It is rather large and has rusting metal walls. On the ground is a two foot layer of water. You hear something sloshing around in there but you dont see anything. However, being overcome with fear, you know something very horrible is in there. ~ CageDoor~ 1 21708 21719 D5 ~ ~ 0 -1 3008 E statue alien~ The Alien Statue is powerful and evil looking, something tells you that the mayhem of this room was done by something like this. You wouldnt want to piss off anything that resembles this statue. It has a mouth within a mouth, a long slashing tail, and a set of huge claws, all of withc look very damaging. ~ S #21701 Before the Mast~ You stand before a massive mast which holds the mainsail of the S.S.Minnow. Looking around you see the main deck of the ship cluttered with all sorts of tackle. From here rope ladders lead to the crows nest at the top of the mast. ~ 81 0 0 D0 ~ ~ 0 -1 21702 D1 ~ ~ 0 -1 21704 D2 ~ ~ 0 -1 21706 D3 ~ ~ 0 -1 21708 D4 ~ ~ 0 -1 21720 S #21702 Aft Main Deck~ You stand in the center of the Main Deck. North is a well made door and the other exits lead to other sections of the Main Deck. ~ 81 0 0 D0 ~ door~ 1 -1 21713 D1 ~ ~ 0 -1 21703 D2 ~ ~ 0 -1 21701 D3 ~ ~ 0 -1 21709 S #21703 Port Main Deck~ You are at the back of the Main Deck, nothing interesting is happening here. You can exit up to the Bridge or continue south or west on the Main Deck. ~ 81 0 0 D2 ~ ~ 0 -1 21704 D3 ~ ~ 0 -1 21702 D4 ~ ~ 0 -1 21727 S #21704 Port Main Deck~ This is the port side of the Main Deck. There is a ladder off the side of the deck to the east and the deck streches off in the other directions. You also notice a large door on the deck, must be some sort of storage location. ~ 81 0 0 D0 ~ ~ 0 -1 21703 D1 ~ ~ 0 -1 21739 D2 ~ ~ 0 -1 21705 D3 ~ ~ 0 -1 21701 D5 ~ CargoDoor~ 1 -1 21718 S #21705 Port Main Deck~ This is the front of the Port Deck. Looking north you see the aft portion of the Main Deck and the Bridge. There are some stairs here going up to the foredeck. ~ 81 0 0 D0 ~ ~ 0 -1 21704 D3 ~ ~ 0 -1 21706 D4 ~ ~ 0 -1 21724 S #21706 Forward Main Deck~ There is a door to the south that leads into the main crew's area. The main deck is all around, the crew bustles around hosting sails, battening down the hatches and swabbing the deck. ~ 81 0 0 D0 ~ ~ 0 -1 21701 D1 ~ ~ 0 -1 21705 D2 ~ door~ 1 -1 21710 D3 ~ ~ 0 -1 21707 S #21707 Starboard Main Deck~ This is the front of the Starboard Deck. Looking north you see the aft portion of the deck and the Bridge. There are some stairs here going up to the foredeck. ~ 81 0 0 D0 ~ ~ 0 -1 21708 D1 ~ ~ 0 -1 21706 D4 ~ ~ 0 -1 21724 S #21708 Starboard Main Deck~ This is the center of the Starboard Deck. Looking west over the ocean all you see is glare. To the south is the bow of the ship, north is the stern. A large metal DOOR leading down really looks out of place here. ~ 81 0 0 D0 ~ ~ 0 -1 21709 D1 ~ ~ 0 -1 21701 D2 ~ ~ 0 -1 21707 D5 This CargoDoor is metal and has a BIG lock on it. The door seems to have some dents and buldges in it. Wonder if something was trying to get in.... Or OUT! ~ CargoDoor~ 2 21708 21719 E cargodoor~ This CargoDoor is metal and has a BIG lock on it. The door seems to have some dents and buldges in it. Wonder if something was trying to get in.... Or OUT! ~ E CargoDoor door~ This CargoDoor is metal and has a BIG lock on it. The door seems to have some dents and buldges in it. Wonder if something was trying to get in.... or OUT! ~ S #21709 Starboard Main Deck~ Nothing interesting is happening here either. Go up to the Bridge or continue south or east on the Main Deck. ~ 81 0 0 D1 ~ ~ 0 -1 21702 D2 ~ ~ 0 -1 21708 D4 ~ ~ 0 -1 21727 S #21710 Mess Hall~ This is were the crew comes to scarff down their meals between shifts. A large table fills the room bordered by many benches. There is an exit to the Galley off to the east and a strange stink comes from the west. Finally, a ladder is in the south of the room... The crews sleeping chambers must be down there. ~ 81 8 0 D0 ~ door~ 1 -1 21706 D1 ~ ~ 0 -1 21711 D2 ~ ~ 0 -1 21722 D3 ~ ~ 0 -1 21712 S #21711 Galley~ You stand in the Galley of the S.S.Minnow. This is where the chef prepares the massive amount of food that feeds the crew. You see many CABINETS and a STOVE. The only exit is back into the Mess Hall to the west. ~ 81 8 0 D3 ~ ~ 0 -1 21710 E stove~ Hey! It's used to heat up food, imagine that. However, it isn't like any stove you've seen before because it is hot but there is no fire. There is a blue aura around it, maybe its magic? ~ E cabinets~ Opening the cabinets you see massive amounts of food and cooking utensils. ~ S #21712 The Head~ PeeUuu! It stinks in here.... Must be due to the guy sitting right there. Yes! You guessed it, this is where the crew come to relieve themselves. Despite flushing the sewage into the ocean it still stinks in here. You notice some WRITING on the wall, but before you vomit you decide to leave. The only exit is to the east. ~ 81 8 0 D1 ~ ~ 0 -1 21710 E writing~ The Graffitti on the wall reads: For a GOOD time call exoticMUDD at strippers.rus.edu 6969 --- and --- What did the the grapes say when the Elephant stepped on them??? NOTHING! They just gave a little wine. ~ S #21713 Common Room~ This is the lavish sitting room used by the passengers of the ship. There is a table in the center of the room and several comfortable sofas and chairs lining the walls. There are doors leading to the north, south, east and west. ~ 81 8 0 D0 ~ Cabin~ 1 21713 21716 D1 ~ Stateroom Door~ 1 21713 21714 D2 ~ door~ 1 -1 21702 D3 ~ master stateroom door~ 1 21713 21715 S #21714 Stateroom~ It's no Master Stateroom but hell, it's better then sleeping with the crew. ~ 81 8 0 D3 ~ door~ 1 21713 21713 S #21715 Master Stateroom~ This is the finest room on the ship, reserved for the very richest and most powerful passengers. It is exquisitely decorated and has one of the largest, softest beds you have ever seen. ~ 81 8 0 D1 ~ door~ 1 21713 21713 S #21716 The Captain's Cabin~ This cabin is decorated with various items from all across the world -- symbols of the Captain's travels. There is a large desk covered with charts maping the waterways in one corner of the room and a bunk in the other. Finally, the last item of interest is a bird cage hanging from the ceiling. You can exit back into the common room by going south. ~ 81 8 0 D0 ~ secret bulkhead~ 2 21716 21717 D2 ~ door~ 1 21713 21713 S #21717 Captain's Treasury~ This is where the Captain stores all his treasures, duh!!! ~ 81 0 0 D2 ~ secret bulkhead~ 2 21716 21716 S #21718 Cargo Hold~ You are in a large cargo hold. Hhhmm... Maybe there's some good stuff in all these crates. You look in a couple, keeping a close eye on the exit up. ~ 81 1 0 D4 ~ CargoDoor~ 1 -1 21704 S #21719 Cargo Hold~ Hey! This room is kinda empty. Maybe because there is about a foot or two of water in this hold. You hear something sloshing around and IT AINT YOU! Could it be that they hold something in here other then food and other goods for trade. Better not stick around to find out, the only exit is up. ~ 81 1 0 D2 ~ NostromosDoor~ 2 21719 21700 D4 ~ CargoDoor door ~ 2 21708 21708 S #21720 On a Rope Ladder~ You're on a rope ladder, pay attention to where you're going!! Don't go site seeing while you are flailing about in the wind. The only thing you really notice is the sound of flapping sails. Hurry up and climb up to the Crows Nest or down to the Main Deck. ~ 81 256 0 2 D4 ~ ~ 0 -1 21721 D5 ~ ~ 0 -1 21701 S #21721 A Crows Nest~ You see massive amounts of water all around. Through the glare off the ocean you think you can make out a city to the far west and maybe a desert to the south west. You can only climb back down from where you came. ~ 81 256 0 3 D5 ~ ~ 0 -1 21720 S #21722 Top of a Ladder~ You're at the top of this ladder. The Mess Hall is north or you could go down the ladder. ~ 81 8 0 D0 ~ ~ 0 -1 21710 D5 ~ ~ 0 -1 21723 S #21723 On a ladder~ You're in the middle of the ladder. You can exit north to a hall or continue up or down the ladder. ~ 81 8 0 D0 ~ ~ 0 -1 21729 D4 ~ ~ 0 -1 21722 D5 ~ ~ 0 -1 21736 S #21724 Bow of the S.S.Minnow~ You feel the breeze as the ship sails on to you know not where. Sails ripple, water splashes, the crew shouts, tackle clangs together, etc... It's all the noise you expect to hear on a ship. Exits to the main deck lead off to the east and west and you can climb out onto the bow sprint that is to the south. ~ 81 0 0 D1 ~ ~ 0 -1 21705 D2 ~ ~ 0 -1 21725 D3 ~ ~ 0 -1 21707 S #21725 On the Bow Sprint~ This is the small platform that juts out over the front of the ship that the crew uses to adjust the sails. Looking down you see the customary, and ugly, carved sea hag attached to the bow. Thats wierd, you can swear you saw it move to avoid some splashing water. ~ 81 256 0 2 D0 ~ ~ 0 -1 21724 D5 ~ ~ 0 -1 21726 S #21726 In front of the S.S.Minnow~ You are flying in front of the S.S.Minnow, to the north is the huge ship. On the hull is a massive carved Sea Hag, you can swear that it isn't made out of wood because it looks so life like. Water splashes all around you, before you get too tired from staying in front of the ship you better go back up to the Bow Sprint. ~ 81 0 7 0 0 D0 ~ ~ 0 -1 21740 D4 ~ ~ 0 -1 21725 D5 ~ ~ 0 -1 21730 S #21727 On the Bridge~ In the center of the Bridge is a large helm, this is where the Captain watches over his ship and pilots it. The sole means of survival if the ship should sink lies to the north (at the rear of the ship). You can also leave down the side stairs to the Main Deck to the east and west. ~ 81 0 0 D0 ~ BoatCover~ 1 -1 21728 D1 ~ ~ 0 -1 21703 D3 ~ ~ 0 -1 21709 S #21728 In a Life Boat~ It's dark in here... yet... you feel another life form lurking in the shadows. ~ 81 257 0 5 D2 ~ BoatCover~ 1 -1 21727 S #21729 A Small Hall~ You are in a small hall in the hull of the ship. Doors lead of to the east and west or you could go climb onto the ladder to the south or continue north through the hall. ~ 81 8 0 D0 ~ ~ 0 -1 21734 D1 ~ east~ 1 -1 21731 D2 ~ ~ 0 -1 21723 D3 ~ west~ 1 -1 21732 S #21730 Underneth the S.S.Minnow~ You are under the S.S.Minnow, what more can you want? Actually, you are gett geting tired of swimming along with the ship either swim a little faster and emerge in front of the ship, or west to were the ladder to the ship is or maybe try your luck and found out what is deep under the ocean. ~ 81 1 9 D2 ~ ~ 0 -1 21726 D3 ~ ~ 0 -1 21740 S #21731 First Mate's Room~ This is the small room that the First Mate lives in. It is sparsly decorated and very well kept, in fact, it looks like this room is hardly lived in. Maybe because the First Mate does everything on the ship. ~ 81 8 0 D3 ~ door~ 1 -1 21729 S #21732 The Crew's Bunk Room~ You stand in the large bunk room that the crew uses. There are many beds and footlockers lining the sides of the room. You can see the ocean through several of the portals on the outside hull. The room continues to the north, or you could leave the room through the door to the east. ~ 81 8 0 D0 ~ ~ 0 -1 21733 D1 ~ door~ 1 -1 21729 S #21733 The Crew's Bunk Room~ You stand in the large bunk room that the crew uses. There are many beds and footlockers lining the sides of the room. You can see the ocean through several of the port holes. The room continues to the south or you could leave the room through the door to the west. ~ 81 8 0 D1 ~ door east~ 1 -1 21734 D2 ~ ~ 0 -1 21732 S #21734 End of the Hall~ You stand at the end of the small hall, it's getting dark back here. To the east is a small storage room and to the north is a door that has some odd red stains on it. Muffled screams of pain can be heard coming from the north. ~ 81 8 0 D0 ~ door~ 2 21734 21741 D1 ~ door~ 1 -1 21735 D2 ~ door~ 0 -1 21729 D3 ~ door west~ 1 -1 21733 S #21735 Storage Room~ This is a small room that is used to store the baggage of the passengers some tools and some extra sails. You can only go back to the end of the hall to the west. ~ 81 1 0 D3 ~ door~ 1 -1 21734 S #21736 Bottom of the Ladder~ It's cramped down here. You assume this is as far down as you can go. You hear the pounding of the water against the hull really load here. You can go back up the ladder or north into a crawlspace. ~ 81 8 0 D0 ~ ~ 0 -1 21737 D4 ~ ~ 0 -1 21723 S #21737 In a CrawlSpace~ Not only is it cramped down here, it's also very dark. You see a faint outline of a door to the north or you could go back to the ladder to the south. ~ 81 257 0 3 D0 ~ SmallDoor~ 1 -1 21738 D2 ~ ~ 0 -1 21736 S #21738 The Bilge Pump Room~ The first thing you notice as you step into this room is the layers of sludge on the ground. The second is a rather large contraption that is used to get rid of refuse water. Currently, the sailor that works this is having a rest, you can tell too because water is starting to collect in this room. The only exit is back to the south. ~ 81 8 0 D2 ~ door~ 1 -1 21737 S #21739 Boarding the S.S.Minnow~ You stand at the entrance to the S.S.Minnow. Going to the west exits onto the busy Main Deck of the ship or you could go back down to the faery below. ~ 81 8 0 D3 ~ ~ 0 -1 21704 D5 ~ ~ 0 -1 21740 S #21740 Base of a Ladder to the S.S.Minnow~ You stand just to the east of a massive ship that is sailing the ocean. To get on it you can climb up the ladder. You can also go to the front of the ship going south or back out to the ocean to the west. It even looks like you can go down under the ship. ~ 81 0 7 0 0 D2 ~ ~ 0 -1 21726 D3 ~ ~ 0 -1 21744 D4 ~ ~ 0 -1 21739 D5 ~ ~ 0 -1 21730 S #21741 The Stockade~ You stand in the center of the stockade. This is where the prisoners, the discovered stowaways and any other nuissances are kept... Maybe you if you make any trouble. Various tools of torture adorn the walls and the floor of this room. To the east you see a barred door and hear some moaning and groaning. ~ 81 8 0 D1 ~ Bars~ 2 21734 21742 D2 ~ door~ 2 21734 21734 S #21742 A Small Cell~ This is a very small room lined with bars to prevent escape. There are a lot of tick marks on the south wall, as if someone was counting the days they had spent in here. They go on forever. There is nothing else of interest in here except the exit west. ~ 81 1 0 D3 ~ Bars~ 2 21734 21741 S #21743 A large ship sails up to you.~ Empty~ 81 0 -1 40 21744 1 7 0 0 D0 ~ ~ 0 -1 21749 D1 ~ ~ 0 -1 21740 D2 ~ ~ 0 -1 21748 D3 ~ ~ 0 -1 21749 S #21744 The ship sails off into the sunset.~ Empty~ 81 0 -1 40 21745 0 7 0 0 D0 ~ ~ 0 -1 21748 D2 ~ ~ 0 -1 21749 D3 ~ ~ 0 -1 21748 S #21745 The Dragon Sea~ You are on a huge ocean. The heat from the reflected light is making you see things. You swear you are getting teleported around. You can also swear that you see a small dot getting larger on the edge of the horizon. ~ 81 0 -1 40 21746 0 7 0 0 D0 ~ ~ 0 -1 21749 D2 ~ ~ 0 -1 21748 D3 ~ ~ 0 -1 21749 S #21746 The Dragon Sea~ You are on a huge ocean. The heat from the reflected light is making you see things. You swear you are getting teleported around. You can also swear that you see a small dot getting larger on the edge of the horizon. ~ 81 0 -1 50 21747 1 7 0 0 D0 ~ ~ 0 -1 21748 D2 ~ ~ 0 -1 21749 D3 ~ ~ 0 -1 21748 S #21747 You see a ship sailing in your direction.~ Empty~ 81 0 -1 40 21743 1 7 0 0 D0 ~ ~ 0 -1 21749 D2 ~ ~ 0 -1 21748 D3 ~ ~ 0 -1 21748 S #21748 The Dragon Sea~ You are on a huge ocean. The heat from the reflected light is making you see things. You swear you are getting teleported around. You can also swear that you see a small dot getting larger on the edge of the horizon. ~ 81 0 -1 50 21749 0 7 0 0 D0 ~ ~ 0 -1 13696 D1 ~ ~ 0 -1 21745 D2 ~ ~ 0 -1 21749 D3 ~ ~ 0 -1 13686 S #21749 The Dragon Sea~ You are on a huge ocean. The heat from the reflected light is making you see things. You swear you are getting teleported around. You can also swear that you see a small dot getting larger on the edge of the horizon. ~ 81 0 -1 50 21748 0 7 0 0 D0 ~ ~ 0 -1 13696 D1 ~ ~ 0 -1 21746 D2 ~ ~ 0 -1 21748 D3 ~ ~ 0 -1 13686 S #21800 A Swift River~ You are swept along by a rapid current towards a distant thunder. The air is damp and warm. You catch the vague smell of vanilla... ~ 81 0 7 0 0 D0 ~ ~ 0 -1 13915 D2 ~ ~ 0 -1 21801 S #21801 The Waterfall~ The air is full of mist and the thunderous roar of the waterfall. Huge flowers grow around the edge of the lake and the sound of birds is faintly heard. ~ 81 0 0 D0 ~ ~ 0 -1 21800 D1 You see water falling fast past a strange rock. ~ secret rock~ 1 0 21802 E waterfall~ You notice a strange rock behind the waterfall. ~ S #21802 Damp Tunnel~ You are in a cramped tunnel behind the waterfall. The walls are moist and covered with alge. ~ 81 265 0 2 D0 ~ ~ 0 -1 21803 D3 ~ rock door west w~ 1 -1 21801 S #21803 Damp Tunnel~ You are in a cramped tunnel behind the waterfall. The walls are moist and covered with alge. ~ 81 265 0 2 D1 ~ ~ 0 -1 21804 D2 ~ ~ 0 -1 21802 S #21804 Damp Tunnel~ You are in a cramped tunnel behind the waterfall. The walls are moist and covered with alge. Up ahead, you notice some light. ~ 81 265 0 2 D3 ~ ~ 0 -1 21803 D5 ~ ~ 0 -1 21805 S #21805 Tunnel~ You have come to the end of a twisty tunnel. Here it is brighter, and you can see sunlight to the north. ~ 81 264 0 2 D0 ~ ~ 0 -1 21806 D4 ~ ~ 0 -1 21804 S #21806 By the Cave~ You stand by the entrance to the tunnel. Around you are the sounds of a lush jungle. Strange birds circle overhead, roosting in huge trees that tower above you. ~ 81 4 2 D0 ~ ~ 0 -1 21815 D1 ~ ~ 0 -1 21807 D2 ~ ~ 0 -1 21805 D3 ~ ~ 0 -1 21816 S #21807 Swamp~ Your feet tell you that you have entered a swamp by the 'squish' noises made when you walk. The water table has become increasingly higher here. ~ 81 0 3 D0 ~ ~ 0 -1 21814 D1 ~ ~ 0 -1 21808 D3 ~ ~ 0 -1 21806 S #21808 Swamp~ Yup!...You are in a swamp! The mosquitos are rather LARGE here and have a nasty bite. You smell the oder of rotting vegitation and feel like moving on. ~ 81 0 3 D0 ~ ~ 0 -1 21813 D1 ~ ~ 0 -1 21809 D3 ~ ~ 0 -1 21807 S #21809 By the Lake~ This is a nice sandy shore by a large, reed filled lake. Pleasent memories of your youth cause you to consider stripping off your gear and going for a swim. ~ 81 0 2 D0 ~ ~ 0 -1 21810 D3 ~ ~ 0 -1 21808 S #21810 In The Reeds~ Well, for some reason you have decided to jump into the reeds. The water is kind of cool and refreshing. To the North is the lake. ~ 81 4 6 D0 ~ ~ 0 -1 21811 D2 ~ ~ 0 -1 21809 S #21811 On the Lake~ You are floating on a large, murky lake. ~ 81 0 0 D2 ~ ~ 0 -1 21810 D5 ~ ~ 0 -1 21812 S #21812 Under the Lake~ You are in a murky lake. You can't see much. ~ 81 1 9 D0 ~ ~ 0 -1 21882 D1 ~ ~ 0 -1 21881 D2 ~ ~ 0 -1 21882 D3 ~ ~ 0 -1 21883 D4 ~ ~ 0 -1 21811 S #21813 Swamp~ You are in a nasty swamp. Huge insects buzz around your head. ~ 81 0 3 D0 ~ ~ 0 -1 21822 D2 ~ ~ 0 -1 21808 D3 ~ ~ 0 -1 21814 S #21814 Swamp~ This is a section of the swamp. The ground seems drier here than in the other parts. ~ 81 0 3 D0 ~ ~ 0 -1 21823 D1 ~ ~ 0 -1 21813 D2 ~ ~ 0 -1 21807 D3 ~ ~ 0 -1 21815 S #21815 A Strange Forest~ Your light source barely penitrates the darkness in this dense forest. Around you, you see strange, alien plants and insects. There are noises coming from deep inside the forest. ~ 81 1 3 D0 ~ ~ 0 -1 21824 D1 ~ ~ 0 -1 21814 D2 ~ ~ 0 -1 21806 D3 ~ ~ 0 -1 21819 S #21816 A Strange Forest~ Huge trees blockout most of the sunlight. You hear the sounds of giant wings as insects the size of small dogs fly about. The ground is soft and spongy. ~ 81 1 3 D0 ~ ~ 0 -1 21819 D1 ~ ~ 0 -1 21806 D3 ~ ~ 0 -1 21817 S #21817 A Strange Forest~ An old, rotted tree blocks your way south. The forest continues to the north and west. Strange sounds are heard from the tree tops. ~ 81 1 3 D0 ~ ~ 0 -1 21820 D1 ~ ~ 0 -1 21816 D3 ~ ~ 0 -1 21818 S #21818 A Strange Forest~ Here the forest meets a sheer wall of granite to the west. To the south, the forest is to dense to continue. The only choices are to the north and east. ~ 81 1 3 D0 ~ ~ 0 -1 21821 D1 ~ ~ 0 -1 21817 S #21819 A Strange Forest~ You are surrounded by strange plants and trees. BIG butterflies perch in the brances above you. There are paths running in every direction. ~ 81 1 3 D0 ~ ~ 0 -1 21825 D1 ~ ~ 0 -1 21815 D2 ~ ~ 0 -1 21816 D3 ~ ~ 0 -1 21820 S #21820 A Strange Forest~ You are in the middle of a forest. Strange plants and insects are all around you. Paths lead in every direction. ~ 81 1 3 D0 ~ ~ 0 -1 21826 D1 ~ ~ 0 -1 21819 D2 ~ ~ 0 -1 21817 D3 ~ ~ 0 -1 21821 S #21821 A Strange Forest~ To the west is the side of a mountain. Pats lead north, east and south. ~ 81 1 3 D0 ~ ~ 0 -1 21827 D1 ~ ~ 0 -1 21820 D2 ~ ~ 0 -1 21818 S #21822 Swamp~ You are in a very treacherous part of the swamp. The ground here is getting too soft to walk on. You had better look before you move any further. ~ 81 0 3 D0 Up ahead, the ground looks very wet. ~ ~ 0 -1 21849 D2 ~ ~ 0 -1 21813 D3 ~ ~ 0 -1 21823 S #21823 A Strange Forest~ The ground here is very damp for a forest. To the east, the ground gets considerably softer. The trees here have grey moss hanging from their branches and ferns grow in tight groups between them. There is a small carving on a tree here. ~ 81 1 -1 1790 21886 2 100 3 D0 ~ ~ 0 -1 21828 D1 ~ ~ 0 -1 21822 D2 ~ ~ 0 -1 21814 D3 ~ ~ 0 -1 21824 E carving~ I\ I \ I \ I \ I / I / I / I/ I\ I \ I \ I \ I / I / I / I/ ~ S #21824 A Strange Forest~ You get the feeling something is watching you from behind the trees... There are many pretty flowers in this part of the forest...huge too. ~ 81 1 3 D0 ~ ~ 0 -1 21829 D1 ~ ~ 0 -1 21823 D2 ~ ~ 0 -1 21815 D3 ~ ~ 0 -1 21825 S #21825 A Strange Forest~ Deep in the forest of a strange land, you feel a breeze blowing from the North. Small insects crawl over the corpse of a small lizard. ~ 81 1 3 D0 ~ ~ 0 -1 21830 D1 ~ ~ 0 -1 21824 D2 ~ ~ 0 -1 21819 D3 ~ ~ 0 -1 21826 S #21826 A Strange Forest~ This place is dense! You can't see much beyond the reach of your light. You notice the smell of sulfur in the air. ~ 81 1 3 D0 ~ ~ 0 -1 21831 D1 ~ ~ 0 -1 21825 D2 ~ ~ 0 -1 21820 D3 ~ ~ 0 -1 21827 S #21827 A Strange Forest~ Further progress west is impossible due to a large wall of rock. The forest here is dark and spooky. You hear some noises from the north. ~ 81 1 3 D0 ~ ~ 0 -1 21832 D1 ~ ~ 0 -1 21826 D2 ~ ~ 0 -1 21821 S #21828 A Strange Forest~ Here the forest becomes too dense to continue east or north. Still pretty dark for a forest. ~ 81 1 3 D2 ~ ~ 0 -1 21823 D3 ~ ~ 0 -1 21829 S #21829 A Strange Forest~ You are deep in a strange forest. (redundant description) ~ 81 1 3 D0 ~ ~ 0 -1 21837 D1 ~ ~ 0 -1 21828 D2 ~ ~ 0 -1 21824 D3 ~ ~ 0 -1 21830 S #21830 A Clearing~ You have found a large clearing in the forest. The grass here has been eaten in large patches. ~ 81 0 2 D0 ~ ~ 0 -1 21838 D1 ~ ~ 0 -1 21829 D2 ~ ~ 0 -1 21825 D3 ~ ~ 0 -1 21831 S #21831 A Clearing~ This is part of a large clearing in the middle of the strange forest. The grass is matted down as if a large beast has been roaming around. ~ 81 0 2 D0 ~ ~ 0 -1 21839 D1 ~ ~ 0 -1 21830 D2 ~ ~ 0 -1 21826 D3 ~ ~ 0 -1 21832 S #21832 By the Volcano~ Here the forest gives way to a great volcano. You can hear a low rumble from deep within the earth. ~ 81 0 2 D0 ~ ~ 0 -1 21840 D1 ~ ~ 0 -1 21831 D2 ~ ~ 0 -1 21827 D4 ~ ~ 0 -1 21833 S #21833 A Ledge~ You are on a ledge about twenty meters up the side of the volcano. Some scraps of a corpse suggest that somone or something has dined here recently. The ledge is somewhat safe to the south. ~ 81 4 5 D2 ~ ~ 0 -1 21834 D5 ~ ~ 0 -1 21832 S #21834 A Ledge~ There are some more bones and meat scraps here. You have a beautiful view of a forest to the east and north. Far to the north, you see grass and hills. The ledge looks safe to the north and west. ~ 81 0 5 D0 ~ ~ 0 -1 21833 D3 ~ ~ 0 -1 21835 S #21835 A Ledge~ Signs of a large preditor abound on this rocky ledge. There are remaints of half a dozen skeletons amongst the rocks here. You see a path leading down into a ravine. ~ 81 0 5 D1 ~ ~ 0 -1 21834 D5 ~ ~ 0 -1 21836 S #21836 A Ravine~ You are between two huge walls of stone. There are huge scratch marks on the stone leading up to the ledge. Although you would have no trouble scaling the way back, a larger animal would not be able to find footholds. ~ 81 320 5 2 D4 ~ ~ 0 -1 21835 S #21837 A Strange Forest~ To the west is a clearing and to the east it gets too dense to pass. The forest continues to the north... ~ 81 1 3 D0 ~ ~ 0 -1 21841 D2 ~ ~ 0 -1 21829 D3 ~ ~ 0 -1 21838 S #21838 A Clearing~ Here, the clearing is borderd to the north and east by the forest. To the south and west it continues. There is evidence of a large omnivore. ~ 81 0 2 D0 ~ ~ 0 -1 21842 D1 ~ ~ 0 -1 21837 D2 ~ ~ 0 -1 21830 D3 ~ ~ 0 -1 21839 S #21839 A Clearing~ A huge part of the grass has been croped to about an inch. There is forest to the west and north. A lone bush with most of its foliage eaten sits here looking lonely and abused. ~ 81 0 2 D0 ~ ~ 0 -1 21843 D1 ~ ~ 0 -1 21838 D2 ~ ~ 0 -1 21831 D3 ~ ~ 0 -1 21840 S #21840 A Strange Forest~ You are in a dense part of the forest...to the west is a large cliff. You gaze up and can only wonder what lies at the top. ~ 81 1 3 D0 ~ ~ 0 -1 21844 D1 ~ ~ 0 -1 21839 D2 ~ ~ 0 -1 21832 S #21841 A Strange Forest~ Here you have a forest. Trees, bushes, shrubs, weeds, the whole bit. You are only impressed with the size of the wild life. ~ 81 1 3 D0 ~ ~ 0 -1 21845 D2 ~ ~ 0 -1 21837 D3 ~ ~ 0 -1 21842 S #21842 A Strange Forest~ This is the forest north of the clearing. It becomes much thinner to the North. ~ 81 1 3 D0 ~ ~ 0 -1 21846 D1 ~ ~ 0 -1 21841 D2 ~ ~ 0 -1 21838 D3 ~ ~ 0 -1 21843 S #21843 A Strange Forest~ This is a part of the forest north of a clearing. To the north it seems to thin out some. ~ 81 1 3 D0 ~ ~ 0 -1 21847 D1 ~ ~ 0 -1 21842 D2 ~ ~ 0 -1 21839 D3 ~ ~ 0 -1 21844 S #21844 A Strange Forest~ To the west, the rock rises above you like a huge monolith...the forest continues to the north, south and east. ~ 81 1 3 D0 ~ ~ 0 -1 21848 D1 ~ ~ 0 -1 21843 D2 ~ ~ 0 -1 21840 S #21845 A Strange Forest~ This part of the forest lets in much more light. To the east is a think bog that would be impossible to cross. To the north are the grass lands. West, the forest continues. ~ 81 0 3 D0 ~ ~ 0 -1 21850 D2 ~ ~ 0 -1 21841 D3 ~ ~ 0 -1 21846 S #21846 A Strange Forest~ Your lungs fill with fresh air as you step into this beautiful section of the forest. The light actualy penetrates the gloom you encountered to the south. To the north are wide fields of grass. ~ 81 0 3 D0 ~ ~ 0 -1 21851 D1 ~ ~ 0 -1 21845 D2 ~ ~ 0 -1 21842 D3 ~ ~ 0 -1 21847 S #21847 A Strange Forest~ This is the northernmost part of the strange forest. It is much brighter here than to the south. to the north are vast fields of grass and shrubs. ~ 81 0 3 D0 ~ ~ 0 -1 21852 D1 ~ ~ 0 -1 21846 D2 ~ ~ 0 -1 21843 D3 ~ ~ 0 -1 21848 S #21848 A Strange Forest~ The cliff west of you ends abruptly to the north where huge streaches of grass go on forever. The forest here is light enough to see without a torch. ~ 81 0 3 D0 ~ ~ 0 -1 21853 D1 ~ ~ 0 -1 21847 D2 ~ ~ 0 -1 21844 S #21849 Swamp~ You have managed to step into a rather large pool of quicksand. You start to cry for help and find yourself choking on soft, wet sand. You don't suffer much after your lungs fill up because a large sand slug puts you out of your misery. ~ 81 10 0 D2 ~ ~ 0 -1 21822 S #21850 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21854 D2 ~ ~ 0 -1 21845 D3 ~ ~ 0 -1 21851 S #21851 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21855 D1 ~ ~ 0 -1 21850 D2 ~ ~ 0 -1 21846 D3 ~ ~ 0 -1 21852 S #21852 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21856 D1 ~ ~ 0 -1 21851 D2 ~ ~ 0 -1 21847 D3 ~ ~ 0 -1 21853 S #21853 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21857 D1 ~ ~ 0 -1 21852 D2 ~ ~ 0 -1 21848 D3 ~ ~ 0 -1 21859 S #21854 Tall Grass~ You are in a field filled with tall grasses and shrubs. Small animals run through the folliage to escape your approach. You see rocks to the north and some small boulders to the west. ~ 81 0 2 D0 ~ ~ 0 -1 21854 D1 You can see a small cave behind the rock. ~ rock~ 1 0 21866 D2 ~ ~ 0 -1 21850 D3 ~ ~ 0 -1 21855 S #21855 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21855 D1 ~ ~ 0 -1 21854 D2 ~ ~ 0 -1 21851 D3 ~ ~ 0 -1 21856 S #21856 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21856 D1 ~ ~ 0 -1 21855 D2 ~ ~ 0 -1 21852 D3 ~ ~ 0 -1 21857 S #21857 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21857 D1 ~ ~ 0 -1 21856 D2 ~ ~ 0 -1 21853 D3 ~ ~ 0 -1 21858 S #21858 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21858 D1 ~ ~ 0 -1 21857 D2 ~ ~ 0 -1 21859 D3 ~ ~ 0 -1 21860 S #21859 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21858 D1 ~ ~ 0 -1 21853 D3 ~ ~ 0 -1 21861 S #21860 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21860 D1 ~ ~ 0 -1 21858 D2 ~ ~ 0 -1 21861 D3 ~ ~ 0 -1 21860 S #21861 Tall Grass~ You are on a huge plain filled with tall grass and shrubs. It seems to go on forever. ~ 81 0 2 D0 ~ ~ 0 -1 21860 D1 ~ ~ 0 -1 21859 D2 ~ ~ 0 -1 21863 D3 ~ ~ 0 -1 21862 S #21862 Foothills~ You stand in baren, rolling hills that go on forever... ~ 81 0 4 D1 ~ ~ 0 -1 21861 D2 ~ ~ 0 -1 21864 S #21863 Foothills~ You stand in baren, rolling hills that go on forever... ~ 81 0 4 D0 ~ ~ 0 -1 21861 D1 ~ ~ 0 -1 21863 D2 ~ ~ 0 -1 21863 D3 ~ ~ 0 -1 21864 S #21864 Foothills~ You stand in baren, rolling hills that go on forever... ~ 81 0 4 D0 ~ ~ 0 -1 21862 D1 ~ ~ 0 -1 21863 D2 ~ ~ 0 -1 21865 D3 ~ ~ 0 -1 21864 S #21865 Foothills~ You stand in baren, rolling hills that go on forever... ~ 81 0 4 D0 ~ ~ 0 -1 21864 D1 ~ ~ 0 -1 21865 D2 ~ ~ 0 -1 21865 D3 ~ ~ 0 -1 21865 S #21866 Inside a cave~ You are in the entrance to a small cave, barely big enough for two to walk abreast. The air is warm and has a pleasent scent. You hear the crackling of a fire. ~ 81 9 0 D1 ~ ~ 0 -1 21867 D3 You see a loose rock. ~ rock~ 1 0 21854 S #21867 Narrow Tunnel~ Here the cave becomes very narrow. You find it hard to walk without turning to one side. ~ 81 265 0 2 D1 ~ ~ 0 -1 21868 D3 ~ ~ 0 -1 21866 S #21868 A Corner Room~ Here, the tunnel widens to meet a small room. There are burnt sticks and broken pieces of pottery littering the floor. Some marks on the wall suggest a violent event sometime in the recent past. ~ 81 9 0 D2 ~ ~ 0 -1 21869 D3 ~ ~ 0 -1 21867 S #21869 The Den~ This is a crowded, cramped room filled with bottles and testubes set up on tables. Charts of the anatomy of the Human, Dwarf, and Elven bodies hang on the wall. Some bodies, one of each race, are held in large, glass chambers. You can scarcely breath with all the smoke in here. ~ 81 256 0 2 D0 ~ ~ 0 -1 21868 D5 A rug hides a trapdoor~ secret trapdoor~ 1 -1 21870 S #21870 The Grubby Cellar~ You have found your way into a nasty, dirty room with lots of horrid smelling debris. The first thing you notice is that the walls look strangely fake, like they are made of some kind of plastic. As you move to closer inspection you see that they have small bits of writing declaring them as building materials stolen from a construction site. The floor is dirt and rock, mostly dirt. A few small spider webs have formed in the corners and a hole, that looks to be the right size for a mouse, has been made in the north wall. This place really smells and you wouldn't mind leaving it as quickly as possible. ~ 81 0 0 D4 A trapdoor is above you. ~ trapdoor door up u~ 1 -1 21869 S #21871 21871~ Empty ~ 81 0 0 S #21872 21872~ Empty ~ 81 0 0 S #21873 21873~ Empty ~ 81 0 0 S #21874 21874~ Empty ~ 81 0 0 S #21875 21875~ Empty ~ 81 0 0 S #21876 21876~ Empty ~ 81 0 0 S #21877 21877~ Empty ~ 81 0 0 S #21878 21878~ Empty ~ 81 0 0 S #21879 21879~ Empty ~ 81 0 0 S #21880 Under the Lake~ You are in a murky lake. You can't see much. ~ 81 1 9 D0 ~ ~ 0 -1 21812 D1 ~ ~ 0 -1 21881 D3 ~ ~ 0 -1 21883 D4 ~ ~ 0 -1 21811 S #21881 Under the Lake~ You are in a murky lake. You can't see much. ~ 81 1 9 D0 ~ ~ 0 -1 21882 D2 ~ ~ 0 -1 21880 D3 ~ ~ 0 -1 21812 D4 ~ ~ 0 -1 21811 D5 ~ ~ 0 -1 21884 S #21882 Under the Lake~ You are in a murky lake. You can't see much. ~ 81 1 9 D1 ~ ~ 0 -1 21881 D2 ~ ~ 0 -1 21812 D3 ~ ~ 0 -1 21883 D4 ~ ~ 0 -1 21811 S #21883 Under the Lake~ You are in a murky lake. You can't see much. ~ 81 1 9 D0 ~ ~ 0 -1 21882 D1 ~ ~ 0 -1 21812 D2 ~ ~ 0 -1 21880 D4 ~ ~ 0 -1 21811 S #21884 Under the Lake~ You are in a murky lake. You can't see much. ~ 81 1 9 D0 ~ ~ 0 -1 21882 D1 ~ ~ 0 -1 21881 D2 ~ ~ 0 -1 21880 D3 ~ ~ 0 -1 21885 D4 ~ ~ 0 -1 21812 S #21885 In a Dark Cave~ You have wandered into an underwater hole in the rock, this place feels ominous and terrible. ~ 81 257 9 2 D1 ~ ~ 0 -1 21884 S #21886 A Strange Forest~ The ground here is very damp for a forest. To the east, the ground gets considerably softer. The trees here have grey moss hanging from their branches and ferns grow in the tight groups between them. There is a small carving on a tree here. ~ 81 1 3 D0 ~ ~ 0 -1 21828 D1 ~ ~ 0 -1 21822 D2 ~ ~ 0 -1 21814 D3 ~ ~ 0 -1 21824 D4 ~ secret rune~ 1 -1 21890 E carving~ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I would like to thank everyone who helped make this area possible. Conner, Loki, Riff, Ripper, DM, Excavator, Kitten, Valkyr And all the others who contributed in one way or another. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~ S #21887 21887~ Empty ~ 81 0 0 S #21888 21888~ Empty ~ 81 0 0 S #21889 21889~ Empty ~ 81 0 0 S #21890 Storage~ This is a small storage room. Nondescript and all. ~ 81 0 0 S #21891 21891~ Empty ~ 81 0 0 S #21892 21892~ Empty ~ 81 0 0 S #21893 21893~ Empty ~ 81 0 0 S #21894 21894~ Empty ~ 81 0 0 S #21895 21895~ Empty ~ 81 0 0 S #21896 21896~ Empty ~ 81 0 0 S #21897 21897~ Empty ~ 81 0 0 S #21898 21898~ Empty ~ 81 0 0 S #21899 Empty~ Empty, ya know? ~ 81 0 0 S #21900 21900~ Empty ~ 81 0 0 S #22201 Hole in the ground~ This may be a hole in the ground to some people, but to Arioch, Homey, and Gorby it's home. As you walk in you notice the stench emanating from one of the corners of the room. As you walk in further you notice a small figure huddled in a corner of the room. He says "Hello, my names Rathead. Who are you?" You cringe at the name of the famous thief. He notices this reaction and reassures you, "I don't steal anymore," that is unless he's bored.~ 81 0 0 S #22202 Feith's Sanctuary~ Well, actually, it's more of a den of thieves than a sanctuary.... To the north lies a dusty curtain, barely concealing the glare of uncertainty behind it. Don't bump into the sliding glass door to the west, through which the voyeuristic thief can view the antics of his next-door neighbor on his west. Meanwhile, to the east, a black circle shimmers on the wall, as if a hole had been painted on it. AND, of course, the obligatory trap door on the floor concealed beautifully by ceramic tiles mosaically aligned on the floor. up is... well...UP, ya know? ~ 81 0 0 D0 ~ dusty curtain ~ 1 -1 1000 D1 ~ shimmering portal~ 1 -1 2500 D3 ~ sliding glass door ~ 1 -1 22203 D4 ~ ~ 0 0 3008 D5 ~ trapdoor~ 1 -1 3054 S #22203 Ivy's Office~ Welcome to the interior of Ivy's pet cat Slut. You must either be a very powerful spell-caster, or the friend of one, even to be here. We, however, shan't even bore you with the details of how you got to be so small, and why neither you, nor the organism that you presently are occupying, suffer from this situation. Let it be observed that the hostess and owner of said organism probably is responsible and therefore thanked. Should you like to stay a while and chatter, there is a stomach that you could use as a sofa, or lungs that you could use a cushions, and hookworms that you can discuss politics with. Should you feel thirsty, just lean over and drink from the spleen. At any rate, welcome and make yourself at home. Should Ivy not be at home, please leave all in order seeing as Slut might have problems digesting and breathing otherwise, to say the least. ~ 81 8 0 D0 ~ ~ 0 -1 3054 D1 ~ ~ 0 -1 22202 D2 ~ ~ 0 -1 13 D3 ~ ~ 0 -1 1000 D4 ~ ~ 0 -1 69 D5 ~ ~ 0 -1 3008 S #22601 A dark path~ You stand on a dark path winding it's way into the woods. You notice things getting darker as you move closer to the forest. The path continues north and south. ~ 81 0 -1 10 22601 0 3 D0 ~ ~ 0 -1 22602 D2 ~ ~ 0 -1 6003 S #22602 The tall oak~ You stand before a giant oak tree. It towers above you, dwarfing even other tall trees around it. The path forks here, branching off to either side of the tree. On the western path, an elf sits on a stump, carving a new bow. He looks up and calls out to you. ~ 81 8 -1 10 22602 0 0 D0 A small piece of bark justs out from the base of the great oak. Could this be a handle of some sort? ~ bark tree~ 2 22699 22636 D1 ~ ~ 0 -1 22633 D2 ~ ~ 0 -1 22601 D3 ~ ~ 0 -1 22603 S #22603 The leafy path~ With Timnus's blessing and best wishes, you journey westward into the Elven Forest. The forest is not quite so dark now, and many small animals can be seen near this leaf-covered path. The path continues to the north. ~ 81 8 0 D0 ~ ~ 0 -1 22634 D1 ~ ~ 0 -1 22602 S #22604 Tongue on Blue Square~ You stand in the center of a giant, swirling chaos. However, as you stand here, things start to become more geometric. Now you can see exits in all six directions leading away through a colorful mist. ~ 81 60 0 D0 ~ ~ 0 -1 22607 D1 ~ ~ 0 -1 22605 D2 ~ ~ 0 -1 22608 D3 ~ ~ 0 -1 22606 D4 ~ ~ 0 -1 22617 D5 ~ ~ 0 -1 22627 S #22605 Right Hand on Blue Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22610 D1 ~ ~ 0 -1 22606 D2 ~ ~ 0 -1 22612 D3 ~ ~ 0 -1 22604 D4 ~ ~ 0 -1 22618 D5 ~ ~ 0 -1 22628 S #22606 Left Hand on Blue Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22609 D1 ~ ~ 0 -1 22604 D2 ~ ~ 0 -1 22611 D3 ~ ~ 0 -1 22605 D4 ~ ~ 0 -1 22616 D5 ~ ~ 0 -1 22626 S #22607 Tongue on Blue Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22608 D1 ~ ~ 0 -1 22610 D2 ~ ~ 0 -1 22604 D3 ~ ~ 0 -1 22609 D4 ~ ~ 0 -1 22614 D5 ~ ~ 0 -1 22624 S #22608 Tongue on Blue Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22604 D1 ~ ~ 0 -1 22612 D2 ~ ~ 0 -1 22607 D3 ~ ~ 0 -1 22611 D4 ~ ~ 0 -1 22620 D5 ~ ~ 0 -1 22630 S #22609 Left Hand on Blue Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22611 D1 ~ ~ 0 -1 22607 D2 ~ ~ 0 -1 22606 D3 ~ ~ 0 -1 22610 D4 ~ ~ 0 -1 22613 D5 ~ ~ 0 -1 22623 S #22610 Right Hand on Blue Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22612 D1 ~ ~ 0 -1 22609 D2 ~ ~ 0 -1 22605 D3 ~ ~ 0 -1 22607 D4 ~ ~ 0 -1 22615 D5 ~ ~ 0 -1 22625 S #22611 Left Hand on Blue Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 100 22611 0 0 D0 ~ ~ 0 -1 22606 D1 ~ ~ 0 -1 22608 D2 ~ ~ 0 -1 22609 D3 ~ ~ 0 -1 22612 D4 ~ ~ 0 -1 22619 D5 ~ ~ 0 -1 22629 S #22612 Right Hand on Blue Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22605 D1 ~ ~ 0 -1 22611 D2 ~ ~ 0 -1 22610 D3 ~ ~ 0 -1 22608 D4 ~ ~ 0 -1 22621 D5 ~ ~ 0 -1 22631 S #22613 Left Hand on Yellow Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22631 0 0 D0 ~ ~ 0 -1 22619 D1 ~ ~ 0 -1 22614 D2 ~ ~ 0 -1 22616 D3 ~ ~ 0 -1 22615 D4 ~ ~ 0 -1 22623 D5 ~ ~ 0 -1 22609 S #22614 Tongue on Yellow Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22620 D1 ~ ~ 0 -1 22615 D2 ~ ~ 0 -1 22617 D3 ~ ~ 0 -1 22613 D4 ~ ~ 0 -1 22624 D5 ~ ~ 0 -1 22607 S #22615 Right Hand on Yellow Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22629 0 0 D0 ~ ~ 0 -1 22621 D1 ~ ~ 0 -1 22613 D2 ~ ~ 0 -1 22618 D3 ~ ~ 0 -1 22614 D4 ~ ~ 0 -1 22625 D5 ~ ~ 0 -1 22610 S #22616 Left Hand on Yellow Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22613 D1 ~ ~ 0 -1 22617 D2 ~ ~ 0 -1 22619 D3 ~ ~ 0 -1 22618 D4 ~ ~ 0 -1 22626 D5 ~ ~ 0 -1 22606 S #22617 Tongue on Yellow Square~ You seem to be standing on top of the entire world. A feeling of power comes over you, as you feel that you can go anywhere you wish. Even the heavens, now glowing brilliantly, seem within your grasp. ~ 81 124 0 D0 ~ ~ 0 -1 22614 D1 ~ ~ 0 -1 22618 D2 ~ ~ 0 -1 22620 D3 ~ ~ 0 -1 22616 D4 ~ ~ 0 -1 22627 D5 ~ ~ 0 -1 22604 S #22618 Right Hand on Yellow Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22615 D1 ~ ~ 0 -1 22616 D2 ~ ~ 0 -1 22621 D3 ~ ~ 0 -1 22617 D4 ~ ~ 0 -1 22628 D5 ~ ~ 0 -1 22605 S #22619 Left Hand on Yellow Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22625 0 0 D0 ~ ~ 0 -1 22616 D1 ~ ~ 0 -1 22620 D2 ~ ~ 0 -1 22613 D3 ~ ~ 0 -1 22621 D4 ~ ~ 0 -1 22629 D5 ~ ~ 0 -1 22611 S #22620 Tongue on Yellow Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22617 D1 ~ ~ 0 -1 22621 D2 ~ ~ 0 -1 22614 D3 ~ ~ 0 -1 22619 D4 ~ ~ 0 -1 22630 D5 ~ ~ 0 -1 22608 S #22621 Right Hand on Yellow Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22623 0 0 D0 ~ ~ 0 -1 22618 D1 ~ ~ 0 -1 22619 D2 ~ ~ 0 -1 22615 D3 ~ ~ 0 -1 22620 D4 ~ ~ 0 -1 22631 D5 ~ ~ 0 -1 22612 S #22622 Sunsor's Office~ You are in a very luxuriously furnished room. Against the far wall is a giant marble desk with a very large black leather chair. Directly opposite the desk is an entertainment center with all the comforts of home. Glancing around some more, you suddenly realize that there is no floor in this room! After some careful inspection, you realize that the entire floor is made of glass, providing a breathtaking view of the city of Midgaard. Around the room, the walls are covered with charts. On these charts, Sunsor keeps track of all players' deeds (good and bad). Suddenly, a large, black leather sofa appears for you to sit upon. ~ 81 0 0 D1 ~ ~ 0 -1 22635 D3 ~ ~ 0 -1 22601 D4 ~ ~ 0 -1 22632 D5 ~ ~ 0 -1 3001 S #22623 Left Hand on Red Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22621 0 0 D0 ~ ~ 0 -1 22629 D1 ~ ~ 0 -1 22624 D2 ~ ~ 0 -1 22626 D3 ~ ~ 0 -1 22625 D4 ~ ~ 0 -1 22609 D5 ~ ~ 0 -1 22613 S #22624 Tongue on Red Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22630 D1 ~ ~ 0 -1 22625 D2 ~ ~ 0 -1 22627 D3 ~ ~ 0 -1 22623 D4 ~ ~ 0 -1 22607 D5 ~ ~ 0 -1 22614 S #22625 Right Hand on Red Triangle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22619 0 0 D0 ~ ~ 0 -1 22631 D1 ~ ~ 0 -1 22623 D2 ~ ~ 0 -1 22628 D3 ~ ~ 0 -1 22624 D4 ~ ~ 0 -1 22610 D5 ~ ~ 0 -1 22615 S #22626 Left Hand on Red Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22623 D1 ~ ~ 0 -1 22627 D2 ~ ~ 0 -1 22629 D3 ~ ~ 0 -1 22628 D4 ~ ~ 0 -1 22606 D5 ~ ~ 0 -1 22616 S #22627 Tongue on Red Square~ You suddenly feel a great mass pressing upon you. As you look up, you see an entire world falling upon you. A colorful aura trickles past, as you begin to wonder where you are. ~ 81 124 0 D0 ~ ~ 0 -1 22624 D1 ~ ~ 0 -1 22628 D2 ~ ~ 0 -1 22630 D3 ~ ~ 0 -1 22626 D4 ~ ~ 0 -1 22604 D5 ~ ~ 0 -1 22617 S #22628 Right Hand on Red Square~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22625 D1 ~ ~ 0 -1 22626 D2 ~ ~ 0 -1 22631 D3 ~ ~ 0 -1 22627 D4 ~ ~ 0 -1 22605 D5 ~ ~ 0 -1 22618 S #22629 Left Hand on Red Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22615 0 0 D0 ~ ~ 0 -1 22626 D1 ~ ~ 0 -1 22630 D2 ~ ~ 0 -1 22623 D3 ~ ~ 0 -1 22631 D4 ~ ~ 0 -1 22611 D5 ~ ~ 0 -1 22619 S #22630 Tongue on Red Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 0 D0 ~ ~ 0 -1 22627 D1 ~ ~ 0 -1 22631 D2 ~ ~ 0 -1 22624 D3 ~ ~ 0 -1 22629 D4 ~ ~ 0 -1 22608 D5 ~ ~ 0 -1 22620 S #22631 Right Hand on Red Circle~ You stand at what seems to be the edge of the world. Colorful mist swirls around your feet. Wonderful shapes of every color move about you. After a moment, you start to believe that you can go beyond the edge. ~ 81 124 -1 10 22613 0 0 D0 ~ ~ 0 -1 22628 D1 ~ ~ 0 -1 22629 D2 ~ ~ 0 -1 22625 D3 ~ ~ 0 -1 22630 D4 ~ ~ 0 -1 22612 D5 ~ ~ 0 -1 22621 S #22632 In Front of the Giant Twister Mat~ You are standing next to the largest twister mat you have ever seen. You can hear laughing and giggling coming from nearby, as a sudden urge to play comes over you. Your boots suddenly come off as you feel drawn toward the mat... ~ 81 60 0 D0 You look into the center of a giant wormhole.. ~ ~ 0 -1 22604 D5 You see the town of Midgaard below... ~ ~ 0 -1 3014 E mat~ You see a very large white mat with plenty of colorful shapes. ~ E portal~ The portal glows more brilliant as you move closer. ~ S #22633 The path less travelled upon~ Weeds grow over the path in many places, and you realize that this path has not been used to any great extent. Actually, you aren't sure that it was a person that made this trail.. ~ 81 1 3 D0 ~ ~ 0 -1 22638 D3 ~ ~ 0 -1 22602 S #22634 The leafy path~ The forest continues to get lighter as you journey further into the home of the Elves. You can hear birds singing as you watch some squirrels searching for acorns among the leaves. A feeling of happiness comes over you. ~ 81 8 0 D0 ~ ~ 0 -1 22640 D2 ~ ~ 0 -1 22637 S #22635 Avenger's Tower~ This room radiates some strange form of energy. Even though small in size, this room holds quite a large amount of equipment. As you glance over some of the brightly glowing objects, you notice several black pedestals that were not there a moment ago. Upon them are the most prized of all trophies: Glaive, Avenger's weapon, floats above the pedestal, humming softly. The head of the Giant Purple Sand Worm is immortalized in a crystal sphere resting now so lifelessly on it's pedestal. The skull of the Dracolich glares at you even now, you could almost swear that the eye sockets begin to glow red! Finally, another pedestal comes into view, however nothing lies on it... You wonder what else could possibly add to the collection when you notice the word 'kris' carved into the base. ~ 81 28 0 D3 ~ ~ 0 -1 22622 D5 ~ ~ 0 -1 18205 S #22636 Inside the tall oak~ Empty ~ 81 0 0 D2 ~ bark tree~ 2 22699 22602 S #22637 The leafy path~ This leaf-covered path seems vaguely familiar. Up ahead, further to the east, is a very tall oak tree. The path begins to get darker, and less animals seem to inhabit this area. ~ 81 12 0 D0 ~ ~ 0 -1 22634 D1 ~ ~ 0 -1 22602 S #22638 The path less travelled upon~ This faint path gradually broadens, leading up to what looks like a cave up ahead. Maybe whatever made the path lives in there? ~ 81 1 3 D0 ~ ~ 0 -1 22639 D2 ~ ~ 0 -1 22633 S #22639 The bear cave~ You seem to have intruded upon the happy home of a family of grizzlys. Mama bear sleeps soundly knowing that her cubs are safe. It would probably be wise to keep it that way.. ~ 81 8 3 D2 ~ ~ 0 -1 22638 S #22640 Entrance to the Elven Forest~ You have entered into the fabled Elven Forest. Here all the animals live together, letting Mother Nature do her bidding. You can hear birds chirping and squirrels playing, and off in the distance you can hear the gentle sounds of a brook flowing by. There a a sign posted here that says: >>>>>>>>>>>>>>>>>>>>>>>>>>>>>> READ SIGN <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ~ 81 8 0 D0 ~ ~ 0 -1 22641 D2 ~ ~ 0 -1 22634 E sign~ Welcome to the Elven Forest. To help keep your visit a safe one, we ask that you do not venture into parts of the forest in which you do not belong. The forest is divided into three (3) segments: 1) The Pine Trail and The Brook. (Intended for levels 1-3) 2) The Maple Grove and Meadow. (Intended for levels 4-6) 3) The Orchard of the Elven King. (Intended for levels 7-9) Also, it would be more than wise to use the "buddy system" when fighting. It's saved lives in the past - it could save yours... Happy Hunting! Management ~ S #22641 The Pine Trail~ You are walking along what seems to be a well travelled path through a forest full of tall pines. You look up in awe at these magnificent trees, towering above everything in the forest. The trail leads further to the north, and you see what appears to be a brook to the west. You also see some broken brances in the brush to the east. It seems possible to pass through the brush in several spots. ~ 81 8 0 D0 ~ ~ 0 -1 22643 D1 ~ ~ 0 -1 22652 D2 ~ ~ 0 -1 22640 D3 ~ ~ 0 -1 22642 S #22642 The Quiet Brook~ You are standing in the middle of a quietly flowing brook. The water feels cool and relaxing as it flows over your travel-worn feet. Some brook trout swim by, making you feel hungry. Actually, now would be a good time to stop and rest - and you could drink some water and eat some fresh fish while you're at it. ~ 81 8 0 D0 ~ ~ 0 -1 22644 D1 ~ ~ 0 -1 22641 S #22643 The Pine Trail~ You are walking along what seems to be a well travelled path through a forest full of tall pines. You look up in awe at these magnificent trees, towering above everything in the forest. The trail continues to the north and south, and you see what appears to be a brook to the west. You also see some broken brances in the brush to the east. It seems possible to pass through the brush in several spots. ~ 81 8 0 D0 ~ ~ 0 -1 22645 D1 ~ ~ 0 -1 22653 D2 ~ ~ 0 -1 22641 D3 ~ ~ 0 -1 22644 S #22644 The Quiet Brook~ You are standing in the middle of a quietly flowing brook. The water feels cool and relaxing as it flows over your travel-worn feet. Some brook trout swim by, making you feel hungry. Actually, now would be a good time to stop and rest - and you could drink some water and eat some fresh fish while you're at it. ~ 81 8 0 D0 ~ ~ 0 -1 22646 D1 ~ ~ 0 -1 22643 D2 ~ ~ 0 -1 22642 S #22645 By an old tree stump~ Here, in the middle of the forest trail, lies an old tree stump. It looks very sturdy and comfortable, and this seems to be a nice place to rest. The pine trail continues to the north and south, and there seems to be some source of water to the west. You also notice some broken brances in the brush to the east. It seems possible to pass through in that direction as well. ~ 81 8 0 D0 ~ ~ 0 -1 22647 D1 ~ ~ 0 -1 22654 D2 ~ ~ 0 -1 22643 D3 ~ ~ 0 -1 22646 S #22646 A natural spring~ Here in front of you is the source of the brook water. A nice flow of water is coming out from between two rocks, forming this gently flowing brook. This looks like an excellent place to take a drink, since you have never seen water as sparkling clear as this. The brook continues north and south, and you see an old tree stump on the shore to the east. ~ 81 8 0 D0 ~ ~ 0 -1 22648 D1 ~ ~ 0 -1 22645 D2 ~ ~ 0 -1 22644 S #22647 The Pine Trail~ You are walking along what seems to be a well travelled path through a forest full of tall pines. You look up in awe at these magnificent trees, towering above everything in the forest. The trail continues to the north and south, and you see what appears to be a brook to the west. You also see some broken brances in the brush to the east. It seems possible to pass through the brush in several spots. ~ 81 8 0 D0 ~ ~ 0 -1 22649 D1 ~ ~ 0 -1 22655 D2 ~ ~ 0 -1 22645 D3 ~ ~ 0 -1 22648 S #22648 The Quiet Brook~ You are standing in the middle of a quietly flowing brook. The water feels cool and relaxing as it flows over your travel-worn feet. Some brook trout swim by, making you feel hungry. Actually, now would be a good time to stop and rest - and you could drink some water and eat some fresh fish while you're at it. ~ 81 8 0 D0 ~ ~ 0 -1 22650 D1 ~ ~ 0 -1 22647 D2 ~ ~ 0 -1 22646 S #22649 At the edge of a pond~ You stand at the end of the Pine Trail, looking upon a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 81 12 0 D0 ~ ~ 0 -1 22651 D1 ~ ~ 0 -1 22656 D2 ~ ~ 0 -1 22647 D3 ~ ~ 0 -1 22650 S #22650 The Widening Stream~ You are now standing in a slightly larger body of water. The brook is widening and speeding up as it flows north into a pond. The water also gets deeper, and you cannot continue further north without a boat. ~ 81 8 0 D0 ~ ~ 0 -1 22651 D1 ~ ~ 0 -1 22649 D2 ~ ~ 0 -1 22648 S #22651 The pond~ As you row out into the pond, you see more sights of the forest. To the west, a stream flows into the pond. The pond continues to the north and east, beyond which you can see trees on the shores. You can't quite make out what kind, but it is obvious that they are not pine trees. ~ 81 0 7 0 0 D0 ~ ~ 0 -1 22658 D1 ~ ~ 0 -1 22657 D2 ~ ~ 0 -1 22649 D3 ~ ~ 0 -1 22650 S #22652 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the north. ~ 81 4 3 D0 ~ ~ 0 -1 22653 D1 ~ ~ 0 -1 22672 D3 ~ ~ 0 -1 22641 S #22653 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the north and south. ~ 81 4 3 D0 ~ ~ 0 -1 22654 D1 ~ ~ 0 -1 22673 D2 ~ ~ 0 -1 22652 D3 ~ ~ 0 -1 22643 S #22654 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the north and south. ~ 81 4 3 D0 ~ ~ 0 -1 22655 D1 ~ ~ 0 -1 22674 D2 ~ ~ 0 -1 22653 D3 ~ ~ 0 -1 22645 S #22655 In some thick underbrush~ You are fighting your way through some thick brush. By the look of the broken branches around you, you aren't the first to try to travel this way. This brush seems to be a divider of some sorts, as you can see a row of pine trees west of here and a row of maple trees east of here. The brush continues to the south, and you can see a clearing to the north. ~ 81 4 3 D0 ~ ~ 0 -1 22656 D1 ~ ~ 0 -1 22675 D2 ~ ~ 0 -1 22654 D3 ~ ~ 0 -1 22647 S #22656 At the edge of a pond~ North of here is a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. To the south is some very thick brush. ~ 81 0 3 D0 ~ ~ 0 -1 22657 D2 ~ ~ 0 -1 22655 D3 ~ ~ 0 -1 22649 S #22657 The pond~ As you row out into the pond, you see more sights of the forest. To the east and north you can see shore, where you can see more trees. You can't quite make out what kind of trees, but they are definitely not pines anymore. The pond continues to the west. ~ 81 0 7 0 0 D0 ~ ~ 0 -1 22659 D1 ~ ~ 0 -1 22677 D2 ~ ~ 0 -1 22656 D3 ~ ~ 0 -1 22651 S #22658 The pond~ As you row out into the pond, you see more sights of the forest. To the east and north you can see shore, where you can see more trees. You can't quite make out what kind of trees, but they are definitely not pines anymore. The pond continues to the south. ~ 81 0 7 0 0 D0 ~ ~ 0 -1 22660 D1 ~ ~ 0 -1 22659 D2 ~ ~ 0 -1 22651 S #22659 At the edge of a pond~ You stand the shore of a pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 81 64 3 D0 ~ ~ 0 -1 22661 D2 ~ ~ 0 -1 22657 D3 ~ ~ 0 -1 22658 S #22660 At the edge of a pond~ South of here is a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 81 64 3 D0 ~ ~ 0 -1 22662 D1 ~ ~ 0 -1 22661 D2 ~ ~ 0 -1 22658 S #22661 By a large apple tree~ You stand beneath a very large apple tree. As you look up, you see many juicy looking apples. Actually, you could probably climb the tree if you wanted to get some apples... That is, of course, if you dare climb up and pick one of the Elven King's apples! ~ 81 64 3 D0 ~ ~ 0 -1 22665 D1 ~ ~ 0 -1 22663 D2 ~ ~ 0 -1 22659 D3 ~ ~ 0 -1 22660 D4 ~ ~ 0 -1 22683 S #22662 By a large cherry tree~ You stand beneath a very large cherry tree. As you look up, you see many dark, delicious looking cherries. You could probably climb the tree if you wanted to get some of them... That is, of course, if you dare climb up and pick some of the Elven King's cherries! ~ 81 64 3 D0 ~ ~ 0 -1 22668 D1 ~ ~ 0 -1 22665 D2 ~ ~ 0 -1 22660 D4 ~ ~ 0 -1 22684 S #22663 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D0 ~ ~ 0 -1 22666 D1 ~ ~ 0 -1 22664 D3 ~ ~ 0 -1 22661 S #22664 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D0 ~ ~ 0 -1 22667 D3 ~ ~ 0 -1 22663 S #22665 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D0 ~ ~ 0 -1 22669 D1 ~ ~ 0 -1 22666 D2 ~ ~ 0 -1 22661 D3 ~ ~ 0 -1 22662 S #22666 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D0 ~ ~ 0 -1 22670 D1 ~ ~ 0 -1 22667 D2 ~ ~ 0 -1 22663 D3 ~ ~ 0 -1 22665 S #22667 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D0 ~ ~ 0 -1 22671 D2 ~ ~ 0 -1 22664 D3 ~ ~ 0 -1 22666 S #22668 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D1 ~ ~ 0 -1 22669 D2 ~ ~ 0 -1 22662 S #22669 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D1 ~ ~ 0 -1 22670 D2 ~ ~ 0 -1 22665 D3 ~ ~ 0 -1 22668 S #22670 In the Orchard of the Elven King~ You are now in the Orchard of the Elven King. You hope that he doesn't find out about you trespassing. All these wonderful trees here bear every kind of fruit imaginable. Some of them have even been gifts of rulers in far away lands. You dare not risk damaging these trees by climbing them, but you help yourself to the fruit that has fallen to the ground. ~ 81 64 3 D1 ~ ~ 0 -1 22671 D2 ~ ~ 0 -1 22666 D3 ~ ~ 0 -1 22669 S #22671 Under The Tree~ You stand beneath a tree that looks vaguely familiar. After some thought, you realize that this one sort of resembles the Biblical tree that God forbade people to eat from. High above you, you can see a single fruit. It is the most delicious looking fruit you have ever seen. You look around to see if anyone is watching as you wonder whether to go get it. ~ 81 64 3 D2 ~ ~ 0 -1 22667 D3 ~ ~ 0 -1 22670 D4 ~ ~ 0 -1 22685 S #22672 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. Some heavy brush lies to the west. ~ 81 0 3 D0 ~ ~ 0 -1 22673 D3 ~ ~ 0 -1 22652 S #22673 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. Some thick brush lies to the west. ~ 81 0 3 D0 ~ ~ 0 -1 22674 D1 ~ ~ 0 -1 22678 D2 ~ ~ 0 -1 22672 D3 ~ ~ 0 -1 22653 S #22674 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. Some thick brush lies to the west. ~ 81 0 3 D0 ~ ~ 0 -1 22675 D1 ~ ~ 0 -1 22679 D2 ~ ~ 0 -1 22673 D3 ~ ~ 0 -1 22654 S #22675 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. Some thick brush lies to the west. ~ 81 0 3 D0 ~ ~ 0 -1 22676 D1 ~ ~ 0 -1 22680 D2 ~ ~ 0 -1 22674 D3 ~ ~ 0 -1 22655 S #22676 In a Maple Grove~ You are now walking on a path along a row of maple trees. These trees represent the strength of the Elves. They stand tall and proud, taking in every last bit of available sunlight. East of here is a vast meadow. ~ 81 0 3 D0 ~ ~ 0 -1 22677 D1 ~ ~ 0 -1 22681 D2 ~ ~ 0 -1 22675 S #22677 At the edge of a pond~ West of here is a large pond. It is a peaceful body of water, and you can see ducks swimming around, quacking happily. You also stop for a momemt to admire the pleasant sounds coming from the pond. The loons, frogs, ducks, and crickets all contribute to the peaceful sounding atmosphere. You are obviously not alone here, but you definitely feel very safe. ~ 81 0 3 D1 ~ ~ 0 -1 22682 D2 ~ ~ 0 -1 22676 D3 ~ ~ 0 -1 22657 S #22678 Near some beehives~ You are standing at the far end of a vast meadow. To the west, you can see a large forest. You hear a buzzing sound as you notice what look like beehives built in a shady area at the edge of the meadow. An Elven Beekeper is currently taking honey from the hives. ~ 81 0 2 D0 ~ ~ 0 -1 22679 D3 ~ ~ 0 -1 22673 S #22679 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. West of here is a large grove full of maple trees. ~ 81 0 2 D0 ~ ~ 0 -1 22680 D2 ~ ~ 0 -1 22678 D3 ~ ~ 0 -1 22674 S #22680 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. West of here is a large grove full of maple trees. ~ 81 0 2 D0 ~ ~ 0 -1 22681 D2 ~ ~ 0 -1 22679 D3 ~ ~ 0 -1 22675 S #22681 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. West of here is a large grove full of maple trees. ~ 81 0 2 D0 ~ ~ 0 -1 22682 D2 ~ ~ 0 -1 22680 D3 ~ ~ 0 -1 22676 S #22682 A meadow~ You are standing in the middle of a vast meadow. Birds fly by and small animals can be seen running around and playing in the fields. It is very nice and warm here, you almost feel like lying down and enjoying the sunshine. ~ 81 0 2 D2 ~ ~ 0 -1 22681 D3 ~ ~ 0 -1 22677 S #22683 In a large apple tree~ You are now sitting on a limb in the Elven King's apple tree. There are plenty of very tasty looking apples here. You don't think the Elven King would mind that much... Why don't you take and eat a few? ~ 81 64 3 D5 ~ ~ 0 -1 22661 S #22684 In a large cherry tree~ You are now sitting on a limb in the Elven King's cherry tree. There are plenty of very tasty looking cherries here. You don't think the Elven King would mind that much... Why don't you take and eat a few? ~ 81 64 3 D5 ~ ~ 0 -1 22662 S #22685 In The Tree~ Oh oh, you're in trouble now! The Elven Archbishop was strolling through the orchard and spotted you. He screams for the guards, and then drops to his knees and prays for you. A feeling of great fear overwhelms you, as you KNOW that you are not alone up in this tree. You suddenly wish you'd never even seen that fruit! What punishment will you get? ~ 81 196 -1 0 22686 3 100 3 S #22686 In a cell~ After some time, the Elven Guards come and take you away. You are now imprisoned in this cell. There appears to be no way out of here, and you have no idea how long your sentence is. What can you do to make up for your crimes? ~ 81 204 -1 0 22687 3 300 0 S #22687 A Guard Room~ After a VERY long wait (That seemed like an eternity!) an Elven Guard releases you. He then gives you a very long lecture and a stern warning to NEVER try that again. You remember his words and swear to yourself to never go near that tree again! ~ 81 8 0 D2 ~ ~ 0 -1 98 S #22688 22688~ Empty ~ 81 0 0 S #22689 22689~ Empty ~ 81 0 0 S #22690 22690~ Empty ~ 81 0 0 S #22691 22691~ Empty ~ 81 0 0 S #22692 22692~ Empty ~ 81 0 0 S #22693 22693~ Empty ~ 81 0 0 S #22694 22694~ Empty ~ 81 0 0 S #22695 22695~ Empty ~ 81 0 0 S #22696 22696~ Empty ~ 81 0 0 S #22697 22697~ Empty ~ 81 0 0 S #22698 22698~ Empty ~ 81 0 0 S #22699 22699~ Empty ~ 81 0 0 S #24760 The Entrance to Deadhame~ You stand at the mouth of a large, man made tunnel. The smell of rotting flesh is strong here. The feeling that you are about the only one in the area not yet dead comes over you, making chills run down your spine. A large sign looks like it should be examined. ~ 79 8 0 D1 ~ ~ 0 -1 24761 D3 ~ ~ 0 -1 3408 E sign~ You are at the entrance to Deadhame, an area designed for low level characters to explore and conquer. Most of the monsters here are well-trained not to attack players unless provoked. As one goes downstairs, he is likely to encounter greater challenges than he would on the first level, and he might even cross paths with one of the bad-tempered monsters. If you are 1-3rd level, you would be well advised to adventure here as part of a group, or you will find yourself overwhelmed. If you are well over 8th level, you may find the challenges here to be fading, and it is likely time for you to move on to bigger things.~ S #24761 A hallway~ You stand in a hallway which runs from East to West. It is well lighted, so vision is no problem here. The Walls are hewn out of the rocky earth about, and the ceiling is supported by sturdy wooden timbers. The odor here is not too pleasant. ~ 79 8 0 D1 ~ ~ 0 -1 24762 D3 ~ ~ 0 -1 24760 S #24762 A hallway~ The hallway forks a bit here. You have the options of heading east, west, or south. The hallway to the south looks as though it is a little newer than the east-west passage. ~ 79 8 0 D1 ~ ~ 0 -1 24763 D2 ~ ~ 0 -1 24777 D3 ~ ~ 0 -1 24761 S #24763 A hallway~ The hallway splits off in four directions here. As before, the main passage continues east and west. To the north is a musty looking side passage, and to the south is a hallway much like this one, but a little newer. ~ 79 8 0 D0 ~ ~ 0 -1 24771 D1 ~ ~ 0 -1 24764 D2 ~ ~ 0 -1 24778 D3 ~ ~ 0 -1 24762 S #24764 A hallway~ You stand in a smelly and dirty tunnel hewn out of the rocky soil. The passage runs east and west, and you think you can see the end of the hall not too far to the east. ~ 79 8 0 D1 ~ ~ 0 -1 24765 D3 ~ ~ 0 -1 24763 S #24765 Atop the staircase~ This is the eastern end of a well lighted hallway, and the top of a roughly fashioned staircase. A passage to the north is dark and forboding, and likely full of creepy dead things. The bottom of the stairs appears to be as light as it is up here. ~ 79 8 0 D0 ~ ~ 0 -1 24766 D3 ~ ~ 0 -1 24764 D5 ~ ~ 0 -1 24786 S #24766 A dark hallway~ You are standing at the western end of a dark and foul-smelling hallway. The support beams don't inspire quite as much confidence as you might like, but they look strong enough to last for now. You can see light to the south. ~ 79 9 0 D1 ~ ~ 0 -1 24767 D2 ~ ~ 0 -1 24765 S #24767 A dark hallway~ You stand in a dark passage that is man-made or troll-made or something, but it is not natural in any way. There are doors to the north and south, made of some strange wood and stained by blood and gore. The hallway here runs both east and west. ~ 79 9 0 D0 ~ door~ 1 -1 24782 D1 ~ ~ 0 -1 24768 D2 ~ 2.door door~ 1 -1 24784 D3 ~ ~ 0 -1 24766 S #24768 A dark hallway~ You stand in a dark passage that is man-made or troll-made or something, but it is not natural in any way. There are doors to the north and south, made of some strange wood and stained by blood and gore. The hallway here runs both east and west. ~ 79 9 0 D0 ~ door~ 1 -1 24783 D1 ~ ~ 0 -1 24769 D2 ~ 2.door door~ 1 -1 24785 D3 ~ ~ 0 -1 24767 S #24769 End of a dark hallway~ You stand at the eastern end of a dark hallway. A door, however, is mounted in the middle of the eastern wall. Other than trying the door, your only option seems to be to return to the west, back down the dark hallway. ~ 79 9 0 D1 ~ door~ 1 -1 24770 D3 ~ ~ 0 -1 24768 S #24770 A back room~ This room is apparently the end of the line. Dirt crumbles omin- ously from around the support timbers in the northeast corner. A few bones and and pieces of dried flesh are strewn about the floor, and the smell makes you retch. ~ 79 9 0 D3 ~ door~ 1 -1 24769 D5 ~ secret trap~ 1 -1 24791 E floor flesh bones timbers~ As you bend down to get a closer look, you see a trapdoor in the floor! ~ S #24771 A hallway~ You are standing in a small side passage that appears to have been excavated not too long ago. A chamber to the east is lighted in a red- ish hue. ~ 79 8 0 D0 ~ ~ 0 -1 24772 D1 ~ ~ 0 -1 24774 D2 ~ ~ 0 -1 24763 S #24772 A slanted hallway~ The passage here begins to develop a slope down to the north and up to the south. A small room lies to the east, and from here you can see that it is littered with dismembered body parts. ~ 79 8 0 D0 ~ ~ 0 -1 24775 D1 ~ ~ 0 -1 24773 D2 ~ ~ 0 -1 24771 D5 ~ ~ 0 -1 24775 S #24773 The Armory~ This room is strewn with limbs from people who are presumably dead by now. The most common parts seem to be arms, and a few of these are even in decent shape. The only exit is a small doorway to the west. ~ 79 8 0 D3 ~ ~ 0 -1 24772 S #24774 The dressing room~ You are in a small room lit by red candles set into wall sconces. Several articles of built in furniture here include an antique spin- ning wheel and a serviceable loom. Scraps of hair and flesh have been allowed to clutter the floor. ~ 79 8 0 D3 ~ ~ 0 -1 24771 S #24775 A slanted hallway~ You are in a hall that runs from higher ground in the south to greater depths in the north. The tunneling here seems to be very recent, and the support timbers are freshly cut wood. A foul stench permeates the air. ~ 79 8 0 D0 ~ ~ 0 -1 24776 D2 ~ ~ 0 -1 24772 D4 ~ ~ 0 -1 24772 D5 ~ ~ 0 -1 24773 S #24776 A dead end~ The hallway comes to an abrupt end here. The northern wall is much rougher than the others, and appears to be the site of current expansion of the warrens. You wonder why anyone would need to expand a home that houses no fertile, living people, but it wasn't your decision to make. ~ 79 8 0 D2 ~ ~ 0 -1 24775 D4 ~ ~ 0 -1 24775 S #24777 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 79 8 0 D0 ~ ~ 0 -1 24762 D2 ~ ~ 0 -1 24779 S #24778 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 79 8 0 D0 ~ ~ 0 -1 24763 S #24779 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 79 8 0 D0 ~ ~ 0 -1 24777 D1 ~ ~ 0 -1 24780 D3 ~ ~ 0 -1 24781 S #24780 In the South Annex~ This area of the Deadhame appears to have been added after the original construction was completed. The quality of the tunnel is a little higher than to the north. The ground, however is rough and looks like it would really hurt to walk with no shoes. ~ 79 8 0 D0 ~ ~ 0 -1 24778 D3 ~ ~ 0 -1 24779 S #24781 The shoe shop~ The walls of this room are hung with various implements that would be used by a cobbler. You note, however, a pointed lack of nails or quality leathers. The floor is sprinkled here and there with bits of thread and rotting flesh. ~ 79 8 0 D1 ~ ~ 0 -1 24779 S #24782 The barracks~ This is the room designed to hold the sleeping soldiery of Deadhame. It seems as though corpses shouldn't need much rest, but nevertheless you stand in their bedroom as it were. ~ 79 9 0 D2 ~ door~ 1 -1 24767 S #24783 The card room~ The room is apparently the site of some card games, as posters on the wall explain the rules to various games of chance, and a simple card table stands in the center of the chamber. ~ 79 9 0 D2 ~ door~ 1 -1 24768 E poster~ The following are the possible hands and their value, listed from weakest to strongest: Bloodiest card Pair of corpses Two pair of corpses Three corpses Death Row Bloodbath SlaughterHouse Four corpses Total Regicide~ S #24784 The barracks~ This is the room designed to hold the sleeping soldiery of Deadhame. It seems as though corpses shouldn't need much rest, but nevertheless you stand in their bedroom as it were. ~ 79 9 0 D0 ~ door~ 1 -1 24767 S #24785 The shower room~ You have entered a small room with a group of nozzles on one wall, and a bunch of flesh plastered to the opposite wall. ~ 79 9 0 D0 ~ door 2.door~ 1 -1 24768 S #24786 The white room~ You walk into a room that almost glows in its brightness. All of the walls are pure white, and the floor is so white it would make your mother embarrased about her laundry. ~ 79 8 0 D2 ~ ~ 0 -1 24787 D4 ~ ~ 0 -1 24765 S #24787 Outside the party~ A strong smell of liquor eminates from somewhere nearby, and you hear a constant thump from some strange party music. ~ 79 8 0 D0 ~ ~ 0 -1 24786 D3 ~ ~ 0 -1 24788 S #24788 The Zombie Jamboree~ You are overcome by an extremely strong scent, from which you are able to pick out the odors of beer, tequilla, and puke. Several piles of all three are swimming around your feet. You think you might recognize some sort of organ in it. ~ 79 8 0 D1 ~ ~ 0 -1 24787 D3 ~ secret~ 1 -1 24789 S #24789 The smoke filled room~ Strange wisps of vapors slowly wind around your body, and seem to grip at your weapons and tug at your clothes.~ 79 9 0 D1 ~ door~ 1 -1 24788 D2 ~ ~ 0 -1 24790 S #24790 A romantic room~ You have a sudden romantic urge to neck with someone, anyone, now if you could just find someone... ~ 79 9 0 D0 ~ ~ 0 -1 24789 S #24791 Below the backroom~ You have entered a dark room where a feeling of dread quickly overcomes you. You feel the hair on your neck rise, and start to think that maybe you should go back where you were. ~ 79 9 0 D3 ~ ~ 0 -1 24792 D4 ~ door~ 1 -1 24770 S #24792 Dark and scary hall~ This hallway runs east and west, with doorways to the north and south. Your light source illuminates nicks and scratches linig the walls, made from some unknown sharp object (maybe claws). ~ 79 9 0 D0 ~ ~ 0 -1 24797 D1 ~ ~ 0 -1 24791 D2 ~ ~ 0 -1 24798 D3 ~ ~ 0 -1 24793 S #24793 Dark and scary hall~ This hallway runs east and west, with doorways to the north and south. Your light source illuminates nicks and scratches linig the walls, made from some unknown sharp object (maybe claws). ~ 79 9 0 D0 ~ ~ 0 -1 24796 D1 ~ ~ 0 -1 24792 D2 ~ ~ 0 -1 24799 D3 ~ ~ 0 -1 24794 S #24794 The wight room~ Empty ~ 79 9 0 D1 ~ ~ 0 -1 24793 D3 ~ ~ 0 -1 24795 S #24795 The wight room with Black Curtiss~ You hear a faint playing of music eminating from the walls but it is hard to figure out where it is from. ~ 79 9 0 D1 ~ ~ 0 -1 24794 S #24796 Corpse storage~ This room is a little colder than the other rooms which you have been travelling through, a perfect room for preserving corpses. It doesn't seem to have been too fruitful, although the corpses are. ~ 79 9 0 D2 ~ ~ 0 -1 24793 S #24797 Corpse storage~ This room is a little colder than the other rooms which you have been travelling through, a perfect room for preserving corpses. It doesn't seem to have been too fruitful, although the corpses are. ~ 79 9 0 D2 ~ ~ 0 -1 24792 S #24798 The salt stop~ Just being in this room makes you thirsty, salt on all the walls, on the floor, and now in your hair. ~ 79 9 0 D0 ~ ~ 0 -1 24792 S #24799 The cannery~ This is a very strange, all of the walls are lined with pepper. It must be a natural resource in this area. ~ 79 9 0 D0 ~ ~ 0 -1 24793 S #24900 Portal of Time~ This is the doorway to a different plane of time and space. The portal seems to hang suspended between two massive stone hands sticking out of the ground. A silent guardian stands to either side watching all who enter. ~ 88 4 1 D2 ~ ~ 0 0 24901 S #24901 North Street~ The street is nothing but dust. Wagons and horses pass by you on both sides and there seems to be an abundance of 'horse souveneirs' left here. It is good advice to watch your step, wouldn't want to track that stuff around... ~ 88 0 1 D0 ~ ~ 0 0 24900 D1 ~ ~ 0 0 24999 D2 ~ ~ 0 0 24902 D3 ~ ~ 0 0 24924 S #24902 North Street~ The street is very dusty and you hear children's screams to the south. To the east you see The Last Wheel, and wonder if it is still to late to get a ride out of town. You can make out the sounds of money changing hands to the west. ~ 88 0 1 D0 ~ ~ 0 0 24901 D1 ~ ~ 0 0 24964 D2 ~ ~ 0 0 24903 D3 ~ ~ 0 0 24925 S #24903 North Street~ The street is dusty here, but seems to bear the mark of many small footprints. The sound of a school bell ringing catches your attention, and it seems that the Tombstone School just let out. An aroma of baking bread catches your attention, and your stomach begins to rumble. ~ 88 0 1 D0 ~ ~ 0 0 24902 D1 ~ ~ 0 0 24963 D2 ~ ~ 0 0 24904 D3 ~ ~ 0 0 24926 S #24904 North Street~ The street appears to be muddy and the sounds of splashing water are heard to the south. A dark alley lead off to the east, and children's voices are heard to the west. As you look to the east you catch the glimpse of a white hat in the darkness. Could it be Billy the Kid? ~ 88 0 1 D0 ~ ~ 0 0 24903 D1 ~ ~ 0 0 24962 D2 ~ ~ 0 0 24905 S #24905 North Street~ The mud is ankle deep here and you can hear the sounds of a fountain splashing to the south. To the east you hear shouts and it sounds as if a party is going on. The faint ring of a bell drifts above the noise. A funny canoe looking structure filled with water sits along the street here. ~ 88 0 1 D0 ~ ~ 0 0 24904 D1 ~ ~ 0 0 24961 D2 ~ ~ 0 0 24906 D3 ~ ~ 0 0 24928 S #24906 Center Square~ Water, water, water. This is the hub of Tombstone. The fountain here flows with crystal clean water, and you notice two statues with smiles on their faces. Roads lead of in all directions, and the man laying in the fountain appears to be dead. ~ 88 0 1 D0 ~ ~ 0 0 24905 D1 ~ ~ 0 0 24919 D2 ~ ~ 0 0 24907 D3 ~ ~ 0 0 24912 S #24907 South Street~ The street is somewhat muddy. To the west, a shout of pain sends shivers up your spine. The town square is the the north, and to the east the door to the General Store welcomes you. ~ 88 0 1 D0 ~ ~ 0 0 24906 D1 ~ ~ 0 0 24952 D2 ~ ~ 0 0 24908 S #24908 South Street~ The street is rather dusty. To the east, you see what looks like a barber shop. A store bell rings to the north, and to the west you hear a strangled gurgle followed by shouts and fighting. A horrible smell drifts in the air. ~ 88 0 1 D0 ~ ~ 0 0 24907 D1 ~ ~ 0 0 24951 D2 ~ ~ 0 0 24909 D3 ~ ~ 0 0 24942 S #24909 South Street~ The street here is tinged with red and you smell blood in the air. The cries of cattle come from the east and an alley leaves the street to the west. You notice a hitching post to the east, but would it be wise to leave your horse here? ~ 88 0 1 D0 ~ ~ 0 0 24908 D1 ~ ~ 0 0 24950 D2 ~ ~ 0 0 24910 D3 ~ ~ 0 0 24943 S #24910 South Street~ The street here is dusty. Their is a smell of perfume in the air, and as you look up you see smiling faces looking at you the second story building to the west. The house to the east seems to be in much need of repair. ~ 88 0 1 D0 ~ ~ 0 0 24909 D1 ~ ~ 0 0 24949 D2 ~ ~ 0 0 24911 S #24911 South Street~ The riverbank here has a small sign stuck in it. You notice many pretty ladies smiling at you from the second story balcony to the west. The sound of woodwork drifts to your ear from somewhere near by. To the north you notice many people and horses. ~ 88 0 1 D0 ~ ~ 0 0 24910 D1 ~ ~ 0 0 24948 D3 ~ ~ 0 0 24946 S #24912 West Street~ The street here is packed with people and running children. The hotel to the north is very busy, and little boys throw mud at you as you walk by. To the south you hear a scream of pain followed by heavy breathing. The sound of splashing water comes from the east. ~ 88 0 1 D0 ~ ~ 0 0 24928 D1 ~ ~ 0 0 24906 D2 ~ ~ 0 0 24941 D3 ~ ~ 0 0 24913 S #24913 West Street~ The street here is dusty and you notice a hitching post to the north. The sound of a typewriter comes from the south and the sign above the building reads Hall of Records. To the north, you see the Tombstone Hotel, and it looks like a safe place to rest. ~ 88 0 1 D0 ~ ~ 0 0 24929 D1 ~ ~ 0 0 24912 D2 ~ ~ 0 0 24940 D3 ~ ~ 0 0 24914 S #24914 West Street~ The street here is dusty, and you know that horses are near by the amount of treasures that have been left in the street. The faint smell of cigarette smoke drifts in the air and you hear a man shouting somewhere near by. ~ 88 0 1 D0 ~ ~ 0 0 24930 D1 ~ ~ 0 0 24913 D2 ~ door~ 1 0 24939 D3 ~ ~ 0 0 24915 S #24915 West Street~ The street here is dusty, but not quite as crowded as the center of town. The town hall to the south is full of people and you can hear a speaker shouting. A man on a pale horse leaves west from the stables to the north. ~ 88 0 1 D0 ~ ~ 0 0 24931 D1 ~ ~ 0 0 24914 D2 ~ ~ 0 0 24938 D3 ~ ~ 0 0 24916 S #24916 West Street~ The street here has deep wagon wheel tracks leading off to the west. The tracks originate from the undertakers office south of here. The sound of a hammer pounding drifts from the north. ~ 88 0 1 D0 ~ ~ 0 0 24932 D1 ~ ~ 0 0 24915 D2 ~ ~ 0 0 24937 D3 ~ ~ 0 0 24917 S #24917 West Street~ The street here is thoroughly travelled, and traces of flower petals are everywhere. As you look to the north, you see many people gathered around chanting. The sounds of gunfire draw your attention. It seems to come from the west. An eerie silence greets your attention from the south. ~ 88 0 1 D1 ~ ~ 0 0 24916 D2 ~ ~ 0 0 24936 D3 ~ ~ 0 0 24918 S #24918 West Street~ The street here is thoroughly travelled, and traces of flowers petals are everywhere. As you look to the north, you catch a glimpse of Preacher Holiness. To the south the gate to the graveyard lies locked. There is a major gunfight going on just west of here!! ~ 88 0 1 D0 ~ ~ 0 0 24934 D1 ~ ~ 0 0 24917 D2 ~ ~ 0 0 24935 D3 ~ ~ 0 0 24968 S #24919 East Street~ The street here is filled with deep groves from wagon wheels. The door to the general store stands open to the south and the sound of organ music comes from the north. ~ 88 0 1 D0 ~ ~ 0 0 24961 D1 ~ ~ 0 0 24920 D2 ~ ~ 0 0 24952 D3 ~ ~ 0 0 24906 S #24920 East Street~ The street here is dusty and many people pass you on both sides. The general store to the south has a sale on leather jackets with holes in them. You shudder as you think where the holes might have come from. ~ 88 0 1 D0 ~ ~ 0 0 24960 D1 ~ ~ 0 0 24921 D2 ~ ~ 0 0 24953 D3 ~ ~ 0 0 24919 S #24921 East Street~ The street here is dusty and glass is present from many broken bottles. The door to the shiriff post to the south looks very sturdy. The barred windows give you the idea that that would be a safe place to hold up. You notice a service door to the north. ~ 88 0 1 D0 ~ ~ 0 0 24959 D1 ~ ~ 0 0 24922 D2 ~ ~ 0 0 24954 D3 ~ ~ 0 0 24920 S #24922 East Street~ Your feet feels like they have gotten 20 pounds heavier. But from all the mud, you understand why. To the south, you see the sheriff's office. The office of the esteemed mayor of Tombstone is to the north. ~ 88 0 1 D0 ~ ~ 0 0 24958 D1 ~ ~ 0 0 24923 D2 ~ ~ 0 0 24955 D3 ~ ~ 0 0 24921 S #24923 East Street~ The street becomes drier as you approach the eastern entrance into town. This part of town seems cleaner than the rest. When you look to the north, you see the mayors house. It seems he wants to keep his part of the town nice and clean where he lives. A few street sweepers shuffle up and down the road keeping everything nice and tidy. ~ 88 0 1 D0 ~ ~ 0 0 24957 D1 ~ ~ 0 0 24967 D2 ~ ~ 0 0 24956 D3 ~ ~ 0 0 24922 S #24924 Telegraph Office~ There is a rather large assortment of wires and magnets piled about the room here. Some magnets are wrapped in wire, some are not. There is a clacking noise coming from the far corner of the room, you assume it must be the telegraph, clacking noisily with news of the latest exploits of Black Bart or Billy the Kid. ~ 88 0 0 D1 ~ ~ 0 0 24901 S #24925 The Last Bank of Silliness~ Several gold miners stare at you suspiciously as you enter and clutch at their purses tighter. Apparently they dislike strangers whenever their money is concerned. A scrawny bank teller calls out, 'Next!' and one of the miners scrurries up to the window. Two burly guards protect the entrance to the vault. ~ 88 8 0 D1 ~ ~ 0 0 24902 D3 ~ ~ 0 0 24992 S #24926 Tombstone School~ Walking becomes quite difficult as you find yourself wading through a room full of laughing children. It seems you entered just as school let out for the day. At the front of the room, you see a teacher taking a sigh of relief. ~ 88 8 0 D1 ~ ~ 0 0 24903 D2 ~ ~ 0 0 24927 S #24927 The Teacher's Office~ This tiny little office merely contains a desk and a small chalk board. Papers of all kinds lie spread out all over the desk. You smile as you notice that a student was kind enough to give her teacher an apple. However, when the worm poke his head out, you quickly change your mind. ~ 88 8 0 D0 ~ ~ 0 0 24926 S #24928 Hotel Lobby~ The room here is decorated with a few tables and couches. As you look around, you notice many people walking by in the street outside. In the corner a grand staircase leads up to guest rooms. The ring of a bell comes from the west.~ 88 8 0 D1 ~ ~ 0 0 24905 D2 ~ ~ 0 0 24912 D3 ~ ~ 0 0 24929 D4 ~ ~ 0 0 24982 S #24929 The Front Desk~ This is the hotel desk. The receptionist stands behind the desk and you notice many keys hanging on the board next to the mailboxes. The sign on the desk says 'Ring for Service' ~ 88 8 0 D1 ~ ~ 0 0 24928 D2 ~ ~ 0 0 24913 S #24930 Tombstone Livery~ The smell of hay and horse droppings here is rather strong. Most of the stalls are filled with horses, but you notice one empty in the back. A large war horse is standing in a stall with a man working on his shoes. ~ 88 8 0 D2 ~ ~ 0 0 24914 D3 ~ ~ 0 0 24931 S #24931 Stables~ Here is a room full of horses and foals. You notice a large stack of hay in the corner and many horses seem to be asleep. A large stallion watches over his mares with a mean look in his eyes. The sound of blacksmithing comes through the wall to the west. ~ 88 8 0 D1 ~ ~ 0 0 24930 D2 ~ ~ 0 0 24915 D3 ~ door~ 1 0 24932 S #24932 The Bent Horseshoe~ SMASH!! POUND!! The smith is hard at work straightening horseshoes, and the heat from the furnace blinds you with its glow. As you look around you see various plows, shovels, and finely crafted items. The hammer in the smiths hand seems to shimmer as he wields it. ~ 88 8 0 D0 ~ door~ 1 24973 24983 D2 ~ ~ 0 0 24916 S #24933 The Confession Booth~ This small chamber contains a comfortable chair surrounded by soft, pleasant colors. It seems you are meant to be as relaxed as possible as you divulge your innermost secrets. A voice that seems to come from out of no where says, "What do you have to confess?" ~ 88 8 0 D3 ~ ~ 0 0 24934 S #24934 Tombstone Church~ The smell of incense is very thick here, and you can barely breathe. The altar is covered with a plain white cloth. To the south you see many pews lined with smiling faces. Preacher Holiness seems upset that you have disturbed his sermon. ~ 88 8 0 D1 ~ ~ 0 0 24933 D2 ~ ~ 0 0 24918 S #24935 Tombstone Graveyard~ The graveyard here is littered with broken tombstones, and there are a few fresh graves recently dug. To the east you are unable to penetrate the darkness, and a strange cold grips at your soul. The passage of horses is seem to the north. ~ 88 0 2 D0 ~ ~ 0 0 24918 D1 ~ ~ 0 0 24936 S #24936 Tombstone Graveyard~ This is the crypt where the unknown are buried. As you look around you see the shadows begin to move and they seem very unhappy. In the corner a coffin lid seems to be loose and rattling. A sudden chill grabs you from behind and you realize your mistake much too late. ~ 88 8 0 D3 ~ ~ 0 0 24935 S #24937 Undertaker's Office~ This room is filled with coffins of all sizes. One looks like it might be just the right size for you. An old coffin maker sits in a chair in the corner taking a break. You can tell by the sweat on his forehead hes been really busy. ~ 88 8 0 D0 ~ ~ 0 0 24916 D2 ~ door~ 1 0 24984 S #24938 Town Hall~ The roar of the crowd hits you like a fist as you enter this vast hall. In the front, a speaker with a multi-colored robe seems to have the attention of the entire audience. He seems to be waving a strange looking staff which is giving off an eerie red smoke. From what you can make out, he is chanting something about the end of the world. ~ 88 8 0 D0 ~ ~ 0 0 24915 D1 ~ trapdoor~ 1 0 24939 S #24939 Gambling Room~ As you peer through the smokey haze, you discover several town citizens gatherered around the many tables in the room. Everyone seems to be enthralled in their various games of chance. Some here have large piles of money in front of them while others are walking out without their shirts. You suddenly feel tempted to make a little money here yourself, that is if your feeling lucky. ~ 88 8 0 D0 ~ door~ 1 0 24914 D3 ~ door~ 1 0 24938 S #24940 Tombstone Hall of Records~ Here is a small room filled with cabinets and desks full of papers. One lady sits in the middle of the mountain of parchment and types dutifully on a very old typewriter ~ 88 8 0 D0 ~ ~ 0 0 24913 S #24941 Tombstone Medicine~ Here sits the infamous Doc Holiday. You notice the room is filled with many bottles and jars. There is a flat wooden table in the middle and it appears that the man lying on it needs all the attention he can get. Looking around you notice a couple of locked cabinets and jars of medicine in there too. Doc Holiday says "Please have a seat, I'm busy" ~ 88 8 0 D0 ~ ~ 0 0 24912 S #24942 Yank Pullstein's Dentistry~ This small room quickly focuses your attention to the small chair in the middle. A large pile of dental equipment lays on a table next to the chair. You notice a large amount of pliers and drills laying in a pile. Just as you begin to get seceond thoughts Yank asks, "May I help you?" ~ 88 8 0 D1 ~ ~ 0 0 24908 S #24943 An Alley~ The alley is lined with garbage and other bizarre thing. A cat hisses as you walk by, and the bark of a dog follows. South Street opens to the east, and a racking cough penetrates the darkness to the west. ~ 88 0 1 D1 ~ ~ 0 0 24909 D3 ~ ~ 0 0 24944 S #24944 A Dark Alley~ The alley here is congested with trash from all over. A man sits in the corner grinding an organ. You hear a loud snore to the south. ~ 88 0 1 D1 ~ ~ 0 0 24943 D2 ~ ~ 0 0 24947 S #24945 Madame Silver's Fine Selection~ You have found the parlor of Madame Silver. Around the room you see several beautiful ladies, and one very large woman with a satisfied smile on her face. You realize you are looking at Madame Silver and you are amazed at how ugly she she is even behind that veil. She steps forward, and say "May i help you?" ~ 88 8 0 D2 ~ ~ 0 0 24946 D3 ~ ~ 0 0 24947 D4 ~ ~ 0 0 24987 S #24946 Madame Silver's Happiness House~ The smell of many perfumes assault your nose as you enter this house. The sound of giggles and screams can be heard to the north, and to the east is the street. As you look around, you see a large couch and many pictures on the walls. The ceiling is decorated in the pretties pink, but it appears to be pealing. ~ 88 8 0 D0 ~ ~ 0 0 24945 D1 ~ ~ 0 0 24911 S #24947 A Dark Alley~ This part of the alley is very narrow. The two large men lying across the floor don't appear to care as they snore heavily. You hear the sounds of giggles coming from somewhere. To the south your progress is blocked by trash and a bunch of crates. ~ 88 1 1 D0 ~ ~ 0 0 24944 D1 ~ secret door~ 1 0 24945 S #24948 Tombstone Floats~ This room is covered in an inch of sawdust. As you look around you see a man bent over a table furiously sawing a log in half. Various canoes line the walls. You notice a table in the back of the room. ~ 88 8 0 D3 ~ ~ 0 0 24911 S #24949 Abandoned House~ You notice that this house is probably abandoned by the tumbleweeds, and rotting timber pilled in every corner. It looks as if the ceiling might fall on your head. The staircase in the corner looks very unstable. ~ 88 8 0 D3 ~ ~ 0 0 24910 D4 ~ ~ 0 0 24991 S #24950 Slaughter House~ The smell and sight of all this blood makes you nausous. The Tombstone Slaughter House could only be loved by one man, and as you look around you see a very large man happily preparing meats. He appears to wield his knife as if it was a toothpick. Jars of blood and tiny bits line the walls. ~ 88 8 0 D3 ~ ~ 0 0 24909 S #24951 Baldy's Barber Shop~ Two barber chairs rest in this room. A man with no hair sits in one reading the Tombstone Post. An assortment of razors and jars of cream line the shelves around the room. You notice that one of the cabinets is open, and something is dripping inside. ~ 88 8 0 D3 ~ ~ 0 0 24908 S #24952 Tombstone General Store~ There are two aisles here filled with food stuffs. The rack against the wall contains various instruments for farming. A couple of kids are huddled in the corner and it appears that they just stole a bag of sugar. You notice a rather strong metal locker wedged under one of the kids. ~ 88 8 0 D0 ~ ~ 0 0 24919 D1 ~ ~ 0 0 24953 D3 ~ ~ 0 0 24907 S #24953 Tombstone General Store~ The room is full of barrels, large bags, racks of clothing, and a large desk with many glass jars behind it. The owner Sam Spade is behind the desk sucking on a gumball. You can just make out the hilt of a rather large knife on his hip. There are many signs on the counter and a wooden closet stands locked in the corner. ~ 88 8 0 D0 ~ ~ 0 0 24920 D3 ~ ~ 0 0 24952 S #24954 Marshall Dillon's Office~ This room is filled with wanted posters from all over the state. As you enter, Marshall Dillon is intently studying each one. He quickly looks you over to make sure that you're not on the most wanted list, then continues his endless search for criminals. It seems that there's very little rest for a lawman these days. ~ 88 8 0 D0 ~ ~ 0 0 24921 D1 ~ ~ 0 0 24955 S #24955 Sheriff's Office~ This is the office of the famous town sheriff. As you take a look at the office, and the sheriff himself, you are unimpressed. He's just lounging in his rocking chair smoking his pipe. However, the stories about this man's fighting prowess are legendary. He looks at you with a grin, wondering if you are brave enough to put him to the test. ~ 88 8 0 D0 ~ ~ 0 0 24922 D2 ~ ~ 0 0 24994 D3 ~ ~ 0 0 24954 S #24956 Speeding Bullet~ A large variety of pistols and rifles fill the glass cases here. There seems to be enough weapons here for a small army. However, the shopkeeper looks tough enough to take any army on that may threaten his store. Mr. Colt seems friendly enough though, and he humbly welcomes you into his store. ~ 88 8 0 D0 ~ ~ 0 0 24923 S #24957 Sam's House~ It seems that Sam has some exquisite taste as you look over his house. Most of the furniture here is European and, from the looks of it, very expensive. Large Victorian windows give a large view of the boring plains. As you search through the house, you begin to wonder. How can a mayor of a backwater town afford a place like this? ~ 88 8 0 D0 ~ door~ 1 0 24996 D2 ~ ~ 0 0 24923 S #24958 Sam's Office~ You casually wonder at the money at the mayor's disposal as you enter his richly decorated office. The evil grin he's wearing doesn't raise very good ideas. He just chuckles to himself as he's counting a pile of money on his desk. ~ 88 8 0 D2 ~ ~ 0 0 24922 S #24959 Behind the Bar~ Rows upon rows of bottles are set up under the counter here, and the bartender is watching you very closely. He looks at you and says "No freebies" There seems to be a fight going on in the saloon and the bartender has just grabbed a rather large bat to break it up. ~ 88 8 0 D2 ~ service door~ 1 0 24921 D3 ~ ~ 0 0 24960 S #24960 Hacking Cough Saloon~ The room is in turmoil, and everyone just looked at you for interrupting their fun. It seems that you have become the new center of attention. The bartender behind the bar asks you "Whada have?" ~ 88 8 0 D0 ~ door~ 1 0 24965 D2 ~ ~ 0 0 24920 D3 ~ ~ 0 0 24961 S #24961 Hacking Cough Saloon~ The door to the saloon closes behind you and the smell of smoke and spilled beer assaults your nose. There are a few tables around the room and a people seem to be enjoying themselves. A group of men is shoving a rather large fellow infront of the bar, and it appears that there is about to be a fight. ~ 88 8 0 D1 ~ ~ 0 0 24960 D2 ~ ~ 0 0 24919 D3 ~ ~ 0 0 24905 D4 ~ ~ 0 0 24971 S #24962 Side Street~ This street is crowded with rubble and garbage. A lot of dust has been accumulating here and you notice that the ground seems to be rather worn in the center of the alley. From somewhere up ahead you hear the sounds of fighting. You can clearly see a white hat on a stranger and you recognize the face from wanted posters. Its BILLY THE KID!! ~ 88 0 1 D1 ~ ~ 0 0 24965 D3 ~ ~ 0 0 24904 S #24963 Jimmy Sweettooth's Shop~ Your mouth begins to water as you browse around the shop. Breads and pastries of all kinds line the shelves. Your appetite begins to increase as Jimmy takes his next batch of goodies out of the oven. ~ 88 8 0 D3 ~ ~ 0 0 24903 S #24964 The Grassy Field~ This seems to merely a deserted lot with buildings to either side of it. The grass is growing in clumps and you notice a few horses eating whats left of it. Suddenly, a ball hits you on the head from behind and a squeal of laughter breaks the silence. It seems that some kids are playing hookey from school. ~ 88 0 2 D3 ~ ~ 0 0 24902 S #24965 Side Street~ POW!! You dive behind some crates as a bullet wizzes by your head. It seems that you have interupted a meeting between the KID and his gang. You realize your mistake as the white hat turns around and you see a face that belongs on a milk carton. RUN FOR IT!! ~ 88 0 1 D1 ~ ~ 0 0 24966 D2 ~ door~ 1 0 24960 D3 ~ ~ 0 0 24962 S #24966 Alley~ A pair of barrels is here. There is a small door to the bar here to the south where it appears deliveries are made. ~ 88 0 1 D2 ~ backdoor~ 1 0 24959 D3 ~ ~ 0 0 24965 S #24967 Opening to the Plains~ This is a lightly traveled path leading to the plains in the east, and back to town to the west. This is the most quiet place you have found since you have entered Tombstone. Further to the east you barely hear the sound of gunshots, and you wonder how long the quiet will last. ~ 88 0 2 D1 ~ ~ 0 0 24995 D3 ~ ~ 0 0 24923 S #24968 Okay Corral~ LOOK OUT!! You have just walked in the Okay Corral and its Sundown. As you look around the room you see a lot of famous gunfighters, and decide that you better leave NOW!! ~ 88 0 2 D1 ~ ~ 0 0 24918 D2 ~ ~ 0 0 24997 S #24969 Decision Room~ Here sits four men at a card table playing poker. As you enter all heads turn to look at you and quickly hands reach for their guns. It appears that you've just found Smily's headquarters. ~ 88 8 0 D1 ~ ~ 0 0 24970 D2 ~ door~ 1 0 24976 S #24970 Hallway~ The hallway here is pretty much abandoned except for two chairs with large men sitting in them. The men seem to be guarding the door against unwanted intruders. One of the men points at you and says "Scram kid!" ~ 88 8 0 D1 ~ ~ 0 0 24971 D2 ~ door~ 1 0 24977 D3 ~ door~ 1 0 24969 S #24971 Party!! Party!! Yeehaw!!~ The room is full of people filing into the large room to the south. A strange man bumps into you and says, "Watch out for the Kid." ~ 88 0 0 D2 ~ door~ 1 0 24972 D3 ~ ~ 0 0 24970 D5 ~ ~ 0 0 24961 S #24972 P A R T Y ~ Well you've found it. People here really know how to party down. There are empty bottles all around and the bouncer at the door hands you a full one as you enter the room. The only requirement is that you drink your bottle before you leave. You notice quite a few people passed out and it appears that others have tried to empty their bottles.~ 88 8 0 D0 ~ door~ 1 0 24971 D2 ~ ~ 0 0 24973 S #24973 Balcony~ The two drunks waking up here are quite angry and hung over. It appears that someone has thrown them out of the party, and now they have an idea of where they wanna throw you.~ 88 8 0 D0 ~ ~ 0 0 24972 S #24974 Balcony~ The railing here is busted and it appears that you could actually jump down to your horse although the horse might not appreciate it. ~ 88 8 0 D0 ~ ~ 0 0 24977 S #24975 Closet~ This is Smily's closet and it is covered with lots of nice wall paper, but most of it is very furry and it definetly suits Smily's taste. There is a locker in the corner but it appears to be rusted closed. ~ 88 8 0 D0 ~ ~ 0 0 24976 S #24976 Smily's Bedroom~ Here lies the nicest most gaudy room you have ever seen. You are surrounded by wealth and it is not until to late that you notice the owner of this place is very unhappy that you have beaten up his band of outlaws. ~ 88 8 0 D0 ~ door~ 1 0 24969 D2 ~ closet door~ 1 0 24975 S #24977 Destroyed Room~ This room is a wreck. Holes are in the wall and the floor is covered with empty and broken bottles. All of the chairs are broken and it seems that the party has moved next door. ~ 88 8 0 D0 ~ door~ 1 0 24970 D2 ~ ~ 0 0 24974 S #24978 Room #1~ This appears to be the first room to the Tombstone Hotel. A married couple is living here and by the noise coming from the balcony it appears that the couple has a rather large clutch of children. The grown man sitting in the chair seems rather upset that you have disturbed him. ~ 88 8 0 D0 ~ door~ 1 0 24998 S #24979 Room #2~ This is the second room in the Tombstone Hotel. It is decorated with plush furniture and it even has a small rug on the floor. There seems to be someone sleeping under the covers of the bed, and by the large lump it must be a rather large fellow. ~ 88 8 0 D0 ~ door~ 1 0 24980 S #24980 End of the Hallway~ The hallway is dark here reminding you more of a tunnel. There is a room to the south and it appears that the door is locked. You hear a faint snore coming from under the door. ~ 88 8 0 D1 ~ ~ 0 0 24998 D2 ~ door~ 1 0 24979 S #24981 Closet~ The closet here appears to be where things are hidden or forgotten. Against the wall you notice several brooms, towels, sheets, and something appears to be moving!! ~ 88 8 0 D2 ~ door~ 1 0 24998 S #24982 Landing above grand staircase~ The room here is plain except for a hallway leading off to the west. The wall in front of you is adorned with a plaque describing hotel rules to all the guests... I guess that applies to you to!! ~ 88 8 0 D3 ~ ~ 0 0 24998 D5 ~ ~ 0 0 24928 S #24983 Storage Room~ This small room has two strong youngsters in the back smoking some strange smelling substance. As you enter, they are very surprised and each grabs his hammer and charges you. ~ 88 8 0 D2 ~ ~ 0 0 24932 S #24984 Preparation Room~ This room has three coffins in it and the smell is quite revolting. You realize that these are the newest customers. Around the room you see several bizarre tubes, suction devices, and a serrated knife lying on the tables. ~ 88 8 0 D0 ~ ~ 0 0 24937 S #24985 First Room~ This room is rather plain except for the double bed in the middle. You notice that there are two people in bed sleeping here, and it appears that you have disturbed their slumber. Unfortunately before you can leave the man in bed goes for his gun. ~ 88 8 0 D3 ~ door~ 1 0 24987 S #24986 Candy's Room~ As you enter this room, you realize you have just made a very big mistake. The five people in the middle of the room are very much embarassed and they all blame you for interupting their fun. EVIL!!! BANZAII!!! SHOOT HIM!!! ~ 88 8 0 D3 ~ door~ 1 0 24988 S #24987 Hallway~ This hallway is very narrow and dark. You heal squeals of laughter and bizarre noises coming from the south. To the west you hear the sound of arguing. ~ 88 8 0 D1 ~ door~ 1 0 24985 D2 ~ ~ 0 0 24988 D3 ~ door~ 1 0 24989 D5 ~ ~ 0 0 24945 S #24988 Hallway~ The hallway comes to an end here and there are two large men standing in the corner. Squeals and laughter come from the east, but from the west all you can hear are moans and screams. This can't be the room Madame Silver told you to go to. ~ 88 8 0 D0 ~ ~ 0 0 24987 D1 ~ wooden door~ 2 24965 24986 D3 ~ door~ 1 0 24990 S #24989 Nicole's Room~ This is a very fancy room with dressers, chairs and a single bed. You quickly realize that this must be the room of Madame Silver's favorite Nicole. Sitting in the middle of the bed painting her nails is a very beautiful woman. She seems to be ignoring a man who is yelling at her from the other corner of the room. ~ 88 8 0 D1 ~ door~ 1 0 24987 S #24990 Moana's Room~ This is obviously the more sedate type of room. A simple bed and dresser serve as the only furniture here. A young very beautiful lady sits in the bed and you feel very uncomfortable staring at her. She seems to be nice, but you wonder how she got all those bruises. You notice the glint of some metal hoops around each of the four bed posts. ~ 88 8 0 D1 ~ door~ 1 0 24988 S #24991 Upstairs~ As you reach the top step you notice how unstable the stair case has become Even as you begin to turn back you hear the snapping of wood. CRASH!! The last thing you feel is something heavy hitting you in the head. ~ 88 6 0 S #24992 Inside the Vault~ Money is everywhere! Your fingers begin to twitch as you think about what all that money could buy. You begin to hear several people shouting to the east. ~ 88 8 -1 30 24993 1 0 D1 ~ ~ 0 0 24925 S #24993 Captured!~ The Sheriff has arrived from the east. The Sheriff screams, EVIL!! BONZAI!! CHARGE!! SPOON!!' The Sheriff hits you extremely well and knocks you to the ground. You feel someone throwing you over thier shoulder and carrying you away before you completely loose consciousness. ~ 88 0 -1 50 24994 1 0 S #24994 A Jail Cell~ This is a 9 foot by 9 foot cell. The only thing in here is an old cot for you to sleep on. The steel bars covering the door seem quite thick. It seems the only way you can leave is to get past the lock on the door. The window is also barred and it just gives you the view of more grassy plains. ~ 88 8 0 D0 ~ cell door~ 0 0 24955 S #24995 The Rolling Hills~ There is nothing but grassy plains as far as the eye can see. You think to yourself that being a settler on this huge frontier must have been an awesome task. Several buffalo are scattered throughout the area, chewing on the dry grass. In the distance, you think you hear the sounds of Indian drums and gunshots. A pillar of black smoke rises in the east. ~ 88 0 4 D0 ~ ~ 0 0 24995 D1 ~ ~ 0 0 24995 D2 ~ ~ 0 0 24995 D3 ~ ~ 0 0 24967 S #24996 Sam's Bedroom~ The bedroom is even more elaborate than the rest of the house. A huge brass bed takes up most of the room. The windows are covered by fine curtains and the whole room smells like someone just emptied a bottle of the finest perfume. Suddenly, a very large woman walks in and shrieks as you startle her. ~ 88 8 0 D2 ~ bedroom door~ 1 0 24957 S #24997 Overturned Wagon~ DIVE FOR COVER!! REFUGE!! You take cover behind a wagon and decide to wait it out before returning to the gunfight. ~ 88 16 2 D0 ~ ~ 0 0 24968 S #24998 Hallway~ The hallway continues here, and doors face you from the north and south. The sound of a sickly cry is heard behind the northern door, and someone nearby is snoring. ~ 88 8 1 D0 ~ door~ 0 0 24981 D1 ~ ~ 0 0 24982 D2 ~ door~ 1 0 24978 D3 ~ ~ 0 0 24980 S #24999 The Last Wheel~ The local stage coach lets off its passengers here. It only runs about once a week, since the distance involved is so great. It left yesterday. So if Black Bart is after you, start walkin.... ~ 88 8 1 D3 ~ ~ 0 0 24901 S #25000 The Mountain Path~ You find yourself standing in a heavily wooded area, overgrown with brush, and gnarled trees. To the north, you see a neglected, twisted path, disappearing far into the mountains. ~ 49 68 5 D0 ~ ~ 0 -1 25001 S #25001 Lost in the Mountains~ Numerous craggy mountains surround you. Twisted, deadened trees stare at you from all around. A neglected path, at your feet. You get an uneasy feeling of deja-vu. ~ 49 576 5 D0 ~ ~ 0 -1 25001 D1 ~ ~ 0 -1 25001 D2 ~ ~ 0 -1 25001 D3 ~ ~ 0 -1 25074 S #25002 A Steep Trail~ Here lies a steep, rocky trail, amidst the mountains, descending downward, into pitch black silence.~ 49 64 1 D0 ~ ~ 0 -1 25003 D2 ~ ~ 0 -1 25001 S #25003 The End of the Trail~ As you disappear into the mountains, you get a growing feeling of evil, among the faint darkness. You find yourself amidst an ancient warrior, towering far above you. His face, twisted into an evil grin. A jagged opening in the mountain lies behind your foe. ~ 49 576 5 D2 ~ ~ 0 -1 25002 D5 ~ ~ 0 -1 25004 S #25004 Gateway to the Abyss~ As you enter the jagged opening, you feel the coldness of the rock against your skin. As you look into the darkness ahead, you are striken by an overwhelming sense of evil. You dread the thought of what lies ahead ~ 49 65 3 D4 ~ ~ 0 -1 25003 D5 ~ ~ 0 -1 25005 S #25005 Into the Dark~ Here, the feeling of heat starts to engulf your soul. The intensity is almost unbearable. The walls around you have a glow of faint red. Thoughts of turning back start creeping into your mind. But, you feel a strange force pulling you... pulling you deeper and deeper into the pits of hell! ~ 49 65 3 D0 ~ ~ 0 -1 25006 D4 ~ ~ 0 -1 25004 S #25006 Cavern of Lost Souls~ You wander into a dimly lit, caverous room. You are overpowered by a strong sense of death, here. The darkness seems to come alive at your presence. Visions of gruesome death, dance before your eyes... so real... as if they were alive... The souls of evil, banished from their bodies.... trapped here, seeking revenge... You feel your body being ravaged by the souls of adventurers long past. ~ 49 65 3 D0 ~ ~ 0 -1 25007 D2 ~ ~ 0 -1 25005 S #25007 Into the Caverns~ From here, caverns branch off in all directions. You here waves coming from a cavern to the east, while to the west the cavern has beed enveloped in a glowing mist. ~ 49 65 3 D0 ~ ~ 0 -1 25007 D1 ~ ~ 0 -1 25008 D2 ~ ~ 0 -1 25006 D3 ~ ~ 0 -1 25009 S #25008 Damp Cavern~ Here you find yourself in a large, cavernous passageway. The walls and floor of the cave are rather damp, and a musty smell feels the air. A familiar crashing sound continues to come from beyond the east passageway. ~ 49 65 3 D1 ~ ~ 0 -1 25011 S #25009 Misty Cavern~ As you enter the cavern you are surronded by a strange mist filling the cavern. You are overpowered by the feeling of death and despair. Through the mist you can just barely make out what looks like a door to the west. ~ 49 65 3 D1 ~ ~ 0 -1 25007 D3 ~ ~ 0 -1 25010 S #25010 Western End of the Misty Cavern~ The entire west wall is made up of two huge doors which seem to be glowing with a red aura. There is a small hole in one of the doors, perhaps a key hole. The mist in this room seems to be alive. You here a deep wailing from beyond the doors, you shudder at the thought of what lies behind them. ~ 49 65 3 D1 ~ ~ 0 -1 25009 D3 ~ Door Huge~ 1 -1 25012 S #25011 The Gate~ As you enter this room, your eyes become fixed upon a large black object, in the center of the room. After carefull obse- rvation, you find that it resembeles some sort of window. The sounds you have been hearing appear to be coming from inside you start to recall the crashing sounds of the waves...and suddenly you realize you have stumbled upon there source. ~ 49 65 3 D0 ~ ~ 0 -1 25013 S #25012 Realm of the Dead~ This room appears to be a room of great riches. A large chest sits at the back of the room, you notice a pair of eyes staring at you from a dark corner of the room. You are suddenly overcome by an overwhelming feeling of un- easiness. ~ 49 65 3 D0 ~ ~ 0 -1 25011 D1 ~ ~ 0 -1 25010 S #25013 The Other Side~ As you step through the window, you are instantly transported to find yourself here. Just to the north is what appears to be the shore of a lareg ocean. ~ 49 64 3 D0 ~ ~ 0 -1 25014 S #25014 Ocean Shore~ Here, though you are underground (or so you believe) there seems to be a sky of some sort, it is dark, and above you are black, constantly moveing clouds, as black as the waves of the ocean which flows before you. ~ 49 64 3 D0 ~ ~ 0 -1 25015 S #25015 On the Ocean of Despair~ As you float on the jet-black waters of the ocean, occasionally something will stick its head above the surface. You try to focus your eyes upon the image, but unfortuantely it is too dark to make out exactly what the creature is. ~ 49 64 7 30 2 D0 ~ ~ 0 -1 25015 D1 ~ ~ 0 -1 25015 D2 ~ ~ 0 -1 25016 D3 ~ ~ 0 -1 25015 S #25016 On the Ocean of Despair~ As you go farther and farther out into the see you lose sight of all land. The thing that was back toword the shore appears to be following you. You begin to wonder what lies ahead. ~ 49 64 7 30 1 D0 ~ ~ 0 -1 25015 D1 ~ ~ 0 -1 25017 D2 ~ ~ 0 -1 25015 D3 ~ ~ 0 -1 25016 S #25017 On the Ocean of Despair~ After you have been on the ocean for what seems like says.... You notice what may be land to the north, at last land! ~ 49 64 7 30 1 D0 ~ ~ 0 -1 25018 D1 ~ ~ 0 -1 25015 D2 ~ ~ 0 -1 25015 D3 ~ ~ 0 -1 25015 S #25018 On the Shore~ The shore is covered with the dead remains of many strange creatures. Bones line the shore, hundreds of them, every wave seems to bring more of the eerie, decayed debris. ~ 49 64 4 D1 ~ ~ 0 -1 25019 D2 ~ ~ 0 -1 25017 S #25019 A Wooded Path~ As you enter these woods you feel an ever growing sense of evil. The trees are twisted and bent, and you notice many plants that have long since died, there is a small path branching off to east. ~ 49 64 4 D1 ~ ~ 0 -1 25020 D3 ~ ~ 0 -1 25018 S #25020 A Small Path in the Twisted Forest~ This faint path appears to have been neglected. You get the feeling that this path has not been treaded uopn for quite some time. As you continue down the path a large, twisted tree blocks the northern path. After taking a closer look you are able to make out what appears to be a flat clear land to the south. ~ 49 64 4 D1 ~ ~ 0 -1 25019 D2 ~ ~ 0 -1 25021 S #25021 The Abyssial Plains~ Here the land is free of all trees. You actually see some plant life here. The plains are vast, and endless as far as the eye can see. Besides the woods from which you have just come there is nothing but flat land as far as the eye can see. ~ 49 64 4 D0 ~ ~ 0 -1 25020 D1 ~ ~ 0 -1 25022 S #25022 On the Plains~ These vast plains seem to go on forever. A well worn path along the plains lies to the north, while you can make out a small hill to the east. ~ 49 64 4 D0 ~ ~ 0 -1 25023 D1 ~ ~ 0 -1 25035 D3 ~ ~ 0 -1 25021 S #25023 Along a Well Worn Path~ As you come closer to the trail, you realize that it has not been worn at all, but has been burned into the very ground on which you stand. Whatever made this trail could not be far ahead, for the trail is still smoldering. ~ 49 64 1 D2 ~ ~ 0 -1 25022 D3 ~ ~ 0 -1 25024 S #25024 The Smouldering Trail~ As you continue down the trail, you notive parts of the trail are still burning. You appear to be catching up with whatever made this trail. ~ 49 64 1 D1 ~ ~ 0 -1 25023 D3 ~ ~ 0 -1 25025 S #25025 The Smouldering Trail~ Looking around you notice that you are no longer is sight of the forest from which you came. The trail continues to smolder at your feet. ~ 49 64 1 D1 ~ ~ 0 -1 25024 D3 ~ ~ 0 -1 25026 S #25026 The Smouldering Trail~ The sky seems to get darker and darker with every step. You start to wonder why you are hunting the creature which lies at the end of this flaming trail. ~ 49 64 1 D1 ~ ~ 0 -1 25025 D3 ~ ~ 0 -1 25027 S #25027 The Smouldering Trail~ It continues to grow darker, the only thing you can see are the flames lighting your way along the trail on which you now walk. ~ 49 64 1 D1 ~ ~ 0 -1 25026 D3 ~ ~ 0 -1 25028 S #25028 The Smouldering Trail~ You must be nearing the end of the trail, for here the heat gets more intense. Flames are all about the trail, you must be nearing your quarry also. ~ 49 64 1 D1 ~ ~ 0 -1 25027 D3 ~ ~ 0 -1 25029 S #25029 The Smouldering Trail~ Just ahead you see the end of the trail, the very end appears to be burning heavily. You can make out anything else ahead for the flames are too bright. ~ 49 64 1 D1 ~ ~ 0 -1 25028 D3 ~ ~ 0 -1 25030 S #25030 The Flaming Gates~ As you approach the flames you realize it was not the trail itself that was burning so brightly ahead. Suddenly you stand face to face with a huge, flaming efreet! You cringe in terror as you see two large gates that seem to glowing with a faint aura of red. ~ 49 64 1 D0 ~ gate flaming~ 1 5113 25031 D1 ~ ~ 0 -1 25029 S #25031 Inside the Flaming Gates~ As you open the huge gates and step inside, you notice a large courtyard just to the north of you. On the far side of the courtyard you can just barely make out what appears to be a large castle of some sort. ~ 49 64 1 D0 ~ ~ 0 -1 25032 D2 ~ gate flaming~ 1 5113 25030 S #25032 The Castle Courtyard~ Strange, the courtyard is very quiet, nothing appears to be around. Off to the west you notice a small structure. Closer to the castle, you can now make out some sort of statues on each side of the entrance. ~ 49 64 1 D0 ~ ~ 0 -1 25040 D2 ~ ~ 0 -1 25031 D3 ~ ~ 0 -1 25033 S #25033 Western End of the Courtyard~ Upon nearing the building you notice that it looks rather ruined, you hear a strange sound come from within. You find here, what appears to be the remains of some sort of creature, bones are strewn all about the ground. ~ 49 64 1 D1 ~ ~ 0 -1 25032 D3 ~ door ruined ~ 1 25050 25034 S #25034 Inside a Small Stone Building~ As you enter the room you see several weapons hung upon the walls, just as you start to take some of the weaponry you notice that is has long since rusted and is of no use to you. At the far end of the room you notice a small table, a closer look reveals the remains of what may have been a knight. The corpse, resting in a chair just behind the table appears to be grasping something. Moving closer to the corpse you notice a sword held tightly in the clutch on the skeletal figure, looking at the sword you realize it is unlike the rest of the decayed weaponry.... The blade appears to be razor sharp, and the metal untarnished. ~ 49 328 1 4 D1 ~ door ruined ~ 1 25050 25033 S #25035 A Small Hill~ As you climb the hill you notice something at the top, however it is too dark to make out exactly what the shape is. ~ 49 64 4 D3 ~ ~ 0 -1 25022 D4 ~ ~ 0 -1 25036 S #25036 Entrance to a Small Building~ As you come to the top of the hill, you can see that that the shape you seen from below was a small building. The building appears empty, for the door lies open, revealing a stair well within. ~ 49 328 1 2 D3 ~ ~ 0 -1 25037 D5 ~ ~ 0 -1 25035 S #25037 Top of the Stair Well~ You step inside the building to find that you were correct, you find nothing within the small room. There is a stair well descending downward into the darkness below. ~ 49 328 0 4 D1 ~ ~ 0 -1 25036 D5 ~ ~ 0 -1 25038 S #25038 The Stair Well~ You set foot down the descending passage. The stairs are made of stone and appear to be quite solid. There is a strong steanch coming from below, you begin to feel sick as you continue to descend the stairs. ~ 49 328 1 6 D4 ~ ~ 0 -1 25037 D5 ~ ~ 0 -1 25039 S #25039 A Large Room~ Upon entering, you discover that this may have been once been a small crypt of some sort. What looks to be the remains of several adventures... perhaps a large party... You wonder what could have done away with them. A strange feeling comes over you, you sench you are not alone. ~ 49 328 1 10 D4 ~ ~ 0 -1 25038 D5 ~ ~ 1 -1 25500 S #25040 The Central Courtyard~ As you come to the center of the courtyard, you notice a large fountain... it looks very old and weathered, but a constant stream of clear liquid continues to flow from a small statue in the ceter of the fountain. The castle drawbridge lies just to the north of you. ~ 49 64 2 D0 ~ ~ 0 -1 25041 D2 ~ ~ 0 -1 25032 S #25041 The Castle Drawbridge~ You are now standing on the drawbridge of an ancient castle. Two huge statues of some strange creature float in mid-air directly above the pit beneath the drawbridge on which you now stand. You can't see any farther than the inside of the entrance, for the castle appears to be totally without light. ~ 49 64 1 D0 ~ ~ 0 -1 25043 D2 ~ ~ 0 -1 25040 D5 ~ ~ 0 -1 25042 S #25042 In The Bottomless Pit~ As you begin to climb down the side of the pit, you begin to lose your footing. Desperatly you try to regain any hold you can, but unfortunatly you can not find any and you begin to fall! After several minutes, you begin to wonder if there is any end to this seemingly bottomless pit into which you have fallen. Just as you decide that there must be no end and that you will fall eternally, you notice a bed of very large steel spikes fast approaching you, Alas there is no escape. You cry out in agony as the spikes pierce your flesh! ~ 49 2 1 D4 ~ ~ 0 -1 25041 S #25043 Inside the Entrance to the Castle~ As you step inside the castle, you are overpowered by the darkness, the shadows seem to come alive at your presence. The whole castle is pitch black, as your light cuts through the darkness you notice a large banner hanging upon the wall. There are exits in nearly every direction, to the north a large staircase asecnds upwords into the darkness. ~ 49 328 1 20 D0 ~ ~ 0 -1 25044 D1 ~ ~ 0 -1 25052 D2 ~ ~ 0 -1 25041 S #25044 At the Base of the Spiral Staircase~ As you come to the base of the staircase, you hear a faint roaring sound from somewhere above you. The staircase is old, but still looks quite sturdy. Strange symbols are engraved into the railings of the staircase. ~ 49 328 0 6 D2 ~ ~ 0 -1 25043 D4 ~ ~ 0 -1 25045 S #25045 On the Spiral Staircase~ As you begin to climb the staircase, you start to hear strange noises from further up. The stairs creak as you set foot upon them, you see the outline of something up ahead. Your light just barely penetrates the darkness, you can only see about three feet in any direction. ~ 49 328 0 6 D4 ~ ~ 0 -1 25046 D5 ~ ~ 0 -1 25044 S #25046 On the Spiral Staircase~ You approach the figure.... you hear a loud roar and the darkness is lit by a stream of fire coming from some kind of three-headed beast. The creature is winged, neither of the three heads appear to be of the same species. Worn around the central neck of the creature is an amulet of some kind. ~ 49 328 0 6 D4 ~ ~ 0 -1 25047 D5 ~ ~ 0 -1 25045 S #25047 The Top of the Spiral Staircase~ You find the top floor of the castle is much cleaner than the previous level. The floor is richly carpeted, several pictures line the walls. The figure in the paintings is a skeletal, and dressed in a richly tailored robe. ~ 49 328 0 6 D1 ~ ~ 0 -1 25048 D5 ~ ~ 0 -1 25046 S #25048 A Coridoor~ You step into a rather long hallway, there appears to be a door or two further down the hall. There seems to be a strange glow at the southern end of the hall. ~ 49 328 0 6 D2 ~ ~ 0 -1 25049 D3 ~ ~ 0 -1 25047 S #25049 Southern End of Coridoor~ At this end of the hall, you come to a huge door, made entirely of gold and silver. A small keyhole is set into the left side of the door. The air seems to crackle with magical energy, the door resists all of your attempts to enter without the proper key. As you reach out to touch the door, you feel a sharp pain run through your body, thoughts of death and great evil race through your mind. You hear an evil laugh from beyond the door. ~ 49 328 0 6 D0 ~ ~ 0 -1 25048 D2 ~ ex door ~ 1 25051 25050 S #25050 Castle Throne Room~ As you enter the room you notice several symbols and markings of unholy nature. The room is light enough to see, but rather dim. A huge pentacle is layed out upon the floor, the dwemor of some evil magic is in the air. At the far back of the room, you see a brilliant throne of crystal, strange runes of gold are set into the throne. Your heart stops for a moment as you notice the decayed, skeletal form of a lich seated in the throne, the red glow of its eyes fixed dead upon you. With a quick motion of its hand, the door from which you entered, magically forms into a stone wall. the only exit is an ornate door set into the wall behind the throne of the lich! An evil laugh echoes through the air. ~ 49 328 0 10 D2 ~ door ~ 1 25052 25051 S #25051 The Vault~ You now stand within the lich's treasure vault, a huge treasure lies in the center of the room. The room is decorated with many marble columns, in the far corner you can make out a shiimering portal........ through which you can see a path along a vast mountain range. ~ 49 328 0 2 D0 ~ door ~ 1 25052 25050 S #25052 The Grand Hallway~ You stand just to the east of the castke entrance. Many statues of gargoyles and other strange creatures line each side of the hall a little farther down the hall, you can make our a huge set of double doors, you hear a strange sound to the east. ~ 49 328 0 15 D1 ~ ~ 0 -1 25053 D3 ~ ~ 0 -1 25043 S #25053 The Grand Hallway~ This part of the hall is lined with the same sort of statues. The statues in the part of the hall to the east look a little more life like...... they almost look real. A large statue of a wizard of some sort stands at one side of the room, the statue is not like the others, it seems to be newly made. No dust or cracks are visible on the statue, it almost appears as if it were staring directly at you! ~ 49 328 0 15 D1 ~ ~ 0 -1 25054 D3 ~ ~ 0 -1 25052 S #25054 End of the Grand Hallway~ A huge set of doors are set into the wall to the east, the doors are bound of iron and are very sturdy. The statues in this end of the hall look as though they are watching you! As you reach for the doors the statues suddenly spring to life and attack! ~ 49 328 0 15 D1 ~ double doors ~ 1 25053 25055 D3 ~ ~ 0 -1 25053 S #25055 A Large Room~ This rooms appears to be the room where the owner of the castle comes to dine. A large feast is layed out upon a table in the center of the room, a voice echoes through the room 'I have been expecting you' the voice says. You look all about the room for the speaker, but fail to find one. ~ 49 328 0 20 D1 ~ ~ 0 -1 25056 D3 ~ double door doors ~ 1 25053 25054 S #25056 The Castle Pantry~ Shelves line the walls, many differnt goods lay in piles on top of them. The floors are covered with the remains of broken shelves and other various items which were once stored on them. There are exits to the west and south. ~ 49 328 0 5 D2 ~ ~ 0 -1 25057 D3 ~ ~ 0 -1 25055 S #25057 The Castle Store Room~ The room is dark and very damp, dust covers the goods stored here. There are many boxes and crates here, however most are empty, but you manage to find an old noz with a few remaining goods stored inside. ~ 49 328 0 6 D0 ~ ~ 0 -1 25056 D2 ~ door ~ 1 -1 25058 S #25058 Castle Barracks~ Upon entering this room, you see several figures laying all about the room. Suddenly you realize you have entered the guards barracks! Just as you are about to leave the figures begin to move, angry that you have awakened them, they charge you! ~ 49 328 0 8 D0 ~ door ~ 1 -1 25057 D2 ~ door ~ 1 -1 25059 S #25059 Guest Room~ This room is richly decorated, may fine tapestries line the walls. A large bed lies in the southwest corner of the room. There are also many chests in the room, but you look through them and find nothing of value. There is a large metal door to the east. ~ 49 328 0 3 D0 ~ ~ 0 -1 25058 D1 ~ metal large door~ 1 25054 25060 S #25060 Base of the Tower~ This room appears to be the base of a large watch tower, stairs ascend upword twords the top of the tower.. Several strange runes are etched into each stair, the feeling of evil is strong in the air. You hear footsteps behind you as the door suddenly slams shut! The only exit, now that the door has been sealed are a set of stairs going up to the top of the tower and a set of stairs going downward into the darkness. ~ 49 328 0 4 D4 ~ ~ 0 -1 25061 D5 ~ ~ 0 -1 25075 S #25061 The Tower Staircase~ As you climb the staircase, you feel the presence of something watching you. You feel a slight draft, there must be an opening somewhere up the tower. You hear the movement of something above you. ~ 49 328 0 4 D4 ~ ~ 0 -1 25062 D5 ~ ~ 0 -1 25060 S #25062 The Tower Staircase~ You have entered a small room near the top of the tower. Stairs continue upword to the top of the tower, the room is deathly quiet, you wander what could have made the strange sounds which you heard from below. ~ 49 328 0 5 D4 ~ ~ 0 -1 25063 D5 ~ ~ 0 -1 25061 S #25063 Top of the Tower~ The top of the tower is lit by a large window, probably meant as a lookout incase of an attack. From the looks of the castle it appears that this tower obviously didnt help much. ~ 49 328 0 5 D5 ~ ~ 0 -1 25062 S #25074 Lost in the Mountains~ Numerous craggy mountains surround you. Twisted, deadened trees stare at you from all around. A neglected path, at your feet. You get an uneasy feeling of deja-vu. ~ 49 64 4 D0 ~ ~ 0 -1 25002 D1 ~ ~ 0 -1 25001 S #25075 The Central Chamber~ You are in a large chamber, from the looks of the room, it appears that this is the place where the prisoners are executed. A large pit lies in the center of the room, huge flames erupt upwords from its firey depths. ~ 49 328 0 10 D4 ~ ~ 0 -1 25060 D5 ~ ~ 0 -1 25076 S #25076 The Pit of Sacrifice~ As you begin to descend into the depths of the pit, you ready yourself for the agony of the blaze. As the flames come in contact with your skin you feel a slight disorientation, but you remain unharmed. ~ 49 328 0 2 D4 ~ ~ 0 -1 25075 D5 ~ ~ 0 -1 25077 S #25077 Beneath the Sacraficial Pit~ As you near the base of the illusionary blaze, you notice several figures emerge from the flames. A large door lies to the west, while the exit from the pit lies directly overhead. ~ 49 328 0 4 D3 ~ door large~ 1 -1 25078 D4 ~ ~ 0 -1 25076 S #25078 Entrance to the Sanctuary~ You stand in the doorway of some sort of sanctuary. A small altar lies in the center of the room, bloodstained from recent sacrafices that have been made upon it. The only exits from the room are east and west. ~ 49 328 0 4 D1 ~ door large~ 1 -1 25077 D3 ~ ~ 0 -1 25079 S #25079 The Sanctuary~ As you approach the altar, you notice the blood upon it is fresh. There are several exits to this room, the door to the north is slightly ajar, while the door to the west remains closed. The altar seems to glow with a sort of inner light.... ~ 49 328 0 2 D0 ~ door ajar ~ 1 -1 25082 D1 ~ ~ 0 -1 25078 D2 ~ ~ 0 -1 25086 D3 ~ door ~ 1 -1 25080 D5 ~ ~ 0 -1 25094 S #25080 The Sanctuary~ As you enter this room, you get a feeling of safety. A large, ornate door lies directly to the west of you, a feeling of great evil radiates from it. As you begin to look around the room, a strange red mist begins to seep from a crak beneath the door.... ~ 49 328 0 2 D1 ~ door~ 1 -1 25079 D3 ~ ornate door large~ 1 -1 25081 S #25081 Crimson's Death Room~ This oddly shaped room gives off a feeling of great power. Dimly lit, and vast in size, you eyes focus on an eerie, demonic throne at the far end of the chamber. The throne is etched with many twisted, grotesque carvings that give off a faint aura of crimson. ~ 49 328 0 4 D1 ~ large ornate door~ 1 -1 25080 S #25082 The Sanctuary~ You are in a small chamber, upon entering the room you notice a lone knight clad in armor run through the door to the west, perhaps the same one you seen earlier. Suddenly, without warning, you see two shadowy figures materialize before you! ~ 49 328 0 4 D2 ~ door ajar~ 1 -1 25079 D3 ~ door~ 1 -1 25083 S #25083 The Sanctuary~ You chase the knight into a small alcove. Upon seeing you, the knight quickly shifts the south wall, revealing a passage, and quickly runs through it. You hear an evil laugh. ~ 49 328 0 2 D1 ~ door~ 1 -1 25082 D2 ~ ~ 0 -1 25084 S #25084 Sanctuary Guard Post~ You have entered the guard post of the sanctuary, several guards snarl at you entry. The knight quickly orders them to dispose of the and takes off through the south door. ~ 49 328 0 4 D0 ~ ~ 0 -1 25083 D2 ~ door~ 1 -1 25085 S #25085 Chamber of Kalas~ You have entered the chambers of Kalas, the knight, and defender of this castle. Upon entering, Kalas begins to speak, 'You must leave, do not force me to destroy you.' The is a glint of evil in his eyes as he prepares for battle. ~ 49 328 0 2 D0 ~ door~ 1 -1 25084 D4 ~ ~ 0 -1 25040 S #25086 A Narrow Passage~ You stand within a narrow passage deep below the castle. You see no other exits other than the one you have just come from except for the passage to the west. ~ 49 328 0 2 D0 ~ ~ 0 -1 25079 D3 ~ ~ 0 -1 25087 S #25087 A Narrow Passage~ As you walk a little further down the passage, you see a door a little further to the west. A thick mist fills this portion of the passage, it appears to get even thicker to the west. ~ 49 328 0 1 D1 ~ ~ 0 -1 25086 D3 ~ ~ 0 -1 25088 S #25088 End of a Narrow Passage~ At this end of the passage, the mist gets very thick, and you can just barely make out the door to the west. You hear a faint, ghost like voice float through the air, but you cant make out the words that are spoken. ~ 49 328 0 2 D1 ~ ~ 0 -1 25087 D3 ~ door~ 1 -1 25089 S #25089 The Mist~ Upon entering this room, you are assaulted by a dense patch of mist. The mist seems to glow with an inner light, its almost as if it were alive. The ghostly voice grows louder, speaking in a language unknown to you. ~ 49 328 0 4 D1 ~ door~ 1 -1 25088 S #25090 The Castle Dungeon~ You find yourself in a small room near the Dungeon entrance. The room is deathly quiet, a large doorway lies to the south. The words 'Beware of the Ancient One' are inscribed into the wall next to the doorway. ~ 49 328 0 4 D1 ~ ~ 0 -1 25066 D2 ~ ~ 0 -1 25091 S #25091 The Castle Dungeon~ You stand in a small torture chamber, like the rest of the dungeon, bones lie strewn about the room. The only exit from this room is to the south. The wall to the west has a small split down the middle... it appears as if it could be opened. ~ 49 328 0 3 D0 ~ ~ 0 -1 25090 D3 ~ wall split~ 1 -1 25092 S #25092 Secret Passage~ This room is clean, the walls here are of marble, and are a spectacular sight. Many fine tapestries line the walls. The room is quiet, almost too quiet... You see a solid iron door to the south. ~ 49 328 0 2 D1 ~ wall split~ 1 -1 25091 D2 ~ iron solid door~ 1 -1 25093 S #25093 Hall of Ancients~ This room is amazingly beautiful, there is the throne made entirely of silver set against the south wall. A gruesome thing lies in the center of the room, some disgusting green liquid oozes from many small bubbles on the creatures flesh. The sight of the horrible creature nearly makes you sick. The creature slowly begins to make its way toword you....... ~ 49 328 0 10 D0 ~ solid iron door~ 1 -1 25092 S #25094 A Small Alcove~ Upon entering this small alcove, you get a safe feeling within its walls. The room is clean and several tapestries hang upon the wall. The wall to the east appears to be moveable, for there are marks on the floor where the wall may have scraped it. ~ 49 328 0 4 D1 ~ wall~ 1 -1 25095 D4 ~ ~ 0 -1 25079 S #25095 A Narrow Tunnel~ Shifting the wall has revealed a long, narrow tunnel in which you now find yourself. The tunnel is freshly dug and appears to extend quite a long way. No doors are visible save for the wall you just shifted. ~ 49 328 0 2 D1 ~ wall~ 1 -1 25094 D3 ~ ~ 0 -1 25096 S #25096 A Narrow Tunnel~ As you come around a small corner in the tunnel, you see a faint light to the south. The southern part of the tunnel is lit by a dim light of some kind at the far end of the tunnel. ~ 49 328 0 1 D1 ~ ~ 0 -1 25095 D2 ~ ~ 0 -1 25097 S #25097 A Narrow Tunnel~ At this point of the tunnel, the walls get closer together and the passage gets very narrow. As you near the southern end of the tunnel, the light grows brighter. The only apparent exits from the room are north and south. ~ 49 328 0 2 D0 ~ ~ 0 -1 25096 D2 ~ ~ 0 -1 25098 S #25098 A Small Portal~ As you come to the end of the tunnel, you notice the light is coming from a somewhat small portal. The light coming from the portal is so intense that it nearly blinds you. ~ 49 328 0 2 D0 ~ ~ 0 -1 25097 S #25500 Charred Stairwell~ You are descending a steep stairwell. The steps and stone walls have been blackened from the constent scorching heat that erupts from below.... ~ 44 21 0 D4 ~ secret door trap trapdoor~ 1 -1 25039 D5 ~ ~ 0 -1 25501 S #25501 Charred Stairwell~ You notice a faint red glow further down the stairwell. As you clamber down the blackened steps a huge flame bursts around you for a brief moment, you think this is the end, but then the flame dissapears leaving your heart pounding. ~ 44 1 0 D4 ~ ~ 0 -1 25500 D5 ~ ~ 0 -1 25502 S #25502 Stairwell's End~ You have reached the bottom of the charred stairs. The heat here is almost unberable, the red glow seems to be emitted from a small passage to the west. To the east you see a large cavern of some sort. ~ 44 1 0 D1 ~ ~ 0 -1 25505 D3 ~ ~ 0 -1 25503 D4 ~ ~ 0 -1 25501 S #25503 Lava Bank~ This room is extremely hot, flames leap up from a large lake of molten lava. Far below you a large stone bridge... stretches across the lake. ~ 44 0 0 D1 ~ ~ 0 -1 25502 D5 ~ ~ 0 -1 25504 S #25504 Stone Bridge~ As you reach for the rails of this bridge, you immediatly draw back, the rail being so hot it has seared the flesh from your scorching hand. The bridge is extremely hot and seems that it would burst into flames at any second. ~ 44 0 0 D3 ~ ~ 0 -1 25507 D4 ~ ~ 0 -1 25503 S #25505 Blackened Cavern~ As you walk into this large cavern, you begin to wonder if this entire place is either black or glowing red. The heat in this cavern is a bit cooler than elsewhere, but not much. ~ 44 1 0 D1 ~ ~ 0 -1 25506 D3 ~ ~ 0 -1 25502 S #25506 Lair of the Salamander~ As you walk in this cavern you notice the charred remains of adventurers long past. As you glance around, you are startled by the huge, flaming form of a salamander writhing up from a black pit... ~ 44 1 0 D3 ~ ~ 0 -1 25505 S #25507 Steep Passage~ A steep passage winds its way through the debris. Off in the distance you see a series of small caverns that have been cut from a wall of marble embeded in the mountainside before you. ~ 44 1 0 D1 ~ ~ 0 -1 25504 D3 ~ ~ 0 -1 25508 S #25508 Flaming Pillars~ At this point a set of huge stone pillars protrude from the fierf depths below, the tops of them seem to form a natural bridge. The thought of crossing the pillars sends a shiver through your body, for falling would mean certain death! ~ 44 0 0 D1 ~ ~ 0 -1 25507 D3 ~ ~ 0 -1 25509 S #25509 Worn Trail~ As you cross the last of the pillars, you breath a sigh of relief as you step safely, onto the solid ground of a small hillside. A rather worn trail leads west towards the entrance of a small tunnel. ~ 44 0 0 D1 ~ ~ 0 -1 25508 D3 ~ ~ 0 -1 25510 S #25510 Before the Tunnel~ You are standing at the foot of a set of marble stairs, ascending far above a flaming lake of molten lava, to a large cavemouth on the mountainside before you. ~ 44 1 0 D1 ~ ~ 0 -1 25509 D3 ~ ~ 0 -1 25511 S #25511 The Marble Stairs~ You seem to be burning alive by the constent heat surging upward. You stagger breathlessly up toward the cave mouth as if it was an oasis from the heat. ~ 44 1 0 D1 ~ ~ 0 -1 25510 D4 ~ ~ 0 -1 25512 S #25512 Entrance to the Tunnel~ You finally reach the top of the stairs in anquish you hurry forward to escape the burning heat. ~ 44 1 0 D3 ~ ~ 0 -1 25513 D5 ~ ~ 0 -1 25511 S #25513 Dark Tunnel~ You are wondering aimlessly through a long narrow tunnel, the air is stale, and much cooler than that of the hell behind you. You see an intersection to the west. ~ 44 265 0 4 D1 ~ ~ 0 -1 25512 D3 ~ ~ 0 -1 25514 S #25514 Deep Inside the Tunnel~ As you enter this tunnel you feel a nausiating sense of dispair, as the tunnels branch off in many directions ahead of you. ~ 44 265 0 4 D0 ~ ~ 0 -1 25515 D1 ~ ~ 0 -1 25513 D2 ~ ~ 0 -1 25520 D3 ~ ~ 0 -1 25518 S #25515 Deep Inside the Tunnel~ You feel a brief sensation of fear as you see flames leaping up from an exit ahead of you. ~ 44 265 0 4 D0 ~ ~ 0 -1 25516 D2 ~ ~ 0 -1 25514 S #25516 Edge of a Cliff~ You are amazed by the majestic beauty of an ocean of molten lave below. The heat here is unbearable, and you look around franticly for a way to escape it. ~ 44 264 0 4 D0 ~ ~ 0 -1 25517 S #25517 On the Ocean~ You have just made a very unwise choice . You realize this as you plummit downward towards a burning death! ~ 44 2 0 S #25518 Deep Inside the Tunnel~ You enter a large dark tunnel, a huge shadowy form moves its bulk across the floor, as it comes into view you see that it is a massive Blue Dragon! ~ 44 265 0 4 D1 ~ ~ 0 -1 25514 D3 ~ ~ 0 -1 25519 S #25519 Blue Dragon's Lair~ You enter the vacant lair of the Blue Dragon his treasures are scattared about covering the cavern floor. As you start to gather it a loud crash echos behind you, as you turn you see that a large stone has covered the only exit! ~ 44 265 0 5 S #25520 Deep Inside the Tunnel~ You clamber through the black tunnels, you wonder if it will ever end when you fell a blast of fresh air coming from an exit to the west. ~ 44 265 0 4 D0 ~ ~ 0 -1 25514 D3 ~ ~ 0 -1 25521 S #25521 Cave Mouth~ You stand on a high ledge overlooking a smoking path below. Directly behind you are the hideous tunnels. You hear shouting and other signs of inhabitants echoing around you. ~ 44 0 0 D1 ~ ~ 0 -1 25520 D5 ~ ~ 0 -1 25522 S #25522 Smoking Path~ You are wandering along a path that smokes tremendously, you try to pinpoint your location, the smoke dims all sense of direction ~ 44 0 0 D2 ~ ~ 0 -1 25523 D4 ~ ~ 0 -1 25521 S #25523 Guard Post~ You have come upon a small Fire Giant guard post, set in front of a pair of huge granite gates. This appears to be a watch out for a strange village to the south. ~ 44 64 0 D0 ~ ~ 0 -1 25522 D2 ~ ~ 0 -1 25524 S #25524 Granite Gateway~ Before you is a massive wall of granite, a huge gate which looks like a human skull carved out of granite rises before you. There are two sentries posted here eyeing you suspicously. ~ 44 64 0 D0 ~ ~ 0 -1 25523 D2 ~ ~ 0 -1 25525 S #25525 Cobblestone Path~ You are walking along a wide cobblestone path, to the south you notice a large building. You hear shouting coming from all directions and you realize that an alarm has been sounded at your entry, you quickly walk down the path. ~ 44 0 0 D0 ~ ~ 0 -1 25524 D2 ~ ~ 0 -1 25526 S #25526 Cobblestone Path~ You are walking along a wide cobblestone path, to the south you notice that the building is some sort of guard house, while to the east a large road leads to a dark keep. ~ 44 0 0 D0 ~ ~ 0 -1 25525 D1 ~ ~ 0 -1 25533 D2 ~ ~ 0 -1 25527 S #25527 Guard Room~ You enter a large guard house, two sentrys are here guarding a large black iron door. Two benches have been placed on either side of the room for the residents of this village to wait when they have been ordered here to see the General. A large portrait of a great battle between the Fire Giants and Githyan- ki's rests against the east wall, and a large bar with a huge pile of papers stacked upon it spans across the center of the room. The iron door stands ajar to the south. ~ 44 64 0 D0 ~ ~ 0 -1 25526 D2 ~ door black iron~ 1 -1 25528 S #25528 Planning Chamber~ You enter a large chamber with a massive oak table resting in the middle of the floor, around the table are many chairs for the officers to come and sit. A large map of Midgaard is unrolled stretching the length of the table, on the map there are many circles and X's marking Midgaards weakest points for what seems to be a massive invasion. A large painting of an ancient warrior hangs from the ceiling. You see exits heading in all directions. ~ 44 8 0 D0 ~ door iron black~ 1 -1 25527 D1 ~ ~ 0 -1 25529 D2 ~ ~ 0 -1 25530 D3 ~ ~ 0 -1 25531 S #25529 Officer's Quarters~ You enter a fairly large room with many cots resting against either wall. The chamber is neat and orderly, small chests that hold each officer's personal belongings sit at the foot of each cot. The only exit lies to the west. ~ 44 72 0 D3 ~ ~ 0 -1 25528 S #25530 General's Quarters~ You enter the chamber of the Fire Giant General. You see a large black upholstered chair resting behing a huge ivory desk. You notice a rack of weapons with a soft blue arua emitting from it. You also see to your horror a bookshelf with many books cov- ered in human skin. On the far wall hangs a grim painting of a decapatated woman, whose face lies upward, contorted in agony. ~ 44 72 0 D0 ~ ~ 0 -1 25528 S #25531 Guard Quarters~ You enter a huge chamber where the army comes to rest. Many cots and tables are scattered about the room in no particular order. Lucky for you they must be out training. ~ 44 8 0 D1 ~ ~ 0 -1 25528 S #25533 Checkpoint~ You come upon a giant booth standing beside the road. Further on you see an erie keep rising to the east, just as you are about to leave a giant creature steps from the booth bellows an alarm and charges at you in crazed hatred. ~ 44 64 0 D1 ~ ~ 0 -1 25534 D3 ~ ~ 0 -1 25526 S #25534 Keep Entrance~ You stand on a wide cobble stone path leading east into a large courtyard. You see human slaves pulling carts of var- ious items into the keep. To the west you see a large booth. ~ 44 0 0 D1 ~ ~ 0 -1 25535 D3 ~ ~ 0 -1 25533 S #25535 Large Courtyard~ The cobblestone path ends here and a huge courtyard spans out ahead of you. To the north and south towers rise up tow- ards the clouds, while to the east the courtyard continues. The northern tower appears as if it could topple over and kill you at any moment. ~ 44 0 0 D0 ~ ~ 0 -1 25537 D1 ~ ~ 0 -1 25538 D2 ~ ~ 0 -1 25536 D3 ~ ~ 0 -1 25534 S #25536 Base of the Tower~ You stand at the base of a strange tower, you stare strait up in amazement for the tower seems to rise forever. A large set of stairs lead upward into darkness. ~ 44 0 0 D0 ~ ~ 0 -1 25535 D4 ~ ~ 0 -1 25539 S #25537 Base of the Tower~ You stand at the base of a huge tower. As you begin your climb upward the tower begins to shudder releasing large blocks of granite hurdling toward you, as you try to escape you are bombarded by many of the huge stone blocks. ~ 44 2 0 S #25538 Courtyard~ You stand in the middle of a giant cobblestone courtyard. Everyone must have fled when they heard of your entrance... Two solid oak doors lead east into a large arched hall. ~ 44 0 0 D1 ~ door oak~ 1 -1 25542 D3 ~ ~ 0 -1 25535 S #25539 Granite Stairwell~ You clamber wearily up the large granite stairwell. The interior of the tower is much like the exterior, bleak and gray. The stairs continue upward into darkness. ~ 44 8 0 D4 ~ ~ 0 -1 25540 D5 ~ ~ 0 -1 25536 S #25540 Top of the Stairwell~ You reach the top of the granite stairwell, gasping wearily for air. The top is much diffrent from the rest of the tower, furniture and strange tapestries decorate the room, you see a door to the east. ~ 44 8 0 D1 ~ door~ 1 -1 25541 D5 ~ ~ 0 -1 25539 S #25541 High Priest's Chambers~ You enter a lavishly decorated room, a jewel encrusted gold desk sits in the center of the room, behind it rests a chair formed of human bones. To either wall strange statues of hid- eous gods, stare at you in utter hatred. On the south wall hangs a huge portrait of Sinistrad the Dark Lord..the portrait seems to be emitting a soft red aura...... ~ 44 72 0 D3 ~ door~ 1 -1 25540 S #25542 Guard Post~ You enter a small room of the keep. A lone sentry stands here. The room is complety bare save for the guard. ~ 44 72 0 D1 ~ ~ 0 -1 25543 D2 ~ ~ 0 -1 25544 D3 ~ door oak~ 1 -1 25538 S #25543 Arched Hallway~ Your walking along an arched halway designed for the guards to travel to and from each guard post. ~ 44 8 0 D1 ~ ~ 0 -1 25545 D3 ~ ~ 0 -1 25542 S #25544 Arched hallway~ Your walking along an arched hallway designed for the guards to travel to and from each guard post. ~ 44 8 0 D0 ~ ~ 0 -1 25542 D2 ~ ~ 0 -1 25547 S #25545 Guard Post~ You enter a small room of the keep. Four sentries are here standing guard, the room is completely bare save for the guards. ~ 44 72 0 D2 ~ ~ 0 -1 25546 D3 ~ ~ 0 -1 25543 S #25546 Arched Hallway~ You are walking along an arched hallway that has been designed for the guards to travel to and from each guard post, you see a large domed chamber to the east. ~ 44 8 0 D0 ~ ~ 0 -1 25545 D1 ~ ~ 0 -1 25550 D2 ~ ~ 0 -1 25549 S #25547 Guard Post~ You enter a small room of the keep. Four sentries are here standing guard. The room is completely bare save for the guards. ~ 44 72 0 D0 ~ ~ 0 -1 25544 D1 ~ ~ 0 -1 25548 S #25548 Arched Hallway~ You are walking alond an arched hallway designed for the guards to travel to and from each guard post. ~ 44 8 0 D1 ~ ~ 0 -1 25549 D3 ~ ~ 0 -1 25547 S #25549 Guard Post~ You enter a small room of the keep, a lone sentry stands here. The room is completely bare save for the guard ~ 44 72 0 D0 ~ ~ 0 -1 25546 D3 ~ ~ 0 -1 25548 S #25550 Throne Room~ You enter a massive chamber a beautiful golden throne sparkles in the center of the room. Portraits of kings long dead decorate the walls, while the floor is covered by a giant fur rug of many creatures. Windows reminding you of this extremely hot hell, open on the west and south wall. As you start to leave, you feel a gust of wind explode from the center of this chamber. Two sentries are here, seemingly guarding something. ~ 44 72 0 D3 ~ ~ 0 -1 25546 D5 ~ secret trap throne~ 1 -1 25551 S #25551 King's Bedroom~ You enter a small bedroom hidden beneath the throne above. A large bed covered with unknown fabrics sits on the south side on the room. A small reading desk with a half burnt candle resting atop it sit next to the east wall. The grey walls are bare of portraits and tapistries. You see a large obese giant sitting in an oaken chair eyeing you in contempt. ~ 44 73 0 D4 ~ secret trap~ 1 -1 25550 S #27000 On the Molten Lake~ You are standing on the reamians of a fallen column that once stretched to the roof of this enormous cavern. About you is a lake of molten lava. You think you could make it to the southern shore by column-hopping. ~ 65 8 0 D1 ~ ~ 0 -1 27002 D2 ~ ~ 0 -1 27001 D3 ~ ~ 0 -1 27002 S #27001 On the Molten Lake~ You are standing on the reamians of a fallen column that once stretched to the roof of this enormous cavern. About you is a lake of molten lava. You think you could make it to the southern shore by column-hopping. ~ 65 8 0 D0 ~ ~ 0 -1 27000 D1 ~ ~ 0 -1 27002 D2 ~ ~ 0 -1 27003 D3 ~ ~ 0 -1 27002 S #27002 Lake of Fire~ In a fit of extreme intelligence, you char youself to a crisp in the liquid rock. ~ 65 10 6 D4 ~ ~ 0 -1 27001 S #27003 Southern Shore~ You are standing on the shore of a lake of molten lava. To the south is a small tunnel. ~ 65 8 0 D0 ~ ~ 0 -1 27001 D2 ~ ~ 0 -1 27004 S #27004 In the Caves~ The way becomes much more difficult in this rock cavern. It opens to the north and continues on to the south. ~ 65 9 4 D0 ~ ~ 0 -1 27003 D2 ~ ~ 0 -1 27005 S #27005 Bend in the Cavern~ Here the cave goes on to the north and the east. The path seems difficult in either direction. ~ 65 9 4 D0 ~ ~ 0 -1 27004 D1 ~ ~ 0 -1 27006 S #27006 In the Cavern~ You think you can here running water and see a faint glow off to the east. To the west the passage fades into darkness. ~ 65 9 4 D1 ~ ~ 0 -1 27007 D3 ~ ~ 0 -1 27005 S #27007 By the River~ You are in a small natural cavern, to the west of an underground river flowing out of the northern wall and off to the south. Light is being produced by strange runes on the walls. ~ 65 8 4 D1 ~ ~ 0 -1 27008 D3 ~ ~ 0 -1 27006 E runes~ They appear quit old and faded, and much of their radience is lost. ~ S #27008 Unerground River~ You are splashing about in a stream flowing out from the northern wall of the tunneland into the darkness to the south. ~ 65 8 6 D0 ~ ~ 0 -1 27072 D1 ~ ~ 0 -1 27009 D2 ~ ~ 0 -1 27018 D3 ~ ~ 0 -1 27007 S #27009 River in the Tunnel~ You stand to the east of an underground river. The passage is lit by ancient runes. ~ 65 8 4 D1 ~ ~ 0 -1 27010 D3 ~ ~ 0 -1 27008 S #27010 Back in the Dark~ You see dim lights to both the east and the west. ~ 65 9 4 D1 ~ ~ 0 -1 27011 D3 ~ ~ 0 -1 27009 S #27011 Enruned Cavern~ Here the rocky tunnel is lit by glowing runes etched in the walls! The way runs west and south, both back into darkness. ~ 65 9 4 D2 ~ ~ 0 -1 27012 D3 ~ ~ 0 -1 27010 E runes~ They appear to be very old, perhaps nearly a thousand years. Each is hexagonal in shape, and they fit together neatly. ~ S #27012 Tunnel of Death~ There are several ancient corpses lying in the tunnel here. ~ 65 9 4 D0 ~ ~ 0 -1 27011 D2 ~ ~ 0 -1 27013 E corpses~ There are nealr a dozen dead folk here, several of whom stir and try to rise as you regard them...to no avail...the've just been dead for too long, severall hundred years, you guess. ~ S #27013 Mouth of the Tunnel~ You stand at the entrance to a modest tunnel, trailing off into darkness to the north. South of here lies a great cavern, extending miles in all directions (except down :-).) ~ 65 8 4 D0 ~ ~ 0 -1 27011 D2 ~ ~ 0 -1 27014 S #27014 Kairn Necros~ You now stand in the northern end of the cavern of death. A road leads from here southward to a great citadel visible in the distance. On either side of the road there are field of kairn grass...wich seem to be being harvested by the dead! ~ 65 8 1 D0 ~ ~ 0 -1 27013 D1 ~ ~ 0 -1 27025 D2 ~ ~ 0 -1 27015 D3 ~ ~ 0 -1 27020 S #27015 On the Road to Necropolis~ You are on a north-south road leading from the city of the dead to a small cavern to the north. To both sides you see fields tilled by the dead! ~ 65 8 1 D0 ~ ~ 0 -1 27014 D1 ~ ~ 0 -1 27026 D2 ~ ~ 0 -1 27016 D3 ~ ~ 0 -1 27021 S #27016 On the road to Necropolis~ You are on a north-south road leading from the city of the dead to some point you can't really make out from here. To both sides there are fields being planted by the dead!ex ~ 65 8 1 D0 ~ ~ 0 -1 27015 D1 ~ ~ 0 -1 27027 D2 ~ ~ 0 -1 27017 D3 ~ ~ 0 -1 27022 S #27017 At the Gate~ Before you lies the gate to Necropolis, the city of the dead. To either side are fields being harvested by the dead! A road leads to the north. The gate swings open... ~ 65 8 1 D0 ~ ~ 0 -1 27016 D1 ~ ~ 0 -1 27028 D2 ~ gate s~ 1 94 27031 D3 ~ ~ 0 -1 27023 S #27018 In the River~ You are on an underground river, washing swiftly to the south. You can make out very little of the caves you are rushing through. ~ 65 9 6 D2 ~ ~ 0 -1 27071 S #27020 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27022 D1 ~ ~ 0 -1 27014 D2 ~ ~ 0 -1 27021 D3 ~ ~ 0 -1 27024 S #27021 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27020 D1 ~ ~ 0 -1 27015 D2 ~ ~ 0 -1 27022 D3 ~ ~ 0 -1 27024 S #27022 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27021 D1 ~ ~ 0 -1 27016 D2 ~ ~ 0 -1 27023 D3 ~ ~ 0 -1 27024 S #27023 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27022 D1 ~ ~ 0 -1 27017 D2 ~ ~ 0 -1 27021 D3 ~ ~ 0 -1 27024 S #27024 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27024 D1 ~ ~ 0 -1 27021 D2 ~ ~ 0 -1 27024 D3 ~ ~ 0 -1 27024 S #27025 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27027 D1 ~ ~ 0 -1 27029 D2 ~ ~ 0 -1 27026 D3 ~ ~ 0 -1 27014 S #27026 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27025 D1 ~ ~ 0 -1 27029 D2 ~ ~ 0 -1 27027 D3 ~ ~ 0 -1 27015 S #27027 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27026 D1 ~ ~ 0 -1 27029 D2 ~ ~ 0 -1 27028 D3 ~ ~ 0 -1 27016 S #27028 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27027 D1 ~ ~ 0 -1 27029 D2 ~ ~ 0 -1 27026 D3 ~ ~ 0 -1 27017 S #27029 Kairn Grass Fields~ Empty~ 65 8 3 D0 ~ ~ 0 -1 27029 D1 ~ ~ 0 -1 27029 D2 ~ ~ 0 -1 27029 D3 ~ ~ 0 -1 27026 S #27030 Main Drag~ Here begins Necrovia, the road of death. To the north is the gate, to the south this road continues, and to the east and west there are paths along the walls of the city. ~ 65 8 2 D0 ~ ~ 0 -1 27031 D1 ~ ~ 0 -1 27040 D2 ~ ~ 0 -1 27032 D3 ~ ~ 0 -1 27050 S #27031 Main Gate~ You are within the gate. ~ 65 8 2 D0 ~ gate n~ 1 94 27017 D2 ~ ~ 0 -1 27030 S #27032 Main Drag~ You are on the main road in the city of the dead. To the east is the Blessed Sartan Inn. To the west is the Grinning Zombie Tavern. ~ 65 8 2 D0 ~ ~ 0 -1 27030 D1 ~ ~ 0 -1 27033 D2 ~ ~ 0 -1 27035 D3 ~ ~ 0 -1 27034 S #27033 Blessed Sartan Inn~ Here many of the dead have taken up residencs..on the floor, in chairs, against the walls. This appears to have once been a respectable inn, with fine wooden furnishings about the common room. ~ 65 8 2 D3 ~ ~ 0 -1 27032 E chairs wood~ These were doubtless once of great value, made of fine Koa wood. Most are now inhabited by corpses. ~ E dead corpses~ Those who took up residence here in their lifetimes seem to have staid quit a bit longer than they expected. ~ S #27034 Grinning Zombie Tavern~ It appears that this old tavern has served no living customers for centuries. ~ 65 8 2 D1 ~ ~ 0 -1 27032 S #27035 Main Drag~ You are along the main road of the city of the dead. To the east is a bakery, while to the west is The Body Shope. ~ 65 8 2 D0 ~ ~ 0 -1 27032 D1 ~ ~ 0 -1 27036 D2 ~ ~ 0 -1 27038 D3 ~ ~ 0 -1 27052 S #27036 Bakery~ There is a baker here...or at least his remains... ~ 65 8 2 D3 ~ ~ 0 -1 27035 S #27037 empty~ empty@~ 65 8 2 D1 ~ ~ 0 -1 27035 S #27038 Main Drag~ You are on the main road of the city of the dead. Directly to the south is the City Square. To the east is an armory, to the west a weapon smithy. ~ 65 8 2 D0 ~ ~ 0 -1 27035 D1 ~ ~ 0 -1 27039 D2 ~ ~ 0 -1 27045 D3 ~ ~ 0 -1 27044 S #27039 Armory~ This old shop is littered with rusted armor far too old to be usefull. In addition, this shop's armor does not seem to have been much use to its previous owners, many of whom are here now. ~ 65 8 2 D3 ~ ~ 0 -1 27038 S #27040 Along the Wall~ You are on a path by the north wall of Necropolis. To the south is the Blessed Sartan Inn. ~ 65 8 2 D1 ~ ~ 0 -1 27041 D3 ~ ~ 0 -1 27030 D4 ~ ~ 0 -1 27042 S #27041 Along the Wall~ You are at the northestern corner of Necropolis. Above you is a guard tower. ~ 65 8 2 D2 ~ ~ 0 -1 27043 D3 ~ ~ 0 -1 27040 D4 ~ ~ 0 -1 27042 S #27042 Guardhouse~ From here one has an excellent view of the whole cavern. It can be seen that the Sartan used a form of crop rotation. Now the dead carry on their work. ~ 65 8 2 D5 ~ ~ 0 -1 27041 S #27043 Along the Wall~ You are on a path along the eastern wall of Necropolis the way is blocked to the south by fallen rubble. ~ 65 8 2 D0 ~ ~ 0 -1 27041 S #27044 Weaponsmithy~ This once-proud smithy is littered with weapons used recently in battle, but which have not tasted fresh blood for centuries. ~ 65 8 2 D1 ~ ~ 0 -1 27038 E weapons~ You find all of them quite unsatisfactory for human usage, having been used to butcher hundred-year-old corpses, they are quite unsanitary. ~ S #27045 Towne Square~ Before you is an emense square which hints at the greatness this city once possesed, when it was a land of the living. Many statues once decorated this area, but have long since fallen apart, mush like many of this city's inhabitants. An empty fountain sits at the centre of the square. While this was once the intersection of the two main roads of the city, only the one extending to the north and south remains usable. ~ 65 8 2 D0 ~ ~ 0 -1 27038 D2 ~ ~ 0 -1 27046 S #27046 Main Drag~ You are at the terminus of the main road of Necropolis. To the south lies Castle Necros. To the east is the great house of Runes, while to the west lies the High Temple of Elihn. ~ 65 8 2 D0 ~ ~ 0 -1 27045 D1 ~ ~ 0 -1 27047 D2 ~ ~ 0 -1 27049 D3 ~ ~ 0 -1 27048 S #27047 House of Runes~ This building alone reflects the lost power of the Sartan. The walls are hung with glowing runed carpets, which illuminate this huge hall. Various animated brooms sweep the floors with great dilligence. even the mice give you the impression of being highly enchanted...come to think of it, this hall does seem much larger on the inside... ~ 65 8 2 D3 ~ ~ 0 -1 27046 E brooms~ They seem to have runes scrawled up and down the lengths of their wooden handles. They go about their jobs quite animatedly. ~ E mice~ What strange mice these seem to be... they stand on two legs and wear little red robes. Some seem to be waving their arms at the brooms. ~ S #27048 Temple of Elihn~ This appears to have once been a place of worship...now it could only be called a place of Death. Great columns support the the roof of the hall. Dark runes adorn the floor and walls. Before the altar a stairway leads downward. ~ 65 8 2 D1 ~ ~ 0 -1 27046 D5 ~ ~ 0 -1 27051 E altar~ This is the most abstract idol you have ever observed...whatever the beliefs of the Sartan were, they seemed to have been extremely out of touch with observable reality. ~ S #27049 Castle Necros~ This is the entrance hall to Castle Necros. At the southern end of the hall isan entrance to an even greater hall. Doors lead off to the east and to the west. ~ 65 9 1 D0 ~ ~ 0 -1 27046 D1 ~ door east~ 1 -1 27068 D2 ~ ~ 0 -1 27054 D3 ~ door west~ 1 -1 27069 S #27050 Along the Wall~ You are on a path along the north wall of Necropolis. To the south is the Grinning Zombie Tavern. To the west the way is blocked by fallen rubble. ~ 65 8 2 D1 ~ ~ 0 -1 27030 S #27051 Sartan Crypt~ This is a chamber carved out of stone...tunnels once lead off in all directions, though only those to the east and south still remain. In the centre of the room lies a crypt. ~ 65 13 0 D0 ~ ~ 0 -1 27080 D1 ~ ~ 0 -1 27079 D2 ~ ~ 0 -1 27067 D3 ~ ~ 0 -1 27070 D4 ~ ~ 0 -1 27048 E crypt~ It appears to have been robbed...the lid pried off, and the contents stolen. ~ S #27052 Body Shoppe~ Here the dead wait to do your bidding...for a fee ~ 65 0 0 D1 ~ ~ 0 -1 27035 S #27053 Zombie storage~ Reserved for use by the Body Shoppe. ~ 65 0 0 S #27054 Throne Room~ Here is the grand throne room of Castle Necros. A smaller hall lies to the north. There is a great thron at the south end of the hall. Faded runes addorn the cold stone walls of this hall. ~ 65 9 1 D0 ~ ~ 0 -1 27049 D2 ~ secret Throne s~ 1 0 27055 E runes~ The hexagonal pattern of these runes now seems familiar. You feel as though they once possesed great power. Now they can barely be made out. ~ S #27055 Behind the Throne~ this is the entrance to a tunnel system. The tunnel leads down from here. ~ 65 13 0 D0 ~ throne n~ 1 0 27054 D5 ~ ~ 0 -1 27056 S #27056 Tunnel Juncture~ From here tunnels lead west, south, and upwards. ~ 65 9 1 D2 ~ ~ 0 -1 27057 D3 ~ ~ 0 -1 27079 D4 ~ ~ 0 -1 27055 S #27057 Dungeon~ You are in a small section of the dungeons of Castle Necros. Cells lie to the east and west, with more to the south. To the north the dungeon connects to other passages. ~ 65 13 0 D0 ~ ~ 0 -1 27056 D1 ~ door e~ 1 0 27058 D2 ~ ~ 0 -1 27060 D3 ~ door w~ 1 0 27059 S #27058 Dungeon Cell~ This is an old prison cell. The remains of several of this cells former occupants still reside here. ~ 65 9 1 D3 ~ door w~ 1 0 27057 E remains~ The corpses stir slightly as you examine them, then lapse back into their deathly sleep. ~ S #27059 Dungeon Cell~ A century ago this cell might have held an able-bodied prisoner, but no longer. The door is barely hanging on its rusted hinges. Even the ancient corpses seem to have crawled out of this cell. ~ 65 9 1 D1 ~ door e~ 1 0 27057 E corpses~ Like I said, they must have left. ~ S #27060 Dungeon~ This is indeed a small portion of the Castle's dungeon, as it appears to end just south of here. Two more cells line the walls. ~ 65 13 0 D0 ~ ~ 0 -1 27057 D1 ~ ~ 0 -1 27061 D2 ~ ~ 0 -1 27063 D3 ~ ~ 0 -1 27062 S #27061 Old Dungeon Cell~ Quite surprisingly, the fragrant aroma of rotting flesh greets you in this cell. It must be comming from the rats. ~ 65 9 0 D3 ~ ~ 0 -1 27060 E rats aroma~ Yep, its the rats. They're rotting quite well. ~ S #27062 Old dungeon Cell~ Severall corpses stir briefly as you enter the cell. Then they stop. ~ 65 9 0 D1 ~ ~ 0 -1 27060 E corpses~ They've stopped moving now. ~ S #27063 Old Tunnel~ Here is a bend in the passage. To the north lies the dungeon, but to the west is a much older tunnel. ~ 65 9 0 D0 ~ ~ 0 -1 27060 D3 ~ ~ 0 -1 27064 S #27064 Old Tunnel~ This east-west tunnel appears to be very old. You can see a dim light to the west, while the tunnel remains dark to the east. ~ 65 9 0 D1 ~ ~ 0 -1 27063 D3 ~ ~ 0 -1 27065 E light~ It is very faint from here, but you think it is emanating from some sort of pattern in the distance. ~ S #27065 Warning Arch~ A large arch guards a chamber to the east. ~ 65 12 0 D1 ~ ~ 0 -1 27064 D3 ~ ~ 0 -1 27066 E arch~ An eerie glow radiates from the runes carved on this structure. ~ E runes~ They seem to bear some sort of warning. ~ S #27066 Small Chamber~ This room is dominated by a huge wooden table. Glowing archways form the entrances to tunnels to the north and east. ~ 65 8 0 D0 ~ ~ 0 -1 27067 D1 ~ ~ 0 -1 27065 E table~ This table was clearly not made from the wood of any plant to be found in this world. As you contemplate it, the table seems almost mysticall, as though some higher being were speaking to you through it. ~ S #27067 Warning Arch~ The tunnel here seems to be much older than that to the north. To the south an archway guards the entrance to a small chamber. Bright runes upon the arch illuminate the passage. ~ 65 12 0 D0 ~ ~ 0 -1 27051 D2 ~ ~ 0 -1 27066 E arch archway runes~ The glowing runes upon the arch seem to convey some form of warning concerning the contents of the room to the south. ~ S #27068 Long Hall~ This is a long north-south hallway that seems to stretch out forever Windows line the eastern wall, and there is a door in the west wall. More doors lie to the north and south. ~ 65 9 0 D0 ~ ~ 0 -1 27068 D2 ~ ~ 0 -1 27068 D3 ~ door west~ 1 -1 27049 E windows window~ They are very cloudy, but you can make out many bodies moving slowly outside. ~ S #27069 Long Hall~ You stand in a very long hallway, leading north and south. A row of doors line the eastern wall. ~ 65 9 0 D0 ~ ~ 0 -1 27069 D1 ~ door east~ 1 -1 27049 D2 ~ ~ 0 -1 27069 S #27070 Dark Tunnel~ You stand in a very dark tunnel, leading east to west. You can hear running water off to the west. ~ 65 9 1 D1 ~ ~ 0 -1 27051 D3 ~ ~ 0 -1 27071 S #27071 Underground River~ You are swept away by the strong currents of the underground river! You think you could make it to ground to the west. ~ 65 9 3 D1 ~ ~ 0 -1 27070 D2 ~ ~ 0 -1 13636 S #27072 Underground stream~ The water flows more slowly here..and is quit cold. ~ 65 9 0 D0 ~ ~ 0 -1 27073 D2 ~ ~ 0 -1 27008 S #27073 The slow, cold flow of water through the dark tunnel.~ The water flows very slowly here, and is excruciatingly cold upon you feet, which is as high as it reaches... ~ 65 9 0 D0 ~ ~ 0 -1 27074 D2 ~ ~ 0 -1 27072 S #27074 Before the sea of ice~ You see now the source of the cold water...it is slowly melting off a vast plain of ice which lies before you. ~ 65 13 0 D0 ~ ~ 0 -1 27075 D2 ~ ~ 0 -1 27073 S #27075 On the Plain of Ice~ You stand now on a vast plain of ice that stretches off in all directions. The ice is slowly melting, forming a light flow of water down a dark tunnel. ~ 65 9 0 D0 ~ ~ 0 -1 27076 D1 ~ ~ 0 -1 27076 D2 ~ ~ 0 -1 27076 D3 ~ ~ 0 -1 27076 D5 ~ ~ 0 -1 27074 S #27076 Lost on the Fields of Ice ~ The plain of ice looks all the same, and you have lost sight of the downwards tunnel through which the melted ice flows. ~ 65 9 0 D0 ~ ~ 0 -1 27076 D1 ~ ~ 0 -1 27076 D2 ~ ~ 0 -1 27076 D3 ~ ~ 0 -1 27077 S #27077 Lost on the Fields of Ice~ The plain of ice looks all the same, and you have lost sight of the downwards tunnel through which the melted ice flows. ~ 65 9 0 D0 ~ ~ 0 -1 27077 D1 ~ ~ 0 -1 27076 D2 ~ ~ 0 -1 27078 D3 ~ ~ 0 -1 27077 S #27078 Lost on the Fields of Ice~ The plain of ice looks all the same, and you have lost sight of the downwards tunnel through which the melted ice flows. ~ 65 9 0 D0 ~ ~ 0 -1 27077 D1 ~ ~ 0 -1 27075 D2 ~ ~ 0 -1 27077 D3 ~ ~ 0 -1 27078 S #27079 Long tunnel~ You are in a long, dark tunnel running from east to west. ~ 65 9 0 D1 ~ ~ 0 -1 27056 D3 ~ ~ 0 -1 27051 S #27080 Blocked Passage~ You can go no further, for the passage is bloacked by fallen rocks. ~ 65 9 0 D2 ~ ~ 0 -1 27051 S #27081 Prometheus' Rock~ You stand on a great cliff, next to a huge rock fitted with shakles just about the right size... In the distance you see a huge vulture cirle overhead. A bridge leads east ~ 71 0 0 D1 ~ bridge secret ~ 1 27006 13636 S #27400 Father's Private Sanctum~ Here is where the Immortal Father decides what rewards and punishments are deserved. He also performs his other "Godly" duties here with an alter on one wall and a bed in a corner [for his (pro)creation work :)] ~ 79 24 0 S #27401 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through, the way West is blocked by an immense tree, and a passage to the East semms to go to a chamber BELOW the River! ~ 79 0 3 D1 ~ ~ 0 -1 27436 D2 ~ ~ 0 -1 27402 S #27402 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. The way West is blocked by an immense tree. ~ 79 0 3 D0 ~ ~ 0 -1 27401 D1 ~ ~ 0 -1 27494 D2 ~ ~ 0 -1 27403 S #27403 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East, the River gets a bit shallower to allow a River Crossing. As you listen, to the East you hear... "thrashing?"... maybe it's just someone swimming.... ~ 79 0 3 D0 ~ ~ 0 -1 27402 D1 You look towards the East and see a few logs floating.... Wait! Those are Crocodiles! ~ ~ 0 -1 27493 D2 ~ ~ 0 -1 27404 D3 ~ ~ 0 -1 27407 S #27404 Under a Huge Ecalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The thing that REALLY catches your eye though is the rather large tree that looks big enough to support an entire community in its limbs. ~ 79 0 3 D0 ~ ~ 0 -1 27403 D1 ~ ~ 0 -1 27492 D2 ~ ~ 0 -1 27405 D3 ~ ~ 0 -1 27408 D4 ~ ~ 0 -1 27496 S #27405 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. ~ 79 0 3 D0 ~ ~ 0 -1 27404 D1 ~ ~ 0 -1 27491 D2 ~ ~ 0 -1 27406 D3 ~ ~ 0 -1 27409 S #27406 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East is a path that leads off towards a lake. To the South is a wall of the Aborigine Stronghold. ~ 79 0 3 D0 ~ ~ 0 -1 27405 D1 ~ ~ 0 -1 27488 D3 ~ ~ 0 -1 27410 S #27407 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through. ~ 79 0 3 D1 ~ ~ 0 -1 27403 D2 ~ ~ 0 -1 27408 D3 ~ ~ 0 -1 27411 S #27408 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. A ways to the South you see a stronghold of some sort. ~ 79 0 3 D0 ~ ~ 0 -1 27407 D1 ~ ~ 0 -1 27404 D2 ~ ~ 0 -1 27409 D3 ~ ~ 0 -1 27412 S #27409 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. You see a stronghold a little to the South of here. ~ 79 0 3 D0 ~ ~ 0 -1 27408 D1 ~ ~ 0 -1 27405 D2 ~ ~ 0 -1 27410 D3 ~ ~ 0 -1 27413 S #27410 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the South is the wall of a stronghold. ~ 79 0 3 D0 ~ ~ 0 -1 27409 D1 ~ ~ 0 -1 27406 D3 ~ ~ 0 -1 27414 S #27411 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North and West to allow you through. ~ 79 0 3 D1 ~ ~ 0 -1 27407 D2 ~ ~ 0 -1 27412 S #27412 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. You see a field to the West and a stronghold a ways to the South. ~ 79 0 3 D0 ~ ~ 0 -1 27411 D1 ~ ~ 0 -1 27408 D2 ~ ~ 0 -1 27413 D3 ~ ~ 0 -1 27437 S #27413 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. You see a field to the West and a stronghold a little to the South. ~ 79 0 3 D0 ~ ~ 0 -1 27412 D1 ~ ~ 0 -1 27409 D2 ~ ~ 0 -1 27414 D3 ~ ~ 0 -1 27438 S #27414 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the West is a field and just South of here is the Entrance to the Aborigine Stronghold. ~ 79 0 3 D0 ~ ~ 0 -1 27413 D1 ~ ~ 0 -1 27410 D2 ~ ~ 0 -1 27445 D3 ~ ~ 0 -1 27439 S #27415 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through, to the South-East is a steep hill, and to the West is a passage that seems to lead into a chamber BELOW the River! ~ 79 0 3 D1 ~ ~ 0 -1 27419 D2 ~ ~ 0 -1 27416 D3 ~ ~ 0 -1 27436 S #27416 Between the River and a Steep Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East is the steep face of a hill while the River is to the West. ~ 79 0 3 D0 ~ ~ 0 -1 27415 D2 ~ ~ 0 -1 27417 D3 ~ ~ 0 -1 27494 S #27417 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the East is the sloping side of a Hill while to the East is the River. As you listen, to the West you hear... "thrashing?"... maybe it's just someone swimming.... ~ 79 0 3 D0 ~ ~ 0 -1 27416 D1 ~ ~ 0 -1 27431 D2 ~ ~ 0 -1 27418 D3 You look to the West and see a few logs folating.... Wait! Those are Crocodiles! ~ ~ 0 -1 27493 S #27418 Along the Eucalyptus River~ You see many Eucalyptus trees around you which fill the air with a strange smell. The River bends here and lies to the West and South. ~ 79 0 3 D0 ~ ~ 0 -1 27417 D1 ~ ~ 0 -1 27422 D2 ~ ~ 0 -1 27490 D3 ~ ~ 0 -1 27492 S #27419 Base of a Steep Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North to allow you through and the steep face of a hill is to the South. ~ 79 0 3 D1 ~ ~ 0 -1 27420 D3 ~ ~ 0 -1 27415 S #27420 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North and East to allow you through. You see a large hill to the South-West. ~ 79 0 3 D2 ~ ~ 0 -1 27433 D3 ~ ~ 0 -1 27419 S #27421 Under a Huge Eucalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The thing that REALLY catches your eye though is the rather large tree that looks big enough to support an entire community in its limbs. ~ 79 0 3 D0 ~ ~ 0 -1 27433 D1 ~ ~ 0 -1 27429 D2 ~ ~ 0 -1 27425 D3 ~ ~ 0 -1 27432 D4 ~ ~ 0 -1 27497 S #27422 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. A fortress is to the East and South. ~ 79 0 3 D0 ~ ~ 0 -1 27432 D1 ~ ~ 0 -1 27425 D2 ~ ~ 0 -1 27423 D3 ~ ~ 0 -1 27418 S #27423 Under a Huge Eucalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The thing that REALLY catches your eye though is the rather large tree that looks big enough to support an entire community in its limbs. ~ 79 0 3 D0 ~ ~ 0 -1 27422 D1 ~ ~ 0 -1 27426 D2 ~ ~ 0 -1 27424 D3 ~ ~ 0 -1 27490 D4 ~ ~ 0 -1 27498 S #27424 Along the Eucalyptus River Outside of a Fortress~ You see many Eucalyptus trees around you which fill the air with a strange smell. To the South is the wall to a fortress and to the West is the Eucalyptus River. ~ 79 0 3 D0 ~ ~ 0 -1 27423 D1 ~ ~ 0 -1 27427 D3 ~ ~ 0 -1 27489 S #27425 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Entrance to the Roo Fortress is to the East. ~ 79 0 3 D0 ~ ~ 0 -1 27421 D1 ~ ~ 0 -1 27469 D2 ~ ~ 0 -1 27426 D3 ~ ~ 0 -1 27422 S #27426 Outside the Fortress Wall~ You see many Eucalyptus trees around you which fill the air with a strange smell. The wall of a Fortress blocks the way East though it looks like there is an entrance on the North side of the wall. ~ 79 0 3 D0 ~ ~ 0 -1 27425 D2 ~ ~ 0 -1 27427 D3 ~ ~ 0 -1 27423 S #27427 Outside the Fortress Wall~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Fortress wall comes to a corner here -- blocking the way to the South and East. The Entrance appears to be to the North. ~ 79 0 3 D0 ~ ~ 0 -1 27426 D3 ~ ~ 0 -1 27424 S #27428 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the North and East to allow you through. You see a Fortress a ways to the South. ~ 79 0 3 D2 ~ ~ 0 -1 27429 D3 ~ ~ 0 -1 27433 S #27429 In the Eucalyptus Forest~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense towards the East to allow you through. The Entrance to the Roo Fortress is just South of here. ~ 79 0 3 D0 ~ ~ 0 -1 27428 D2 ~ ~ 0 -1 27469 D3 ~ ~ 0 -1 27421 S #27430 Under a Huge Ecalyptus Tree~ You see many Eucalyptus trees around you which fill the air with a strange smell. The trees are much too dense to the North and East to allow you through and the Fortress blocks the way South. The most striking feature of this patch of forest is the HUGE tree with the extensive branch network above you that could probably support you and quite a few friends. ~ 79 0 3 D3 ~ ~ 0 -1 27469 D4 ~ ~ 0 -1 27499 S #27431 Top of a Large Hill~ From this height, you can see the Eucalyptus Forest around you as well as the Aborigine Stronghold to the distant South-West, the Roo Fortress to the South, and the Eucalyptus River flowing between them towards a Lake. It looks like you can make it down the steep Western and Northern side from the top but not back up from the bottom. ~ 79 0 4 D0 ~ ~ 0 -1 27419 D1 ~ ~ 0 -1 27433 D2 ~ ~ 0 -1 27432 D3 ~ ~ 0 -1 27416 S #27432 Base of Sloping Side of Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Hill to the North seems climbable form this side. You see a Fortress of some kind to the South-East. ~ 79 0 3 D0 ~ ~ 0 -1 27431 D1 ~ ~ 0 -1 27421 D2 ~ ~ 0 -1 27422 D3 ~ ~ 0 -1 27417 S #27433 Base of Sloping Side of Hill~ You see many Eucalyptus trees around you which fill the air with a strange smell. The Hill to the West seems climbable from this side. You see a Fotress a ways to the South. ~ 79 0 3 D0 ~ ~ 0 -1 27420 D1 ~ ~ 0 -1 27421 D2 ~ ~ 0 -1 27422 D3 ~ ~ 0 -1 27431 S #27434 Small Wet Passage Below River~ For some unknown reason, this passage goes UNDER the River without collapsing. There is a small Hole above you that leads back to the Deep, Dark Forest Riverbank and the passage continues to the South. ~ 79 9 0 D2 ~ ~ 0 -1 27435 D4 ~ ~ 0 -1 6121 S #27435 Small Wet Passage Below River~ You feel a bit strange when you think of the River flowing ABOVE you and what would happen if the enchantment on the roof suddenly expired.... But why worry about things you have no control over? The passage goes to the North and South. ~ 79 9 0 D0 ~ ~ 0 -1 27434 D2 ~ ~ 0 -1 27436 S #27436 Entrance to the Land Down Under~ The passage ends here with exits leading above ground to the West and East. As you stand here, you notice the peculiar smell of Eucalyptus leaves. A large Sign is stuck in the ground here. ~ 79 12 0 D0 ~ ~ 0 -1 27435 D1 ~ ~ 0 -1 27415 D3 ~ ~ 0 -1 27401 E large sign~ Welcome to the Land Down Under!! This area is mainly controlled by two groups: the Aborigines and the Roos. They are constantly at War with each other and are known to hunt each other down and attack. It is best if you don't get in their way, but even then, they have been known to come out of no where and attack outsiders. Watch your step around here!! Good Luck and Enjoy Your Visit!! (remember: you don't live here, they do) ~ E sign~ WELCOME!! The Land Down Under is mainly controlled by two groups: the Aborigines and the Roos. Some of them don't care about outsiders, others..... well they sometimes seem to come out of nowhere and attack without warning!! These two groups are at war with each other and will attack each other if they see someone of the other side. Try not to get in their way.... There are several dangerous creatures here, but with a bit of common sense, you should be able to avoid most of them. Good Luck and Enjoy your visit! (remember: you don't live here, they do...) ~ S #27437 Northern End of a Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East and the Forest gets too dense to the North to allow further progress. ~ 79 0 2 D1 ~ ~ 0 -1 27412 D2 ~ ~ 0 -1 27438 D3 ~ ~ 0 -1 27441 S #27438 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East. ~ 79 0 2 D0 ~ ~ 0 -1 27437 D1 ~ ~ 0 -1 27413 D2 ~ ~ 0 -1 27439 D3 ~ ~ 0 -1 27442 S #27439 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East. You see a Bag of seed on the ground. ~ 79 0 2 D0 ~ ~ 0 -1 27438 D1 ~ ~ 0 -1 27414 D2 ~ ~ 0 -1 27440 D3 ~ ~ 0 -1 27443 E bag~ The Bag of seed is partially opened.... obviously waiting for the Aborigine to come back and plant it. ~ S #27440 Southern End of A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold Entrance to the East while to the South is part of a wall. You see Small Signs sticking out of the ground. ~ 79 0 2 D0 ~ ~ 0 -1 27439 D1 ~ ~ 0 -1 27445 D3 ~ ~ 0 -1 27444 E small signs sign~ The signs just label what the various rows of crops are supposed to be. ~ S #27441 Northern End of a Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East and the Forest gets too dense to the North and West to allow further progress. ~ 79 0 2 D1 ~ ~ 0 -1 27437 D2 ~ ~ 0 -1 27442 S #27442 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East while the Forest to the West gets too dense to allow further progress. Neat Rows of Wheat grow here. ~ 79 0 2 D0 ~ ~ 0 -1 27441 D1 ~ ~ 0 -1 27438 D2 ~ ~ 0 -1 27443 E rows wheat row~ The fabled Amber Waves of Grain look like they are almost ready to be harvested. ~ S #27443 A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the South-East while to the West the Forest becomes too dense to allow further progress. You see Vegetables growing here in neat Rows. ~ 79 0 2 D0 ~ ~ 0 -1 27442 D1 ~ ~ 0 -1 27439 D2 ~ ~ 0 -1 27444 E vege vegetable rows row vegetables~ A sudden feeling of dread falls over you as you have flashbacks to dinner times during childhood. You quiver uncontrollably and look away before the feeling of Nausea overcomes you. ~ S #27444 Southern End of A Cultivated Field~ Here is where the Aborigines get most of thier food. You see thier stronghold to the East, a Wall to the South, and the Forest becomes too dense to allow further progress to the West. ~ 79 0 2 D0 ~ ~ 0 -1 27443 D1 ~ ~ 0 -1 27440 S #27445 Entrance to the Aborigine Stronghold~ As you arrive, you notice the the Stronghold isn't really a stronghold. Actually it looks more like a walled Village. Aborigines come and go either to take care of their duties or to go out and stalk Roos. ~ 79 0 1 D0 ~ ~ 0 -1 27414 D1 ~ ~ 0 -1 27446 D2 ~ ~ 0 -1 27448 D3 ~ ~ 0 -1 27440 S #27446 Common Dwelling~ There is a largish area in which several Aborigine families live. There are bed rolls scattered about the room and a fire in the center to provide light and warmth for cooking and seeing. In all though, there doesn't seem to be much of interest to you since you don't live here. ~ 79 8 0 D3 ~ ~ 0 -1 27445 S #27447 Common Dwelling~ This is a largish area in which several Aborigine families live. There are bed rolls scattered about the room and a Fire in the center to provide light and warmth for cooking and seeing. In all though, there doesn't seem to be much of interest to you since you don't live here. ~ 79 8 0 D1 ~ ~ 0 -1 27448 S #27448 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. Common Dwellings lie to the East and West while the way South goes further into the Village. ~ 79 0 1 D0 ~ ~ 0 -1 27445 D1 ~ ~ 0 -1 27449 D2 ~ ~ 0 -1 27452 D3 ~ ~ 0 -1 27447 S #27449 Common Dwelling~ This is a largish area in which several Aborigine families live. There are bed rolls scattered about the room and a fire in the center to provide light and warmth for cooking and seeing. In all though, there doesn't seem to be much of interest to you since you don't live here. ~ 79 8 0 D3 ~ ~ 0 -1 27448 S #27450 POW Cage~ Here is where the Aborigines hold the few Roos that they capture in combat or raids on the Roo Fortress. You see a few bones and scraps scattered around the cage. ~ 79 8 0 D1 ~ cage door east e~ 1 27415 27451 S #27451 Outside the POW Cage~ The Cage where the Aborigines hold their prisoners is to the West while the rest of the Village is back to the East. ~ 79 0 1 D1 ~ ~ 0 -1 27452 D3 You see what looks like a beaten up and Very subdued Roo. ~ cage door west w~ 1 27415 27450 S #27452 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. You see a Cage towards the West, a Kennel towards the East, the Village Entrance towards the North, and the Rest of the Village towards the South. ~ 79 0 1 D0 ~ ~ 0 -1 27448 D1 ~ ~ 0 -1 27453 D2 ~ ~ 0 -1 27456 D3 ~ ~ 0 -1 27451 S #27453 Outside of the Dingo Kennel~ The Dingo kennel is just East of here and the rest of the Village is back towards the West. You smell an unpleasant odor and hear them yipping at you from the other side of the Door. ~ 79 0 1 D1 ~ kennel door east e~ 1 27416 27454 D3 ~ ~ 0 -1 27452 S #27454 The Dingo Kennel~ The Dingos obviously live here as you see droppings and bones lying scattered about the room. As a result, a MOST unpleasant stench fills the air of this small and dirty Kennel. ~ 79 8 0 D3 ~ kennel door west w~ 1 27416 27453 S #27455 Tanner's Workshop~ This room is filled with various tools and implements to aid in the Skinning and Tanning.... ehh... Preperation of hides. (After all, where do you think Roo-Hide armor comes from?) ~ 79 8 0 D1 ~ ~ 0 -1 27456 S #27456 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. The Tanner's Shop is to the West, an Elder's Dwelling is to the East, and the rest of the Village is North and South. ~ 79 0 1 D0 ~ ~ 0 -1 27452 D1 ~ ~ 0 -1 27457 D2 ~ ~ 0 -1 27462 D3 ~ ~ 0 -1 27455 S #27457 Elder's Dwelling~ This decent-sized room has several Worktables covered with strange devices and bottles. It also seems to be the residence of a somewhat elderly Aborigine who would not take it kindly if you were to disturb his studies.... ~ 79 8 0 D3 ~ ~ 0 -1 27456 E worktable worktables table tables~ It is virtually impossible to describe the unique things on these tables but being a seasoned adventurer, you recognize a few items to be involved in the research of magical spells and items. (Maybe you saw them at Zifnab's or in your Guildmaster's training area...) ~ S #27458 Advanced Youth Training Grounds~ Here is where the older, more advanced students practice with the slightly more dangerous weapons. They realize that they will soon be able to go out on a REAL patrol to stalk Roos and kill them. As a result, they are very serious while they attack each other and listen to the Armsmaster's instructions. ~ 79 0 1 D2 ~ ~ 0 -1 27464 S #27459 Aborigine Alter~ While you aren't familiar with the god being worshipped here (looks sort of like he is some kind of Father figure perhaps), you can obviously tell that this is the Village Alter against the West wall. The main Congregation area is back to the East but there seems to be no other exits from the Alter. A strange mixture of incense permeates the air. ~ 79 8 0 D1 ~ ~ 0 -1 27460 E alter~ The Alter is covered with candles, religious symbols, and other things that you can't recognize. The incense holders also contain several types of incense that fill the air and start to make you feel light-headed. ~ S #27460 Congregation Hall~ This long room is filled with several Pews which face towards the West. As you look in that direction, you see the Alter and to the South you see the entrance to the Priest chambers. ~ 79 8 0 D1 ~ ~ 0 -1 27461 D2 ~ door south s~ 1 0 27465 D3 ~ ~ 0 -1 27459 S #27461 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. You see what appears to be the Village Holy Area to the West and buildings block your way to the North and South. ~ 79 0 1 D1 ~ ~ 0 -1 27462 D3 ~ ~ 0 -1 27460 S #27462 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. The Holy Area seems to be towards the West, the Entrance is back to the North, and a few buildings are to the East. ~ 79 0 1 D0 ~ ~ 0 -1 27456 D1 ~ ~ 0 -1 27463 D3 ~ ~ 0 -1 27461 S #27463 Village Path~ This is a small path between the various huts and buildings of the Aborigine Village. To the South seems to be a pretty important building because it seems a bit taller and more solidly built than the rest of the buildings and to the East you half-hearted War Cries and the sounds of Battle. ~ 79 0 0 D1 ~ ~ 0 -1 27464 D2 ~ ~ 0 -1 27468 D3 ~ ~ 0 -1 27462 S #27464 Youth Training Grounds~ Most of the Youths training here are still young and inexperienced. They tend to view the training as work without really realizing how much thier lives will depend on their skills in the future.... ~ 79 0 1 D0 ~ ~ 0 -1 27458 D3 ~ ~ 0 -1 27463 S #27465 Acolyte's Chamber~ Here is where the lesser Aborigine Priests reside and study their prayers that will aid them and their friends in battle versus the evil Roos! Prayer books and holy items are in neat groupings for each Priest. ~ 79 8 0 D0 ~ door north n~ 1 0 27460 D1 ~ ~ 0 -1 27466 S #27466 Shaman's Private Sanctum~ This is the private quarters of the Aborigine Shaman who absolutely hates being bothered by even his Priests while he is in private meditation! (Just think, he doesn't even know you....) ~ 79 8 0 D3 ~ ~ 0 -1 27465 S #27467 Chief's Quarters~ The Village Chief lives in this spacious, sturdy building. You see his bed and personal items in the corner of the room while Trophies from combat. ~ 79 8 0 D1 ~ ~ 0 -1 27468 E trophies trophy~ Various weapons, hides, and a few stuffed heads (is that a Roo?) hang on the walls in decorative arrangements. ~ S #27468 War Council Chamber~ The War Chamber! A table in the center of the room is completely covered by Papers, Charts, and War Plans for attacks on the Roo Fortress. ~ 79 8 0 D0 ~ ~ 0 -1 27463 D3 ~ ~ 0 -1 27467 E plans charts papers table~ They seem to be highly detailed plans with all sorts of colors and lines. Unfortunately, they seem to be in some sort of code or something because they certainly don't make any sense to anyone but the Aborigines. ~ S #27469 Outside the Roo Fortress~ The Fortress doesn't seem to be very big, but it does seem to be defensible. The only apparent way in is to the South. ~ 79 0 2 D0 ~ ~ 0 -1 27429 D1 ~ ~ 0 -1 27430 D2 ~ ~ 0 -1 27470 D3 ~ ~ 0 -1 27425 S #27470 Inside the Fortress~ The Hallway into most of the Fortress is to the South, but you can't help but notice the Cage to the East from which strange Growls emerge. You see a Small Sign on the side of the cage. ~ 79 8 0 D0 ~ ~ 0 -1 27469 D1 Looking into the Cage, you observe a small, but VERY Viscious and Dangerous looking Beast. Feeling your eyes watching it, the Beast suddenly truns and Leaps at you!! Fortunately, the Cage stopped it... but you feel a bit unsure as to whether the Cage can contain the Beast. Examining the Cage a bit closer, you notice a small Sign on the side. ~ cage door east e~ 2 27414 27471 D2 ~ ~ 0 -1 27472 E sign small~ The small Sign has: TASMANIAN DEVIL (some words you don't understand) This vicious beast was captured at the loss of several warriors. It is unpredictable and attacks anything is senses. It seems to have unusual perception though and can tell when creatures are near (invisible or not). ~ S #27471 The Beast's Cage~ The Cage apears to be very strong but een that can't hold up to the Tasmanian Devil's rage and strength forever. As it is, the Cage has scratches and gouges all around. A bit of Trash is scattered everywhere around the room from the Beast's rampages. The only way out is to the West. ~ 79 8 0 D3 ~ cage door west w~ 1 27414 27470 E trash~ The Trash is made of bits of cloth, metal, bone, and excrement... just about anything that the Devil wouldn't eat. ~ S #27472 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see the Entrance to the North while the South goes deeper into the Roo Fortress. ~ 79 8 0 D0 ~ ~ 0 -1 27470 D2 ~ ~ 0 -1 27474 S #27473 Barracks~ Apparently, almost all of the Roo population sleeps and relaxes in here during their off hours. Bunks are spread about the room on which they and even their younger people can sleep. ~ 79 8 0 D2 ~ ~ 0 -1 27477 S #27474 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see the entrance to the North while the way south leads deeper into the Fortress. ~ 79 8 0 D0 ~ ~ 0 -1 27472 D2 ~ ~ 0 -1 27478 S #27475 Meeting Hall~ This is apparently where the Roos plan their raids on the Aborigines. There are Plans, Charts, and Graphs lying on a table here. ~ 79 8 0 D2 ~ ~ 0 -1 27479 E plans charts graphs table~ The plans look very complex with colors, lines, shading, and words. Unfortunately, they seem to be in some sort of code because they make no sense to you at all. ~ S #27476 Fortress Dungeon~ Here is where the Roos keep prisoners for the short time they are around. Funny thing though... where do the prisoners go? The Roos certainly don't let any of them go.... ~ 79 8 0 D1 ~ east e door~ 1 27417 27477 D2 ~ kitchen south s~ 1 27417 27481 S #27477 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see the Barracks to the North, a Door to the West, and to the South you see what looks like a Mess Hall ~ 79 8 0 D0 ~ ~ 0 -1 27473 D1 ~ ~ 0 -1 27478 D2 ~ ~ 0 -1 27482 D3 ~ door west w~ 1 27417 27476 S #27478 Hallway Intersection~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see a few doorways further down the Hallway to the East and West but you can't go any further South as there is a wall there. ~ 79 8 0 D0 ~ ~ 0 -1 27474 D1 ~ ~ 0 -1 27479 D3 ~ ~ 0 -1 27477 S #27479 Fortress Hallway~ This narrow Hallway connects the various rooms of the Roo Fortress together. You see a Meeting Hall to the North, the Captain's Office to the East, and the Royal Chambers to the South. ~ 79 8 0 D0 ~ ~ 0 -1 27475 D1 ~ ~ 0 -1 27480 D2 ~ ~ 0 -1 27484 D3 ~ ~ 0 -1 27478 S #27480 Captain's Office~ The Captain's Office serves as both a place where he can interview the guards and warriors as well as the place where he sleeps at night. He has several Trophies hanging on the wall. ~ 79 8 0 D3 ~ ~ 0 -1 27479 E trophies~ The Trophies are mainly weapons and pieces of armor captured from defeated enemies of the Roos. They are firmly anchored to the wall and trying to get them off would probably ruin them. ~ E trophies trophy~ The Trophies are mainly weapons and pieces of armor captured from defeated enimies. ~ S #27481 Kitchen~ The air is a bit hot in here because of the cooking fires and strange smells fill the air with whatever the "food" they are cooking. Whatever it is, it certainly doesn't smell very appealing to your senses. ~ 79 8 0 D0 ~ kitchen north n~ 1 27417 27476 D1 ~ ~ 0 -1 27482 S #27482 Mess Hall~ The room is filled with a few tables where the Roo soldiers can eat whatever it is that Roos eat. Not being too neat, however, a few bits of "food?" are on the floor and fill the air with an unpleasant odor. ~ 79 8 0 D0 ~ ~ 0 -1 27477 D3 ~ ~ 0 -1 27481 S #27483 Library~ This small Library is filled with ancient Books, Tomes, and Manuals. There is a small reading desk and chair in one corner of the room. The desk has several candle stubs along one of its edges. ~ 79 8 0 D1 ~ ~ 0 -1 27484 E books tomes manuals~ The literature mainly discusses Roo history (pretty boring and a few cover Roo magic (of which you can't understand the writing). In all, not much seems to be interesting to you. ~ S #27484 Entrance to the Royal Chambers~ The Royal Chambers lead to here with the Library to the West, the Prince's Bedroom to the East, and the Queen's Chambers to the South. ~ 79 8 0 D0 ~ ~ 0 -1 27479 D1 ~ ~ 0 -1 27485 D2 ~ ~ 0 -1 27486 D3 ~ ~ 0 -1 27483 S #27485 Prince's Bedroom~ As it should for a Prince, this Bedroom is lavishly furnished with highly decorative items and things to increase the comfort of its inhabitants. There is also a plush, soft looking Bed against the far wall. ~ 79 8 0 D3 ~ ~ 0 -1 27484 E bed~ Rather large and comfortable, the Bed has red sheets that are neatly folded in all of the right places (after all, what else are servants good for?) ~ S #27486 Queen's Chamber~ The Roo Queen spends most of her time in here or in the Library. Here is where she sleeps, relaxes, and "entertains" herself. You notice a Small Door on the East wall. ~ 79 8 0 D0 ~ ~ 0 -1 27484 D1 ~ door padded east e~ 1 27414 27487 S #27487 Padded Room~ This room resembles something that you would find in a Mental Hospital. The walls, floor, and ceiling are Padded to prevent the Occupant from hurting himself on hard surfaces. ~ 79 8 0 D3 ~ door padded west w~ 1 27414 27486 S #27488 Path Along the River~ The Path starts here at a bend in the River and looks like it heads South towards a Lake. The Forest is back to the West while the River goes around to the North and East. ~ 79 0 3 D0 ~ ~ 0 -1 27491 D1 ~ ~ 0 -1 27489 D3 ~ ~ 0 -1 27406 S #27489 On the Eucalyptus River~ The River here flows between the Trees of the Eucalyptus Forest with the Roo area to the East and the Aborigine area to the West. The River goes back to the North and to the South towards a large body of water. ~ 79 0 7 30 2 D0 ~ ~ 0 -1 27490 D1 ~ ~ 0 -1 27424 D2 ~ ~ 0 0 27489 D3 ~ ~ 0 -1 27488 S #27490 A Bend on the Eucalyptus River~ The Ecalyptus River bends to the South and West here and the Roo area is off towards the East side of the River with the Aborigines towards the West. ~ 79 0 7 30 2 D0 ~ ~ 0 -1 27418 D1 ~ ~ 0 -1 27423 D2 ~ ~ 0 -1 27489 D3 ~ ~ 0 -1 27491 S #27491 A Bend on the Eucalyptus River~ The Eucalyptus River Bends to the North and East here and the Roo area is off towards the East side of the River with the Aborigines towards the West. ~ 79 0 7 30 1 D0 ~ ~ 0 -1 27492 D1 ~ ~ 0 -1 27490 D2 ~ ~ 0 -1 27488 D3 ~ ~ 0 -1 27405 S #27492 On the Eucalyptus River~ The River here flows between the Trees of the Eucalyptus Forest with the Roo area to the East and the Aborigines are to the West. The River continues to the South while to the North the water gets a bit shallower to a River Crossing. As you listen, to the North you can faintly hear... "thrashing?".... maybe it's just someone swimming.... ~ 79 0 7 30 2 D0 You look to the North and you see a few logs floating.... Wait! those are Crocodiles! and they sure look Hungry! ~ ~ 0 -1 27493 D1 ~ ~ 0 -1 27418 D2 ~ ~ 0 -1 27491 D3 ~ ~ 0 -1 27404 S #27493 River Crossing~ The River gets shallow here so that you can cross in all of your equipment and not drown. Thinking yourself lucky, you start across and suddenly notice that those innocent-looking logs aren't logs! They are Crocodiles!! ~ 79 4 6 D0 ~ ~ 0 -1 27494 D1 ~ ~ 0 -1 27417 D2 ~ ~ 0 -1 27492 D3 ~ ~ 0 -1 27403 S #27494 On the Eucalyptus River~ The River here flows between the Trees of the Eucalyptus Forest with the Roo area to the East and the Aborigines to the West. The River continues to the North while to the South the water gets a bit shallower to a River Crossing. As you listen, to the South you can faintly hear... "thrashing?"... maybe it's just someone swimming.... ~ 79 0 7 60 2 D0 ~ ~ 0 -1 27495 D1 ~ ~ 0 -1 27416 D2 You look to the South and see a few logs floating.... Wait! Those are Crocodiles! and they sure look hungry! ~ ~ 0 -1 27493 D3 ~ ~ 0 -1 27402 S #27495 On the Eucalyptus River~ The Eucalyptus River branches off of the Dark River here and goes to the South. The trees are much too dense here to let you get off of the River. ~ 79 0 7 60 2 D0 ~ ~ 0 -1 13673 D2 ~ ~ 0 -1 27494 S #27496 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they prevent you from seeing too far. ~ 79 4 3 D5 ~ ~ 0 -1 27404 S #27497 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they prevent you from seeing too far. ~ 79 4 3 D5 ~ ~ 0 -1 27421 S #27498 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they prevent you from seeing too far. ~ 79 4 3 D5 ~ ~ 0 -1 27423 S #27499 In the Limbs of a Eucalyptus Tree~ Up here, you see that the limbs of this huge tree support entire communities of Koala Bears. The branches seem quite sturdy and can support many people though they don't allow you to see too far. ~ 79 4 3 D5 ~ ~ 0 -1 27430 S $~