#AREA The Dungeon~ #AUTHOR Uri~ #RANGES 25 35 0 60 $ #RESETMSG You hear the echo of a prisoner screaming.~ #FLAGS 0 25 #ECONOMY 0 1166750 #HELPS 0 $~ #MOBILES #1600 guard stinky~ a stinky guard~ A guard is keeping a vigilant post here. ~ The smell radiating from the guard would cause a skunk to turn away. His clothes look like they've seen niether soap or water in years. The guard reeks of BO and sweat, but the determined look in his eyes forcasts a formidable foe. ~ 3 0 0 C 25 0 0 0d0+0 0d0+0 150 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 6 3 0 0 33 1 2 0 0 39 0 0 0 0 524289 #1601 guard sleepy sleeping~ a sleepy guard~ A sleepy guard yearns for a few more minutes of sleep. ~ The dungeon guard's feet sprawl over the sides of his bed. Lying on his back, the guard appears to be dead. ~ 3 0 0 C 25 0 0 0d0+0 0d0+0 125 0 4 12 1 13 13 13 13 13 13 13 0 0 0 0 0 7 3 0 0 33 1 2 0 0 39 0 0 0 0 524289 > act_prog p wakes you.~ if rand(50) say C'mon, I just got to sleep. Leave me alone! sleep else say What the... What are you doing in here? endif ~ | #1602 executioner~ The Executioner~ The Executioner, tall and fearless, looms over you. ~ The executioner is as mysterious as he is awesome. His head is covered hiding his true identity, with only his eyes showing through some holes. Without a shirt on it is easy to see his huge, bulging muscles. Black leather pants envelope his massive legs. His hands are as big as a bear's paws. He stands poised ready to fight. His job his to execute the prisoners sentenced to death. ~ 1 512 0 C 32 0 0 0d0+0 0d0+0 0 0 12 12 1 18 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 39 0 0 0 0 3 > act_prog p looks at The Executioner's Mistress.~ if sex($n) == 2 say You're envious, aren't you? smile $n else say Hey!! She's mine! mer $n _yel The Executioner pokes $n in $s eyes. mea $n _yel The Executioner pokes you right in the eye. endif ~ > death_prog 100~ if mobinroom(1603) == 1 mpe A shimmering &Wwhite &wlight surrounds the executioners corpse. Say I shall protect you dear, even after death! mptransfer 1608 mpforce 1608 mpkill $n mpforce 1603 mpkill $n else say You may have defeated them, but I shall destroy you! endif ~ | #1603 mistress 1603~ The Executioner's Mistress~ The Executioner's Mistress lies in bed awaiting her man. ~ ~ 16777217 512 0 C 29 0 0 0d0+0 0d0+0 0 0 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 39 0 0 0 1 2 #1604 slave woman~ a slave~ A slave of the executioner is sweeping the floor. ~ Long black hair, tangled and matted, covers the head of the slave girl. Wearing nothing but rags, she shivers from the cold air, but she continues to sweep. Sweeping will keep her from getting beat. ~ 16777217 0 0 C 26 0 0 0d0+0 0d0+0 0 0 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 39 0 0 0 64 0 > greet_prog 100~ if sex ($n) == 1 flirt $n say Hey Big Boy! tell $n Please help me get out of here! else if sex ($n) == 2 say Hmmph!! I see the master has called for a new harlot! roll else say YEEEWWW!!! Get IT away from me!! endif endif ~ | #1605 prisoner krog~ Krog~ A prisoner shields his eyes from the light. ~ Krog looks like an elf whose time with freedom ended long ago. Tears and rips in Krog's shirt reveal numerous whelts and whip marks. Krog's ribs protrude through his chest. Robe marks on his wrists bleed. ~ 16777219 512 0 C 20 0 0 0d0+0 0d0+0 0 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 1 3 0 0 3 3 2 0 0 39 0 0 2100226 0 0 > greet_prog 100~ If ispc($n) say Who are you? Have you come to help us? mpe _lbl The prisoner looks over you suspiciously. else yell NOOOooooooo. emote kicks at $n. endif ~ > speech_prog yes help~ say If you promise to aid us, I will let you in on a secret. say First, you MUST promise me though... Do you promise? ~ > speech_prog p I promise~ follow $n say In one of the cells, there is a secret passage out. ~ > rand_prog 50~ if inroom($i) == 1646 say Yes, yes!! Look at the ants, this must be it! else endif ~ > act_prog p opens the crack.~ follow self say This is it... I'm outta here. mpe Without looking back the prsoner bolts through the crack. mpgoto 1600 ~ | #1606 prisoner~ a prisoner~ A tortured prisoner screams in fear of what you may do to him. ~ Black and blue marks cover the prisoner's body. Open sores bleed profusely onto the floor. Only a towel like garment covers his body. ~ 1 512 0 C 24 0 0 0d0+0 0d0+0 0 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 0 0 0 0 0 0 > greet_prog 100~ say YOU WON"T TAKE ME TO THE RACK AGAIN! NEVER!!! shout AAAAAAHAAHHAHAHHAAH!! mpkill $n ~ | #1607 man prisoner warblade~ warblade~ A runt of a man cowers before you. ~ Warblade, who once thought himself to be a powerful warrior, now cowers before just about anything that moves. Scars cover most of his body, two in paticular catch your eye. Carved into is left cheek is the letter '&RR&W'. Upon his other cheek is the letter '&YJ&W', what could they stand for? Being alone in this dark cell has definitely broken this man. ~ 1 512 0 C 22 0 0 0d0+0 0d0+0 0 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 1 0 0 1816 0 0 0 0 0 > all_greet_prog 100~ if sex($n) == 2 say No, Jenny, No! say I HAVE learned my lesson, and I've learned it well! emote cowers into the corner. say Please leave me alone. emote begins to urinate. else if sex($n) == 1 say Cocytus? Tempus? Please, I've had enough! yell Guards!! Please help me!! say Go away! else emote tries to hide and pretends you can not see him. endif endif ~ | #1608 spirit executioner 1608~ the Spirit of the Executioner~ A shadowy figure, whom is the spirit of the Executioner, is here taunting you. ~ A shadowy cloak covers most of the Spirit. he has returned from the dead to protect his loved one. ~ 1 512 0 C 30 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 84 3 0 0 1970234145 1970234145 3 0 0 0 0 0 0 0 0 #1609 ogre guard~ a guard~ A guard patrols the hall, keeping an eye on the prisoners. ~ Not normally seen in these parts, the ogre looks like a formidable opponent. His hide is a sickly yellow color which contrasts sharply with his blackish- blue hair. His muscles bulge as he flexes them in an attempt to frighten you off. Around his waist, attached to his belt, he holds the keys to the cells. ~ 1 512 0 C 28 0 0 0d0+0 0d0+0 0 0 12 12 0 19 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 17 17 2 0 0 1440 0 0 0 32 526336 > death_prog 100~ mpoload 1602 ~ > greet_prog 100~ say Halt!! Say say You have no business here! say say Leave at once or else I'll call for more guards. ~ | #1638 rat~ a baby rat~ A baby rat emerges from the nest. ~ ~ 1 0 0 C 15 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 77 3 0 0 128 128 0 0 0 0 0 0 0 0 0 > death_prog 100~ mpecho The baby rat lets out an ear-piercing squeal. mpecho Suddenly, rat after rat emerges to avenge the death of a nest mate. mpmload 1639 mpmload 1639 mpmload 1639 mpmload 1639 mpforce qqww mpkill $n ~ | #1639 rat qqww~ a rat~ A rat leaps from the nest and attacks you. ~ ~ 1 33288 0 C 24 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 77 3 0 0 128 128 0 0 0 0 0 0 0 0 0 #1640 beast dweller~ the tunnel dweller~ A hideous looking beast lashes out at you. ~ ~ 3 552 0 C 25 0 0 0d0+0 0d0+0 0 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 89 3 0 0 1 1 2 0 0 268698112 0 0 0 262155 2048 > all_greet_prog 100~ if isaffected($n) == sneak or is affected($n) == invisible say You can try to &Ysneak &Cup on me, *sniff* but I know where you are. mpe The dweller looks right at you, even though his eyes looked glazed over. else say I've been awaiting you. You make more noise than the prisoners mpe _lbl The dweller continues 'do when they are being tortured.' endif mpkill $n ~ | #1641 worm~ a giant worm~ A huge giant worm lies here, awaiting a meal. ~ ~ 33 520 0 C 25 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 70 3 0 0 544501359 544501358 2 0 0 1064 0 0 0 8 0 #1642 egru rodent~ egru~ An Egru is roaming the tunnels looking for food. ~ The hair of the rodent is coarse and does not do well in actually covering it. Through the hair, you see clods of dirt sticking to the pale skin. The lack of pigment is probably due to the fact that this rare rodent spends of all its time in these dark tunnels. Thick, pointed claws aid in its search for food as they easily loosen the dirt beneath them. Tusk like fangs protude from the rodents mouth. Snarling and snorting, the Egru darts its head back and forth. ~ 69 552 0 C 27 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 77 3 0 0 128 128 3 0 0 302055480 0 0 0 3 0 #1643 beast~ a tunnel beast~ A dark furred beast is undisturbed by your presence. ~ A dark and furry tunnel beast is here, routing through the dirt tunnels. ~ 1 33320 0 C 28 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 77 3 0 0 128 128 2 0 0 302055448 0 0 0 262144 0 > all_greet_prog 100~ mpe _lbl The beast viscously rips a piece of flesh from the decaying corpse. mpe _lbl The beast stops and eyes you, as if deciding to try some "fresh" meat if rand(33) mpe _lbl The beast suddenly lunges at your throat. mpkill $n else mpe _lbl The beast decides to continue eating the decaying corpse. endif ~ | #1644 devil creature~ a dirt devil~ A strange looking creature runs towards you. ~ The eyes of this creature are narrow and appear to glow in the dark. As a creature of the tunnels, he has adapted well to living in the dark. It's nostrils are very large, which dramatically helps its sense of smell and gives its an advantage over its prey. ~ 1 552 0 C 29 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 77 3 0 0 128 128 3 0 0 0 0 0 0 3 0 #1645 rat giant~ a giant rat~ A giant rat snarls at you, then charges. ~ As you look at the rat you notice it's &Rred &weyes staring back at you. The rat is studying you just as much as you are studying it. The rat thinks about the situation and feels it has the advantage, since the ledge is extremely wide to it. ~ 35 552 0 C 33 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 77 3 0 0 128 128 3 0 0 0 0 0 0 3 0 #1646 centipede~ a centipede~ A centipede with a hundred legs scurries across the floor. ~ ~ 16777217 512 0 C 26 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 83 3 0 0 256 256 3 0 0 0 0 0 0 0 0 #1692 protector man~ the Protector of the Tunnels~ A man who claims to be the Protector of the Tunnels stands here. ~ This warrior was put in a trance by the Evil Sorceress of Gorloff. His only mission in life now is to protect these tunnels. ~ 3 512 0 C 35 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 29 18 39 0 0 0 0 524291 > act_prog p from above.~ if ispc($n) d close portcullis lock portcullis u say You shalt not leave here.... ALIVE!!! else kick $n snicker endif ~ | #1693 snake spirit~ snake spirit~ The barely visible presence othe Spirit of the Snake floats above the floor. ~ ~ 1 0 0 C 25 0 0 0d0+0 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 84 3 0 0 4096 4096 1 0 0 0 0 0 0 0 0 #1694 yozuri interrogator~ Yozuri~ An evil looking man eyes you suspiciously. ~ Yozuri is a small man with a 'yellowy' complexion. His head is shaved bald with the exception of a long, black lock of hair off the back of his head. Although Yozuri looks to be quite old, he moves about nimbly. ~ 3 512 0 C 30 0 0 0d0+0 0d0+0 0 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 3 29 18 824 0 0 0 0 2050 #1695 guard captain~ The Captain of the Guard~ The Captain of the Guard inspects his men. ~ ~ 65 512 -250 C 36 0 0 0d0+0 0d0+0 0 0 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 2080 131075 3 29 18 1569 0 0 0 0 524291 #1696 guard elite~ an elite guard~ An Elite Guard stands guard. ~ The guard is neatly dressed and stands at attention as if he were stone. You'd think he were stone if you wouldn't happen to see him blink once in awhile. The guard also looks to be in top physical condition. ~ 3 512 0 C 27 0 0 0d0+0 0d0+0 100 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 7 3 0 0 33 1 2 0 0 1029 0 0 0 0 3 #1697 sorceress c'drin woman~ C'Drin~ A beautiful woman is seated in the gold throne. ~ What beauty!! The evil sorceress, C'Drin, is the most beautiful woman you have EVER seen! Flowing auburn hair rests gently on her shoulders and her emerald green eyes are captivating. C'Drin's powers are rumored to come drom the depths of hell. C'Drin acknowledges your presence with a quaint little smirk. ~ 3 680 -1000 C 30 0 0 10d10+800 0d0+0 1000 0 12 12 2 16 18 18 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 2 0 0 39 0 0 0 8388608 8196 #1698 Gorloff priest dark~ Gorloff~ A charismatic man catches your eye and almost holds you in a trance. ~ The dark priest is a very charismatic man. From the way he carries himself, one can tell he is very sure of himself. As you return his stare, one can't help but notice the many scars on his face. The dark priest as seen more than his share of battle. ~ 3 552 -750 C 35 0 0 10d20+1000 0d0+0 25000 0 12 12 1 18 18 18 18 13 18 13 0 0 0 0 0 0 0 0 0 1 1 3 39 28 53 0 0 0 0 3 > fight_prog 50~ if mobinroom(1693) >= 1 say I shall defeat you! else mpe _cya Gorloff begins an evil sounding chant. mpe _lbl A shadowy form appears before your eyes. mpmload 1693 mpforce snake mpkill $n endif ~ > all_greet_prog 100~ emote stares at you with an evil eye. emote as he makes a sweeping motion with his arm, he says "Uredel" mpforce $n close door mpforce $n lock door mpforce $n drop key mpe _lbl Instaed os snickering he begins to chant..... cast 'poison' $r ~ | #1699 Phenn dragon white~ Phenn~ An enormous white dragon looks at you with contempt. ~ Before you is an enormous, white dragon. Once thought only to live in the tales of children, you suddenly decide to believe in them. Looking over this awesome creature, fear starts to overcome you. For those who succumb to this fear, probably live to tell about their find. For those who linger around, death is thier reward for bravery. The scales of the dragon turn the rays from your light into tiny rainbows, casting colors of light through out the cave. Razor sharped teeth, the size of a halfling, line the beasts mouth. The claws of the dragon could probably rip through the best of armor. ~ 3 680 0 C 35 0 0 45d100+50 0d0+0 0 0 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 31 3 0 0 1 1 4 50 50 268664880 0 2050 5 7 0 > act_prog p A chill runs down your spine.~ shout YAHOO!! say It worked. ~ > death_prog 25~ mpoload 1699 mpoload 1698 ~ | #0 #OBJECTS #1600 puddle~ a puddle~ &OA dirty puddle has formed here.&w~ ~ 25 0 0 10 10 0 0 1000 0 0 #1601 key steel~ a steel key~ A steel key lies here.~ ~ 18 0 16385 0 0 0 0 1 0 0 #1602 key brass~ a brass key~ A brass key lies here.~ ~ 18 0 16385 0 0 0 0 1 0 0 #1603 key black~ a black key~ A black key almost goes unnoticed.~ ~ 18 0 16385 0 0 0 0 1 0 0 #1604 key beige~ a beige key~ A beige key has been discarded here.~ ~ 18 0 16385 0 0 0 0 1 0 0 #1605 key rusty~ a rusty key~ A key lies on the ground, becoming rusty.~ ~ 18 0 16385 0 0 0 0 1 0 0 #1606 key gold golden~ a golden key~ A magnificent golden key shines bright.~ ~ 18 0 16389 0 0 0 0 1 0 0 #1607 key jewelled~ a jewelled key~ A glimmer of light reflects of a jewelled key.~ ~ 18 0 16385 0 0 0 0 1 0 0 #1608 key evil~ An evil key~ A key, radiating evil, lies here.~ ~ 18 0 16385 0 0 0 0 1 0 0 E key~ The key is made from an unknown, black material. ~ #1610 cloth shirt~ a cloth shirt~ Someone has left their shirt here.~ ~ 9 0 9 5 5 0 0 2 50 5 E shirt~ The shirt is plain and simple in fashion. It is made from a heavy cloth, blue-gray in color. It also has a dark blue strip of material that goes around the collar and down the front where the hook and eyes are. ~ #1611 cloth pants~ a pair of cloth pants~ A pair of cloth pants lie neatly folded here.~ ~ 13 0 33 4 4 0 0 1 0 0 E pants~ These simple trouser are made from a heavy, blue-grey material. A drawstring is used to cinch them tight around ones waist. Down the outside of each pant leg is a strip of dark blue material. ~ #1612 broom ~ a broom~ A straw broom with a thick wooden handle lies here.~ ~ 5 0 24577 12 4 4 8 3 50 5 #1613 chest black~ a black wooden chest~ A sturdy, black wooden chest stands here.~ ~ 15 0 0 3500 15 1614 0 3400 0 0 #1614 key white~ a white key~ A key made from pure ivory rests here.~ ~ 18 0 16385 0 0 0 0 1 0 -1 #1615 pants leather black~ black leather pants~ A pile of black leather lies here.~ ~ 9 0 33 4 4 0 0 4 500 50 #1616 cloak shadowy~ a shadowy cloak~ A dark and gloomy cloak has been discarded here.~ ~ 9 0 1025 5 5 0 0 1 0 0 E cloak shadowy~ With a hood and enough frabric to cover your whole body, including your armor its a perfect way to conceal your identity. ~ #1617 battleaxe axe ~ a battleaxe~ A deadly looking battleaxe, stained with blood, has been left here~ ~ 5 0 8193 12 10 3 3 20 2000 200 A 18 -2 A 19 4 #1618 mask black~ an executioneer's mask~ A black rag lies on the ground.~ ~ 9 4096 17 2 2 0 0 2 2 0 A 25 3 > wear_prog 100~ mer $n _lbl The mask fits snuggly onto $n's head. mea $n _lbl The mask seems to shrink to fit you head perfectly. ~ | #1619 silk sheet~ a silken sheet~ A silk sheet has been laid on the ground here.~ ~ 13 0 1033 0 0 0 0 2 100 10 E sheet~ This exquisite silk sheet has been imported from East Lopals. ~ A 17 -4 A 25 2 #1620 nest cloth fur~ a rat's nest~ Tufts of fur and scraps of cloth have been woven together and lie in the corner.~ ~ 13 0 0 0 0 0 0 1 0 0 E nest fur cloth~ The bits of cloth are interwoven with tufts of fur to make a nest. ~ #1621 necklace locket~ a golden locket~ Someone must be heartbroken to have lost such a beautiful locket. ~ ~ 9 0 5 3 3 0 0 1 0 0 E description~ The locket opens to reveal a picture of the Executioner. You cringe as you look at the picture. ~ #1622 hole holes~ Holes~ &Y Small holes are dug into the tunnel walls.~ ~ 13 0 0 0 0 0 0 1 0 0 E hole holes~ As you bend down to stare into one of the holes, you are startled to see a pair of &Rred &Weyes looking back at you. ~ > exa_prog 100~ if isfight($n) else mer $n $n lets out a horrible scream!! mer $n As $n stands you see a small rodent attached to &M nose. mea $n You scream out in pain as those red eyes attack your nose. mea $n You stand in a desperate attempt to remove the rodent from your nose. mpmload 1639 mpforce qqww mpkill $n endif ~ | #1629 shield rusty~ a rusty shield~ You see a discarded shield lying here.~ ~ 9 0 513 5 5 0 0 4 50 5 E shield~ The shield is made of iron and is small in size. Unfortunatly it has been abused for a long time and it now is rusting badly. Large pieces of rust flake of everytime the shield gets hit. ~ #1630 sword rusty~ a rusty sword~ A very rusted sword lies here.~ ~ 5 16908288 24577 12 3 4 1 10 100 10 E sword rusty~ From years of neglect, the shortsword has rust all over it. The blade does not look to sharp, either. There's even a nick or two in the blade. ~ #1631 container corpse~ a decaying corpse~ A decaying corpse lies here stinking up the place.~ ~ 13 134217728 0 0 0 0 0 150 0 0 E corpse~ Tattered clothes barely hide the rotting flesh hanging from the bones of the corpse. A small sparkle catches your eye from under the corpse. ~ E sparkle necklace~ Lying just under the corpse is a silver necklace. ~ #1632 necklace chain silver~ a silver chain necklace~ A silver sparkle catches your eye.~ Don't you feel special!~ 9 524288 5 10 10 0 0 1 0 0 #1633 belt jailer's jailer~ a jailer's belt~ A thick leather belt, with a metal hook fastenes to it, lies here.~ ~ 9 0 2049 3 3 0 0 2 200 20 #1634 club~ a wooden club~ A long wooden dowel can be seen lying on the ground here.~ ~ 5 0 8193 12 6 6 8 1 0 0 #1635 gold coins~ A heaping pile of gold coins.~ A heaping pile of gold coins.~ ~ 20 0 1 15000 0 0 0 1 0 0 #1650 brand~ &R<^^ &rTorak &R^^>&w~ YUK!! A piece of flesh lies here rotting.~ ~ 63 0 4194304 0 0 0 0 1 0 0 E brand~ Seared into the flesh is the brand of thier god, &rTorak&w. ~ #1651 tattoo~ &cA mongoose&G~ Yuk, a piece of flesh lies here.~ ~ 61 0 1048576 0 0 0 0 1 0 0 #1690 stilleto knife~ a stilleto~ An onyx handled knife is stuck in the ground here.~ ~ 5 16908288 8193 12 5 5 2 2 1000 100 E stiletto knife~ Perfectly balanced, the craftsmanship of this knife excels all others you've seen. The handle is made from onyx and contrasts sharply against the polished steel blade. The knife is extremely sharp. ~ #1691 cape woolen~ a grey, woolen cape~ A woolen cape lies here.~ ~ 9 512 1029 9 9 0 0 4 500 50 A 18 -3 A 2 1 A 26 32768 #1693 wand fire rod~ a metal wand~ Sparks jump from a rod on the ground as you near it.~ ~ 3 98304 16385 29 4 4 26 2 1250 125 > zap_prog 100~ mpecho _lbl Test ~ | #1696 broadsword sword~ a broadsword~ A well crafted broadsword has been forgotten here.~ ~ 5 16908288 8193 12 6 5 3 3 0 0 A 18 2 A 19 3 #1697 sword long longsword~ a longsword~ A polished longsword has been abandonded here.~ ~ 5 16908288 8193 12 5 5 3 3 0 0 A 18 2 A 19 3 #1698 pants dragonscale scales~ dragonscale pants~ Leather pants with white scales affixed to them, lie here.~ ~ 9 512 33 8 8 0 0 1 0 0 E dragonscale pants~ These leather pants have been fitted with scales of a white dragon. They feel light yet are extremely sturdy. ~ A 2 -2 A 14 -10 A 5 1 #1699 scalemail scale armor~ Scale Mail ~ The scales of a White Dragon lie here.~ ~ 9 49664 9 8 8 0 0 15 15000 1500 E armor scales mail~ The scale mail has been fashioned from the scales of a white dragon, intricately woven together to offer substanial protection to your upper body. ~ A 57 33 A 9 -5 A 3 1 A 4 1 #0 #ROOMS #1600 Mob Holding Room~ This room is used to hold mobs to be transfered through out the zone when called upon. If you find yourself in this room, you must have made Torak extremely mad!! Good Luck! Muhahahaha!! Snake spirits X 4 ~ 0 12 0 > rand_prog 75~ if mobinroom(1605) == 1 mpe _yel ** KABOOM ** mppurge krog else endif ~ | S #1601 Floating in a void~ ~ 0 1073741828 1 S #1603 Floating in a void~ ~ 0 4 1 S #1615 Rocky Tunnel~ For now, I will dump this area out into the Marina. Please remember the whole zone will be moved once we expand a little. ~ 0 9 0 D4 ~ ~ 0 -1 1616 D5 ~ portcullis~ 7 1608 21275 S #1616 Rocky Tunnel~ Loose stones, that you've kick as walking along this steep path, have gained enough momentum to pass you as you descend deeper down the tunnel. The tunnel cotinues to widen. Just to the south a slight rumbling can be heard. It might be a good idea to prepare for one last battle. ~ 0 3153929 0 0 0 2 D4 ~ ~ 0 -1 1617 D5 ~ ~ 0 -1 1615 S #1617 Rocky Tunnel~ The tunnel widens a little, but there is still only enough room for a single person. This comes as a welcomed relief because now you don't seem t bump into those jagged walls as often. Another blast of fresh air causes a chill to run through your body as it blows by you. After being in this hot, humid place you are looking forward to fresh air and natural light. ~ 0 9 0 0 0 1 D4 ~ ~ 0 -1 1618 D5 ~ ~ 0 -1 1616 S #1618 Rocky Cave~ This small cave would be better named A Rocy Alcove. There is just enough room for one to stand. The alcove is maybe four foot wide and the jagged rocks wait to stab you if you happen to bump into them. A steep ramp leads southward and if you were to trip while traversing it, you'd likely roll the rest of the way down it. ~ 0 9 0 0 0 1 D0 ~ ~ 0 -1 1619 D5 ~ ~ 0 -1 1617 S #1619 Up HIGH on a Ledge~ The narrow ledge ends here at a small opening in the south wall. Not knowing what lies below, keeping your footing seems quite important. A blast of fresh suddenly hits you, entering from the opening in the south wall. ~ 0 9 0 D2 ~ ~ 0 -1 1618 D3 ~ ~ 0 -1 1620 S #1620 Up HIGH on a Ledge~ The footing on this narrow ledge is poor, at best. Looking downward you see an open cavern, but it is quite aways down. The ledge continues to the east. ~ 0 9 0 D1 ~ ~ 0 -1 1619 D3 ~ ~ 33 -1 1689 S #1621 Sacrifice Pit~ Light filters down from the rooms above revealing a pile of decomposing bodies. The stench is overwhelming and the sight is down right revolting!! ~ 0 8 0 D2 ~ ~ 0 -1 1668 S #1622 In the Tunnels~ The tunnel is dark and your light source barely penetrates the darkness. Suddenly, something falls on your head and you reach for your weapon. Then you realize it was only some dirt, falling from the ceiling. Falling dirt!! This can't be good. The only visible exit is to the south. ~ 0 9 0 D2 ~ ~ 0 -1 1623 S #1623 In the Tunnels~ The tunnel weaves its way through the darkness. The dirt walls are damp and the tunnels are chilly. Here, the tunnel turns allowing you to travel north- ward and eastward. A small puddle of dirty water lies right in the middle of the tunnel. ~ 0 9 0 D0 ~ ~ 0 -1 1622 D1 ~ ~ 0 -1 1624 S #1624 In the Tunnels~ Your shoulders rub the narrow tunnel's walls and cause loose dirt to cover the floor. A small amount of dirt actually makes it into your footwear making it uncomfortable to walk. Do you feel safe stopping and kneeling to remove the dirt from your footwear here? ~ 0 9 0 D0 ~ ~ 0 -1 1675 D3 ~ ~ 0 -1 1623 S #1625 Rats Den~ The smell of amonia is strong here. Tufts of fur are woven in with other scraps of material making a nest of some sort. Bones are scattered about the floor. ~ 0 9 0 D3 ~ ~ 0 -1 1626 > act_prog p from the west.~ if ispc($n) if mobinroom(1638) >= 1 mpecho The small rodent scurries towards the safety of the nest. else mpmload 1638 mpecho A small rodent emerges from the nest. endif endif ~ | S #1626 In the Tunnels~ A terrible odor in the air almost makes you gag. As you determine it is coming from the east, your eyes begin to water as well. No sounds can be heard other than your pounding heart. ~ 0 9 0 D1 ~ ~ 0 -1 1625 D2 ~ ~ 0 -1 1627 S #1627 In the Tunnels~ The tunnel continues to bend and turn, throwing you off track. The only thing you are sure of is that it is dark in these tunnels. Even with your light source, you find yourself groping about. ~ 0 9 0 D0 ~ ~ 0 -1 1626 D1 ~ ~ 0 -1 1628 S #1628 In the Tunnels~ Loose dirt falls from the ceiling and the walls as you continue to bump into the walls. The tunnels must have some kind of magic spell cast on them to absorb light because it is difficult to see. ~ 0 9 0 D2 ~ ~ 0 -1 1679 D3 ~ ~ 0 -1 1627 S #1629 Entrance of the Dungeon~ A damp musty smell envelopes your nose. The walls of this dark, eerie room are made from a dark stone. The walls are deteriorating, theres even a few holes in the bottom of the walls. Filthy, dirty rats scurry across the floor, into the holes. Some markings have been painted on one of the walls. A long, stone stairway, spirals down into the depths of darkness. A trapdoor overhead is your last chance back to safety. ~ 0 9 0 D2 ~ grate~ 3 -1 21303 D5 ~ ~ 0 -1 1630 E markings paint painted~ You cringe in terror as you read these letters that were painted in blood: &rYOU COME, YOU NO GO BACK!!&Y ~ S #1630 Dungeon Stairway~ A torch, mounted on the wall, casts flickering rays of light on large drops of dried blood. A faint sound can be heard from the depths of the dungeon. Large rats come and go as they please. The dungeon entrance is back at the top of the stairs. The stairs also continue spiraling down. ~ 0 8 0 D4 ~ ~ 0 -1 1629 D5 ~ ~ 0 -1 1635 S #1631 End of Secret Tunnel~ The tunnel has ended at a large stone wall. Small grains of dirt fall from the top of the tunnel. From the cracks in the stone wall, a small stone door, which lies to the west, can be seen. The tunnel opens up to the east. ~ 0 9 0 D1 ~ ~ 0 -1 1632 D3 ~ stone~ 11 -1 1629 > leave_prog 100~ close stone ~ | S #1632 Passage Tunnel~ You barely retain your balance and keep from tumbling down the tunnel. Dirt pours to the ground, causing you to wonder just how stable this part of the tunnel is. There could be a cave in at any moment, one had best be moving on. ~ 0 9 0 D3 ~ ~ 0 -1 1631 D5 ~ ~ 0 -1 1636 S #1633 The Chamber of Gorloff~ A single lantern sets upon a small table in the center of the room. The light reflects off the golden walls, making the room very bright. A jeweled-ladden throne sets upon a small dias. Obviously, Gorloff loves royalty and is surrounded by it. A smaller, pure gold throne sits beside the jewled one. The only obvious exit is back through the door to the west. ~ 0 3153929 0 D3 ~ stone door ~ 1063 1607 1691 S #1634 Room of Vices~ Dirt, dirt and more dirt is falling from the top of the room. The room looks fairly large. Through the dense smoke in the room, you can barely see the beams that hold up the dirt ceiling. They seem as if they may collapse at any minute. The guards must use this room for smoking tobacco. There is a table against the west wall. The sharp distinctive aroma of marijuana lingers in the room. Small cots line the north part of the room. ~ 0 9 0 D2 A small wooden door provides an exit to the next room. ~ door~ 3 -1 1637 E table~ The table is constructed from a dark wood and isn't in very good condition. Laying on the table is a buffet of various vices including rolling papers, tobacco and tobacco pouches, mushrooms and cloves. ~ E cots~ The cots are nothing more than thin pads lying on wooden frames. The pads are worn and ripped. Many of them are stained and smell of ale. ~ S #1635 Dungeon Stairway~ The stone stairway continues spiraling down into the depths of the dungeon. A torch, mounted on the wall, casts flickering rays of light onto more dried droplets of blood. A large rat crosses the step just below you. The rat pays no attention to you and disappears through a hole in the wall. ~ 0 8 0 D4 ~ ~ 0 -1 1630 D5 ~ ~ 0 -1 1639 S #1636 Passage Tunnel~ Dirt, dirt and more dirt falls from the ceiling of this narrow tunnel. The tunnel continues to the north. The loose dirt on the floor makes walking difficult. Faint echos can be heard through the tunnel. The tunnel also continues to the south. ~ 0 9 0 D2 ~ ~ 0 -1 1640 D4 ~ ~ 0 -1 1632 S #1637 Game Room~ A small round table sits in the corner of the room, which contains the remnants of a card game. An old, beat up deck of cards is scattered across the table. Yuck . . . the table smells of dark ale. Dark stains on the table suggest that the guards are not very careful while playing cards. You gasp as you near the table and discover a corpse sprawled on the floor. Futhermore, all the chairs are lying broken on the floor. A small door lies to the north and a narrow tunnel lies to the east. ~ 0 9 0 D0 ~ door~ 3 -1 1634 D1 ~ ~ 0 -1 1638 S #1638 Dug-Out Tunnel~ The tunnel make a ninety degree turn and opens up into a room to the west. A slight whiff of dark ale runs through your nose. The rest of the dug out tunnel leads south. ~ 0 9 0 D2 ~ ~ 0 -1 1642 D3 ~ ~ 0 -1 1637 S #1639 Bottom of the Stairway~ The spiral, stone stairway comes to an abrupt end in this little room. Foot steps can be seen in dried puddles of blood. Suddenly, a chill runs down your spine as you hear a scream of terror, from the south. Its not to late to seek the refuge of the temple above. ~ 0 9 0 D2 ~ ~ 0 -1 1644 D4 ~ ~ 0 -1 1635 S #1640 Passage Tunnel~ The tunnel turns and continues northward. The walls of packed dirt are becoming narrower and narrower. The dirt seems to absorb your light. ~ 0 9 0 D0 ~ ~ 0 -1 1636 D1 ~ ~ 0 -1 1641 S #1641 Tunnel Passage~ Navigating through this tunnel proves very difficult. You keep bumping into the sides of the tunnel causing small amounts of dirt to fall to the floor. Large earthworms can be seen burrowing into the sides of the passage. The passage continues to the west or you could climb down. ~ 0 9 0 D3 ~ ~ 0 -1 1640 D5 ~ ~ 0 -1 1647 S #1642 Dug-Out Tunnel~ It looks like the guards have dug out a narrow passage. Where could it lead? The dug out tunnel leads north. A wooden door lies to the east. ~ 0 9 0 D0 ~ ~ 0 -1 1638 D1 ~ door~ 3 -1 1643 S #1643 Guard's Quarters~ Even though it is not very neat, this room serves as the guard's home. The dungeon guards are obviously not very clean, clothes are scattered all over the floor. Messy, oak bunkbeds are lined along the north wall. Eww, the mattresses are soiled and smell. A dirty, stained couch, with ripped areas revealing the foam, lies near the south wall. An underwear garment lays on the floor, revealing guard feces on the inside. The west wall has some shelves, that seem to have been hastily constructed, attached to it. ~ 0 12 0 D1 ~ door~ 7 1601 1644 D3 ~ shelves~ 11 -1 1642 E shelves~ The shelves have the basic necessities of life for the guards, cans of toad brains, loaves of bread and some jugs of water. A close examination reveals a hinge along one side of the shelves. ~ S #1644 Dungeon Guard Room~ !!************** CCC RRR AAA SSS HHH !!!! **************!! A huge portcullis loudly slams shut to the north, prohibiting passage back to the stairs. Yuck, the smell is nauseating!! The guards really need to bathe. The room smells like urine, smelly bean farts and body odor. Dead rats, sliced in half by the bored guards, only add to the stench. A worn-out path in the dirt shows the guards pace a lot. The area in front of the door to the east suggest the guards keep a diligent post there. Hundreds of maggots squirming on the floor make it seem alive. Theres also a door to the west. Both doors have a sign reading: &R"Authorized Guards Only"&w ~ 0 8 0 D1 ~ door~ 7 1601 1645 D2 ~ ~ 0 -1 1650 D3 ~ door~ 7 1601 1643 E portcullis~ Through the bars of the portcullis, you see the stairs leading to safety. ~ S #1645 North Dungeon Passage~ This narrow passageway, that leads to the south, provides a walkway for the guards to keep watch on the prisoners who are detained in the cells. An ugly four inch cockroach makes his way across the ground. A fly buzzes by and heads back to the room to the west. A cell door is to the east. ~ 0 8 0 D1 ~ cell~ 39 1602 1646 D2 ~ ~ 0 -1 1651 D3 ~ door~ 7 1601 1644 S #1646 Dark and Dreary Dungeon Cell~ You are in an empty dungeon cell, waiting for its next victim. Tiny spiders crawl across the wall. Hundreds of ants march in a line on the ground. A small window in the heavy steel doors lets in just enough light to see. ~ 0 9 0 D1 ~ crack~ 11 -1 1647 D3 ~ cell~ 39 1602 1645 E ants~ The ants are entering and exiting the cell through a crack in the back wall. ~ E crack~ The crack is large enough to get your fingers into. ~ S #1647 Escape Tunnel~ You have found a very, very, narrow cave. Small identations in the dirt wall could be used as foot holds to climb up. ~ 0 9 0 D3 ~ crack~ 11 -1 1646 D4 ~ ~ 0 -1 1641 S #1648 Room of Execution~ The first thing that catches your eye are the &rbloody &Ybaskets stacked against the west wall. As you continue into the room, you see a guillotine situated in the SE corner. Next to the guillotine is a large box, probably used as a means of disposing of a body after it is beheaded. A shiny, steel door lies in the south wall. ~ 0 8 1 D1 ~ ~ 0 -1 1649 D2 ~ steel door~ 3 -1 1653 S #1649 The Rack Room~ The large rack in the middle of the room is the central point of the room. At each end of the rack are huge wooden wheels with rope wrapped around them. Wooden dowels protrude from the wheels, used as handles. It appears that a victim is laid on the table. Then ropes from one wheel are attached to thier hands and the ropes from the other wheel are attached to thier legs. The wheels are then turned opposite of each other 's t r e t c h i n g' the poor victim. This would not only prove painful, but in some instances deadly. A dirty wooden table sit off to one side of the rack. From the looks of all the blood stains, it seems a few prisoners are stretched too far. ~ 0 8 0 D1 ~ ~ 0 -1 1650 D2 ~ ~ 0 -1 1654 D3 ~ ~ 0 -1 1648 S #1650 Dungeon Detention Area~ Ear-piercing cries are screamed from the south. Tiny mice dart across the ground seeking food. Two seperate chains, arm lengths apart, are bolted to the middle of the east wall. Below them, near the floor, are another set of chains. In the corner is a table. The dungeon ceiling is high and every nook and cranny is covered in cobwebs. A huge rack lies in the room to the west. The guard room is to the north. ~ 0 8 0 D0 ~ ~ 0 -1 1644 D2 ~ ~ 0 -1 1655 D3 ~ ~ 0 -1 1649 E table~ The table is crafted of a dark wood and is in poor shape. Lying on the table are metal manancles and handcuffd. ~ S #1651 Dungeon Hallway~ The passageway is used by the guards to keep watch on the prisoners, it runs north and south. The ceiling begins to gradually slope downward as it continues to the south. The ground is damp and the air is musty and humid. There is a hook on the west wall. There's a cell to the east. ~ 0 8 0 D0 ~ ~ 0 -1 1645 D1 ~ cell~ 39 1602 1652 D2 ~ ~ 0 -1 1656 S #1652 Dark and Dreary Dungeon Cell~ A prisoner named Org has taken up residence in this dark and damp dungeon cell. This eight foot square room offers little space for Org. Three of the walls are made of solid stone, which pull the heat from the cell. A dingy, smelly mattress lies on the floor, in one corner. Org's belongings, a mirror, a cup and a spoon, lie on a small mound of dirt in another corner. Scratches in groups of five cover the east wall. Org has been here a LONG time. ~ 0 9 0 D3 ~ cell~ 39 1602 1651 E wall groups scratches~ ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| You get the idea?!?! ~ S #1653 Executioner's Room~ The Executioner's chanber is pretty plain. Four torches, located in the center of each wall, illuminate the room. Expertly crafted bookcases on each wall contain hundreds of boooks. Evidently, someone has a lot of spare time on thier hands. The beige carpeting looks very worn. Wooden chairs sit next to a crumb covered table. A huge mattress lays in one of the corners of the room. A shiny steel door leads to a room to the north. ~ 0 3153929 0 D0 ~ steel door~ 3 -1 1648 D5 ~ carpet~ 47 1604 1661 S #1654 Interrogation Room~ MAny screams can be heard from this room and for good reason. Yozuri, the master interrogator, conducts interrogations here. Along with Yozuri's own blend of viciousness, the ways of interrogation originated from the Far East. A massive table, shaped like a cross, sits in the middle of the room. Rope restraints for the victim's hands and feet are lined through the table and fastened to a tightening mechanism underneath. In other words, there is no hope for escape, once fastened down to the table. Near the cross shaped table is a small tray set upon another smaller table. It is easy to see what pain could be produced from Yozuri's tools. Doorways are to the north and east. ~ 0 3153928 0 D0 ~ ~ 0 -1 1649 D1 ~ ~ 0 -1 1655 E table~ On the table is an assortment of the tools used by the interrogator. There are needles, daggers, knives of different shapes and sizes, and a few poisons. ~ S #1655 Torture Chamber~ A large metal cage hangs, from a heavy chain, in the center of the room. A large wooden frame stands near the south wall. Hanging from the frame are a set of shackles. The shackles are attached to the frame in such away that a prisoner will be stretched to a point to where is feet just stay in contact with the floor. Off to one side of the wooden frame, branding irons hang out of a fire pit. Off to the other side of the frame, hanging from the wall, are an assortment of whips, swords and assorted other utensils. All for causing extrutiating pain. With such an assorted arsenal, the guards could pass many hours here, torturing prisoners. Doorways open up to the north and west. ~ 0 12 0 D0 ~ ~ 0 -1 1650 D3 ~ ~ 0 -1 1654 D4 ~ cage~ 39 1602 1662 S #1656 Dungeon Passageway~ The passageway is used by the guards to keep watch on the prisoners, it runs north and south. The ceiling begins to gradually slope downward as it continues to the south. The ground is damp and the air is musty and humid. There is a hook on the west wall. There's a cell to the east. ~ 0 8 0 D0 ~ ~ 0 -1 1651 D1 ~ cell~ 39 1602 1657 D2 ~ ~ 0 -1 1663 S #1657 Dark and Dreary Dungeon Cell~ You are in an empty dungeon cell, waiting for its next victim. Cobwebs have taken over the corners of the low lying ceiling. The stone walls are cold and damp to the touch. The dirt floor is packed hard. A thin mattress lies against the east wall. ~ 0 9 0 D3 ~ cell~ 39 1602 1656 S #1658 Dwellers Lair~ The tunnel dead ends here at the lair of the tunnel dweller. Tufts of fur litter the ground. A small pile of bones clutter one corner of the lair. The smell of urine is strong here, occassionally causing you to gag. ~ 0 13 0 0 0 3 D1 ~ ~ 0 -1 1659 S #1659 In the Tunnels~ Boy, it sure is hard to see. Little bits of fur litter the floor of the tunnel. A strong, ammonia type smell, seems to originate from the west. The tunnel continues to head in a east-west direction. ~ 0 9 0 0 0 3 D1 ~ ~ 0 -1 1660 D3 ~ ~ 0 -1 1658 S #1660 In the Tunnels~ The tunnel zigs and zags and you are starting to loose your bearings. Can you be sure that if you head west, you would be actually heading west. This end of the tunnel looks like most of the other parts of the tunnel you've been in. &GARRGH!!&Y This being closed in is starting to get to you. Your mind is playing games and winning. ~ 0 9 0 0 0 2 D2 ~ ~ 0 -1 1665 D3 ~ ~ 0 -1 1659 S #1661 Pitch Black~ The walls absorb your light. As you grope around trying to figure out where you are, you begin to lose your footing. There is definately an exit down, leading into more darkness. ~ 0 9 0 D4 ~ carpet~ 47 1604 1653 D5 ~ ~ 0 -1 1667 S #1662 In the Cage~ The cage is suspended about four foot from the floor. The bars are one inch thick and are about eight inches apart. The makers of the cage were nice enough to atleast place a solid floor in the cage. The unfortunate inhabitant of this cage, probably went to one of the rooms below where they were tortured. ~ 0 12 0 D5 ~ cage~ 39 1602 1655 S #1663 End of Dungeon Hallway~ Even a midget would have to duck to keep fro hitting the low-lying ceiling. A black, stone wall lies to the south. Another cell lies to the east. Only this one has a windowless door. A small plate lies just in front of the door. ~ 0 8 0 D0 ~ ~ 0 -1 1656 D1 ~ cell~ 39 1602 1664 D2 ~ black~ 47 1603 1670 E plate~ A prisoner's plate of food that was never eaten. Hundreds of maggots attack the food. The smell is atrocious. YUCK!! ~ E black stone wall~ A narrow BLACK door is barely noticeable in the black wall. ~ S #1664 Solitary Confinement Cell~ Darkness envelopes the entire cell. Sounds you make within the cell reverberate off the stone walls. The walls are bare and cold to the touch. The small puddles have formed on the dirt floor near portions of the walls. The cell is quite small and the door is unlike the other cell doors, for this one is windowless. ~ 0 9 0 0 0 2 D3 ~ cell~ 39 1602 1663 S #1665 In the Tunnels~ You find yourself constantly thinking of the outdoors. You yearn to see the sun once again. The thought of being forever lost in these dark, forbidding tunnels is starting to concern you. The walls seem to be closing in and it is becoming harder to breathe. ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1660 D1 ~ ~ 0 -1 1666 S #1666 In the Tunnels~ Fresh dirt, recently fallen from the ceiling, lies in the middle of the tunnel. Fresh claw marks can be seen where some sort of animal has dug into the pile. The darkness consumes you and your light begins to flicker, or is it that your eyes begining to deceive you? ~ 0 9 0 0 0 2 D2 ~ ~ 0 -1 1672 D3 ~ ~ 0 -1 1665 S #1667 In the Tunnels~ You seem to have discovered the Hidden Tunnels. An opening upward is just out of reach. The darkness of the narrow, dirt tunnels prohibits perfect vision. Echoes are bounce off the dirt walls. A damp, musty smell fills your nostrils. From the looks of it, you may have a problem manuevering through the tunnels, because they are so narrow. Tunnels lead south and east, with the south exit looking extremely narrow. ~ 0 9 0 0 0 3 D1 ~ ~ 0 -1 1668 D2 ~ ~ 0 -1 1673 S #1668 In the Tunnels~ A huge puddle of dirty water lies near the west wall. A small trickle of water travels down the west wall from a small opening, just out of reach. The tunnel continues westward and southward. ~ 0 9 0 0 0 3 D0 ~ ~ 0 -1 1621 D2 ~ ~ 0 -1 1674 D3 ~ ~ 0 -1 1667 S #1669 Sewer Pit~ The only way down is to let go of the manhole and fall into the darkness. So you release and . . . | | | | | | | | | V OUCH!! What a fall, that sure did hurt! You feel the ground moving underneath your feet. As you look down, you see you are standing on many giant worms. They are everywhere!! A small grate can be seen in the west wall, about chest high, maybe you can escape through it. ~ 0 9 1 D3 ~ grate~ 3 -1 1668 S #1670 Entrance to the Tunnels~ You can't see a damned thing!!! Your light will NOT penetrate the darkness. Feeling your surroundings, you surmise the walls and floor are made of dirt. In the middle of the floor, you can make out a round, circular disc. You can even find a finger hold in it. Maybe you can lift it?!? ~ 0 9 0 D0 ~ black~ 47 1603 1663 D2 ~ ~ 0 -1 1676 D5 ~ manhole~ 3 -1 1669 S #1671 In the Tunnels~ You can hear the trickle of water just before you.... &B** SPLASH!! **&Y Step into a puddle of dirty water. The water drips slowly from the ceiling creating a puddle in the middle of the tunnel, that is before you stepped in it sending water everywhere! This also concerns you because the tunnel is only made of dirt, so what is keeping the ceiling from caving in? ~ 0 9 0 0 0 2 D1 ~ ~ 0 -1 1672 D2 ~ ~ 0 -1 1680 S #1672 In the Tunnels~ Loose dirt covers the floor. As you brush against the tunnel walls, dirt falls freely. The darkness limits your sight and gives the tunnels an eerie feeling. ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1666 D3 ~ ~ 0 -1 1671 S #1673 In the Tunnels~ Dirt from the walls falls to the ground as you brush against them. The narrow tunnel has an arched ceiling... was it dug that way or has it been slowly caving in over the years? You can barely make out an opening in the north wall. A deteriorating skeleton lies here, marking this end of the tunnel. ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1667 D1 ~ ~ 0 -1 1674 S #1674 In the Tunnels~ The loose dirt on the tunnel floor keep causing you to stumble along. Your light seems to penetrate the darkness a little better here, revealing exits in all four cardinal directions. ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1668 D1 ~ ~ 0 -1 1675 D2 ~ ~ 0 -1 1681 D3 ~ ~ 0 -1 1673 S #1675 In the Tunnels~ Your armor scrapes along the walls of the narrow tunnel, as you try to feel your way along the tunnel. Dirt falls from the walls as you hit them, causing more loose dirt to cover the floor. ~ 0 9 0 0 0 2 D1 ~ ~ 0 -1 1676 D2 ~ ~ 0 -1 1624 D3 ~ ~ 0 -1 1674 S #1676 In the Tunnels~ Dirt falls from the ceiling landing lightly on your head. Every step you take in the darkness is a bit more cautious than your last. Exits in all four cardinal directions causes you to choose your next direction to take. ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1670 D1 ~ ~ 0 -1 1677 D2 ~ ~ 0 -1 1682 D3 ~ ~ 0 -1 1675 S #1677 In the Tunnels~ The ceiling begins to slope downward as the tunnel continues eastward. The tunnel walls also begin closing in making you feel closed in. The darkness of the tunnel only adds to your uneasy feeling about this place. ~ 0 9 0 0 0 2 D1 ~ ~ 0 -1 1678 D3 ~ ~ 0 -1 1676 S #1678 In the Tunnels~ Unless you're short, you will need to bend here. The ceiling is low, maybe its because of all the dirt that has fallen from the ceiling and walls. In any case you find yourself slouching some. Another tunnel sprouts off to the south. The main tunnel continues east and west. ~ 0 9 0 0 0 2 D1 ~ ~ 0 -1 1679 D2 ~ ~ 0 -1 1683 D3 ~ ~ 0 -1 1677 S #1679 In the Tunnels~ There are a few small holes in the walls of the tunnel here, right at the floor level. It looks like any loose dirt that may fall in front of the holes is quickly moved aside, for there are small piles of dirt on both sides of the holes but none directly in front of any of them. ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1628 D1 ~ ~ 0 -1 1680 D3 ~ ~ 0 -1 1678 S #1680 In the Tunnels~ The tunnel continues northward and westard. There is a stench that seems to be coming from the dirt walls. The darkness just absorbs your light, which seems to be just bright enough to allow you to see a foot or two in front of you. A strange noise catches your attention and as you turn and look to see its source, you are dissappointed, for there is nothing to see. Is it just your mind playing games on you? Or maybe your eyes just can't adjust to the low level of light. In either case the sound you heard was real, wasn't it? ~ 0 9 0 0 0 2 D0 ~ ~ 0 -1 1671 D3 ~ ~ 0 -1 1679 S #1681 The Rafters~ Someone as gone through a lot of trouble to construct these rafters. The walls and ceiling have been shored up quite well. A well like structure has been constructed to lower people down through a hole in the floor. If only you could figure this contraption out, you could lower yourself down. ~ 0 9 0 D0 ~ ~ 0 -1 1674 D5 ~ hoist~ 39 1605 1684 S #1682 In the Tunnels~ You've entered a small alcove, off the main tunnel system. The alcove is dark and damp. A small incline leads down, deeper in this unholy place. The smell of rot and decay slowly overcomes your sense of smell, the longer you stay here. ~ 0 13 0 D0 ~ ~ 0 -1 1676 D5 ~ ~ 0 -1 1685 S #1683 In the Tunnels~ You've entered a small alcove, off the main tunnel system. The alcove is dark and damp. A slippery, metal slide plummets into the depths of the tunnels. The main tunnel lies to the north. ~ 0 9 0 D0 ~ ~ 0 -1 1678 D5 ~ ~ 0 -1 1686 S #1684 The Stone Room~ You are in a circular room, where the walls are made of round stones set in an adobe mortar. A small opening lets you escape from this round room, southward. Upon reaching the bottom, you ponder.... should you leave? What if someone raises the hoist back up? ~ 0 9 0 D2 ~ ~ 0 -1 1690 D4 ~ hoist~ 39 1605 1681 S #1685 Smelly Pit~ Five corpses of past adventurers are rotting on the ground. The cool, damp air of the tunnels have slowed their decomposition, but they are ripe. A few bones litter the incline leading down to this pit. The only obvious exit is back up to the tunnel. ~ 0 9 0 D4 ~ ~ 0 -1 1682 S #1686 A Slippery Slide~ Whhheeeeeeeeeeee . . . You armor clinks and clanks as you slide down the slippery. metal slide. The slide stops here and another slide, in the eastern corner, continues downward. The slide is too slippery to traverse up. ~ 0 13 0 D5 ~ ~ 0 -1 1688 S #1687 The Stone Room~ ~ 0 13 0 S #1688 A Slippery Slide~ Whhheeeeeeeeeeee . . . You armor clinks and clanks as you slide down the slippery. metal slide. The slide stops here and another slide, in the eastern corner, continues downward. The slide is too slippery to traverse up. ~ 0 13 0 D5 ~ ~ 0 -1 1689 S #1689 Bottom of the Slide~ You've reached the bottom of the slides. The metal slide is to slippery to traverse upwards. There is a small opening in the rock wall to the east. A slight rumble can be heard coming from within the next room. The darkness continues to overwhelm you. ~ 0 13 0 D1 ~ ~ 0 -1 1620 S #1690 Guarded Hallway~ Torches light the hallway with beautiful pictures hung between them. The flickering light from the torches cast evil looking shadows upon the stone walls. Every six foot stands a suit of armor, holding a long sword. They are beautifully crafted and are probably worth a small fortune. ~ 0 3153928 0 D0 ~ ~ 0 -1 1684 D1 ~ ~ 0 -1 1691 S #1691 Guarded Hallway~ Torches light the hallway. This side of the hall contains large tapestries, detailed to perfection, daying back to the Age of the Glaciers. They seem to be very valuable. A huge stone door lies at the end of the hall, to the east. ~ 0 3153928 0 D1 ~ stone door ~ 1063 1607 1633 D2 ~ wall~ 3 -1 1692 D3 ~ ~ 0 -1 1690 S #1692 Hidden Hallway~ The first thing to grab your attention is the large golden door to the east. The door is set in an archway in which the keystone protrudes slightly from the wall. The walls seem to be radiating with a light of thier own. ~ 0 9 0 D0 ~ wall~ 3 -1 1691 D1 ~ ~ 39 1606 1693 S #1693 The Hidden Chamber of Gorloff~ Alas, you have found the hidden chamber of Gorloff, Dark Priest of the Temple. Almost all the items in this very large room are made of gold, from the bed to the chairs around the table. A single lantern is all thats needed, the light reflects off everything. The glare is almost blinding. The Dark Priest, has surrounded himself in gold. Chests full of gold, collected from the parishoners, line one wall. The Dark Priest is a wealthy man. ~ 0 3153928 0 D1 ~ crack~ 39 1606 1694 D3 ~ ~ 39 1606 1692 S #1694 Humid Tunnel~ You've entered a narrow tunnel carved out of the rock. The air is hot and humid. The glare coming from the room to the west makes it hard to see where the tunnel heads to the east. ~ 0 9 0 0 0 2 D1 ~ ~ 0 -1 1695 D3 ~ crack~ 39 1606 1693 S #1695 Humid Tunnel~ The air is becoming thicker, making it harder to catch your breath. Little beads of prespiration form on your forehead. The air is makes this tunnel an unpleasant place to stay. The tunnel continues east and west. A slight rumble can be heard off in the distance to the east. ~ 0 9 0 0 0 2 D1 ~ ~ 0 -1 1696 D3 ~ ~ 0 -1 1694 S #1696 Humid Tunnel~ You are slowly becoming accustomed to the dark. Sweat runs off your forehead and into your eyes causing them to burn. Suddenly, a gush of hot air blows on your face. While the air remains hot, its not as humid. Searching for the source of the air, you find a crack along the east wall. ~ 0 9 0 0 0 2 D1 ~ crack~ 39 1606 1697 D3 ~ ~ 0 -1 1695 S #1697 In A Large Cave~ The cave is enormous. The ceiling extends so high, all you see when you look is darkness. The air remains hot and humid, but some fresh air does enter from the south. The cave extends further to the east, but it becomes to dark to see just how far it reaches in that direction. SHHHH!!! What was that? A small rumble came from the east, perhaps the cave is about to cave-in. Proceed with the utmost caution. ~ 0 8 0 D1 ~ ~ 0 -1 1698 D2 ~ ~ 0 -1 1699 D3 ~ crack~ 39 1606 1696 S #1698 Phenn's Lair~ Your eyes take a few moments to adjust to the darkness. As they adjust you see that you are still in an enormous cave in which the ceiling blends into the darkness. Loose rock on the floor causes you to walk cautiously, you would hate to trip and fall into a hole or something. A large pile of valuable treasure sits in the middle of the room. As your eyes slowly wander to the top of the pile, your mouth hits the ground. What could have amassed such a treasure? ~ 0 3153929 0 D3 ~ ~ 0 -1 1697 S #1699 In the Fresh Air~ You exit the cavern and are on a large rock shelf, overlooking a valley. The cool air is a welcom relief from the hot, humid air of the cavern. As you peer over the ledge, you're unable to find away down. Now, do you sit out here on the ledge or head back into the cavern and attempt to find another way out? ~ 0 4 1 D0 ~ ~ 0 -1 1697 S #0 #RESETS M 1 1608 1 1600 E 1 1616 1 12 M 1 1692 1 1616 E 1 1608 1 17 M 1 1645 2 1619 M 1 1645 2 1620 M 1 1644 2 1623 O 1 1620 1 1625 M 1 10410 2 1627 M 1 1697 1 1633 E 1 1606 1 3 E 1 1693 1 17 D 0 1633 3 2 D 0 1634 2 1 D 0 1637 0 1 M 1 1642 1 1640 D 0 1642 1 1 M 1 1601 2 1643 E 1 1629 1 11 E 1 1630 1 16 M 1 1601 2 1643 E 1 1629 1 11 E 1 1630 1 16 D 0 1643 1 2 D 0 1643 3 1 M 1 1600 2 1644 E 1 1629 1 11 E 1 1630 1 16 M 1 1600 2 1644 E 1 1629 1 11 E 1 1601 1 17 E 1 1630 1 16 D 0 1644 1 2 D 0 1644 3 2 D 0 1645 1 2 D 0 1645 3 2 D 0 1646 1 1 D 0 1646 3 2 D 0 1647 3 1 D 0 1648 2 1 M 1 1609 1 1651 E 1 1634 1 16 E 1 1633 1 13 D 0 1651 1 2 M 1 1605 1 1652 D 0 1652 3 2 M 1 1602 1 1653 E 1 1615 1 7 E 1 1617 1 16 E 1 1618 1 6 E 1 1603 1 17 M 1 1603 1 1653 E 1 1619 1 5 E 1 1621 1 3 E 1 1604 1 17 D 0 1653 0 1 D 0 1653 5 2 M 1 1694 1 1654 E 1 1611 1 7 E 1 1610 1 5 M 1 1604 1 1655 E 1 1612 1 16 D 0 1655 4 2 D 0 1656 1 2 D 0 1657 3 2 M 1 1640 1 1658 E 1 1605 1 17 D 0 1661 4 2 M 1 1606 1 1662 D 0 1662 5 2 D 0 1663 1 2 D 0 1663 2 2 M 1 1607 1 1664 D 0 1664 3 2 M 1 1643 1 1668 M 1 1641 4 1669 M 1 1641 4 1669 M 1 1641 4 1669 M 1 1641 4 1669 D 0 1669 3 1 M 1 1642 2 1670 D 0 1670 0 2 D 0 1670 5 1 O 1 1600 1 1671 M 1 1646 1 1673 M 1 1644 1 1678 O 1 1622 1 1679 D 0 1681 5 2 D 0 1684 4 2 M 1 1643 2 1685 O 1 1631 1 1685 P 0 1632 0 1631 M 1 1696 2 1690 E 1 1697 1 16 M 1 1696 2 1691 E 1 1697 1 16 M 1 1695 1 1691 E 1 1696 1 16 E 1 1607 1 17 D 0 1691 1 2 D 0 1691 2 1 D 0 1692 0 1 D 0 1692 1 2 M 1 1698 1 1693 E 1 1691 1 3 E 1 1690 1 16 D 0 1693 1 2 D 0 1693 3 2 D 0 1694 3 2 D 0 1696 1 2 D 0 1697 3 2 M 1 1699 1 1698 E 1 1614 1 17 O 1 1613 1 1698 P 0 1635 0 1613 S #SHOPS 0 #REPAIRS 0 #SPECIALS M 1699 spec_breath_frost S #$