#AREA ROT v2.0 format~ kerofk.are~ Kerofk~ {20 55} Amanda Kerofk~ 5700 5899 #MOBILES #5700 MouseRider~ MouseRider~ MouseRider sits on his throne here, his head in his hands. ~ MouseRider is the greatest mortal sage ever. He is also a most troubled man, knowing things you couldn't even guess at. You wonder how he could have all that knowledge and not want power. ~ human~ AB 0 0 1000 0 2 0 1d3+5 2d2+12 1d2+2 none 10 11 9 11 0 0 0 0 sit sit male 20 AHMV ABCDEFGHIJK medium 0 #5701 Sentinel Beast~ the Sentinel Beast~ The Sentinel Beast's eyes glow chaotically as it attacks! ~ The Sentinel Beast is somewhat reminiscent of a wolf if you ignore the multi-colored glowing eyes, the horns, the six inch long claws... ~ human~ ABF D 0 0 0 40 0 16d16+508 7d44+589 5d8+25 none -11 -9 -9 -6 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5702 Leonna~ Leonna~ Leonna, guildmaster of the Mages' Guild of Kerofk, greets you. ~ Leonna seems to be a nice, fun-loving woman. Obviously she became guildmaster due more to her personality than her wizardly power. Her powers are no small matter, however; she is still one of the best mages in the city. ~ human~ AB 0 0 700 0 48 0 16d24+835 5d65+687 5d10+30 none -12 -14 -14 -11 0 0 0 0 stand stand female 1000 AHMV ABCDEFGHIJK medium 0 #5703 Bookstore Owner~ the Bookstore Owner~ The Bookstore Owner looks up from a paperback as you come in. ~ The Bookstore Owner looks very bored in his job here. From the way his fingers twitch and his eyes dart, you wonder if he really is what he appears... ~ human~ AB 0 0 -500 0 46 0 10d35+705 10d36+737 5d9+28 none -14 -14 -13 -10 0 0 0 0 stand stand male 7000 AHMV ABCDEFGHIJK medium 0 #5704 Seobagn Thieves Thief Guildmaster~ Seobagn~ The Thieves' Guildmaster, Seobagn, watches you with narrowed eyes. ~ Seobagn snickers at you while he spins a coin around his fingers with practised ease. You wonder if its your coin. ~ human~ AB 0 0 -800 0 48 0 14d26+769 14d26+769 5d10+30 none -11 -14 -15 -10 0 0 0 0 stand stand male 1500 AHMV ABCDEFGHIJK medium 0 #5705 Bartender~ the Bartender~ The Bartender pours drinks several at a time to keep up with the rush. ~ The Bartender looks harried as he tries to keep up with several different orders at the same time. Maybe you should bother him later... ~ human~ AB 0 0 250 0 28 0 7d19+223 7d24+289 4d6+16 none -5 -4 -5 0 0 0 0 0 stand stand male 4577 AHMV ABCDEFGHIJK medium 0 #5706 Barmaid~ the Barmaid~ The barmaids rush about delivering drinks and taking orders. ~ The barmaid looks at you with a tired glance as she struggles to keep up with the thirsty populace. 'What do you want?' she asks while pulling out an order pad. ~ human~ ABH 0 0 100 0 10 0 4d5+35 4d12+75 2d5+8 none 6 6 7 9 0 0 0 0 stand stand female 50 AHMV ABCDEFGHIJK medium 0 #5707 drunk person~ the Drunk~ A drunk person is here, babbling about something incessantly. ~ The drunk person looks at you and slurs, 'Whatre you lookin' at, bozo?' ~ human~ AB 0 0 0 0 8 0 3d5+26 5d5+43 2d3+6 none 8 8 3 10 0 0 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #5708 lucky gambler~ the Gambler~ A lucky gambler is here, striking it rich! ~ The lucky gambler looks at you and snickers. Poor Boy! ~ human~ ABC 0 0 0 0 24 0 6d21+208 6d24+238 3d7+14 none -2 0 -4 5 0 0 0 0 stand stand male 3500 AHMV ABCDEFGHIJK medium 0 #5709 dealer~ the Dealer~ The dealer sets out a new hand for all to play. ~ The dealer looks at you flatly and says, 'Are you in or out?' He really doesn't seem to care one way or another. ~ human~ AB 0 0 200 0 46 0 14d21+623 10d35+705 2d27+29 none -14 -13 -14 -7 0 0 0 0 stand stand male 2000 AHMV ABCDEFGHIJK medium 0 #5710 Ben Benzaldehyde~ Ben~ Ben counts his money, ignoring you completely. ~ Benzaldehyde is a big man, reminding you of some elephants you've seen. His eyes light up while he counts his money--a man possessed by his greed. ~ human~ ABH 0 0 -785 0 48 2 10d35+705 14d26+769 2d27+29 none -15 -14 -14 -10 0 0 0 0 sit sit male 2000 AHMV ABCDEFGHIJK medium 0 #5711 Ginger shopkeeper~ the Shopkeeper~ The shopkeeper smiles at you as you enter her store. ~ The shopkeeper here is the legendary Bob's wife Ginger. She welcomes you to her establishment and invites you to browse as long as you wish. ~ human~ AB 0 0 900 0 46 0 17d17+658 10d35+705 4d12+29 none -13 -14 -15 -8 0 0 0 0 stand stand female 5000 AHMV ABCDEFGHIJK medium 0 #5712 unlucky gambler~ the Gambler~ An unlucky gambler struggles to hold back tears as his money disappears. ~ The unlucky gambler just doesn't say a word, he just keeps putting the money down, hoping to at least break even. It doesn't even look like he's got a chance. ~ human~ ABC 0 0 0 0 24 0 6d24+238 7d19+223 4d5+14 none -4 -2 -2 2 0 0 0 0 stand stand male 100 AHMV ABCDEFGHIJK medium 0 #5713 citizen~ the Citizen~ A citizen is here, debating politics with anyone who will listen. ~ The citizen seems very upset about something. You're not sure exactly what, but he seems anxious to tell you. The more he talks, the more your attention wanders until you're ready to go. ~ human~ ABH 0 0 350 0 16 0 7d10+116 7d7+82 2d9+12 none 1 3 4 5 0 0 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium 0 #5714 receptionist wife~ the Receptionist~ The receptionst smiles and offers you a room. ~ Myrama is all smiles as you look at her. She is bright, witty, and the only reason why Kell is so successful. Myrama is truly marvelous! ~ human~ AB 0 0 1000 0 2 0 2d4+16 2d2+12 1d5+3 none 8 8 7 12 0 0 0 0 stand stand female 0 AHMV ABCDEFGHIJK medium 0 #5715 herbalist shopkeeper~ the Herbalist~ The herbalist is here, reading to her plants. ~ The herbalist is an ancient woman, but she still seems spry and sharp-minded when it comes to plants. You've no doubt this woman is an expert in her field. ~ human~ AB 0 0 500 0 46 0 10d36+737 5d65+687 4d12+29 none -14 -13 -15 -8 0 0 0 0 stand stand female 5000 AHMV ABCDEFGHIJK medium 0 #5716 lawyer~ the Lawyer~ The lawyer is here, ready to lie his tongue out. ~ The lawyer looks at you, ready to spot anything he can sue you for. This has got to be one of the most loathesome mobs in the whole mud! ~ human~ ABH 0 0 -1000 0 28 0 7d19+223 7d23+271 4d6+16 none -3 -3 -4 -1 0 0 0 0 stand stand male 1000 AHMV ABCDEFGHIJK medium 0 #5717 secretary~ the Secretary~ The secretary pops his gum and asks you what you want. ~ The secretary is a bored, out-of-place looking man, until you spot the hidden daggers in his sleeve, boot, shirt, down his back, etc. (not too good at hiding them, is he?). Obviously, this man is here more to protect the mayor than to do office work. ~ human~ AB 0 0 0 0 48 0 10d35+705 10d35+705 4d12+29 none -14 -14 -12 -9 0 0 0 0 sit sit male 200 AHMV ABCDEFGHIJK medium 0 #5718 mayor kell~ Kell~ Mayor Kell greets you into his office with a welcoming hand. ~ The mayor seems happy to see you, even though you interrupted his putting practice. He sits you down, offers you a drink, and asks what he can do for you. ~ human~ AB 0 0 1000 0 2 0 2d2+12 1d5+8 1d2+2 none 10 9 7 15 0 0 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium 0 #5719 council guard~ the Council Guard~ The Council Guards look ready to rip you apart if you disturb the meeting. ~ The Council Guards are impressive. As you look upon their pikes and plate armor, a little part of your brain start screaming about how you'd be crazy to mess with them. ~ human~ AB D 0 0 0 46 2 5d65+687 10d35+705 2d27+29 none -12 -12 -11 -9 0 0 0 0 stand stand male 100 AHMV ABCDEFGHIJK medium 0 #5720 council members~ the Council Member~ The council member looks quite upset as you interrupt them! ~ The council member is not just another politician...he can fight, too! ~ human~ ABH 0 0 350 0 30 0 7d23+271 7d27+327 3d11+19 none -3 -6 -6 -1 0 0 0 0 stand stand male 800 AHMV ABCDEFGHIJK medium 0 #5721 jailer~ the Jailer~ The jailer reads his newspaper while sitting in his chair. ~ The jailer looks bored, as if he was in a Fortran class. That bored...really! ~ human~ AB 0 0 100 0 20 0 6d15+146 6d15+146 2d9+12 none -1 0 0 5 0 0 0 0 sit sit male 300 AHMV ABCDEFGHIJK medium 0 #5722 prisoner~ the Prisoner~ A prisoner here has given up all hopes of escape. ~ The prisoner looks up at you weakly and mumbles, 'I am not a number!' He gasps and looks dejected again. ~ human~ AB 0 0 -500 0 4 0 2d2+12 3d5+26 1d2+2 none 9 6 7 11 0 0 0 0 sit sit male 0 AHMV ABCDEFGHIJK medium 0 #5723 innguard guard~ the Innguard~ A innguard is here, ready to fight off some marauding hordes. ~ The innguard looks fearless and ready to defend the patrons of the Fortress at a moments notice. ~ human~ AB 0 0 600 0 50 0 16d24+835 13d31+869 5d11+33 none -14 -15 -16 -12 0 0 0 0 stand stand male 200 AHMV ABCDEFGHIJK medium 0 #5724 Jenk~ Jenk~ Jenk is here, ready to sell you anything! ~ Jenk is a lowdown no good shopkeeper who'll sell anything to make a gold! He's corrupt, greedy, and you're kind of man! ~ human~ AB 0 0 -500 0 50 0 20d20+946 14d26+769 6d8+31 none -15 -15 -15 -11 0 0 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium 0 #5725 black marketeer~ the Black Marketeer~ The black marketeer is here ready to sell you anything you want. ~ The black marketeer has set up shop in Jenk's place to sell just what you need... Now what is it that you need? ~ human~ AB 0 0 -750 0 50 0 15d25+802 14d26+769 5d11+33 none -15 -15 -15 -9 0 0 0 0 stand stand male 5000 AHMV ABCDEFGHIJK medium 0 #5726 priest~ the Priest~ A priest is here, performing his absolutions. ~ The priest looks like a kindly man who has seen too much suffering for one life. He now devotes his life to Thoth, hoping to one day ascend to immortality. ~ human~ ABH 0 0 0 0 14 0 6d10+99 6d9+91 2d6+9 none 6 3 3 9 0 0 0 0 stand stand male 10 AHMV ABCDEFGHIJK medium 0 #5727 high priest guildmaster~ the High Priest~ The High Priest is here, glowing with the benevolence of AO. ~ The High Priest will be ascending to Thoth soon, and now his entire body glows with the same light as his soul. ~ human~ AB 0 H 1000 0 48 0 15d25+802 15d25+802 2d27+29 none -14 -11 -16 -10 0 0 0 0 stand stand male 10000 AHMV ABCDEFGHIJK medium 0 #5728 sergeant recruiting~ the Sergeant~ The recruiting sergeant tries to make you sign his forms. ~ The recruiting sergeant has seen the world. Now he's trying to make you do the same. ARGH!!! Resist! Resist!! ~ human~ AB 0 0 0 0 46 2 7d44+589 7d44+589 5d10+30 none -12 -15 -11 -11 0 0 0 0 stand stand male 200 AHMV ABCDEFGHIJK medium 0 #5729 captain guard~ the Captain~ The Captain of the Guard salutes you with his epee. ~ The Captain has a true love of civilized fighting. He raises his eyebrow to you...shall we have a go at it? ~ human~ AB 0 0 200 0 50 3 16d27+977 11d38+904 2d27+29 none -15 -15 -16 -12 0 0 0 0 stand stand male 200 AHMV ABCDEFGHIJK medium 0 #5730 beggar~ the Beggar~ A beggar sits here, waiting for handouts. ~ The beggar looks up at you with sad eyes. However, you notice something shiny clenched in his hand... What is he hiding? ~ human~ AGH 0 0 900 0 2 0 2d4+16 2d2+12 1d3+3 none 9 9 9 12 0 0 0 0 sit sit male 10 AHMV ABCDEFGHIJK medium 0 #5731 citizen~ the Citizen~ A citizen is here, waiting in line. ~ The citizen looks at you with a flat stare. You can see he's wondering if you'll butt in line. ~ human~ AB 0 0 100 0 18 0 7d10+116 8d10+135 2d9+11 none 1 -2 1 5 0 0 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium 0 #5732 citizen~ the Citizen~ A citizen of Kerofk is here, going about his business. ~ This citizen really doesn't have time to fool around with adventurers; he has too much to do. ~ human~ AG 0 0 100 0 18 0 9d11+168 8d10+135 2d9+12 none 0 1 0 5 0 0 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium 0 #5733 militia guard~ the Militia Man~ A militia guard is here keeping the peace. ~ The militia guardsman looks very well trained, for a citizen. ~ human~ AG 0 0 500 0 26 1 6d24+238 7d24+289 5d5+18 none -4 -5 -5 0 0 0 0 0 stand stand male 200 AHMV ABCDEFGHIJK medium 0 #5734 Kervin~ Kervin~ Kervin the wandering mage is well, ...wandering here. ~ Kervin is very odd looking.... He has a big unkempt shock of white hair that stick straight up and wears an electric blue robe to hide the rest of his features. ~ human~ AG D 0 700 0 50 0 11d38+904 15d25+802 6d8+31 none -13 -14 -12 -11 0 0 0 0 stand stand male 3500 AHMV ABCDEFGHIJK medium 0 #5735 gateguard~ the Gateguard~ The gateguard is here, guarding the gate. ~ The guard guard looks at you and enunciates very clearly, 'Guard guard guard guard guard guard guard guard guard.' (looks like he got the right job!) ~ human~ AB 0 0 400 0 30 1 11d13+254 14d14+367 3d11+19 none -4 -5 -4 0 0 0 0 0 stand stand male 500 AHMV ABCDEFGHIJK medium 0 #5736 bright light~ the Bright Light~ A bright shining light here nearly blinds you! ~ You try to look closer at the light and nearly burn your retinas clear off. That wasn't too bright now, was it? ~ human~ ABF D 0 0 0 36 0 14d17+458 4d51+347 2d21+23 none -8 -5 -6 -5 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5737 guardian wisp~ the Guardian Wisp~ Some guardian wisps here attack! ~ The wisp is made up of clammy, misty air, and a bad attitude. ~ human~ ABF Q 0 0 0 36 0 8d30+434 13d16+389 2d21+24 none -6 -10 -10 -6 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5738 orb~ the Orb~ The orb glows with a pure white light. ~ The orb is pure crystal and shines with a bright aura. This is surely the object of your quest! ~ human~ AB D 0 1000 0 56 2 17d28+1136 17d26+1015 4d15+34 none -18 -15 -18 -13 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5739 liche mouserider~ the Liche~ The liche that was MouseRider curses you horribly! ~ This liche was once the troubled MouseRider. Now he has finally lunged for power and achieved it, making him immortal. Will you be able to stop him? ~ human~ ABF 0 H -1000 0 60 4 18d27+1178 17d28+1136 5d13+38 none -21 -22 -17 -15 0 0 0 0 stand stand none 2000 AHMV ABCDEFGHIJK medium 0 #5740 storm demon~ the Storm Demon~ The storm demons attack on the Liche's order! ~ The demons are spindly with great bats wings and glowing blue eyes. They are twisted things not of nature. They attack! ~ human~ ABF D 0 -900 0 20 1 6d15+146 9d11+168 3d7+13 none 0 1 -1 4 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5741 Tiersten vampire~ Tiersten~ Tiersten looks at you with angry eyes and bared fangs! ~ Tiersten, the patriarch of this odd, odd, family, turns out to be a vampire. And a demonologist to boot! He growls incoherently at you as he attacks! ~ human~ ABF D H -1000 0 52 2 11d38+904 17d26+1015 4d15+34 none -15 -16 -16 -11 0 0 0 0 stand stand male 1000 AHMV ABCDEFGHIJK medium 0 #5742 Edimmu~ the Edimmu~ A mist-like being stabs at you with a tendril! ~ There doesn't seem to be much to look at, besides the coiling mist attacking you! ~ human~ ABF DPQ BH 0 0 40 0 13d22+561 16d16+508 4d10+24 none -9 -11 -11 -7 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5743 Sosivia~ Sosivia~ Sosivia stands here, lost in daydreams. ~ Sosivia struggles to hold onto her artist's soul, in spite of her family. She is a beautiful woman that you wish you could take away from all this. ~ human~ ABS 0 0 1000 0 24 0 11d13+254 9d11+168 3d8+15 none -2 0 -1 5 0 0 0 0 stand stand female 100 AHMV ABCDEFGHIJK medium 0 #5744 Celia~ Celia~ Celia sneers at you...Sneer! Sneer! ~ Celia is Talbot and Korino's sister, and Sosivia's mother. She is the head of the household as far as you can tell, and leeches onto the power with a death-grip. What a horrible woman! ~ human~ ABC 0 0 -600 0 32 0 4d51+347 13d16+389 5d6+20 none -7 -7 -4 0 0 0 0 0 stand stand female 200 AHMV ABCDEFGHIJK medium 0 #5745 Talbot~ Talbot~ Talbot spars with his brother Korino here. ~ Talbot has a permanent sneer on his face. He barely glances at you as he beats his brother's sword back to take a vicious swipe... ~ human~ AB 0 0 0 0 30 1 7d24+289 7d27+327 4d7+18 none -4 -6 -6 -2 0 0 0 0 stand stand male 150 AHMV ABCDEFGHIJK medium 0 #5746 Korino~ Korino~ Korino spars with his brother Talbot here. ~ Korino looks at you with barely disguised contempt as he parries Talbot's blow and ripostes around... ~ human~ AB 0 0 0 0 30 1 4d51+347 12d14+307 3d11+19 none -3 -5 -4 2 0 0 0 0 stand stand male 150 AHMV ABCDEFGHIJK medium 0 #5747 Fleecem Bungle~ Bungle Fleecem~ Bungle Fleecem, esquire, looks at you expectantly. ~ He smiles, leans back, and tries to look bored to cover that vulturous attitude. He doesn't quite succeed; he IS a lawyer, after all. ~ human~ ABH 0 0 -600 0 28 0 7d23+271 7d23+271 4d7+18 none -7 -6 -7 0 0 0 0 0 sit sit male 800 AHMV ABCDEFGHIJK medium 0 #5748 digger gravedigger~ the gravedigger~ A gravedigger works away the nightshift here. ~ He looks tired and dirty. A glare out of the corner of his eye, and he dismisses you easily. He doesn't seem to care one whit about you. ~ human~ AB 0 0 200 0 18 0 9d11+168 3d39+181 3d5+11 none -1 -1 1 6 0 0 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #5749 citizen~ the Citizen~ A citizen of Kerofk is here, going about her business. ~ This citizen really doesn't have time to fool around with adventurers; she has far too much to do. ~ human~ AG 0 0 100 0 18 0 6d15+146 8d10+135 3d5+10 none 0 0 1 4 0 0 0 0 stand stand female 500 AHMV ABCDEFGHIJK medium 0 #5750 hellhounds hounds hell hell-hounds~ a hellhound~ A hellhound looks at you with hunger. ~ It's hide is a deep brownish-red hue, but its eyes are the most noticeable about this magnificent beast. Red within red eyes, with tiny pupils of black in the center. ~ human~ ABF DF 0 -500 0 36 0 14d14+367 13d16+389 3d12+21 none -9 -9 -8 -6 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5751 goblin~ a goblin~ A goblin launches into a frenzied attack! ~ You see the bloodlust in its eyes, and know there's no reasoning with this creature... ~ human~ ABF DF 0 -600 0 20 0 7d11+125 8d10+135 4d4+13 none 1 1 -1 5 0 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #5752 Farmer~ the Farmer~ The farmer sells her lackluster with all the excitement it warrants. ~ She looks wearied, but keeps hanging in there! ~ human~ AB 0 0 200 0 36 0 7d33+411 16d16+508 3d12+22 none -10 -7 -6 -2 0 0 0 0 stand stand female 6000 AHMV ABCDEFGHIJK medium 0 #5753 Receptionist~ the Receptionist~ A receptionist stands in front of you, waiting to help you. ~ She looks at you happily, and pushes a ledger at you. ~ human~ AB 0 0 0 0 36 0 7d33+411 14d17+458 2d21+23 none -8 -7 -7 -3 0 0 0 0 stand stand female 400 AHMV ABCDEFGHIJK medium 0 #5754 Bartender~ the Bartender~ The Bartender pours drinks several at a time to keep up with the rush. ~ The Bartender looks harried as he tries to keep up with several different orders at the same time. Maybe you should bother him later... ~ human~ AB 0 0 250 0 28 0 7d23+271 12d14+307 4d7+18 none -4 -5 -5 -1 0 0 0 0 stand stand male 457 AHMV ABCDEFGHIJK medium 0 #0 #OBJECTS #5700 white glove~ a white glove~ There is a small white glove on the ground here.~ none~ wand G AHO 30 25 25 'identify' 0 12 1 525 P E white glove~ This white glove looks rather like its worth no protection what-so-ever. ~ #5701 crystal shard~ a crystal shard~ There is a tiny piece of broken crystal on the ground.~ none~ armor A AO 12 13 12 8 0 56 2 750 P A 12 35 #5702 book dragons~ the book of dragons~ There is a book here with a scaled cover.~ none~ wand G AO 36 3 3 'fireball' 0 36 10 1000 P E book dragons~ This book has so much information about dragons it would take you weeks to decide what you wanted to read... ~ #5703 robe liche~ the robe of the Liche~ A partly rotted robe lies in the corner.~ none~ armor G AK 11 11 12 9 0 60 5 150 P A 4 4 A 5 -2 E robe liche~ This robe looks like it once belonged to something dead. Maybe you shouldn't keep it. ~ #5704 epee~ an epee~ A nice looking epee lies here, begging to be picked up.~ none~ weapon 0 AN dagger 4 17 pierce 0 50 12 250 P A 18 2 #5705 powwee~ a powwee~ There is a strange blue spiraled fruit on the ground here.~ none~ food 0 A 4 4 0 0 0 1 3 12 P E powwee~ This fruit tastes something like apples with peanut better spread on. ~ #5706 war ribbon~ a war ribbon~ There is a coiled up piece of ribbon here.~ none~ weapon 0 AN sword 7 9 stab 0 50 11 200 P A 19 4 A 18 -4 E war ribbon~ This weapon is certainly one of the more exotic you've seen: a coiled up piece of incredibly sharp metal used to coil around an opponent's limb and rip off as much flesh as possible. ~ #5707 zucchini~ a zucchini~ A pale, light green zucchini.~ none~ food 0 AO 4 4 0 0 0 1 2 6 P E zucchini~ It looks rather sickly, as if it didn't get enough sun. ~ #5708 manual protection~ a manual of protection~ There is a thin manual with big red letters here.~ none~ wand 0 AO 2 3 3 'armor' 0 20 5 300 P E manual protection~ As you read the manual, you begin to realize that its better NOT to get hit during a fight... ~ #5709 brochure~ a travel brochure~ There is a travel brochure here, inviting you to see the sights.~ none~ wand 0 AO 16 1 1 'teleport' 0 10 0 100 P E brochure~ Hey you know, now that you think of it, there's a lot of places you haven't been...this is the perfect opportunity! ~ #5710 bird perch plate~ a plate bird perch~ There is some sort of bird perch here, attached to something metal.~ none~ armor H AI 10 11 11 5 0 50 12 180 P A 3 -3 E bird perch plate~ This is a bird perch made to affix to the shoulder plate of some armor. You don't have a clue why. ~ #5711 arbalest~ an arbalest~ There is an arbalest here, nearly as tall as you!~ none~ weapon 0 AN dagger 6 10 pierce 0 50 24 500 P A 18 -6 #5712 target armor~ a suit of target armor~ There is a light set of armor here, with a big bulls-eye painted on the front...~ none~ armor BG AD 9 12 11 7 0 50 15 300 P A 1 2 A 18 3 #5713 quick sheathe~ a quick sheathe~ There is a nice-looking break-away sheathe discarded here.~ none~ armor 0 AL 9 11 8 6 0 50 10 500 P A 18 1 #5714 tin can worms nightcrawlers~ a tin of nightcrawlers~ There is a tin can of worms lying here.~ none~ food 0 A 2 2 0 0 0 1 5 4 P #5715 amulet~ an amulet of Thoth~ There is a valuable amulet inscribed with Thoth's symbol here.~ none~ armor AFG AC 2 2 1 -3 0 1 5 30 P A 13 20 #5716 eagle pendant~ an eagle pendant~ There is a pendant in the shape of an eagle here.~ none~ armor AFG AC -1 1 1 -1 0 1 7 25 P A 12 10 A 2 3 #5717 fly lure~ a fly lure~ There is a small fishing lure here.~ none~ trash 0 AO 0 0 0 0 0 1 0 10 P #5718 dusk basil~ a dusk of basil~ You see a small dusk of an herb here.~ none~ wand 0 AO 18 1 1 'bless' 0 36 0 500 P #5719 fern seed~ a fern seed~ You see a very tiny seed here.~ none~ wand 0 AO 8 1 1 'invisibility' 0 36 0 300 P #5720 clump hemlock~ a clump of hemlock~ There is a clump of hemlock lying on the ground.~ none~ wand A AO 10 1 1 'blindness' 0 26 0 400 P #5721 leaf betony~ a betony leaf~ A small bright green leaf lies on the ground.~ none~ wand 0 AO 14 1 1 'sleep' 0 26 0 750 P #5722 crown elder berries~ a crown of elder berries~ A ring of red berries lies here.~ none~ armor 0 AE 8 12 9 5 0 46 0 200 P A 24 -5 #5723 guild key~ a guild key~ There is a small green key on the floor.~ none~ key 0 AO 0 0 0 0 0 1 0 0 P #5724 blank key~ a blank key~ There is a blank key here.~ none~ key 0 AO 0 0 0 0 0 1 0 0 P #5725 odd scroll~ an odd scroll~ There is an odd-looking scroll here.~ none~ key AG AO 0 0 0 0 0 1 0 0 P #5726 jailer's key~ a jailer's key~ There is a jailer's key here.~ none~ key 0 AO 0 0 0 0 0 1 0 0 P #5727 flaming sword~ a flaming sword~ There is a sword here with a blade of red.~ none~ weapon AGK AN sword 6 10 slash A 48 12 1800 P A 17 -8 #5728 dreamblade blade~ the dreamblade~ A sword lies here with a shifting blade that hurts your eyes.~ none~ weapon G AN sword 3 21 slash E 48 0 1700 P A 18 10 E dreamblade blade~ The inscription on the pommel reads, 'Strike True' ~ #5729 chimaera cloak~ a chimaera cloak~ You spot a cloak out of the corner of your eye.~ none~ armor 0 AK 10 8 10 6 0 46 15 250 P A 1 2 #5730 jerkin~ a magic jerkin~ There is a nice looking shirt here.~ none~ armor G AD 10 12 11 9 0 48 3 360 P #5731 space warp wand space-warp~ the space-warp wand~ A wand might be here.~ none~ container G A 200 0 0 200 100 1 1 50 P #5732 elite sword~ an elite sword~ A beautiful sword has been discarded here.~ none~ weapon 0 AN sword 4 8 slash 0 30 9 800 P #5733 amulet protection~ an amulet of protection~ An amulet is here, not wanted by anybody.~ none~ armor AG AC 9 11 7 5 0 32 1 750 P #5734 staff memory~ the memory staff~ A staff stands against the wall here.~ none~ light AG AO 0 0 -1 0 0 32 10 200 P A 4 1 #5735 flail~ a flail~ A sharp-looking flail is here.~ none~ weapon AG AN flail 6 11 blast 0 52 10 600 P A 19 2 #5736 painting~ a painting~ A painting of the goddess of healing hangs here.~ none~ wand GK AO 20 5 5 'cure critical' 0 21 15 150 P E painting art arla~ This is a painting of Arla, goddess of healing. There seems to be no artist's signiture, however. ~ #5737 axe~ an axe~ A big axe is here.~ none~ weapon AG AN axe 7 8 slash 0 48 14 900 P A 19 4 #5738 talisman hope~ a talisman of hope~ A talisman lies here, filleted in gold.~ none~ armor AG AC 6 6 5 0 0 24 1 400 P A 12 10 #5739 armor living blob~ a blob of living armor~ A blob of something that pulses slightly is lumped here.~ none~ armor G ACDFGILM 11 8 13 7 0 50 5 100 P E armor living blob~ It seems to be rather cohesive, and feels dry to the touch. It grips your finger firmly as you poke it. You wonder WHO would want such a thing. ~ #5740 apple~ a pale apple~ An extremely pale apple sits here.~ none~ food 0 A 2 2 0 0 0 1 1 3 P E apple~ It looks like it didn't get enough sun. ~ #5741 potato potatoe~ a potato~ A potato sits here, eyeing you.~ none~ food 0 A 4 4 0 0 0 1 1 2 P E potato potatoe~ Looks like a potatoe^H. ~ #5742 onion~ an onion~ You can smell that onion from here!~ none~ food 0 A 1 1 0 0 0 1 1 1 P E onion~ That's a pretty strong onion! ~ #5743 plate breast~ a breast plate~ A steel breast plate lies here.~ none~ armor 0 AD 11 12 8 6 0 46 15 1000 P #5744 cap steel round~ a round, steel cap~ A round, steel cap lies here, discarded.~ none~ armor 0 AE 9 10 10 5 0 46 5 100 P #5745 leggings chain~ a pair of chain leggings~ A pair of chain leggings are piled here.~ none~ armor 0 AF 9 10 10 4 0 46 20 600 P #5746 chest~ a chest~ An ornate looking chest sits here.~ none~ container 0 0 200 AC -1 200 100 1 50 500 P #5747 well~ a well~ A well sits in the center of the intersection here.~ none~ fountain 0 0 5000 5000 'water' 0 0 1 1000 1 P E well~ It goes deep, deep, deep into the ground. There's a grate overtop to keep people from throwing trash down inside it. ~ #5748 bottle~ a bottle~ A bottle with a brightly colored label sits here.~ none~ drink 0 A 4 4 'beer' 0 0 1 1 10 P #5749 carafe~ a carafe~ A wooden carafe sits on a table here.~ none~ drink 0 A 8 8 'red wine' 0 0 1 1 20 P #5750 glass shot shotglass~ a shotglass~ A shotglass has been discarded here.~ none~ drink 0 A 2 2 'firebreather' 0 0 1 1 15 P #0 #ROOMS #5700 MouseRider's Temple~ The inside of this temple is austere yet majestic. The pillars of marble sweep up to the ceiling, melting into the dome overhead without a seam. A blazing red carpet leads from the entrance to the throne in the center of the room. This is truly the home of a great sage! ~ 0 CD 0 D0 ~ ~ 0 -1 5701 D2 ~ ~ 0 -1 5702 E throne~ Its nice, for a chair, but drab, for a throne. ~ S #5701 MouseRider's Bedroom~ This can hardly be a bedroom--this is a room so spartan surely no human could spend any time here at all! There is a small pallet in one corner, with a chair and a paper-stand next to it. A small lamp lights up that small area, leaving the rest of the room enshrouded in darkness. In the gloom to the west, you can barely make out a large steel door. ~ 0 D 0 D2 ~ ~ 0 -1 5700 E door west~ This door seems welded shut. You'll never open it! ~ S #5702 Plaza of Kerofk~ This is the center of Kerofk, physically and culturally. Many people are here, milling about and standing in line to enter the great white temple to your north. To the south is a smaller blue temple, its doors locked by great bands of magic. Several people glare at you, wondering if you're going to cut through the line. ~ 0 D 1 D0 ~ ~ 0 -1 5700 D1 ~ ~ 0 -1 5704 D2 ~ gates~ AF 5725 5703 D3 ~ ~ 0 -1 5725 S #5703 The Blue Temple~ You enter the temple, looking around with wonder at the dusty monument's interior. From the carvings and inscriptions, you guess that it was built by elves and dwarves together during a peaceful age long ago. Dust covers almost everything, especially the stairs leading down into the earth by the nave. ~ 0 CD 0 D0 ~ gates~ A 5725 5702 D5 ~ ~ 0 -1 5800 S #5704 Center Road, East~ This road is very busy with traffic. It seems that all the citizens of Kerofk are here, bustling and jostling each other in an attempt to get all they have to do done as fast as possible. Bump Oof Excuse Me! There is a Mage's Guild to the north. ~ 0 D 1 D0 ~ ~ 0 -1 5749 D1 ~ ~ 0 -1 5705 D3 ~ ~ 0 -1 5702 S #5705 Intersection~ This is the intersection of Citizen Road and Center Road. The pedestrians file past each other with practiced ease. You have no clue how to get across... Wait, there's an opening! Sprint, Turn, Jab! Run, Run, Run... you're across! You look up at the never-ending twilight and wonder how so many people could bear to live here. ~ 0 D 1 D0 ~ ~ 0 -1 5718 D1 ~ ~ 0 -1 5706 D2 ~ ~ 0 -1 5713 D3 ~ ~ 0 -1 5704 S #5706 Center Road, East~ The stars shine down on you blindly as you walk down Citizen's Road, and for a moment you forget what kind of strange place you're in. A flowerbox filled with wilted flowers brings you back to reality; this city hasn't seen the sun for decades... ~ 0 D 1 D1 ~ ~ 0 -1 5708 D3 ~ ~ 0 -1 5705 S #5707 The Red Card~ This place is a dirty ugly scroungy disgusting gambling parlor for the lowest of classes. The doors to the Red Card are perpetually open, to let the place air out. Tired waitresses take orders in a bored fashion, and then hasten to fill them before the customers leave. Something crunches under your step, and you're afraid to look down to see what it was....stay awhile? ~ 0 D 0 D0 ~ ~ 0 -1 5719 S #5708 Intersection at the Cliff's Edge~ This is the intersection of Cliffside Road, and Center Road. Cliffside? About fifteen feet ahead of you there is a sheer precipice that drops down about a thousand feet into the dark ocean. You don't think it would be a good idea to step off, but you've already guessed that, haven't you? Cliffside Road runs north and south from here. ~ 0 D 1 D0 ~ ~ 0 -1 5714 D1 ~ ~ 0 -1 5766 D2 ~ ~ 0 -1 5709 D3 ~ ~ 0 -1 5706 S #5709 Cliffside Road, South~ This looks like an interesting spot. As you hug the buildings to keep away from the thousand foot drop to your east (that would surely KILL you), you notice a large casino establishment named 'The Edge of Luck' to the west. Strangely enough, the citzenry of Kerofk walk up and down the street, almost oblivious to the incredible drop mere feet away. Cliffside Road continues North and South. ~ 0 D 1 D0 ~ ~ 0 -1 5708 D1 ~ ~ 0 -1 5767 D2 ~ ~ 0 -1 5710 D3 ~ ~ 0 -1 5741 S #5710 Intersection at the Cliff's Edge~ Here is where Cliffside Road and Moon Gate Road meet: at the edge of a cliff. You feel distinctly uncomfortable as you look down at the thousand-foot drop and think it would not be very wise to go any further east. Northwards is Cliffside Road, to the west is Moon Gate Road, and to the east a vast expanse of stars shine over the dark ocean below. ~ 0 D 1 D0 ~ ~ 0 -1 5709 D1 ~ ~ 0 -1 5767 D3 ~ ~ 0 -1 5711 S #5711 Moon Gate Road, East~ You near the end of Moon Gate Road, and ahead you spot a sharp dropoff aways to the east. A large building to the south has a picture of a trout in full plate hanging out front. 'Bob's Armoury and Tackle' it proclaims. Armoury? Tackle Shop?!? How curious! Moon Gate Road continues to the east and west. ~ 0 D 1 D1 ~ ~ 0 -1 5710 D2 ~ ~ 0 -1 5743 D3 ~ ~ 0 -1 5712 S #5712 Intersection~ Moon Gate Road and Citizen's Road intersect here. Many citizens walk about under the starlight here, in a hurry to get to shops, their homes, to work, et cetera. Citizen's Road is to the north, Moon Gate Road continues east and west. ~ 0 D 1 D0 ~ ~ 0 -1 5713 D1 ~ ~ 0 -1 5711 D3 ~ ~ 0 -1 5726 S #5713 Citizen's Road, South~ Many private houses line this road: this is obviously the residential district. It suddenly strikes you how orderly this city is planned... done that way on purpose? Well, it doesn't look like there's anything interesting here, but the road continues north and south. ~ 0 D 1 D0 ~ ~ 0 -1 5705 D2 ~ ~ 0 -1 5712 S #5714 Cliffside Road, North~ Say, there's a bustling tavern to the west called, 'The Cliffhanger'! Aptly named, too, since its oh...about 5 feet away from the cliff's edge. That cliff looks kind of dangerous actually. The Cliffhanger looks good, though. Cliff Side Road continues to the north and south. ~ 0 D 1 D0 ~ ~ 0 -1 5715 D1 ~ ~ 0 -1 5767 D2 ~ ~ 0 -1 5708 D3 ~ ~ 0 -1 5746 S #5715 Intersection at the Cliff's Edge~ This is an unearthly scene: the stars shining down pale light upon this intersection of Cliffside Road and Star Gate Road, the thousand foot drop off just to your east with the ocean below. Hmm...something tells you not to go east...must be that brain thing, eh? Cliffside road leads south, Star Gate Road leads west. ~ 0 D 1 D1 ~ ~ 0 -1 5766 D2 ~ ~ 0 -1 5714 D3 ~ ~ 0 -1 5716 S #5716 Star Gate Road, East~ This area is strangely quiet for such a bustling city. The stars shine down as you look around for the source of the silence. Ah, there's a bookstore/library to your north! Moon Gate Road continues to the east and west as well. ~ 0 D 1 D0 ~ ~ 0 -1 5747 D1 ~ ~ 0 -1 5715 D3 ~ ~ 0 -1 5717 S #5717 Intersection~ Star Gate Road and Citizen's Road meet here where many people walk around and do their business. Looks like there's some private homes on Citizen's Road to your south, and Star Gate Road continues to the east and west. ~ 0 D 1 D1 ~ ~ 0 -1 5716 D2 ~ ~ 0 -1 5718 D3 ~ ~ 0 -1 5719 S #5718 Citizen's Road, North~ Private homes line this street, but all seem to keep their distyle from one mighty mansion to your west. Its vine-encrusted walls and sagging demeanor seem to eminate an air of death and decay and cliche's. Could anyone possibly live in there? Citizen's Road continues north and south. ~ 0 D 1 D0 ~ ~ 0 -1 5717 D2 ~ ~ 0 -1 5705 D3 ~ ~ 0 -1 5778 S #5719 Star Gate Road, East~ Star Gate Road continues on, towards a steep cliff to the east. Southwards is a rather dingy looking gambling parlor called 'The Red Card'. The smell wafting out its doors is enough to make a dead man turn away in disgust...how about you? Star Gate Road continues to the east and west ~ 0 D 1 D1 ~ ~ 0 -1 5717 D2 ~ ~ 0 -1 5707 D3 ~ ~ 0 -1 5720 S #5720 Star Gate Road~ The hustle and bustle of Star Gate Road dies down a little here, but not by much. To the north is a large farmer's stand where a lot of the citizenry seem to be going in and out of. ~ 0 D 1 D0 ~ ~ 0 0 5852 D1 ~ ~ 0 -1 5719 D3 ~ ~ 0 -1 5721 S #5721 Star Gate Road, West~ The nighttime stars shine down on the establishment to your south, making all the glitter and metal attached to it shine spectacularly. The sign says, 'Kell's House'. You hear many voices talking and laughing inside; it's obviously a tavern or an inn, and popular to boot. Star Gate Road continues east and west ~ 0 D 1 D1 ~ ~ 0 -1 5720 D2 ~ ~ 0 -1 5763 D3 ~ ~ 0 -1 5722 S #5722 Intersection~ Business Road joins Star Gate Road here. Small shops line the street to your south while Star Gate Road continues on its way east and west. There is an odd feeling of power to your north. ~ 0 D 1 D0 ~ ~ 0 -1 5775 D1 ~ ~ 0 -1 5721 D2 ~ ~ 0 -1 5723 D3 ~ ~ 0 -1 5737 S #5723 Business Road, North~ A lovely smell wafts across the street here, coming from the open doors of the herbalist's shop to your east. A variety of plants are arrayed outside its doors under heavy lamplight, and a sign proclaims assorted types of herbs on special today. Business Road continues north and south. ~ 0 D 1 D0 ~ ~ 0 -1 5722 D1 ~ ~ 0 -1 5754 D2 ~ ~ 0 -1 5724 S #5724 Intersection~ There are just too many people here at the intersection of Center Road and Business Road! Too many people, walking around hurriedly. You hustle to avoid getting bumped over only to nearly get pushed over. Your reflexes save you, but you feel you better get out of this intersection soon. Center Road is east-west, Business road is north-south. ~ 0 D 1 D0 ~ ~ 0 -1 5723 D1 ~ ~ 0 -1 5725 D2 ~ ~ 0 -1 5730 D3 ~ ~ 0 -1 5738 S #5725 Center Road, West~ Center Road is a madhouse of people bumping into other people, including you! One of the main attractions here is the Town Hall to the north, which holds the city's jail, courtroom, and council chambers, not to mention Mayor Kell's office. To the east you see a huge white temple with a line outside, and a smaller blue temple. Center Road continues east and west. ~ 0 D 1 D0 ~ ~ 0 -1 5755 D1 ~ ~ 0 -1 5702 D3 ~ ~ 0 -1 5724 S #5726 Moon Gate Road, East~ This is Moon Gate Road, which runs from Moon Gate all the way to the cliff. There is a tiny keep to your north, with an inn sign out front. The keep looks like it was built to withstand floods, earthquakes, and even acts of God! Moon Gate Road continues east and west. ~ 0 D 1 D0 ~ ~ 0 -1 5744 D1 ~ ~ 0 -1 5712 D3 ~ ~ 0 -1 5727 S #5727 Moon Gate Road~ Here's something you weren't expecting in a city this size: a vacant lot to your south. Also, Moon Gate Road continues east-west. The air seems to crackle with energy here, but you can find no source for such power. ~ 0 D 1 D1 ~ ~ 0 -1 5726 D2 ~ ~ 0 -1 5773 D3 ~ ~ 0 -1 5728 S #5728 Moon Gate Road, West~ The starlight gives this section of Moon Gate Road a strangely surreal aspect, as if something were missing you can't put your finger on. There's a few shops along this road, but they don't look terribly interesting under this aspect. Looking around, you notice the entrance to the city graveyard to the south. ~ 0 D 1 D1 ~ ~ 0 -1 5727 D2 ~ ~ 0 0 5848 D3 ~ ~ 0 -1 5729 S #5729 Intersection~ Moon Gate Road intersects Business Road here, making this a hectic area as people go about their business. Along Business Road to the north you see many types of different shops lining the street, and Moon Gate Road continues east-west. ~ 0 D 1 D0 ~ ~ 0 -1 5730 D1 ~ ~ 0 -1 5728 D3 ~ ~ 0 -1 5731 S #5730 Business Road, South~ Shops line this road , some open and some closed. Northwards you see the intersection of of Center Road and Business Road, and southwards is another intersection--Business Road and Moon Gate Road. There is a shop to the west, a dirty sign proclaiming it 'OPEN'. ~ 0 D 1 D0 ~ ~ 0 -1 5724 D2 ~ ~ 0 -1 5729 D3 ~ ~ 0 0 5847 S #5731 Moon Gate Road, West~ An enterprising merchant has set up shop just to your south, the sign proclaiming, 'Jenk's Place' in a hundred point font. It seems to be some sort of 'catch-all' general store. Also, Moon Gate Road continues east towards the cliff, and west towards the actual Moon Gate. ~ 0 D 1 D1 ~ ~ 0 -1 5729 D2 ~ ~ 0 -1 5739 D3 ~ ~ 0 -1 5732 S #5732 Intersection~ You breathe the chill night air and look around at the passing citizenry just inside one of the city's gates here. This city sure has some bustle to it...must be all that night life! Feeling pleased at your prospects, you look around for something to do... Wall Side Road leads north, Moon Gate Road leads east. ~ 0 D 1 D0 ~ ~ 0 -1 5733 D1 ~ ~ 0 -1 5731 D3 ~ ~ 0 -1 5777 S #5733 Wall Side Road, South~ All the buildings in this area are semi-destroyed, victims of a raid or war it seems. There are some signs of construction about, but it seems that there is no great need for more buildings right now. Wall Side Road continues north and south. ~ 0 D 1 D0 ~ ~ 0 -1 5734 D2 ~ ~ 0 -1 5732 S #5734 Intersection~ Center Road starts here, running deep into the heart of Kerofk. You see all sorts of large buildings down its length, including a big white temple structure along the north side far to the east, with a smaller blue temple across the street from it. With all of the grand architecture, and the majesty of the starry skies above, you know this is a sight you'll never forget. Center Road leads east, Wall Side Road continues north-south. ~ 0 D 1 D0 ~ ~ 0 -1 5735 D1 ~ ~ 0 -1 5738 D2 ~ ~ 0 -1 5733 S #5735 Wall Side Road, North~ This is Wall Side Road, named such for its proximity to...the city's wall. To your east is a recruiting office for the city militia of Kerofk. Wall Side Road continues north and south. ~ 0 D 1 D0 ~ ~ 0 -1 5736 D1 ~ ~ 0 -1 5771 D2 ~ ~ 0 -1 5734 S #5736 Intersection~ You enter the city proper with the sounds of the bustling crowds surrounding you. Some people seem to be doing their morning business, others seem to be getting ready for bed...it must be strange to live in a world of eternal twilight. A street sign informs you that this is Wall Side Road running south from here, and Star Gate Road leads away to the east. ~ 0 D 1 D1 ~ ~ 0 -1 5737 D2 ~ ~ 0 -1 5735 D3 ~ ~ 0 -1 5776 S #5737 Star Gate Road, West~ Kerofk's citizenry walk around, barely noticing as you walk down this busy street between and through them. It seems that they're used to adventurers, or just don't care. Star Gate Road continues east and west, intersecting Business Road and Wall Side Road respectively. ~ 0 D 1 D1 ~ ~ 0 -1 5722 D3 ~ ~ 0 -1 5736 S #5738 Center Road, West~ Center Road is lined with grand buildings up and down its entire length; for instyle, a huge temple of Thoth lies to the south. Even for a temple, this building is big! Perhaps it would be worth a look around? Center Road continues to the east and west. ~ 0 D 1 D1 ~ ~ 0 -1 5724 D2 ~ ~ 0 -1 5769 D3 ~ ~ 0 -1 5734 S #5739 Jenk's Place~ This store is such a crazy confusion of items for sale you can hardly figure out where to start looking. You feel you could find EXACTLY what you've been looking for, if only you had enough time to look for it... As greediness lights your brain, you notice all of the concealed crossbows around the room. Maybe it wouldn't be a hot idea to try tosteal something after all... ~ 0 D 0 D0 ~ ~ 0 -1 5731 D1 This is a big metal door with a sign hung on it saying, 'KEEP OUT!' ~ door~ A 5726 5740 S #5740 The Back Room~ This room is small, close, and quiet. There are no windows, only the one entrance you came through, and virtually nothing else but for a rickety table, a worn chair and a lantern hanging from the ceiling. ~ 0 CD 0 D3 ~ door~ A -1 5739 S #5741 The Edge of Luck~ A blast of sound and music assault you as you enter this gambling parlor. This is a high class place, where the rich and idle of Kerofk go to blow off steam and lose lots of money. The whole place is decorated in shades of red, and most of the windows face the nearby cliff-- evidently to give the gamblers within that feeling of danger. The elegance is fabulous, and you feel as if you might want to join in. ~ 0 D 0 D1 ~ ~ 0 -1 5709 D3 ~ ~ 0 -1 5742 S #5742 Benzaldehyde's Office~ This office is quite opulent. The huge ebony desk in front of you completely dominates the room. The desk is cluttered as the mind is sharp; Benzaldehyde is no fool. A few pictures on the wall of family members show that Ben might have a nice side, but you suspect that they are there just for show. A few vicious exotic weapons are also hanging up, looking very sharp. ~ 0 D 0 D1 ~ ~ 0 -1 5741 E weapons~ A closer examinations reveal the weapons are all junk. ~ E pictures~ With a closer look, you realize the pictures are all of someone else's family. ~ S #5743 Bob's Armoury and Tackle~ This place has to be the WEIRDEST shop you've ever been in. Fishing poles and halberds decorate the walls. Breast plates stacked with cups of nightcrawlers on top. Bow strings and fishing line, etc, etc, etc. The shopkeeper has made this nightmare somewhat homey, though, with doileys and pictures scattered about in a pleasing display. ~ 0 D 0 D0 ~ ~ 0 -1 5711 S #5744 The Fortress~ Wow! This place is better defended that some castles you've seen. In case Kerofk ever falls, this place will surely be the last to go, for this inn lives up to its name: 15 foot high walls, crenellations, arrow slits...its a remarkable bit of engineering. As you walk in, you notice that everyone here is carrying some sort of weapon, and carry themselves like they know how to use it. Seems like a fairly safe place! ~ 0 D 0 D2 ~ ~ 0 -1 5726 D4 ~ ~ 0 -1 5745 S #5745 The Reception Area~ Here's where the private rooms of the Fortress are. Steel doors leading to bedrooms line the halls, each with a lock bigger than your clenched fist. A sign here proclaims the safeties of the fortress, including 'Barred Windows, and Guards You Can Really Count On!' A small desk is here, a bored receptionist behind it. ~ 0 D 0 D5 ~ ~ 0 -1 5744 S #5746 The CliffHanger~ This drinking establishment is placed a little too close to the edge of the cliff for your own comfort--about five feet close! You briefly pray to Thoth, asking for no earthquakes in the immediate future. As you look around, you see lots of people passed out on the floor--this is obviously a lower class dive. The room is dark, the people sweaty, the barmaids tired, and you want a drink. ~ 0 D 0 D1 ~ ~ 0 -1 5714 S #5747 The Bookstore~ Shelves fill this store with books to the brimming. Tomes on cats, rats, plates, grates, mages, cages, stages, swords, hoards, dragons, goats, moats, croats, money, honey, spells, bells, Hell, smells, and on and on and on! You think that you might be able to find something interesting here... ~ 0 D 0 D2 ~ ~ 0 -1 5716 D3 ~ bookcase~ A 5724 5748 S #5748 Thieves Guild~ The open hidden panel behind you seems to shed no light in here, and you find yourself in complete darkness. You feel the presence of someone in the room with you--was that a finger on your purse?!? Quick! Make a light! ~ 0 AD 0 D1 ~ bookcase~ A 5724 5747 S #5749 Mages' Guild, Entrance~ This is a nice, spacious area, filled with bright lights to keep the eternal twilight outside at bay. There are three doors leading deeper into the guild: the east marked, 'Library', the north marked, 'Leonna's Office', and the west marked, 'Storeroom'. You can't but help to feel that this is a SMALL guild for such a large city... ~ 0 D 0 D0 ~ north door~ A -1 5751 D1 ~ east door~ A -1 5753 D2 ~ ~ 0 -1 5704 D3 ~ west door~ A 5723 5752 S #5750 The Kerofk MobChute~ This room delivers mobs randomly around the city, and should not be reachable to player characters. Thanks to Locke of Cthulhu mud for use of this idea! ~ 0 D 0 D0 ~ ~ 0 0 5725 D1 ~ ~ 0 0 5713 D2 ~ ~ 0 0 5708 D3 ~ ~ 0 0 5716 D4 ~ ~ 0 0 5737 D5 ~ ~ 0 0 5734 S #5751 Leonna's Office~ This is Guildmistress Leonna's office. It is bright and cheery, with a roaring fire in a fireplace and several songbirds in cages providing color. Her desk is spotless but for some work she was just at a moment ago. Black satin-covered chairs are arranged for comfort of her guests, and you have a sudden urge to just sit and rest snd perhaps talk a bit. ~ 0 D 0 D2 ~ door~ A -1 5749 S #5752 Mages' Guild Storeroom~ The Mage's Guild of Kerofk store their supplies here. There are neat stacks of blank scrolls, quills, ink, unenchanted wands and staves, empty vials, and everything else the professional mage could want. ~ 0 D 0 D1 ~ door~ A 5723 5749 S #5753 The Mages' Library~ The first thing you notice about this room, (other than the countless number of books inside), is the fact that the inside of this room couldn't possible fit into the building. Hmm, you never can tell with those mages. The books seem very well organized by the 'Tewey Teleportation System', another one of those mage gimmicks. You wonder what you'd like to read. ~ 0 D 0 D3 ~ door~ A -1 5749 S #5754 The Herbalist's Shoppe~ A wonderful smell wafts from the inside of this shop as you enter. What a beautiful place! Freshly cut flowers decorate every nook and cranny, while small pots of herbs bubble faintly over candles. Extremely bright lanterns keep the place perpetually lit and the plants healthy. You feel perfectly at home here, and the atmosphere is such that you can hardly pull yourself away... ~ 0 D 0 D3 ~ ~ 0 -1 5723 S #5755 Town Hall--Entrance~ Organized Madness. There are people going every which way here, up across, over, under, through! Deliveries, messages, visits, appointments, WHEW! You're suddenly glad you don't work here! There's a directory sign: Up-Mayor Kell Down-Jails North-Courtroom West-Council Chambers ~ 0 D 0 D0 ~ ~ 0 -1 5758 D2 ~ ~ 0 -1 5725 D3 ~ ~ 0 -1 5759 D4 ~ ~ 0 -1 5756 D5 ~ ~ 0 -1 5761 S #5756 Outer Office~ This is a nice-looking office, with a big receiving desk in the middle. The secretary's desk is a mess of unfinished work, and the wastecan looks full to the brimming. ~ 0 D 0 D0 ~ ~ 0 -1 5757 D5 ~ ~ 0 -1 5755 S #5757 Mayor Kell's Office~ Mayor Kell's office is very homey. There are some plush chairs, a nice desk with a well-worn groove where someone puts their feet up undoubtedly, pictures of friends and family on the walls, and other touches of a well lived-in office. There is also a well stocked bar here, probably stocked by Kell's own tavern in the northern part of town. ~ 0 CD 0 D2 ~ ~ 0 -1 5756 S #5758 Courtroom~ Here's where the judges dispense the decisions of Kerofk upon the general populace. At the moment there is no court case going on, but it looks like they are setting up for one soon. ~ 0 D 0 D2 ~ ~ 0 -1 5755 S #5759 Outer Chamber~ This is a small anteroom outside the Council Chambers. The paneling is wood grain, the guards are big. Waiting might be a good idea... ~ 0 CD 0 D1 ~ ~ 0 -1 5755 D3 ~ door~ A -1 5760 S #5760 Inner Chamber~ Now you've done it! You've interrupted a Council Session! You'll never work in this town again! What?!? You don't work here? Guards, ATTACK!!! There is a big round table here with 6 seats. Otherwise, this room seems plain, to minimize the distractions upon the Council Members. ~ 0 D 0 D1 ~ door~ A -1 5759 E table~ You notice a small engraving on one side: 'Amanda was here.' ~ S #5761 Jailer's Room~ A small clean room. There is a comfortable easy chair and a key hook on the wall. In one corner near the chair, there is a pile of discarded newspapers. ~ 0 D 0 D1 ~ door~ A 5726 5762 D4 ~ ~ 0 -1 5755 E chair~ There's a tag on it: 'Laz-E-Goblin' ~ E newspaper~ Seems all it is is war news. How boring! ~ S #5762 Cells~ AT LAST! A jail cell thats not damp, musty, smelly and cold... its only damp, musty and cold--they must air this place out every once in a while. There is a bit of grime here, but most of its associated with the prisoner... ~ 0 ACD 0 D3 ~ door~ A 5726 5761 S #5763 Kell's House~ This is Kell's House, the mayor of Kerofk. To the east is the tavern he and his family run, and to the south is the reception area for the inn part of this establishment. Somehow, this place manages to feel homey and efficient, as well as giving people a place to meet. ~ 0 D 0 D0 ~ ~ 0 -1 5721 D1 ~ ~ 0 -1 5765 D2 ~ ~ 0 -1 5764 S #5764 Reception~ Kell's wife, Myrama, greets you with a smile. The rooms here are big and clean, and you'll never have a more comfortable stay than at Kell's House. ~ 0 CD 0 D0 ~ ~ 0 -1 5763 S #5765 Kell's Tavern~ Here is the tavern area of Kell's House. Many people are here, talking about everything from politics to hunting. Is seems as if this is more of a thinker's bar than a drinker's, however. The barmaids seem efficient, though, and the bar is very well stocked. ~ 0 D 0 D3 ~ ~ 0 -1 5763 S #5766 Uh-Oh!~ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!! THUD! CRACK! KerPLOOMP! (that wasn't a good idea, but now you know that, eh?) YOU ARE DEAD! R.I.P. ~ 0 0 0 D0 ~ ~ 0 -1 5715 D3 ~ ~ 0 -1 5708 S #5767 Whoops...~ Accelerating at 9.81 m/s2 is usually not a good idea unless you have a... SSSSSSPPPPPPPLLLLLLAAAAAAAAATTTTTTTTT!!!!! (ewww!) (you're dead, R.I.P.) ~ 0 0 0 D0 ~ ~ 0 -1 5710 D3 ~ ~ 0 -1 5709 S #5768 The Kerofk MobChute~ This room delivers mobs randomly around the city, and should not be reachable to player characters. Thanks to Locke of Cthulhu mud for use of this idea! ~ 0 0 0 D0 ~ ~ 0 0 5724 D1 ~ ~ 0 0 5705 D2 ~ ~ 0 0 5717 D3 ~ ~ 0 0 5722 D4 ~ ~ 0 0 5729 D5 ~ ~ 0 0 5712 S #5769 Temple of Thoth~ A familiar sight! The altar of Thoth is decorated with the usual array of eagles in flight, and other signs of the god's power. The statue stands proud...an aura around one upheld hand, the other holding an open book. To the west are the living areas of the Priests of Thoth, but you think those are restricted to the devout. ~ 0 D 0 D0 ~ ~ 0 -1 5738 D3 ~ ~ 0 -1 5770 E statue~ Upon closer inspection, you notice the statue is sticking his tongue out at you... ~ S #5770 Living Area~ Small pallets are laid about in an orderly fashion for the priests. a small stool and writing desk is in one corner, a old looking man working quietly behind it. A window lets dim light in to supplement the lanterns hanging on the brick walls. ~ 0 D 0 D1 ~ ~ 0 -1 5769 S #5771 Recruiting Office~ This office is clean and spacious. A big desk faces the door, with a grizzled sergeant behind it. He turns the paperwork in front of him around for you... 'Name, Race, Sex, Age, Address...'. Behind him you see the office of the Captain of the Guard. ~ 0 D 0 D1 ~ ~ 0 -1 5772 D3 ~ ~ 0 -1 5735 S #5772 Captain's Office~ This man's office is a testimonial to battle. Exotic weapons that you've never seen before line the walls, and you notice some bloodstains on the floor. A large area in the center is bared, allowing sparring room. ~ 0 D 0 D3 ~ ~ 0 -1 5771 S #5773 Vacant Lot~ There's a large flattened area in the middle of this lot. You get the eerie feeling that something SHOULD be here, but isn't. How Odd! Moon Gate Road is to the north. ~ 0 D 0 D0 ~ ~ 0 -1 5727 S #5774 History of Kerofk~ This is an 'accidental room', provided only for room continuity. And so, the history of Kerofk... The city of Kerofk originated in the mind of Builder_5, as a major city for use in a role-playing game he was running at the time (a heavily modified version of Powers & Perils--a very out-of-print Avalon Hill game). Amanda Eterniale was a player in this game, and loved the city. About this time, Amanda received an invitation to build on the now-defunct AlbertMUD. She was taught how to build by an imp named MJPrime there, and her first creation was the city of Kerofk, in honor of Builder_5's game. AlbertMUD died in a fairly nasty manner, and about half a year later, Amanda convinced one of the imps to email her her areas. She gave them to Builder_5, smiled, and said, "Edit these? Please?" Builder_5 took the better part of 3 months to edit, fix, and convert these files into a version more suitable for a public release. This is what you have now. Both of us hope you enjoy this area, over a year in the making... Amanda Eterniale Builder_5 ~ 0 D 1 S #5775 Shrine to the Emperor~ This is a very historical spot for the people of Kerofk, where the wizard Rand entered this realm through the 'dimension portal' he made, and later went on to found this city. A giant slab of earth lies toppled over here, a strange eye-shaped stone embedded in it pointing at the sky. A strange thrum of power in the background raises your hackles...remnants and echoes of Rand's power, evidently. ~ 0 CD 0 D2 ~ ~ 0 -1 5722 E stone eye shaped eye-shaped~ Now that you examine it closer, it really does seem to be a carved stone eye, worn smooth by time and the elements. It feels strangely warm to the touch, and you feel a tingling as you pass your hand above it... ~ S #5776 Star Gate~ This small gate seems to be the main entrance for the farmers entering the city with their produce. Guards wave everyone through without a second glance. There is a big sign here that you might want to read. ~ 0 CD 0 D1 ~ ~ 0 0 5736 D3 ~ ~ 0 0 5840 E sign~ ADVENTURERS!!!! I need a party of brave souls to enter the blue temple and destroy the evil orb inside. I shall pay well for the deed!!! Please stop by my temple and get the magic scroll used for entering the foul area if you are powerful enough to withstand the trials!!! --MouseRider, sage of Kerofk. ~ S #5777 Moon Gate~ This is Moon Gate, the main entrance to Kerofk and VERY well defended. The guards look at you suspiciously, but let you by with little or no hassle. There is also a big sign here that you may want to read. ~ 0 CD 0 D1 ~ ~ 0 0 5732 D3 ~ ~ 0 0 5835 E sign~ ADVENTURERS!!! I need a party of brave souls to enter the blue temple and destroy the evil orb within. I shall pay thee well for the deed! Please stop by my temple and get the magic scroll used for entering the foul area, if you are powerful enough to withstand its trials!!! --MouseRider, sage of Kerofk. ~ S #5778 Front Yard~ This, the front yard of the terrible mansion, seems to be more like a jungle than your normal, cultured lawn. It's obvious that this area has not been kept up in many years, decades even! The front door lies ever-so-slightly ajar, seemingly to beckon the wary to enter. The strange feelings you're getting you can't seem to attribute to horror or evil, so why push your luck? ~ 0 CD 0 D1 ~ ~ 0 -1 5718 D3 ~ ~ 0 -1 5779 S #5779 Foyer~ Deep crevices rack the walls here, leaving holes big enough for something quite nasty to live in. The front door creaks behind you, and you whirl about, expecting it to slam shut. It doesn't and you feel kind of silly. 'No one lives here,' you say to yourself quietly, just as footsteps upstairs sound... ~ 0 D 0 D1 ~ ~ 0 -1 5778 D3 ~ ~ 0 -1 5780 S #5780 Main Hall~ This is an old, dusty room. The patterns of filth on the floor indicate that several people have inhabited this house still, fairly recently in fact. A once-ornate grand stairway leads up to the second floor, and below it's peak is a set of cracked glass doors that open up into the backyard. The hall of the house leads north-south, gaining access to some of the interior rooms. ~ 0 D 0 D0 ~ ~ 0 -1 5786 D1 ~ ~ 0 -1 5779 D2 ~ ~ 0 -1 5789 D3 ~ ~ 0 -1 5781 D4 ~ ~ 0 -1 5791 S #5781 Back Yard~ The backyard is even more overgrown than the front yard. Here and there once-white benches poke up out of the tall grasses, testament to better times. You feel a lot more comfortable here than you were inside the house, although there is a looming presence from the garden area opening up to your west. A slight stench of decay passes over you, and you consider going back inside the house to your east. ~ 0 D 0 D1 ~ ~ 0 -1 5780 D3 ~ ~ 0 -1 5782 S #5782 Entrance to the Garden~ Starlight gives this ill-seeming garden illumination, the dim twinkling giving the illusion of movement to the plantlife within. All around you vines crawl up decaying trellises and the other vegetation grows out of control, untended. You hear a gentle swishing of water to a northernly direction, and you can go deeper into the garden to the east, but you definitely think going west might be the best idea... ~ 0 D 0 D0 ~ ~ 0 -1 5783 D1 ~ ~ 0 -1 5781 D3 ~ ~ 0 -1 5785 S #5783 Fountain Area~ Unpruned trees block out what little light there was outside the garden in this close area. A small fountain/pool of tarnished marble sits in the center, with scum and algae covering its surface. Small creatures flit deep in its depths, and you are not sure you want to know exactly what they are. You can head south, to the garden's entrance, or west, to a more open area in the garden. ~ 0 AD 0 D2 ~ ~ 0 -1 5782 D3 ~ ~ 0 -1 5784 S #5784 In the Garden~ Here the garden looks dark and ominous, yet strangely beautiful. An easel has been set up here, and some art supplies lie on the ground, waiting to be used. Faint light trickles down through the leaves like water on this scene, and you feel strangely at peace with the garden, recognizing it for the single growing entity it is. ~ 0 D 0 D1 ~ ~ 0 -1 5783 D2 ~ ~ 0 -1 5785 S #5785 In the Garden~ Ugh! The garden is absolutely dead here! Fumes from the decaying plant matter make you dizzy and nauseous. What ever killed the plants you want no part of. Perhaps leaving post-haste would be wise. ~ 0 D 0 D0 ~ ~ 0 -1 5784 D1 ~ ~ 0 -1 5782 S #5786 Hallway~ This hallway was once tapestried in beautiful colors, and well- illuminated by the lamps on the walls. Now the tapestries are thread-worn and moth-eaten and most the lamps have disappeared, leaving dark holes in the walls. There is a door to your left and one to your right, both slightly ajar. A window to your north looks out to an alley behind a gambling parlor, and to the south is the main room of the mansion. ~ 0 D 0 D1 ~ ~ 0 -1 5787 D2 ~ ~ 0 -1 5780 D3 ~ ~ 0 -1 5788 S #5787 Sitting Room~ Lots of extremely old, plush chairs sit about here. A few tables covered with doilies are scattered about, and a large hutch filled with ancient cracked china stands against the north wall. This looks like one of those rooms that are just for show and not for everyday use. However, the thick layer of dust covering everything belies the neatness of the arrangement of furniture. ~ 0 D 0 D3 ~ ~ 0 -1 5786 S #5788 A Trashed Room~ This room looked to be a library once. Now all the furniture has been moved out but for the bookshelves, which are now falling apart. It looks like a great deal of violence has occurred in this room, as if thousands of fights have occurred here over the years. You wonder who could be capable of such wanton destruction. ~ 0 D 0 D1 ~ ~ 0 -1 5786 S #5789 Hallway~ This section off the interior hallway looks well trodden from the tracks in the dust on the floor. There are doors to the east and west, and northwards is the main room of the mansion. A window once graced the south end of this hallway, but it has since been boarded up from the outside. ~ 0 D 0 D0 ~ ~ 0 -1 5780 D1 ~ ~ 0 -1 5790 D3 ~ ~ 0 -1 5792 S #5790 Dining Room~ This was once a grand dining hall. Now the great oak table has been completely broken and leaned up against one wall to make room for a small folding table and a few chairs taking its place. Obviously the current owners of this mansion don't care much about this place to let it fall into ruin so. ~ 0 D 0 D3 ~ ~ 0 -1 5789 S #5791 Second Floor Hallway~ This is the hallway at the top of the stairs, that leads north-south. Doors line the hallway in both directions, and you can go down to the main room. A big, ten foot tall window on the west wall of the stairwell seemed to have been a stained-glass window once, but has been worn and cracked by time to just be shards of colored glass that doesn't even keep the wind out. ~ 0 D 0 D0 ~ ~ 0 -1 5795 D2 ~ ~ 0 -1 5793 D5 ~ ~ 0 -1 5780 S #5792 Kitchen~ As all the other rooms in this house, this kitchen has been mostly destroyed by time and inconsideration by the current owners. There is still some fresh food lying about, but a rotten smell fills the air, and you see small insects scuttling about in the trash on the floor. The one thing that is sure is that you don't want to eat anything that was prepared here! ~ 0 D 0 D1 ~ ~ 0 -1 5789 S #5793 Hallway~ This hallway ends short to allow the fireplace in the kitchen to reach the roof. A single door is set in the east wall, and the hall leads north to where the stairwell leads down. ~ 0 D 0 D0 ~ ~ 0 -1 5791 D1 ~ ~ 0 -1 5794 S #5794 Bedroom~ This bedroom has been made up for two people. There are bunk beds in the center of the room, and different sets of run-down furniture on each side. On the right is a rather neat desk, chair, a chest of drawers, and on the left there is just a mess of clothes, papers, books, and half-eaten food. There isn't much interesting here, though. ~ 0 D 0 D3 ~ ~ 0 -1 5793 S #5795 Hallway~ This hall leads to the northern part of the second floor, where two bedrooms lead off to the east and west. There is nothing remotely interesting here, since the general decrepency of the house is now no longer 'new' to you. Another window looks out over top a gambling parlor to the north, where you see several low-life types walking and staggering in and out. The starlight filtering in through the window makes this hall a bit more illuminated than the rest of the house. ~ 0 D 0 D1 ~ ~ 0 -1 5796 D2 ~ ~ 0 -1 5791 D3 ~ ~ 0 -1 5797 S #5796 Guest Bedroom~ This is a tiny little room, about 6 feet square and containing only a small bed, a small night-table and a stepladder leaning against the wall in one corner. A lot of disturbed dust on the floor makes you wonder what this room is being used for, since it is obvious no one has used the bed for a _long_ time. ~ 0 D 0 D3 ~ ~ 0 -1 5795 D4 ~ trapdoor~ A -1 5798 S #5797 Bedroom~ You would guess that a young woman lives in this room, from the quality and newness of the clothes that are stacked neatly in the open hope-chest, and the different cosmetics lined up on a shelf just below a mirror on the far wall. A small sleeping pallet lies rolled-up on the floor neatly, and you notice that there is hardly any dust anywhere in this room, making it seem somewhat 'fresh' despite the run-down-ness of the rest of the household. ~ 0 D 0 D1 ~ ~ 0 -1 5795 S #5798 Attic~ This is the attic of the house. There are shelves built into the sides of the roof all around with strange objects floating in jars stacked on them. The smell of formaldehyde is very strong here and you begin to feel faint. There's a door built into a partition to the south...maybe you can make it... ~ 0 AD 0 D2 ~ door~ A -1 5799 D5 ~ trapdoor~ A -1 5796 E jar jars~ Um, the more you look at this jar, the more the thing floating inside begins to look at a piece of human anatomy. *urp* You are beginning to feel _very_ ill. ~ S #5799 Bedroom~ Something smells quite dead here. There is a queen-sized bed taking up most of this small attic room. Some clothes are spread about in disorder and the bed isn't made. A single chair is pulled up to a writing desk, where it looks like someone works frequently. Up here it is very chill, much colder than it is outside. ~ 0 D 0 D0 ~ door~ A -1 5798 S #5800 Entrance to the Blue Trials~ You enter the musty area beneath the blue temple and stop in awe. The stonework here is simply incredible--a combination of dwarven stonemanship and elven artistry. On the wall there is an inscription: 'Only those who brave the elder beasts may arrive safely at the orb.' There is a door to the east. ~ 0 AD 0 D1 ~ door~ A -1 5801 D4 ~ ~ 0 -1 5703 S #5801 Passageway~ It seems that door you just passed through disappeared behind you! The only way to go is forward, then, deeper into the passages. You're not sure if you feel comfortable about this... The passage continues south. ~ 0 AD 0 D2 ~ ~ 0 -1 5802 S #5802 Passageway~ Blank passageway, with bricks set so close together that any mason spotting such work would keel over in disbelief. The passage continues westwards, and back to the north. ~ 0 AD 0 D0 ~ ~ 0 -1 5801 D3 ~ ~ 0 -1 5803 S #5803 Passageway~ Another door is here, and you have a sneaking suspicion this one might disappear as well once you pass through. The passageway leads east back the way you came, and the door is to your south. ~ 0 AD 0 D1 ~ ~ 0 -1 5802 D2 ~ door~ A -1 5804 S #5804 Octagonal Room~ As you enter, you see a bright light spinning in the center of this octagonal room. Also, there are many bones of prior adventurers strewn about. Unfortunately, the door DID disappear behind you again... the only way out is east. ~ 0 D 0 D1 ~ door~ A -1 5805 S #5805 Passageway~ Back into passageway, and, once again, the door has disappeared behind you. The only way to go is north. ~ 0 AD 0 D0 ~ ~ 0 -1 5806 S #5806 Passageway~ Once again you find yourself up against a normal-seeming door in the north wall. The passageway leads a little way south, and then runs up against a dead end. One way to go, again. ~ 0 AD 0 D0 ~ door~ A -1 5807 D2 ~ ~ 0 -1 5805 S #5807 Trial~ This is a large rectangular room with three exits, doors to the north, east and west. The door you've come from has...disappeared! You are not surprised, however. There are some strange scuff marks on the floor, and you'd swear that discoloration is an old bloodstain. ~ 0 D 0 D0 ~ north~ A -1 5811 D1 ~ east~ A -1 5809 D3 ~ west~ A -1 5808 S #5808 Passageway~ The door behind you has disappeared, and you sigh. This is getting old. This is just a tiny room with a door to the south. You feel you know that door already. ~ 0 AD 0 D2 ~ door~ A -1 5801 S #5809 Passageway~ The door behind you melds into the stone walls without a trace. Whomever wasted the magical energies to these doors certainly had flair, if not a sense of humor. The passage continues southward. ~ 0 AD 0 D2 ~ ~ 0 -1 5810 S #5810 Passageway~ You've come to the end of the passage here. But, instead of a door, its a trapdoor! The excitement is palpable; a change of pace, perhaps? ~ 0 AD 0 D0 ~ ~ 0 -1 5809 D5 ~ trapdoor~ A -1 5802 S #5811 Passageway~ Here the passageway has two alcoves on the sides, each with a statue of some forgotten god. The plaques have rusted away so you can't even read the names. Probably these were devotions to Gods whose time was over and whose followers deserted. There is a trapdoor in the floor beyond them: the only way to go. ~ 0 AD 0 D5 ~ trapdoor~ A -1 5812 S #5812 Passageway~ You drop from the now-vanishing trapdoor above to this new passage. It runs to the east. You begin to wonder if you'll ever see Kerofk again... this maze is awful! ~ 0 AD 0 D1 ~ ~ 0 -1 5813 S #5813 Passageway~ The passage continues to the east and west out of your small circle of light in either direction. There seems to be nothing interesting here, just stonework and you. ~ 0 AD 0 D1 ~ ~ 0 -1 5814 D3 ~ ~ 0 -1 5812 S #5814 End of the Passageway~ The passageway ends here, with a door in the northern wall. The passage seems still and eerie. ~ 0 AD 0 D0 ~ door~ A -1 5815 D3 ~ ~ 0 -1 5813 S #5815 Second Trial~ Here are two doors, north and east. The door you came through is gone like chaff in the wind. There's no clue as to which door is the correct one to exit by, and you wonder if this is merely a test of guess. ~ 0 D 0 D0 ~ north~ A -1 5817 D1 ~ east~ A -1 5816 S #5816 Passageway~ You feel this was the wrong decision, somehow. There are two 'nests' here, for the lack of a better word, looking recently used. ~ 0 AD 0 D2 ~ door~ A -1 5801 S #5817 Passageway~ You feel you have made the right decision, somehow. The door behind you has vanished, but the passageway leads away to the north. ~ 0 AD 0 D0 ~ ~ 0 -1 5818 S #5818 Passageway~ Here is a door to the north. A plaque next to it reads, 'The Trial of Defense!'. You get a BAD feeling about this room ahead. ~ 0 AD 0 D0 ~ door~ A -1 5819 D2 ~ ~ 0 -1 5817 S #5819 Trial of Defense!~ This is a small close room, with a door exact opposite from where you entered. The door behind you is conveniently gone. ~ 0 D 0 D0 ~ door~ A -1 5820 S #5820 Passageway (Again!)~ You feel relief pass over you for a moment. This place looks to be a nice, safe place to rest if you've ever seen one. ~ 0 ACD 0 D1 ~ ~ 0 -1 5821 S #5821 Passageway~ Now you are in a twisty set of passageways, and feel rather lost! ~ 0 AD 0 D2 ~ ~ 0 -1 5822 D3 ~ ~ 0 -1 5820 S #5822 Passageway~ Now you are in a twisty set of passageways, and feel rather lost! ~ 0 AD 0 D0 ~ ~ 0 -1 5821 D1 ~ ~ 0 -1 5823 S #5823 Passageway~ Now you are in a twisty set of passageways, and feel rather lost! ~ 0 AD 0 D0 ~ ~ 0 -1 5824 D3 ~ ~ 0 -1 5822 S #5824 Passageway's End~ You seem to have come to the end of the twisty passageways, with no discernable exit. Could there be something hidden here? ~ 0 AD 0 D2 ~ ~ 0 -1 5825 S #5825 Trial of Persistence~ In this plain, square room, there are four doors, each at a corner of the compass. They all look exactly the same, and for a moment you feel confused. ~ 0 D 0 D0 ~ north~ A -1 5827 D1 ~ east~ A -1 5826 D2 ~ south~ A -1 5826 D3 ~ west~ A -1 5826 S #5826 Passageway~ You feel you have chosen the wrong exit, but there seems to be a hole in the floor as the only exit. Odd... ~ 0 AD 0 D5 ~ ~ 0 -1 5820 S #5827 Passageway~ The passageway leads away to the north, and you feel you have chosen correctly again. What luck! ~ 0 AD 0 D0 ~ ~ 0 -1 5828 S #5828 Passageway~ There is a door to your north, with a plaque that says, 'The Trial of Death!' Uh-oh. You wonder if you've a scroll of recall... ~ 0 AD 0 D0 ~ door~ A -1 5829 D2 ~ ~ 0 -1 5827 S #5829 Killed by Arrow Traps!~ Suddenly thousands of arrows pepper your body...turning you into a giant pincushion!!!! YOU ARE DEAD (R.I.P.!) Welcome to DikuMUD 0) Exit from DikuMud. 1) Enter the game. 2) Enter description. 3) Change password. Make your choice: (and then, the illusion and shock slowly fades away.) ~ 0 D 0 D0 ~ ~ 0 -1 5830 S #5830 Alcove~ Up ahead, you see a bright light, much brighter than most mundane light sources you've seen. It seems to be coming from a small globe in the next room, resting on a pedestal. ~ 0 D 0 D0 ~ ~ 0 -1 5831 S #5831 Pedestal of the Orb!~ This is a large square room. All around on the walls there are friezes of dwarves and elves, pictured worshiping the very orb that hovers above the pedestal in the middle of this very room. The pedestal is pure gold, and the orb hovers above it, humming and glowing with such radiance you can barely see its form. This, then, is the object of your quest. ~ 0 CD 0 D0 ~ door~ A -1 5832 S #5832 Temple of MouseRider~ Here you are again at the Temple of MouseRider, through a bizarre twist of space. The main entrance seems to be gone, however... MouseRider is clutching one of the shards of the destroyed orb. He laughs evilly as he takes a vicious dagger and disembowls himself, spilling organs all over his feet and the floor. 'Fools!' he cries, 'I am now an immortal, I am now a liche!!' He laughs, and directs his minions to attack! ~ 0 CD 0 D0 ~ door~ A -1 5833 S #5833 Void~ Mouserider's bedroom is gone. You float in space, and several objects wink into being around you. A reward from the gods, perhaps? A rift opens in space below you, and you spot the street outside the White Temple in Kerofk. A voice booms around you: "Take these toys, and remember this: don't expect plot continuity from a mud!" You feel relief. ~ 0 CD 0 D5 ~ ~ 0 -1 5702 S #5834 View of a City~ Incredible! From this vantage point you see a huge city to your east, large enough to hold thousands of people. Great walls encircle the city, no doubt to keep the marauding monsters at bay. The city is in a VERY defensible spot in that over half its length is sprawled along the edge of a cliff. Beyond the cliff you see a dark ocean, reflecting the starlight above very feebly. The road continues west down the rise, and east, towards the city on the edge. ~ 0 D 2 D1 ~ ~ 0 -1 5835 D3 ~ ~ 0 0 5841 S #5835 Near the City~ You are very near the city now. There is a great gate to your east, with guards slowly letting people in and out. The walls surrounding the city seem impassable, but several scorch marks along its length tells a different stories about war and raids. To your west is a rise where you may get a better vantage point of the city. ~ 0 D 2 D1 ~ ~ 0 -1 5777 D3 ~ ~ 0 -1 5834 S #5836 Dirt Road~ The road travels north-south here along the side of the mountains. To the north you see some cultivated fields, and to the south a fork in the road. The sky above seems eerie, especially to the west where the glow of the normal sky brightens the horizon... ~ 0 D 2 D0 ~ ~ 0 -1 5837 D2 ~ ~ 0 0 5841 S #5837 Turn in the Road~ The road turns here to the east. Around you you see small cultivated fields, tended by farmers who seem paranoid and quick. The vegetables they are harvesting seem pale and lifeless by your standards, with a few you've never seen the likes of before. From several burned out shells of houses you guess the farmers just try to grow what they can before the city is put under siege again. ~ 0 D 2 D1 ~ ~ 0 -1 5838 D2 ~ ~ 0 -1 5836 S #5838 A City on the Edge~ From here you see a great walled city from the side. Only half is walled, the other half sprawled directly on the edge of a great cliff which drops down into a dark ocean below. To the east you see a small gate in the city, which farmers are going into and out of sporadically. ~ 0 D 2 D1 ~ ~ 0 -1 5839 D3 ~ ~ 0 -1 5837 S #5839 Fields near a City~ There are some more small fields here, and more burned out houses. From the smell of charred wood and the sounds of fresh construction, you guess that the last raze didn't happen long ago... ~ 0 D 2 D1 ~ ~ 0 -1 5840 D3 ~ ~ 0 -1 5838 S #5840 Near a City~ There is small gate to your east where guards let farmers into and out of the city with their produce. The walls seem indestructible, but scorch marks along its length tell a different story... ~ 0 D 2 D1 ~ ~ 0 0 5776 D3 ~ ~ 0 -1 5839 S #5841 Dirt Road~ The road you stand on forks several directions here, one leading to the north out of sight in the starlit sky, one leading up a hill to the east, and towards the mountains to the west. It seems very quiet and peaceful here. A breeze caresses your face. ~ 0 D 2 D0 ~ ~ 0 0 5836 D1 ~ ~ 0 0 5834 D3 ~ ~ 0 0 5842 S #5842 Dirt Road~ The road continues east and west from here. To the west you see brightness seeping over and between the mountains. Eastwards the strange, unnatural night sky spreads over anything, its permanent stars lighting the landscape with an eerie glow. ~ 0 D 2 D1 ~ ~ 0 0 5841 D3 ~ ~ 0 0 5843 S #5843 Dirt Road~ You are standing in the foothills before the mountains. A road leads away under the starry sky to the east, and a mountain pass heads up and through to the north. The scenery on this side of the mountains seems bleak and lifeless, probably due to the lack of sun. ~ 0 D 4 D0 ~ ~ 0 0 5844 D1 ~ ~ 0 0 5842 S #5844 Mountain Pass~ The mountain pass leads up to the west, and downwards to the south. There seems to be a strange half twilight farther to the west, casting an eerie glow over the stones and shrubberies around. You can see a large dark plain to the east that the sun never seems to have shone upon, making it appear to be otherworldly somehow... ~ 0 D 4 D2 ~ ~ 0 0 5843 D3 ~ ~ 0 0 5845 S #5845 Mountain Pass~ You are standing at the apex of the mountain pass, the normal sky to your west, and the strange night sky to your east. The edge of the night is clearly delineated above you...a sharp edge separating night from normal, as it were. Very odd...you wonder what could be causing this unnatural darkness. ~ 0 0 4 D1 ~ ~ 0 0 5844 D2 ~ ~ 0 0 5846 S #5846 Mountain Pass~ The mountains rise up here, the small pass you are on winds its way up to the north. The sky seems dark above the mountains, as if the mountains were a dividing line keeping back the night. The pass also leads back down to the steep foothills. ~ 0 0 4 D0 ~ ~ 0 0 5845 D2 ~ ~ 0 0 325 S #5847 Fleecem and Son~ This is a small, hole in the wall office, lined with boxes and crates of paper and files. An old, beaten-up desk stands near the door, very much on its last legs. The air is thick and humid, the decorations too garish, the space is too crowded. A name plaque on the desk says 'Bungle Fleecem, Esq.' ~ 0 D 0 D1 ~ ~ 0 0 5730 S #5848 Graveyard Entrance~ You stand on a path in an eerie graveyard. An archway leads north to Moon Gate Road, and the path continues to the east and south. In the gloom of night and the twinkling stars above, the tombstones seem to take a life of their own in a storybook way. You don't think it would be the kind of storybook you would be interested in... ~ 0 CD 1 D0 ~ ~ 0 0 5728 D1 ~ ~ 0 0 5849 D2 ~ ~ 0 0 5851 S #5849 Graveyard~ This path leads through the graveyard south and west. You notice several graves have been disturbed here, and one grave has been entirely dug up. The bones of a dead dwarf lie exposed at the bottom of the grave, its hands seemingly to clutch at the sky. The tombstone at the head of the grave is completely unreadable. ~ 0 D 1 D2 ~ ~ 0 0 5850 D3 ~ ~ 0 0 5848 S #5850 Graveyard~ You stand in the south-east corner of the graveyard. The tombstones here are old and weathered by age and elements. Some are toppled over. Some grass grows sparsely around the rocks, paled by the lack of sun. In this area, you feel the peace of death, instead of the decay usually associated with graveyards. ~ 0 D 1 D0 ~ ~ 0 0 5849 D3 ~ ~ 0 0 5851 S #5851 Graveyard~ The earth here has been freshly turned up, the graves recent. The headstones tell tale of faithful wives and brave husbands, meeting their ends with dignity and aplomb. Two pits are dug near the wall for a burial yet to take place. You feel strangely chilled by the night air... ~ 0 D 1 D0 ~ ~ 0 0 5848 D1 ~ ~ 0 0 5850 S #5852 Farmer's Stand~ A few wooden stands here are filled with fruits and vegetables grown under this endless night sky. This place seems to get good business, but not enthusiastic customers. You can understand why from the quality of the wares. ~ 0 D 0 D2 ~ ~ 0 0 5720 S #0 #RESETS D 0 5702 2 2 * Plaza of Kerofk D 0 5703 0 2 * The Blue Temple D 0 5739 1 1 * Jenk's Place D 0 5740 3 1 * The Back Room D 0 5747 3 1 * The Bookstore D 0 5748 1 1 * Thieves Guild D 0 5749 0 1 * Mages' Guild, Entrance D 0 5749 1 1 * Mages' Guild, Entrance D 0 5749 3 2 * Mages' Guild, Entrance D 0 5751 2 1 * Leonna's Office D 0 5752 1 2 * Mages' Guild Storeroom D 0 5753 3 1 * The Mages' Library D 0 5759 3 1 * Outer Chamber D 0 5760 1 1 * Inner Chamber D 0 5761 1 2 * Jailer's Room D 0 5762 3 2 * Cells D 0 5796 4 1 * Guest Bedroom D 0 5798 5 1 * Attic D 0 5798 2 1 * Attic D 0 5799 0 1 * Bedroom D 0 5800 1 1 * Entrance to the Blue Trials D 0 5803 2 1 * Passageway D 0 5804 1 1 * Octagonal Room D 0 5806 0 1 * Passageway D 0 5807 0 1 * Trial D 0 5807 1 1 * Trial D 0 5807 3 1 * Trial D 0 5808 2 1 * Passageway D 0 5810 5 1 * Passageway D 0 5811 5 1 * Passageway D 0 5814 0 1 * End of the Passageway D 0 5815 0 1 * Second Trial D 0 5815 1 1 * Second Trial D 0 5816 2 1 * Passageway D 0 5818 0 1 * Passageway D 0 5819 0 1 * Trial of Defense! D 0 5825 0 1 * Trial of Persistence D 0 5825 1 1 * Trial of Persistence D 0 5825 2 1 * Trial of Persistence D 0 5825 3 1 * Trial of Persistence D 0 5828 0 1 * Passageway D 0 5831 0 1 * Pedestal of the Orb! D 0 5832 0 1 * Temple of MouseRider O 0 5747 2 5734 * a well O 0 5747 2 5734 * a well O 0 5729 10 5752 * a chimaera cloak O 0 5728 3 5752 * the dreamblade O 0 5746 1 5700 * a chest P 0 5725 0 5746 1 * an odd scroll O 0 5715 5 5833 * an amulet of Thoth O 0 5716 5 5833 * an eagle pendant O 0 5736 20 5799 * a painting M 0 5700 1 5700 1 * MouseRider E 0 5700 10 9 * a white glove M 0 5701 1 5703 1 * the Sentinel Beast M 0 5702 1 5751 1 * Leonna E 0 5730 20 5 * a magic jerkin E 0 5727 20 16 * a flaming sword E 0 5723 1 17 * a guild key M 0 5703 1 5747 1 * the Bookstore Owner G 0 5702 1000 * the book of dragons G 0 5708 1000 * a manual of protection G 0 5709 1000 * a travel brochure G 0 3042 1000 * G 0 3040 1000 * M 0 5704 1 5748 1 * Seobagn M 0 5705 1 5746 1 * the Bartender G 0 5748 1000 * a bottle G 0 5749 1000 * a carafe G 0 5750 1000 * a shotglass M 0 5754 1 5765 1 * the Bartender G 0 5748 1000 * a bottle G 0 5749 1000 * a carafe G 0 5750 1000 * a shotglass M 0 5706 5 5765 3 * the Barmaid M 0 5706 5 5765 3 * the Barmaid M 0 5706 5 5765 3 * the Barmaid M 0 5706 5 5746 2 * the Barmaid M 0 5706 5 5746 2 * the Barmaid M 0 5707 5 5746 3 * the Drunk M 0 5707 5 5746 3 * the Drunk M 0 5707 5 5746 3 * the Drunk M 0 5707 5 5765 2 * the Drunk M 0 5707 5 5765 2 * the Drunk M 0 5708 3 5707 1 * the Gambler M 0 5708 3 5741 2 * the Gambler M 0 5708 3 5741 2 * the Gambler M 0 5709 4 5707 2 * the Dealer M 0 5709 4 5707 2 * the Dealer M 0 5709 4 5741 2 * the Dealer M 0 5709 4 5741 2 * the Dealer M 0 5710 1 5742 1 * Ben E 0 5737 20 16 * an axe M 0 5711 1 5743 1 * the Shopkeeper G 0 5714 100 * a tin of nightcrawlers G 0 5717 100 * a fly lure G 0 5743 1000 * a breast plate G 0 5744 1000 * a round, steel cap G 0 5745 1000 * a pair of chain leggings M 0 5712 5 5707 2 * the Gambler M 0 5712 5 5707 2 * the Gambler M 0 5712 5 5741 3 * the Gambler M 0 5712 5 5741 3 * the Gambler M 0 5712 5 5741 3 * the Gambler M 0 5713 2 5765 2 * the Citizen M 0 5713 2 5765 2 * the Citizen M 0 5714 1 5764 1 * the Receptionist M 0 5715 1 5754 1 * the Herbalist G 0 5718 1000 * a dusk of basil G 0 5719 1000 * a fern seed G 0 5720 1000 * a clump of hemlock G 0 5721 1000 * a betony leaf G 0 5722 1000 * a crown of elder berries M 0 5716 2 5758 2 * the Lawyer M 0 5716 2 5758 2 * the Lawyer M 0 5717 1 5756 1 * the Secretary M 0 5718 1 5757 1 * Kell M 0 5719 2 5759 2 * the Council Guard E 0 3022 1000 16 * M 0 5719 2 5759 2 * the Council Guard E 0 3022 1000 16 * M 0 5720 7 5760 7 * the Council Member M 0 5720 7 5760 7 * the Council Member M 0 5720 7 5760 7 * the Council Member M 0 5720 7 5760 7 * the Council Member M 0 5720 7 5760 7 * the Council Member M 0 5720 7 5760 7 * the Council Member M 0 5720 7 5760 7 * the Council Member M 0 5721 1 5761 1 * the Jailer G 0 5726 1 * a jailer's key E 0 3022 1000 16 * M 0 5722 1 5762 1 * the Prisoner M 0 5723 2 5744 2 * the Innguard E 0 3022 1000 16 * M 0 5723 2 5744 2 * the Innguard E 0 3022 1000 16 * M 0 5724 1 5739 1 * Jenk G 0 5711 100 * an arbalest G 0 5712 100 * a suit of target armor G 0 5713 100 * a quick sheathe G 0 5710 3 * a plate bird perch M 0 5725 1 5740 1 * the Black Marketeer E 0 5731 10 17 * the space-warp wand M 0 5726 2 5769 2 * the Priest M 0 5726 2 5769 2 * the Priest M 0 5727 1 5770 1 * the High Priest M 0 5728 1 5771 1 * the Sergeant M 0 5729 1 5772 1 * the Captain E 0 5704 20 16 * an epee M 0 5730 1 5768 1 * the Beggar G 0 5724 1 * a blank key M 0 5731 4 5702 4 * the Citizen M 0 5731 4 5702 4 * the Citizen M 0 5731 4 5702 4 * the Citizen M 0 5731 4 5702 4 * the Citizen M 0 5732 4 5750 4 * the Citizen M 0 5732 4 5750 4 * the Citizen M 0 5732 4 5750 4 * the Citizen M 0 5732 4 5750 4 * the Citizen M 0 5733 6 5768 6 * the Militia Man E 0 3022 1000 16 * M 0 5733 6 5768 6 * the Militia Man E 0 3022 1000 16 * M 0 5733 6 5768 6 * the Militia Man E 0 3022 1000 16 * M 0 5733 6 5768 6 * the Militia Man E 0 3022 1000 16 * M 0 5733 6 5768 6 * the Militia Man E 0 3022 1000 16 * M 0 5733 6 5768 6 * the Militia Man E 0 3022 1000 16 * M 0 5734 1 5768 1 * Kervin E 0 5706 20 16 * a war ribbon E 0 5739 10 5 * a blob of living armor M 0 5735 4 5776 2 * the Gateguard E 0 3022 1000 16 * M 0 5735 4 5776 2 * the Gateguard E 0 3022 1000 16 * M 0 5735 4 5777 2 * the Gateguard E 0 3022 1000 16 * M 0 5735 4 5777 2 * the Gateguard E 0 3022 1000 16 * M 0 5736 1 5804 1 * the Bright Light M 0 5737 2 5807 2 * the Guardian Wisp M 0 5737 2 5807 2 * the Guardian Wisp M 0 5738 1 5831 1 * the Orb E 0 5701 5 17 * a crystal shard M 0 5739 1 5832 1 * the Liche E 0 5703 5 12 * the robe of the Liche M 0 5740 2 5832 2 * the Storm Demon M 0 5740 2 5832 2 * the Storm Demon M 0 5741 1 5799 1 * Tiersten E 0 5735 20 16 * a flail M 0 5742 1 5799 1 * the Edimmu M 0 5743 1 5784 1 * Sosivia E 0 5738 20 3 * a talisman of hope M 0 5744 1 5791 1 * Celia E 0 5733 15 3 * an amulet of protection E 0 5734 15 17 * the memory staff M 0 5745 1 5788 1 * Talbot E 0 5732 100 16 * an elite sword M 0 5746 1 5788 1 * Korino E 0 5732 100 16 * an elite sword M 0 5747 1 5847 1 * Bungle Fleecem M 0 5748 1 5850 1 * the gravedigger M 0 5749 4 5750 4 * the Citizen M 0 5749 4 5750 4 * the Citizen M 0 5749 4 5750 4 * the Citizen M 0 5749 4 5750 4 * the Citizen M 0 5750 2 5816 2 * a hellhound M 0 5750 2 5816 2 * a hellhound M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5751 10 5819 10 * a goblin M 0 5752 1 5852 1 * the Farmer G 0 5705 1000 * a powwee G 0 5707 1000 * a zucchini G 0 5740 1000 * a pale apple G 0 5741 1000 * a potato G 0 5742 1000 * an onion M 0 5753 1 5745 1 * the Receptionist S #SHOPS 5703 0 0 0 0 0 100 120 0 23 * the Bookstore Owner 5705 0 0 0 0 0 100 110 0 23 * the Bartender 5711 9 5 0 0 0 100 120 0 23 * the Shopkeeper 5715 0 0 0 0 0 100 130 0 23 * the Herbalist 5724 9 5 3 4 10 120 140 0 23 * Jenk 5752 0 0 0 0 0 100 110 0 23 * the Farmer 5754 0 0 0 0 0 100 110 0 23 * the Bartender 0 #SPECIALS M 5702 spec_cast_mage * Leonna M 5734 spec_cast_mage * Kervin M 5738 spec_breath_any * the Orb M 5739 spec_breath_any * the Liche M 5741 spec_cast_mage * Tiersten M 5744 spec_cast_mage * Celia S #$