Moved old codebase to old-codebase/

This commit is contained in:
Gergely Polonkai (W00d5t0ck)
2012-03-07 16:24:50 +01:00
parent e2b367dd56
commit dc1a6d7a0a
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#0
The Void~
You don't think that you are not floating in nothing. You can see
a strange portal located above you.
~
0 d 1
D4
The Temple of Midgaard floats above you.
~
~
0 -1 3001
S
#1
Limbo~
You are floating in a formless void, detached from all sensation of physical
matter, surrounded by swirling glowing light, which fades into the relative
darkness around you without any trace of edges or shadow.
There is a "No Tipping" notice pinned to the darkness.
~
0 d 1
S
#3
A Totally Empty Room~
The walls are completely bare... nothing at all in the room.
How... utterly bizarre and completely weird. There is a strange
portal just above you, and it almost looks as if there is some
sort of room above you.
~
1 dj 0
D4
You notice that the portal above you looks almost like glass,
albeit very dirty glass.
~
~
0 -1 3048
S
$

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#101
The Passage~
You are walking the domain of Thoradrin.
~
1 cefgh 1
D1
More of the Passage
~
~
0 -1 102
S
#102
The Passage~
You are walking the domain of Thoradrin.
~
1 cefgh 1
D1
More of the Passage
~
~
0 -1 103
D3
More of the Passage
~
~
0 -1 101
S
#103
The Passage~
You are walking the domain of Thoradrin.
~
1 cefgh 1
D3
More of the Passage
~
~
0 -1 102
S
$

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#1200
The Meeting Room Of The Gods~
The meeting room is plain and very simple. A circular table sits
in the middle of the room, lit by some unseen light source. There
are many chairs around the table, all empty. The Immortal Board Room
is to the north.
~
12 d 0
D0
The Immortal Board Room can be seen to the north.
~
~
0 -1 1204
S
#1201
The Inn Of The Gods~
The Inn of the Gods is a small room, holding only a shelf with many
small precious stones on it. When a God comes to rent his belongings,
his essence is stored in the stones. The Immortal Board Room is to
the south.
~
12 dj 0
D2
The Immortal Board Room can be seen to the south.
~
~
0 -1 1204
S
#1202
The Ice Box Of The Gods~
The Ice Box is for little boys and girls that cannot play nice. Be good
and maybe someone will come and get you.
~
12 defh 0
S
#1203
The Gods' Mortal Board Room~
Here the Gods have magically created an exact copy of the mortal board
room. Any God can easily post and read messages from the mortal board room
without being seen by any mortals. The Immortal Board Room is to the west.
~
12 d 0
D3
The Immortal Board Room can be seen to the west.
~
~
0 -1 1204
S
#1204
The Immortal Board Room~
The main hang out of the Gods, the Immortal Board Room is the place to
be. Gods exchange messages here most every day. The mortal board room is
to the east and the meeting room for the gods is to the south. To the north
is the Gods' Inn and to the west is a post office for Gods. There is a large
staircase leading down to the main temple in the city of Midgaard. In the
northeast corner you spot a small staircase leading upwards.
~
12 d 0
D0
The Gods' Inn can be seen just to the north.
~
~
0 -1 1201
D1
The Mortal Board Room can be seen just to the east.
~
~
0 -1 1203
D2
The Gods' Meeting Room is located to the south.
~
~
0 -1 1200
D3
The Gods' Post Office is just to the west.
~
~
0 -1 1205
D4
There is a small stair in the corner leading up to the social room of
the Gods.
~
~
0 -1 1206
D5
You see the hustle and bustle of the Temple of Midgaard at the bottom of
the stairs.
~
~
0 -1 3001
S
#1205
The Post Office Of The Gods~
The Post Office Of The Gods is the same as most Post Offices except that
it is not as slow. Even the Postal service knows not to anger the Gods.
Piles of junk mail line the walls. I guess even Gods get on mailing lists.
The Immortal Board Room is to the east.
~
12 d 0
D1
The Immortal Board Room is just to the east.
~
~
0 -1 1204
S
#1206
The Social Gathering Room~
This elegantly decorated room has one simple purpose. To socialize with
everyone else around in one central location.
~
12 d 0
D5
The Immortal Board Room is just down through the floor. Funny how you
didn't notice that exit before isn't it?
~
~
0 -1 1204
S
$

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#1500
A Road Leading From The Bank~
You find yourself on a small road leading away from the edge
of the River of Lost Souls. The dark waters of the River can
be seen and heard just south of here. Looking to the east and
west, you see only the walls of the rocky cliffs. Off to the
north a strange path seems to lead straight into the depths of
the mountain.
~
15 c 4
D0
A strange path leads northwards.
~
~
0 -1 1501
D2
The River of Lost Souls flows just to the south of here.
~
~
0 -1 5619
S
#1501
A Long Road~
You stand here in spiritual emptiness, beginning a long and dangerous
path. Your honest submission has already been made, but the truth of your
heart has yet to be told. Leave here now, and do not come back until
you have grown.
~
15 d 0
D0
~
~
0 -1 1502
D2
~
~
0 -1 1500
S
#1502
A Long Road~
You stop for a moment, screaming in frustration. Surely it was that one
sin that was avoidable, of all that you regret. The hitting and the hurting
flash briefly before you. Moments later the pain passes, and the straight
path reveals itself before you.
~
15 d 0
D2
~
~
0 -1 1501
D0
~
~
0 -1 1503
S
#1503
A Long Road~
The road clears, the fog and pain of the first few steps left behind
you. Despite the sudden clarity, your mind is still haunted, images of
an old woman kneeling in prayer, eyes closing, smiling and crying.
~
15 d 0
D0
~
~
0 -1 1504
D2
~
~
0 -1 1502
S
#1504
A Long Road~
Looking ahead, you can see that the path you have been following will
soon come to an end, but something in the cold and the breeze tells you
that that will be only the beginning of the journey.
~
15 d 0
D0
~
~
0 -1 1505
D2
~
~
0 -1 1503
S
#1505
A Test for the Faithful~
It is here finally that decisions must be made. The first one that
confronts you is simple enough, to walk in the darkness, or to walk in
the light. Only the depths of your soul can decide, but remember this
much: the same truth lies at the end of both paths.
~
15 d 0
D4
~
~
0 -1 1507
D5
~
~
0 -1 1506
S
#1506
Halls of the Forgotten~
Even the darkest have a place on the road to the truth. It is in this
place, so empty and forgotten, that God has chosen the worst, and brought
them close to Him for one last time.
~
15 d 0
D1
~
~
0 -1 1513
D3
~
~
0 -1 1508
D4
~
~
0 -1 1505
S
#1507
Shahadah~
It was written once, on an ancient parchment in a curious and flowing
script, that there is in fact no god but Allah, and that Muhammad was
the last of His Prophets. With this recognition, all else became empty
and meaningless.
~
15 d 0
D1
~
~
0 -1 1523
D3
~
~
0 -1 1518
D5
~
~
0 -1 1505
S
#1508
Earthly Evil~
Whatever it carries, that rage converts into a weapon. Wrath supplies
all with arms. When an angry man thirsts for blood anything will serve
him for a spear. Fury turns a stick into a cudgel.
~
15 ad 0
D0
~
~
0 -1 1509
D1
~
~
0 -1 1506
S
#1509
Misguidance~
Some have been brought here not for what they did, but what they
failed to do. It is these, the poor souls that were presented the
fair evidence and rejected it with an honest mind, that deserve our
pity the most of all.
~
15 ad 0
D2
~
~
0 -1 1508
D0
~
~
0 -1 1510
S
#1510
Temptation~
Old tales tell of a conversation between the devil and the Prophet
Jesus: the devil offered him a kingdom, vast riches, the temptation of
a glorious near-death saved by his angels. Even this Messenger of God
was forced to stop and think. Imagine how hard it could be for the rest.
~
15 ad 0
D0
~
~
0 -1 1511
D2
~
~
0 -1 1509
S
#1511
Hypocrisy~
He called the populace to strict religious purity, rigidly enforcing
the times of prayer and the most correct forms of the words of the Muezzin.
All of this he strengthened by his most impeccable example, shunning all
riches and riding in tattered rags through his capital on the back of a
donkey. Despite all this, remember. Behind closed doors, all men are
hypocrites.
~
15 ad 0
D0
~
~
0 -1 1512
D2
~
~
0 -1 1510
S
#1512
Hate~
There is little in life much easier, and truthfully, little that is a
quicker ticket to damnation. You give brief thanks that you have come to
the end of these trials, but your words are drowned out by something
much louder, a mechanical preaching that drowns your ears in anger. You
hear a steady, repetitive litany of the same phrase, over and over again:
"I go the way history dictates with the blind assurance of a sleep-walker."
~
15 ad 0
D2
~
~
0 -1 1511
D0
~
~
0 -1 1528
S
#1513
Spiritual Danger~
Some evils are tangible, solid, so evident that they spit you right in
the face. Others are more clever, more subtle, and it is these that present
the greatest danger. Looking down the hall before you, a great fear fills
your heart, and a great, heavy longing.
~
15 ad 0
D0
~
~
0 -1 1514
D3
~
~
0 -1 1506
S
#1514
The Fall~
In the beginning, he was the best, the most beautiful of all the angels,
and God's most loved creation. Look at your own beauty, human, and do what
he could not. Look at your beauty, and learn to kneel!
~
15 ad 0
D2
~
~
0 -1 1513
D0
~
~
0 -1 1515
S
#1515
Temptation~
Temptation is the IF, the wondering, the second-guessing, the "I will
be a better man... if..." And that if is usually taken, sitting alone,
listening to that voice, calling you, offering such an easy way, but such
a crooked one.
~
15 ad 0
D0
~
~
0 -1 1516
D2
~
~
0 -1 1514
S
#1516
The Last Day~
The din of a great battle shakes these halls, the moans of the earth
erupting at the shakings of the End Time. Be ready for that day, be very
ready, for if you are not, he will claim you for one of his own.
~
15 ad 0
D2
~
~
0 -1 1515
D0
~
~
0 -1 1517
S
#1517
Flame~
Undescribable horror and pain, a blackness drowned out only by the
burning anguish, the inextinguishable fire coming not from some burning
wood or molten lava but from the brightness and pain of the horrible,
tortured souls that surround, everywhere you turn.
~
15 ad 0
D0
~
~
0 -1 1530
D2
~
~
0 -1 1516
S
#1518
Earthly Light~
To slip into evil is easy, but walking this path is the hardest of
all. Even the four you will find here today have strayed from the line
at least once in their lives, and there are still some living who curse
the very sound of their names. Despite all this, confront them now, and
let their actions serve as your example.
~
15 d 0
D0
~
~
0 -1 1519
D1
~
~
0 -1 1507
S
#1519
The Light of the Rashidun~
Many believed that the Prophet would never die, but when the stark
evidence of his body confronted them, it soon became necessary to provide
for the future. The four that came after are called the Rashidun, the
rightly-guided Caliphs that would spread the word and the light, and with
it forge one of history's greatest empires.
~
15 d 0
D0
~
~
0 -1 1520
D2
~
~
0 -1 1518
S
#1520
The Light of the Rashidun~
The first Caliphs were chosen by consultation with a noble council
of elders, each of whom, hoping to lead the world of Islam alone, voted
to elect the one amongst them they thought was the weakest. Each time,
they were wrong. Each one was more noble, more upright than the one
before.
~
15 d 0
D0
~
~
0 -1 1521
D2
~
~
0 -1 1519
S
#1521
The Light of the Rashidun~
Every majestic and happy tale must end, usually all too soon, and thus
it was with the golden age of the Caliphate. The Rashidun were pure men,
good men, true to the path, but their followers soon began to bicker, and
civil war was on the horizon.
~
15 d 0
D2
~
~
0 -1 1520
D0
~
~
0 -1 1522
S
#1522
The Light of the Rashidun~
The end of the Rashidun was the beginning of Schism. The memories
of the Prophet and the living example of the Caliphs proved to be
insufficient example to the faithful. Ali died, and some say that
with him the Caliphate died too, a martyr, his blood still flowing in
the nameless river.
~
15 d 0
D0
~
~
0 -1 1531
D2
~
~
0 -1 1521
S
#1523
Spritual Reward~
Behold, Allah is the Provider, the most Generous. He would not suffer
his believers to walk the path of light without guidance. He provided the
Prophets, may peace be upon them, and in the examples of their own growth,
we shall find the truth of our own.
~
15 d 0
D0
~
~
0 -1 1524
D3
~
~
0 -1 1507
S
#1524
Creation~
In the creation of the heavens and the earth, and in the alternation of
night and day, there are signs for men of sense; those that remember Allah
say: "Lord, You have not created this in vain!"
~
15 d 0
D0
~
~
0 -1 1525
D2
~
~
0 -1 1523
S
#1525
Revelation~
The Angel Gabriel came to him and said: "Read!" He replied: "But I
cannot!" The order was repeated three times, until the Angel himself
said: "Read, in the name of your Lord who created man from clots of blood.
Praise be to God, Lord of the Universe."
~
15 d 0
D2
~
~
0 -1 1524
D0
~
~
0 -1 1526
S
#1526
Conversion~
Unbelievers, I do not worship what you worship, nor do you worship
what I worship. I shall never worship what you worship, nor will you
ever worship what I worship. You have your own religion, and I have
mine.
~
15 d 0
D0
~
~
0 -1 1527
D2
~
~
0 -1 1525
S
#1527
Deliverance~
The balance had been made, the soul placed in readiness, and the final
measurement taken. For those that have come this far, surely this is the
day of immortality!
~
15 d 0
D0
~
~
0 -1 1533
D2
~
~
0 -1 1526
S
#1528
Repentance~
God forgives those who commit evil in ignorance, for He is all-knowing
and wise. But He will not forgive those who do evil, and when death comes
to them, say: "Now we repent!" For those We have prepared a woeful scourge.
~
15 ad 0
D4
~
~
0 -1 1534
D1
~
~
0 -1 1529
D2
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~
0 -1 1512
S
#1529
Pilgrimage~
It is incumbent upon all Muslims to make the pilgrimage to Mecca once
in their lifetime, if they are able, and for those unfortunate enough to
follow the lives of the lower evils, such a pilgrimage with an open and
contrite heart shall absolve them of all.
~
15 ad 0
D4
~
~
0 -1 1535
D1
~
~
0 -1 1530
D3
~
~
0 -1 1528
S
#1530
Intercession~
It is written that no one may intercede with God on behalf of another.
No prayers from another may save the soul of a doomed man; his only hope
is prayers of his own.
~
15 ad 0
D4
~
~
0 -1 1536
D2
~
~
0 -1 1517
D3
~
~
0 -1 1529
S
#1531
The Upper Reaches~
You have traveled the righteous path, and you have faced the examples
of the true models of the Prophet. Only the final journey awaits you;
live like this and you shall live forever.
~
15 d 0
D2
~
~
0 -1 1522
D1
~
~
0 -1 1532
D5
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~
0 -1 1534
S
#1532
The Upper Reaches~
When the records of men's deeds are laid open, and heaven is stripped
bare; when Hell burns fiercely and Paradise is brought near: then each
soul shall know what it has done.
~
15 d 0
D1
~
~
0 -1 1533
D3
~
~
0 -1 1531
D5
~
~
0 -1 1535
S
#1533
The Upper Reaches~
You have traveled the righteous path, and your own journey has
imitated the evolution of the most perfect soul. Only one final
path awaits you; die as the one in the room before, and your death
will mean nothing.
~
15 d 0
D2
~
~
0 -1 1527
D3
~
~
0 -1 1532
D5
~
~
0 -1 1536
S
#1534
The Final Facing~
The last of the darkness lies behind you; only the straight path
remains. Go forth with a clean heart. Only the penitent shall find
what they seek.
~
15 cd 0
D1
~
~
0 -1 1535
D4
~
~
0 -1 1531
D5
~
~
0 -1 1528
S
#1535
The Final Facing~
The last of the darkness lies behind you; only the straight path
remains. Go forth with a clean heart. Only the penitent shall find
what they seek.
~
15 cd 0
D0
~
~
0 -1 1537
D3
~
~
0 -1 1534
D1
~
~
0 -1 1536
D4
~
~
0 -1 1532
D5
~
~
0 -1 1529
S
#1536
The Final Facing~
The last of the darkness lies behind you; only the straight path
remains. Go forth with a clean heart. Only the penitent shall find
what they seek.
~
15 cd 0
D3
~
~
0 -1 1535
D4
~
~
0 -1 1533
D5
~
~
0 -1 1530
S
#1537
A Straight Path~
The Compassionate, the Merciful, Sovereign of the Day of Judgment!
You alone we worship, and to You alone we turn for help. Guide us to
the Straight Path, the path of those whom You have favored, not of
those who have gone astray.
~
15 d 0
D2
~
~
0 -1 1535
D0
~
~
0 -1 1538
S
#1538
Progression~
Were We worn out by the First Creation? Yet they are in doubt about
a new creation. WE created man. We know the promptings of his soul,
and are closer to him than his jugular vein.
~
15 d 0
D0
~
~
0 -1 1539
D2
~
~
0 -1 1537
S
#1539
Judgment~
Undoubtedly the shortest path is the straightest one. Only one more
step awaits before a final decision is made and a home given to you for
all eternity.
~
15 d 0
D0
~
~
0 -1 1540
D2
~
~
0 -1 1538
S
#1540
The Utmost Throne~
You have come at last to the resting place of the most holy. Startling
crystal clarity of vision has been granted to you; seven guardians rim
the periphery of the throne and all is bathed in a warm and clean light.
It is here that the final choice is to be made, and no defiance of yours
can change the outcome.
~
15 d 0
D2
~
~
0 -1 1539
S
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#18600
The Entrance To The Newbie Zone~
Ahhh... the entrance to the newbie zone! Just the place you have
been looking for. Well, when you've readied yourself you can enter
to the north.
~
186 c 1
D0
You see the start of the newbie zone.
~
~
0 -1 18601
D3
Back to the road that way... chickening out already?
~
~
0 -1 3061
S
#18601
The Beginning Of The Passage~
You find yourself entering a long corridor. You can hear the sound
of creatures roaming about, but you can't tell where the sound emanates
from exactly.
Exits lead to the east along the hallway, and south back to the
entrance.
~
186 d 0
D1
More of the hallway there... how exciting!
~
~
0 -1 18602
D2
The entrance to the newbie zone... how dull
~
~
0 -1 18600
S
#18602
The Dirty Hallway~
You continue wandering down the hallway. Nothing much different here,
but you are positive you here noises behind the door to the south, and
coming from the east. The walls are a bit slimy and moldy here... yeech,
couldn't they hire someone to clean this place? What will the newbies
think? Oh well, you can continue along the hallway to the east or west.
~
186 d 0
D1
More of the hallway there... how exciting!
~
~
0 -1 18603
D2
A small room lies to the south... you hear something moving about inside.
~
door~
1 -1 18606
D3
More of the hallway there... how exciting!
~
~
0 -1 18601
S
#18603
A Nexus~
Well... you've reached an intersection of two passages, to the north
and east, the passage brightens, while the darker hallway continues to
the south.
~
186 d 0
D0
A brighter hallway leads off that way.
~
door~
1 -1 18644
D1
A brighter hallway leads off that way.
~
door~
1 -1 18646
D2
More of the hallway there... how exciting!
~
~
0 -1 18607
D3
More of the hallway there... how exciting!
~
~
0 -1 18602
S
#18604
A Narrow Passage~
The thin passage is plain and undecorated, but still clean. It
ends abruptly to the south at a small oak door, behind which you here
movement...
~
186 ad 0
D0
A large domed room.
~
~
0 -1 18647
D2
A small cluttered room.
~
door~
1 -1 18612
S
#18605
The Dark Pit~
Ick... a dark damp dirty pit. Even worse, what is that dark damp
dirty thing looking at you from the corner? Ewww... maybe you should
go back up where it is a bit safer, unless you think you can tackle
that thing in the corner.
~
186 ad 0
D4
You see a ladder leading up
~
grate~
1 18608 18606
S
#18606
A Small Room~
Hmmm... this is an interesting little room. Ack, and there is
an interesting little creature staring at you too. He looks a bit
surprised at your intrusion. You can leave via the doors north or
east, or you can stay and annoy him a bit more. There also appears
to be some type of well down here also, but it has a rather secure
grate covering it.
~
186 d 0
D0
More of the hallway there... how exciting!
~
door~
1 -1 18602
D1
More of the hallway there... how exciting!
~
door~
1 -1 18607
D5
A ladder leads down into darkness.
~
grate~
1 18608 18605
S
#18607
More Of The Hallway~
Oh joy! More of this annoying passage. Perhaps there is something
more exciting through that door to the west? Or you can keep searching
the hallways to the north or south.
~
186 d 0
D0
More of the hallway there... how exciting!
~
~
0 -1 18603
D2
More of the hallway there... how exciting!
~
~
0 -1 18611
D3
~
door~
1 -1 18606
S
#18608
An Open Field By The Great Field~
Finally, you are in an open field... it is so nice to breathe fresh air
again! You can return to that dank, smelly place to the east, or take the
exit to the north which appears to lead into a large field.
~
186 c 0
D0
There appears to be a field road to the north.
~
~
0 -1 3061
D1
The end of that darn hallway lies back to the east.
~
~
0 -1 18609
S
#18609
The End Of The Passage~
Ahhh... at last, the end of the hallway... you can exit into open
air to the west,or return to the east and make sure you didn't miss
anything.
~
186 d 0
D1
More of the hallway there... how exciting!
~
~
0 -1 18610
D3
An open field near The Great Field of Midgaard can be seen.
~
~
0 -1 18608
S
#18610
A Brighter Hallway~
The hallway continues on in a east-west direction... and it seems to
be brightening up to the west.
~
186 d 0
D1
A corner in the passage lies to the east.
~
~
0 -1 18611
D3
More of the hallway there... how exciting!
~
~
0 -1 18609
S
#18611
Another Corner~
Another corner of the passage, and just as untidy as the rest of
this place (maybe more so?). There is a door to the east though...
wonder where that leads? Oh, and the hallway continues west and
north.
~
186 d 0
D0
More of the hallway there... how exciting!
~
~
0 -1 18607
D1
You peer into a cluttered little room to the east.
~
door~
1 -1 18612
D3
More of the hallway there... how exciting!
~
~
0 -1 18610
S
#18612
The Alchemist's Room~
Lots of bottles and flasks lie about this room, but it all looks like
worthless clutter. It appears whatever alchemist has been working here
is really very adept at his art. There are a lot of formulae and spells
written on the walls too... couldn't he buy some paper? There is a door
to the north, and also a dark stairway in the corner leading down, with a
large sign next to it that you probably should read...
~
186 d 0
D0
A nice shiny hallway!
~
door~
1 -1 18604
D3
A corner in the passage lies to the west.
~
door~
1 -1 18611
D5
A shadowed stairway leading down.
~
~
0 -1 18632
E
sign stairs stairway~
The sign next to the stairs says:
If you are below level 7 and alone, or below level 4 then bugger off!
Or else don't blame me if you die...
~
S
#18620
A Turn In The Passage~
This corner is much like all the others... except you see a strange
glow coming from the south. Could be an exit... you hope.
~
186 ad 0
D1
The passage continues east quite a ways.
~
~
0 -1 18621
D2
You see an odd red glow from that direction.
~
~
0 -1 18629
S
#18621
A T-Intersection In The Passage~
This is an intersection of a long east-west passage with a corridor
leading south. The air seems a bit clearer here though, as if you were
approaching an exit.
~
186 ad 0
D1
~
~
0 -1 18622
D2
~
~
0 -1 18633
D3
~
~
0 -1 18620
S
#18622
Another Corner~
The passage turns from north to west here. The walls are still
covered with the same disgusting green fungus you have seen all
along, and you hear sounds of creatures moving all around you...
~
186 ad 0
D2
~
~
0 -1 18628
D3
~
~
0 -1 18621
S
#18623
A Corner In The Hallway~
You can hear creatures moving all around you... and it is not
a comforting sound at all. The furnishing is nothing to speak of
either, plain grey brick walls with green fungus (or something)
growing on them.
~
186 ad 0
D1
~
~
0 -1 18624
D2
~
~
0 -1 18627
S
#18624
Another Turn~
Hmmm... the passage turns south here. You beginning to realize you
can easily lose your bearings if you aren't careful, and you don't think
you would like spending too much time here...
~
186 ad 0
D2
~
~
0 -1 18630
D3
~
~
0 -1 18623
S
#18625
A Large Room~
The passage opens into a large oval room. There really isn't much of
interest here though.
~
186 ad 0
D1
~
~
0 -1 18626
D2
~
~
0 -1 18631
S
#18626
A Long East-West Passage~
This is a long, narrow passage leading east and west. The walls are
damp and covered with mildew and fungus. There is a very unhealthy air
about this place and you're beginning to want out of here... soon.
~
186 ad 0
D1
~
~
0 -1 18627
D3
~
~
0 -1 18625
S
#18627
A Crossing Of Corridors~
Here a narrow east-west passage crosses with a wider passage to the
north and south. The air is dank, and has an odor of decay and debris.
Not a nice place at all really...
~
186 ad 0
D0
~
~
0 -1 18623
D1
~
~
0 -1 18628
D2
~
~
0 -1 18632
D3
~
~
0 -1 18626
S
#18628
A Corner Room~
This room is hardly more than a crossing of passages. You do sense a
slight breeze wafting down the passage to the north though, but it smells
altogether bad...
~
186 ad 0
D0
~
~
0 -1 18622
D3
~
~
0 -1 18627
S
#18629
The Red Room~
It takes you a moment to realize that the red glow here is coming
from a round portal on the floor. It looks almost as if someone had
painted a picture of a dirt running through a field on the floor of
this room. Oddly enough, it is so realistic you can feel the wind in
the field coming out of the picture.
~
186 ad 0
D0
~
~
0 -1 18620
D1
~
~
0 -1 18630
D5
~
~
0 -1 3061
E
portal floor~
It looks as if you could go down into it... but you can't be sure of where
you will end up, or if you can get back.
~
S
#18630
A Branching Passage~
The north-south passage branches to the east here. There is a queer red
glow coming from that way as well, along with a faint breeze.
~
186 ad 0
D0
~
~
0 -1 18624
D2
~
~
0 -1 18634
D3
A very odd red glow emanates from that direction.
~
~
0 -1 18629
S
#18631
A Passage~
Ick... this place is just disgusting. You try and stay clear of the
walls, but the passage is so narrow you keep bumping them anyway. You
are almost convinced that the fungus coating the walls is grabbing at
you too.
~
186 ad 0
D0
~
~
0 -1 18625
D1
~
~
0 -1 18632
D2
~
~
0 -1 18638
S
#18632
The Entrance~
It is dark, dank, disgusting and cold up here. Plus you here the
sounds of creatures all around you... and somehow they don't sound
friendly. It is probably wise to exercise some degree of caution
here... no telling what you may run into here.
~
186 ad 0
D0
~
~
0 -1 18627
D2
~
~
0 -1 18635
D3
~
~
0 -1 18631
D4
~
~
0 -1 18612
S
#18633
Another Corner~
Well... what is there to say. More fungus, more weird sounds, and a
slight breeze from the north. Bet you want to sign a lease, don't ya...
~
186 ad 0
D0
~
~
0 -1 18621
D1
~
~
0 -1 18634
S
#18634
An Intersection Of Passages~
Cold, smelly, and coated with green fungus... just like last week's
left-overs. Furthermore you want nothing to do with either, you just
want out right now.
~
186 ad 0
D0
~
~
0 -1 18630
D2
~
~
0 -1 18637
D3
~
~
0 -1 18633
S
#18635
A Turn In The Passage~
This place is just plain nauseating... it certainly smells as if
something (or someone) died in here. You hope you aren't next, but
from the sounds you hear all around you, it seems as if something has
other ideas about that.
~
186 ad 0
D0
~
~
0 -1 18632
D1
~
~
0 -1 18636
S
#18636
A Branch To The South~
The east-west passage branches of to the south here. All around you
is the odour of death. Actually, the mold and fungus on the walls is
doing great, but otherwise... well... you don't want to think about what
else lives here.
~
186 ad 0
D1
~
~
0 -1 18637
D2
~
~
0 -1 18639
D3
~
~
0 -1 18635
S
#18637
Yet Another Corner~
The passage turns here and heads north. You sense something up ahead
that way, but you aren't sure what. You aren't sure if you want to know
what either at this point.
~
186 ad 0
D0
~
~
0 -1 18634
D3
~
~
0 -1 18636
S
#18638
A Large Room~
You almost stumble as you enter this room... the sudden feeling of no
walls on either side of you makes you a bit nervous. Suddenly you are
vulnerable on all sides. You can't even tell how big a room this is,
because it extends to the east farther than you light will reach...
~
186 ad 0
D0
~
~
0 -1 18631
D1
The room extends into shadows...
~
~
0 -1 18639
S
#18639
A Large Room~
As you enter, you light glints of the wall to the east. There appears
to be words scrawled on the wall, and a crude picture. To the west the
room extends beyond the reach of your light, and the dark shadows make you
paranoid... anything could be hiding there. You are painfully aware of
how exposed you are without walls around you.
~
186 ad 0
D0
~
~
0 -1 18636
D3
The room extends as far as (and farther than) you can see...
~
~
0 -1 18638
E
writing words~
The writing appears to says 'beware the Minotaur...'
~
E
wall~
There is a crude picture of a man with the head of a bull with some writing
next to it.
~
S
#18640
The Statue's Room~
Here, the passage enters a small room. Exits lead to the east and south,
and you notice a wonderful, large (and tastefully done) statue to the north.
~
186 ad 0
D1
A long hallway, ending in a set of steps.
~
~
0 -1 18641
D2
The hall extends to the south where it seems to lighten somewhat.
~
~
0 -1 18644
E
statue~
Upon closer inspection you see that the statue has a small plaque affixed
to it. The face looks remarkably familiar also.
~
E
plaque nameplate name~
It says:
Maynard, Death Jester of the Harlequins
~
S
#18641
The Hallway~
As you continue wandering down the hallway, you notice banners,
pictures, and other fine decorations adorning the walls all along
this passage. It seems very different from the dismal passage where
you entered.
~
186 ad 0
D1
The hallway ends at a grand marble staircase.
~
~
0 -1 18642
D3
The passage leads into a small room.
~
~
0 -1 18640
S
#18642
The North Stairs~
Here, the hall opens into a wide room, with a high domed roof. Now that
that you have come clear of the enclosed passage, you can see that the stair
leads upward to an open air balcony overlooking the area. To the south the
room continues, and another stair is visible matching the one in front of
you.
~
186 ad 0
D2
You see another staircase and two passages leading west and south.
~
~
0 -1 18647
D3
An entrance to a bright passage.
~
~
0 -1 18641
D4
An open air balcony.
~
~
0 -1 18643
E
staircase stair stairs~
They are constructed of smooth, beautiful marble
~
S
#18643
The Balcony~
Here you can look out and observe the world around. Constructed in a
semi-circle around the dome of the room, the balcony allows you to look
out in almost any direction. Wandering to the north end, you can see that
the Great Fields north of Midgaard continue off towards the Dragonhelm
Mountains to the north.
~
186 ad 0
D2
The south end of the balcony.
~
~
0 -1 18645
D5
Down the stairs to a large, domed room.
~
~
0 -1 18642
E
staircase stair stairs~
They are constructed of smooth, beautiful marble
~
S
#18644
A Bright Hallway~
Wow! What a change from the dismal passage to the south. Whoever
keeps this room up must really like newbies. The walls and floor are
clean, and tastefully decorated. You also notice an interesting design
on the floor.
~
186 ad 0
D0
A small room with a statue in it.
~
~
0 -1 18640
D2
A intersection of passages.
~
door~
1 -1 18603
E
floor design~
It appears to be the Crest of the Harlequin Guild.
~
S
#18645
The Balcony~
Here you can look out and observe the world around. Constructed in a
semi-circle around the dome of the room, the balcony allows you to look out
in almost any direction. Wandering to the south end, you can see the great
city of Midgaard off to the south-west.
~
186 ad 0
D0
The north end of the balcony.
~
~
0 -1 18643
D5
Back down the south staircase.
~
~
0 -1 18647
E
staircase stair stairs~
They are constructed of smooth, beautiful marble.
~
S
#18646
A Bright Hallway~
Wow! What a change from the dismal passage to the west. Whoever keeps
this room up must really like newbies. The walls and floor are clean, and
tastefully decorated. You also notice an interesting design on the floor.
~
186 ad 0
D1
The passage opens into a domed room with a grand marble staircase.
~
~
0 -1 18647
D3
A dark intersection of passages.
~
door~
1 -1 18603
E
floor design~
It appears to be the crest of the Harlequin Guild.
~
S
#18647
The South Stairs~
Here, the hall opens into a wide room, with a high domed roof. Now that
that you have come clear of the enclosed passage, you can see that the stair
leads upward to an open air balcony overlooking the area. to the north the
room continues, and another stair is visible matching the one in front of
you.
~
186 ad 0
D0
Another stairway is to the north, as well as a passage to the west.
~
~
0 -1 18642
D2
A narrow passage to the south, ending in a wood door.
~
~
0 -1 18604
D3
Back down the bright hallway.
~
~
0 -1 18646
D4
An open air balcony.
~
~
0 -1 18645
E
staircase stair stairs~
They are constructed of smooth, beautiful marble.
~
S
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#3500
The Plains~
You are standing on the plains. This is a vast desolate place where
the wind can howl undisturbed since nothing but you bars its way. However
you are not the first to wander here. Before you somebody has left a small
path. The path looks rather bewildered and is not the kind of path to lead
to anywhere significant or important but it seems to have made up its mind
to enter the hills far away north. A narrow trail scars its way off to the
east as it leads up towards a hillside.
~
35 0 1
D0
~
~
0 -1 4000
D1
~
~
0 -1 3300
D2
~
~
0 -1 3501
S
#3501
The Lane~
You are strolling along a pleasant, shady lane. The road is lined on both
sides by tall, stately trees which lend the scene with a sense of quiet
serenity.
You can follow the road north or south.
~
35 0 1
D0
~
~
0 -1 3500
D2
~
~
0 -1 3502
S
#3502
The Laneway~
The trees stand close here, and the tall, bushy undergrowth prevents you
from seeing far in any direction save east, where a broad lane continues off
into the distance; and west, where the same lane continues towards what looks
like a fairly large city. The muted sounds of city commotion reach your ears
from a distance; stray dogs barking, children crying, and street salesmen
shouting.
A steep path leads down from here to the northeast towards the Dwarven
Village, and a small trail leads through the trees towards the hills to the
north.
~
35 0 1
D0
~
~
0 -1 3501
D1
You see a fairly large road leading towards a grand castle in the distance.
~
~
0 -1 15000
D3
~
~
0 -1 3503
D5
The well trodden path leads down to the northeast towards a small bustling
village.
~
~
0 -1 6500
S
#3503
The City Entrance~
You stand on the outskirts of a large city - Midgaard; the capital of
this land. The road leads east into the peace and quiet - and dangers -
of the forest; and to the west it becomes the main street of the town;
surrounded by a confusion of shops, bars, and market places.
~
35 c 1
D1
~
~
0 -1 3502
D3
~
~
0 -1 3053
S
#3504
The South Gate~
You are standing on a small, dusty path leading away from the south
gate of Midgaard, to the forest of Miden'Nir (Goblinic for 'Green Blood').
You can still see the city to the east, but if you go south, there is
fresh air and greenery.
~
35 0 3
D1
You can see the walls of the South Gate.
~
~
0 -1 3127
D2
If you go south, you will enter the Miden'Nir.
~
~
0 -1 3505
S
#3505
The Trail To Miden'Nir~
You are in a light forest. A path leads south, but the passage to
the east is easy enough. To the west, smoke can be seen rising above
the treetops. The sprawl of Midgaard lies north of here.
~
35 c 3
D0
To the north, you see the South Gate of Midgaard.
~
~
0 -1 3504
D1
More light forest.
~
~
0 -1 3506
D2
This path cuts through the darkness of the Miden'Nir.
~
~
0 -1 3507
D3
The Woodsman's Inn can be seen a short distance to the west, it appears
to be the source of the smoke.
~
~
0 -1 3570
S
#3506
The Miden'nir~
You are in a dark forest. To the east, mountains block passage. From
here, only the lighter forest to the west or south offer a way to travel.
~
35 0 3
D1
The mountains can be seen jutting up to the east.
~
~
0 -1 3550
D2
The forest is darker to the south.
~
~
0 -1 3509
D3
The forest gets lighter as you go west.
~
~
0 -1 3505
S
#3507
The Miden'nir~
The forest is deep here and the wind blows through the trees and
through your hair. To the north, the forest gets lighter. However,
the southern and western paths place you even deeper in the wood.
~
35 0 3
D0
The forest is lighter in this direction.
~
~
0 -1 3505
D2
More and darker woods.
~
~
0 -1 3510
D3
There is a small path leading west.
~
~
0 -1 3508
S
#3508
On a Small Path~
A path is here, leading east and south through the dark woods of
Miden'nir. Mountains slash the scenery to the west of here.
~
35 0 3
D1
Wind-swept forest.
~
~
0 -1 3507
D2
To the south, the trail continues.
~
~
0 -1 3511
S
#3509
The Miden'nir~
The trees of Miden'nir are lush and green, hiding the evil that lurks
in these woods. The trees become too thick to the west, but you may go
north, south or travel toward the mountains that lie east of here.
~
35 0 3
D0
The trees lighten up a bit this way.
~
~
0 -1 3506
D1
Huge grey mountains lie in this direction.
~
~
0 -1 3512
D2
The forest continues.
~
~
0 -1 3514
S
#3510
A Crossroads~
Here footworn paths meet leading north, south and east. The trees
seem to be closing in on you at this point, and you can barely see
the sky through the thick branches above your head.
~
35 0 3
D0
Trees as far as the eye can see.
~
~
0 -1 3507
D1
There is an especially dark part of the forest this way.
~
~
0 -1 3514
D2
There is an especially dark section of forest this way.
~
~
0 -1 3516
S
#3511
The Trail~
You are on a north-south trail through the woods. To the west,
impassable mountains glare at you, and the thick woods and undergrowth
prevent any movement westward.
~
35 0 3
D0
The trail bends to the north.
~
~
0 -1 3508
D2
To the south, the path re-enters the forest.
~
~
0 -1 3515
S
#3512
The Miden'nir~
The trees of Miden'nir are lush and green, hiding the evil that lurks
in these woods. You can go north toward the mountains, or west to the
forest, but the steep mountains prevent any movement east.
~
35 0 3
D0
The mountains can be seen to the north.
~
~
0 -1 3550
D2
A light section of forest.
~
~
0 -1 3513
D3
The forest continues here.
~
~
0 -1 3509
S
#3513
The Miden'nir~
The forest is dark, and becomes even darker west. You sense
that there is something evil hidden in these woods. The forest
gets lighter to the north. The wind kicks up as you ponder your
options.
~
35 0 3
D0
There is a small clearing to the north.
~
~
0 -1 3512
D3
It gets darker and thicker this way.
~
~
0 -1 3514
S
#3514
The Deep Forest~
It is quite dark here, forest surrounds you. With each step, the
forest seems to close around you, and get darker and more foreboding.
It might just be time to head back to somewhere safe.
~
35 0 3
D0
More forest.
~
~
0 -1 3509
D1
Lighter forest and mountains in the distance.
~
~
0 -1 3513
D2
More trees.
~
~
0 -1 3517
D3
The forest continues.
~
~
0 -1 3510
S
#3515
The Light Forest~
The forest is light here and you can easily pick your way through the
trail. To the east, the forest becomes thick and darker. South, the
trail continues.
~
35 0 3
D0
A trail leading north-south.
~
~
0 -1 3511
D1
The trees get thicker as you go east.
~
~
0 -1 3516
D2
More trees and some small hills.
~
~
0 -1 3518
S
#3516
Some Muddy Ground~
The ground is quite muddy here and puddles are all around. Your
boots make a disgusting SQUISH as you walk here. You can go in any
of the four cardinal directions from here. Hopefully, it will be
dryer.
~
35 0 3
D0
The Miden'nir continues.
~
~
0 -1 3510
D1
More trees.
~
~
0 -1 3517
D2
The trees get VERY thick to the south. You can barely see...
~
~
0 -1 3519
D3
Some light trees and daylight.
~
~
0 -1 3515
S
#3517
Near The Mountains~
The most prominent feature here is the mountains that lie to the
east. You can only go north and west from here as the rocks stop all
other movement.
~
35 0 3
D0
Many trees to the north.
~
~
0 -1 3514
D3
There is a bit of a slope downward to the west.
~
~
0 -1 3516
S
#3518
The Fading Trail~
The trail becomes nearly unpassable here. You can go north
as the forest is relatively light. To the south, you can see a
path.
~
35 0 3
D0
You can see a trail this way.
~
~
0 -1 3515
D1
The trees are nearly trunk-to-trunk this way.
~
~
0 -1 -1
D2
Dark forests.
~
~
0 -1 3522
S
#3519
The Dark Path~
You are hemmed in by trees on either side of you. The path
continues north and south, and while is much to thick to explore
west, you can head off into the woods to the west.
~
35 0 3
D0
The forest gets lighter this way.
~
~
0 -1 3516
D1
The forest continues.
~
~
0 -1 3520
D2
There is a strong stench coming from this direction.
~
~
0 -1 3521
D3
The trees are nearly trunk-to-trunk this way.
~
~
0 -1 -1
S
#3520
The Dark Forest~
You stomp your way through the underbrush. The dark forest of
Miden'nir get pretty thick here, and the branches high above your
head are so thick that they block out all direct sunlight. While
it is much too thick to go further east, you might be able to make
your way though the forest to the south and west.
~
35 0 3
D2
The thick forest continues.
~
~
0 -1 3523
D3
The thick forest continues.
~
~
0 -1 3519
S
#3521
The Carnage~
Here, you see a gruesome sight. Blood is everywhere... on the trees and
soaked into the ground. Two carcasses lie in front of you, seeming to look
up at you. The forest is impassible to the south, but the other directions
look ok.
~
35 1 3
D0
Darkness...
~
~
0 -1 3519
D1
Your light does not extend that far.
~
~
0 -1 3523
D3
More dark forest.
~
~
0 -1 3522
E
carcass body corpse carcasses bodies corpses~
The corpses looked as if they have been pierced by a large, jagged
spear. The damage these people sustained is simply amazing. Worse,
the lips on the bodies are a light shade of blue, hinting at poison
in their systems.
~
S
#3522
Deep In The Forest Of Miden'nir~
There is a sickening stench here. It smells of blood and death.
To the north, you catch glimpses of daylight. To the east, you
simply cannot see. The trees are close and stifling.
~
35 0 3
D0
You see daylight and a trail to follow.
~
~
0 -1 3518
D1
The stench seems to becoming from this direction.
~
~
0 -1 3521
S
#3523
The Dark Forest~
The branches above you block out all direct sunlight, making the forest
in this area rather dark. The forest continues east, where it meets the
mountains. The air is still and stuffy - a stench comes from the west and
an ugly feeling causes the hair to rise on the back of your neck!
~
35 0 3
D0
It appears to get much darker that direction.
~
~
0 -1 3520
D1
The forest appears to get much darker in this direction.
~
~
0 -1 3551
D3
The sky becomes lighter in this direction.
~
~
0 -1 3521
S
#3550
At The Foot Of The Mountains~
You find yourself at the foot of the mountains, where it is much
to steep to continue north or east. You see the lush, green forest
of Miden'nir to the south and west.
~
35 0 5
D2
The forest of Miden'nir spreads out before you.
~
~
0 -1 3512
D3
The forest of Miden'nir spreads out before you.
~
~
0 -1 3506
S
#3551
Deep In The Forest Of Miden'nir~
The branches above you block out all direct sunlight, making
the forest in this area very dark. The forest continues west,
but mountains block further exploration in all other directions,
except south, where you notice a small tunnel dug into the
mountainside.
~
35 a 3
D2
The tunnel leads into the mountainside.
~
~
0 -1 3552
D3
The forest continues, but appears to be getting lighter.
~
~
0 -1 3523
S
#3552
A Tunnel In The Mountains~
The walls of this tunnel were carved out many years ago by the goblins
of this forest. The floor is well worn, and continues south, into the
mountain, or back north out into the forest.
~
35 a 1
D0
Outside, you see the forest of Miden'nir.
~
~
0 -1 3551
D2
The tunnel continues to the south.
~
~
0 -1 3553
S
#3553
A Tunnel In The Mountains~
The tunnel gets lighter to the north, presumably leading out, while to
the south the passage gets smaller and smaller. A small alcove has been
carved into the east wall.
~
35 a 1
D0
The tunnel gets wider in this direction.
~
~
0 -1 3552
D1
You see a small alcove.
~
~
0 -1 3554
D2
The tunnel gets smaller in this direction.
~
~
0 -1 3555
S
#3554
A Small Alcove~
A small alcove has been carved out here. There are a bunch of twigs
and leaves thrown into a pile here, probably serving as a bed.
~
35 a 1
D3
You see the main passageway.
~
~
0 -1 3553
E
twigs leaves bead~
The twigs and leaves have all been piled together as a makeshift bed for
some small humanoid.
~
S
#3555
A Tunnel In The Mountains~
As you explore further into the mountainside, the tunnel gets smaller
and smaller to the south. You almost have to hunch over to make your way
through this area. A small archway to the south leads into a large chamber.
~
35 a 1
D0
The tunnel continues north.
~
~
0 -1 3553
D2
You see a small cavern.
~
~
0 -1 3556
S
#3556
The Goblin HeadQuarters~
The tunnel widens into a large (well, large for goblins) cavern that
serves as the living quarters for the goblins of Miden'nir. The bones of
numbers woodland creatures are strewn about the room, the remanents of a
recent meal.
~
35 a 1
D0
The tunnel heads north.
~
~
0 -1 3555
S
#3570
The Front Of The Inn~
You are standing on a well-worn path which opens into a clearing.
An old, wooden building is here with smoke billowing from its
chimney. A painted sign is visible on the porch to the west. You
could go north or south around the building or leave this place and
return to the forest.
~
35 0 3
D0
You can go north around the Inn.
~
~
0 -1 3571
D1
Back through the trees to the Miden'nir.
~
~
0 -1 3505
D2
You can go south around the Inn.
~
~
0 -1 3572
D3
The front door of the Inn beckons.
~
~
0 -1 3574
E
sign~
The sign reads:
The Woodsman
~
S
#3571
North Of The Inn~
You are standing north of the Inn. Things don't look much different
from this angle. The air here is filled with smells of smoke and cooking.
South, the front porch is waiting for you... or you can see if there is
a back door.
~
4 0 3
D2
You see the front of the Inn.
~
~
0 -1 3570
S
#3572
South Of The Inn~
You are standing south of the Inn. You could easily go north and enter
through the front door, or west and to the rear of the establishment. You
here some muffled cries from a tiny trail leading south of here.
~
35 0 3
D0
This way leads to the front of the Inn.
~
~
0 -1 3570
D2
The trail heads south.
~
~
0 -1 3575
D3
This way leads to the back of the Inn.
~
~
0 -1 3573
S
#3573
Behind The Inn~
You now stand behind the Inn. The smell here is not so pleasant as
the keeper and his help throw a good deal of garbage here. A couple of
piles of rubbish are to the west, but you will smell the worse for
meddling there. As a clean alternative, you can go north or east around
the Inn.
~
35 0 3
D1
You can go around the Inn this way.
~
~
0 -1 3572
D3
Only rats and fool adventurers play in garbage.
~
~
0 -1 3578
S
#3574
The Woodsman Inn~
You are in the common room of the Woodsman Inn. A thin haze of smoke
sits in the air here. The Inn is often empty, as the forest has become
overrun by goblins as of late, and it is no longer safe in these parts.
The bar is just north of here. If you'd rather have your own table, one
is empty to the south.
~
35 cd 1
D0
The bar is here, manned by the Innkeeper.
~
~
0 -1 3576
D1
You can leave now and return to fresher air.
~
~
0 -1 3570
D2
An empty table is a rare commodity.
~
~
0 -1 3579
D3
There is a table to the south occupied by a heavy drinker.
~
~
0 -1 3577
S
#3575
The Ambush Point~
This is a overgrown foot-trail south of the Inn. It leads west, but you
would be hard pressed to follow it far. A number of bushes are trampled on
and some medium sized branches have been knocked down. Obviously there has
been a battle here rather recently.
~
35 0 3
D0
The Inn lies to the north.
~
~
0 -1 3572
D3
A trail through the woods.
~
~
0 -1 3581
S
#3576
The Bar~
This is where people use to come and enjoy the food, drink and
hospitality of the Innkeeper, but as of late, he only serves the
few adventurers that manage to survive a trip through the forest.
You can leave south and return to the common room.
~
35 df 1
D2
You may retreat south back to the common room.
~
~
0 -1 3574
S
#3577
The Bard's Table~
You are in a darker corner in the Inn. A large round table with a few
wooden chairs sits here. There is a large stain on the table, the remnants
of a spilled drink.
~
35 d 1
D1
You see the main floor of the Inn to the east.
~
~
0 -1 3574
S
#3578
The Garbage Dump~
You stand knee deep in garbage. YECCH!!! It smells terrible and who knows
what vermin live in these piles of filth...
~
35 0 3
D1
You can return to cleaner lands this way.
~
~
0 -1 3573
S
#3579
A Quieter Section Of The Inn~
There seems to be no one in this end of the Woodsman, probably a safe place
to rest and lick your wounds...
~
35 d 0
D0
You see the common room.
~
~
0 -1 3574
S
#3581
On The Trail Of The Horsemen~
The path continues east and west of here. You notice fresh tracks in
the soft ground that show the horsemen fled to the west.
~
35 0 3
D1
Back to ambush point.
~
~
0 -1 3575
D3
The trail continues.
~
~
0 -1 3582
S
#3582
On The Trail Of The Horsemen~
The path continues east and south. You notice fresh tracks in the
soft ground that show the horsemen turned, and fled south.
~
35 0 3
D1
The trail continues.
~
~
0 -1 3581
D2
The tracks lead south.
~
~
0 -1 3583
S
#3583
On The Trail Of The Horsemen~
The trail of the horsemen continues east and north along this path
through the forest. The tracks are still fresh, so they must be near.
~
35 0 3
D0
The trail continues.
~
~
0 -1 3582
D3
The tracks lead east.
~
~
0 -1 3584
S
#3584
A Dead End Trail~
The path comes to an abrupt end here, as the trees close around you and
make any further exploration impossible. Fresh tracks cover the ground, and
end right here. The horsemen must be nearby.
~
35 0 3
D1
Back to along the trail.
~
~
0 -1 3583
S
$

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#5100
The City Entrance~
You are at the entrance to a small underground city. A great adamantite
gate lies open to the west allowing entrance into the city.
~
51 acd 0
D3
A huge gate opens to the west allowing entrance into the city.
~
gate~
1 -1 5101
D4
A passageway opens up into a fairly large cave above.
~
~
0 -1 5011
E
gate~
A large adamantite gate with giant spider shaped emblems stands here.
~
S
#5101
A City Street~
You walk along a highly ornate street going north-south. A large gate
lies to the east while a building lies to the west.
~
51 ad 0
D0
~
~
0 -1 5123
D1
~
gate~
1 -1 5100
D2
~
~
0 -1 5102
D3
~
~
0 -1 5122
S
#5102
A City Street~
You walk along a highly ornate city street going north and west.
~
51 ad 0
D0
~
~
0 -1 5101
D3
~
~
0 -1 5103
S
#5103
A City Street~
You walk along a highly ornate city street going east-west. A large house
stands to the south.
~
51 ad 0
D1
~
~
0 -1 5102
D2
~
~
0 -1 5104
D3
~
~
0 -1 5106
S
#5104
The 3rd House~
You stand inside the 3rd house of the city; it is fairly well decorated
by drow standards having a few statues, murals and such. A door leads to the
south.
~
51 ad 0
D0
~
~
0 -1 5103
D2
~
door~
1 -1 5105
S
#5105
The Throne Room~
The throne room of the 3rd house is about as decorated as the inner
courtyard except with a blood covered altar in the center of the room.
~
51 ad 0
D0
~
door~
1 -1 5104
S
#5106
A City Street~
You walk along a highly ornate city street going east-west. To the north
is a large building.
~
51 ad 0
D0
~
~
0 -1 5118
D1
~
~
0 -1 5103
D3
~
~
0 -1 5107
S
#5107
A City Street~
You walk along a highly ornate city street leading north and east. To the
south is an extremely large house.
~
51 ad 0
D0
~
~
0 -1 5110
D1
~
~
0 -1 5106
D2
~
~
0 -1 5108
S
#5108
The 2nd House~
You stand inside the 2nd house of the city. The room is highly decorated
with statues of spiders and murals everywhere.
~
51 ad 0
D0
~
~
0 -1 5107
D3
~
door~
1 -1 5109
S
#5109
The Throne Room~
The throne room of the 2nd house is just a little more decorative than
the inner courtyard having an altar in the center of the room.
~
51 ad 0
D1
~
door~
1 -1 5108
S
#5110
The Main Gate~
You are at the entrance to the 1st house of the city. A large gate,
almost as big and elegant as the one at the entrance to the city, stands
here.
~
51 ad 0
D0
~
~
0 -1 5114
D2
~
~
0 -1 5107
D3
A large gate lies to the west.
~
gate~
1 -1 5111
S
#5111
The 1st House~
You stand in the inner courtyard of the 1st and largest house in the city.
The room is extremely large and decorative. Mural and paintings hang on the
walls depicting some battles and a spider queen.
~
51 ad 0
D1
~
gate~
1 -1 5110
D3
~
~
0 -1 5112
S
#5112
The Throne Room~
The throne room of the 1st house is in one word...awesome. It is so
horrifying it is almost beautiful.
~
51 ad 0
D0
~
door~
1 -1 5113
D1
~
~
0 -1 5111
S
#5113
The Main Chamber~
This is the council chamber for the Matron Mother herself. A huge table
and chairs surrounding it sits in the center of the room.
~
51 ad 0
D2
~
door~
1 -1 5112
S
#5114
A City Street~
You walk along a highly ornate city street leading north-south and east.
~
51 ad 0
D0
~
~
0 -1 5115
D1
~
~
0 -1 5117
D2
~
~
0 -1 5110
S
#5115
A City Street~
You walk along a highly ornate city street leading south. A building is
to the west.
~
51 ad 0
D2
~
~
0 -1 5114
D3
~
~
0 -1 5116
S
#5116
The Clerics' Academy~
This is the most lavish of the academies being that it is for the clerics.
~
51 ad 0
D1
~
~
0 -1 5115
S
#5117
A City Street~
You walk along a highly ornate city street going east-west. To the north
is a giant temple.
~
51 ad 0
D0
The entrance to the temple of Lloth is blocked by large ornamental gates.
~
gates gate~
1 -1 5119
D1
~
~
0 -1 5121
D3
~
~
0 -1 5114
S
#5118
The Warriors' Academy~
This looks more like a barracks than a school.
~
51 ad 0
D2
~
~
0 -1 5106
S
#5119
The Entrance To The Temple Of Lloth~
The temple is the largest building in the city. Even its doors are beyond
imagination. Inside of the temple entrance, the walls are made of gold and
adamantite.
~
51 ad 0
D2
~
gates gate~
1 -1 5117
D5
~
~
0 -1 5126
S
#5120
The Mages' Academy~
The Mages' Academy is fairly well decorated and you can see that the
drow prefer magic over physical power greatly.
~
51 ad 0
D2
~
~
0 -1 5121
S
#5121
A City Street~
You walk along a highly ornate city street going eastward. To the north
is a building.
~
51 ad 0
D0
~
~
0 -1 5120
D1
~
~
0 -1 5123
D3
~
~
0 -1 5117
S
#5122
The Slave Chamber~
The room is in shambles. Straw is strewn all about the room as beds for
the unfortunate creatures who have fallen prey to drow imperialism.
~
51 ad 0
D1
~
~
0 -1 5101
S
#5123
A City Street~
You walk along a highly ornate city street leading west and south. To
the north is a relatively small house.
~
51 ad 0
D0
~
gate~
1 -1 5124
D2
~
~
0 -1 5101
D3
~
~
0 -1 5121
S
#5124
The 4th House~
You stand inside the 4th house of the city. Its inner courtyard is rather
dull by drow standards and rather small as well.
~
51 ad 0
D1
~
~
0 -1 5125
D2
~
gate~
1 -1 5123
S
#5125
The Throne Room~
The throne room is basically similar to the inner courtyard in regards
to decor. there is a small throne behind the altar but that is about it.
~
51 ad 0
D3
~
~
0 -1 5124
S
#5126
The Entrance Hall~
You stand in the entrance way to the temple which opens up to the north
into a large hallway going east and west. Small statues os spiders line the
entrance way's walls.
~
51 ad 0
D0
~
~
0 -1 5127
D4
~
~
0 -1 5119
S
#5127
A Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
To the north is a obsidian stairway.
~
51 ad 0
D0
~
~
0 -1 5135
D2
~
~
0 -1 5126
D1
~
~
0 -1 5128
D3
~
~
0 -1 5131
S
#5128
A Long Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
~
51 ad 0
D1
~
~
0 -1 5129
D3
~
~
0 -1 5127
S
#5129
A Long Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
To the north is a door.
~
51 ad 0
D0
~
door~
1 -1 5150
D1
~
~
0 -1 5130
D3
~
~
0 -1 5128
S
#5130
A Long Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
~
51 ad 0
D1
~
~
0 -1 5134
D3
~
~
0 -1 5129
S
#5131
A Long Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
~
51 ad 0
D1
~
~
0 -1 5127
D3
~
~
0 -1 5132
S
#5132
A Long Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
To the south is a door.
~
51 ad 0
D1
~
~
0 -1 5131
D2
~
door~
1 -1 5133
D3
~
~
0 -1 5134
S
#5133
The Warriors' Barracks~
The room is a complete mess. None of the beds are made, clothes and other
items have been left all about the room. Well drow warriors never were known
for neatness.
~
51 ad 0
D0
~
door~
1 -1 5131
S
#5134
A Long Hallway~
You are in a long hallway lined with adamantite. The walls are engraved
with pictures of elves and spiders. The hallway continues east and west. As
you look down the hallway you can make out one or two figures moving away from
you.
~
51 ad 0
D1
~
~
0 -1 5132
D3
~
~
0 -1 5130
S
#5135
The Grand Stairway~
You are standing at the bottom of a giant obsidian and adamantite
stairway. The edges are trimmed with gold.
~
51 ad 0
D2
~
~
0 -1 5127
D4
~
~
0 -1 5136
S
#5136
The Grand Hallway~
You are standing in the middle of a grand hallway. The walls are
of the purest adamantite with gold trim. Mosaics line the walls.
~
51 ad 0
D0
~
~
0 -1 5138
D1
~
door~
1 -1 5137
D5
~
~
0 -1 5135
S
#5137
The Mages' Barracks~
The mage's living quarters is rather clean with the exception of a few
used component containers. It is rather well decorated as well. Cots line
the floor for the mages to sleep on. The only door is to the west.
~
51 ad 0
D3
~
door~
1 -1 5136
S
#5138
The Grand Hallway~
You are walking down a grand hallway, heavily decorated with adamantite
and gold. To the north the hall goes down a flight of stairs while a door is
to the west.
~
51 ad 0
D2
~
~
0 -1 5136
D3
~
door~
1 -1 5139
D5
~
~
0 -1 5140
S
#5139
The Clerics' Barracks~
The bed chamber is brightly decorated with spider shaped statues, murals
and the like. Large beds line the floor making this a comfortable room to
live in.
~
51 ad 0
D1
~
door~
1 -1 5138
S
#5140
The Grand Stairway~
You are climbing a set of obsidian stairs surrounded by adamantite walls.
To the north are a set of large golden doors.
~
51 ad 0
D0
~
doors door golden gold~
1 -1 5141
D4
~
~
0 -1 5138
S
#5141
The Main Chamber~
This is the south side of a large auditorium used for services by the
drow priestesses. In the center is a large sacrificial pit and beyond that
is an altar.
~
51 ad 0
D1
~
~
0 -1 5142
D2
~
doors door golden gold~
1 -1 5140
D3
~
~
0 -1 5144
S
#5142
The Eastern Side Of The Main Chamber~
You are on the eastern side of the chamber overlooking the pit. To the
east is a door while to the north is an altar.
~
51 ad 0
D0
~
~
0 -1 5145
D1
~
door~
1 -1 5146
D2
~
~
0 -1 5141
S
#5143
The Sacrificial Pit~
As you climb down into the pit, thousands of spiders cover you, tearing
your fragile body to shreds.
Lloth thanks you for your sacrifice.
~
51 bd 0
S
#5144
The Western Side Of The Main Chamber~
You are on the western side of the main chamber overlooking a sacrificial
pit. To the north is an altar.
~
51 ad 0
D0
~
~
0 -1 5145
D2
~
~
0 -1 5141
S
#5145
The Altar~
You are standing in front of a highly and freshly bloodstained altar.
Engraved on the top of the altar is a giant spider with a human head. Looking
down from the altar you see a large sacrificial pit with thousands of swarming
spiders looking for their next meal!
~
51 ad 0
D0
~
~
0 -1 5148
D1
~
~
0 -1 5142
D3
~
~
0 -1 5144
D5
Thousands of spiders eye you with undisguised hunger.
~
~
0 -1 5143
S
#5146
The Slave Cells~
This is the main room to the cell chambers for the slaves to be
sacrificed. You notice there are no guards around.
~
51 ad 0
D0
~
cell~
1 -1 5147
D3
~
door~
1 -1 5142
S
#5147
The Slave Pen~
Rotten meat and breads lie about the floor while shackles hang from the
walls. The room reeks of death. You almost become nauseous and decide to
leave the room since you were obviously too late to save the slave.
~
51 ad 0
D2
~
cell~
1 -1 5146
S
#5148
The Dias~
You stand upon a dias behind the altar. Above you is a enormous illusion
of a female drow turning into a giant spider and back again. There is a door
to the west.
~
51 ad 0
D2
~
~
0 -1 5145
D3
~
door~
2 5115 5149
S
#5149
The Treasury~
This is obviously only a temporary storage place for the collected
treasure being rather bare.
~
51 ad 0
D1
~
door~
2 5115 5148
S
#5150
The Weaponsmaster's Chamber~
This one-person bedchamber is very elegant. The owner must be held in
high regard to get this kind of treatment.
~
51 ad 0
D2
~
door~
1 -1 5129
S
$

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#6301
The Webbed Entrance~
Sticky, sticky, sticky! The ground is cluttered with leaves,
decayed remains of webbed crickets, beetle, rats, dogs, and even
humans. You begin to wonder about what lies ahead. The air is
damp here, and even the little light that shines through the
canopy seems to be absorbed into the webbing.
~
63 c 1
D0
~
~
0 -1 6302
D2
~
~
0 -1 6132
S
#6302
The Webby Passage~
You find that footing here is very good, almost too good. The
limbs are coated with cobwebs and seem unusually strong for tree
branches. Paths lead in four directions. The eastward path goes
down a bit.
~
63 0 2
D0
~
~
0 -1 6304
D1
~
~
0 -1 6305
D2
~
~
0 -1 6301
D3
~
~
0 -1 6303
S
#6303
The Wasp Hive~
Drones scuttle about in this room. The cells on the walls are
honeycomb in shape and many of the maggots and wasps you see have
fang-marks on their bodies. You sense some order in their markings.
~
63 0 2
D1
~
~
0 -1 6302
S
#6304
The Webby Passage~
Another webby passage, all sticky and wet. Tiny ballooning
spiders fill the air. It seems that these young ones are newborns.
~
63 0 2
D1
~
~
0 -1 6305
D2
~
~
0 -1 6302
S
#6305
Beneath The Busy Path~
You here the sounds of crawling arachnids above. The rhythms of
the footsteps suggest a primitive order in there movement. The light
seems brighter upwards.
~
63 0 2
D3
~
~
0 -1 6304
D4
~
~
0 -1 6306
S
#6306
On The Busy Path~
Spiders, spiders, everywhere! It is almost ant-like in efficiency
with one big difference. The spiders here are carrying ant-corpses,
as well as rats, wolves, and humans.
~
63 0 2
D2
~
~
0 -1 6307
D5
~
~
0 -1 6305
S
#6307
On The Busy Path~
Spiders, spiders, everywhere! It is almost ant-like in efficiency
with one big difference. The spiders here are carrying ant-corpses,
as well as cats, wolves, and humans.
~
63 0 2
D0
~
~
0 -1 6306
D1
~
~
0 -1 6308
S
#6308
On The Busy Path~
Spiders, spiders, everywhere! It is almost ant-like in efficiency
with one big difference. The spiders here are carrying ant-corpses,
as well as cats, dogs, and humans.
~
63 0 2
D0
~
~
0 -1 6307
D1
~
~
0 -1 6306
D2
~
~
0 -1 6305
D3
~
~
0 -1 6309
S
#6309
A Split In The Path~
As always, there is a split in the road. One road is strewn with
cricket feelers. The other is well-kept and suitable for smooth
travelling. The webbing that was prevalent in earlier rooms is almost
non-existant now.
~
63 0 2
D0
~
~
0 -1 6310
D1
~
~
0 -1 6308
D2
~
~
0 -1 6320
S
#6310
A Fuzzy Tree Limb~
You are on a 'fuzzy' tree limb. Interesting, since the branches
seem to have 'hairs' sprouting from its bark. As you look closer
you see millions of aphids covering each limb.
~
63 0 2
D2
~
~
0 -1 6309
D3
~
~
0 -1 6311
S
#6311
The Tree Trunk~
You feel that you can rest here safely. There is evidence of
webbing here, but it is of a finer quality.
~
63 c 2
D1
~
~
0 -1 6310
D2
~
~
0 -1 6312
S
#6312
The Tree Lair Entrance~
It seems the inhabitant of this place does not web her victims,
as evidenced by the remains before you. The area is cluttered with
desiccated corpses, apparently bitten but unwebbed, and drained of
their life juices.
~
63 0 2
D0
~
~
0 -1 6311
D3
~
~
0 -1 6313
S
#6313
The Wolf Spider Lair~
Very dark, as all lairs of spiders are. Not much of furnishings
save an exit. The wolf spider keeps no corpses here, but rather
throws them out at her leisure.
~
63 0 2
D1
~
~
0 -1 6312
S
#6320
The Webless Path~
Strange. No webbing here. In fact, no sounds whatsoever.
The path continues northward, where you find that you may have
to tightrope your way across a ravine.
~
63 0 2
D0
~
~
0 -1 6309
D3
~
~
0 -1 6321
S
#6321
Above The Ravine~
Stranger still. Your feet get a real firm grip on the spiderline.
You are above a deep ravine. This line connects you between two trees.
Below you can see a prismatic web with lots of animal bones caught in it:
some bear and small deer bones in fact. No human skeletons are visible
(yet).
~
63 0 2
D1
~
~
0 -1 6320
D2
~
~
0 -1 6323
D5
~
~
0 -1 6322
S
#6322
The Rainbow Web~
This is the rainbow web -- each strand, each link, a hue of violently
sharp colors and contrasts. The resident here seems to have a command
of light as well.
~
63 0 2
D4
~
~
0 -1 6321
S
#6323
The Web Forest~
The trees here take on a different appearance -- they are not trees
anymore, but disjointed make-shift silken made shafts, sticky to the
touch, and webby in texture. This is another world it would appear.
~
63 0 2
D0
~
~
0 -1 6321
D5
~
~
0 -1 6324
S
#6324
The Slave Pit~
You have entered the slave pit. A voice blares in the distance,
'Get back to work, maggots!' Rails upon rails of mined gold and silver
clutter the trail beneath you.
~
63 0 2
D0
~
~
0 -1 6325
D4
~
~
0 -1 6323
S
#6325
The Tether Path~
Another tether path just like the rest of them. Surprisingly
well-lit by the golden orbs that hang from the sides, you can see
the paths become finer and finer in quality.
~
63 0 2
D1
~
~
0 -1 6326
D3
~
~
0 -1 6324
S
#6326
A Road Crossing~
Another shifty little strand of webs, almost ethereal in nature.
~
63 0 2
D3
~
~
0 -1 6325
D4
~
~
0 -1 6327
S
#6327
A Leader Strand~
This strand is weightier, more sturdy. It shimmers as you step on
it. You are definitely not in the Midgaardian realms anymore. Just
where you are you can't tell. It feels like you're moving through
ether. You can still get back down to more surer lands.
~
63 0 2
D0
~
~
0 -1 6328
D5
~
~
0 -1 6326
S
#6328
The Entrance Of The Ethereal Web~
You are at the entrance to ethereal web. Flickering in and out,
in and out, each strand reveals a different hue from black to green
to blue.
~
63 0 2
D2
~
~
0 -1 6331
S
#6330
The Young Wormkin's Crib~
A playpen of sorts, with maggots of wasps and other baby
vermin lying about. You feel that humans have been played with
here too, and eaten later. You sense that the maker of this
place has an appetite for dragon meat, and uses this room as a
breeding area.
~
63 0 2
D4
~
~
0 -1 6331
S
#6331
The Base Of The Web~
Large strands connect at this point. The node shimmers and
flickers within the ether. You see many flying creatures --
insects, pegasi, and dragon wormkins -- navigate the dangerous
passages of the web. Exits go in many directions.
~
63 0 2
D0
~
~
0 -1 6330
D1
~
~
0 -1 6332
D2
~
~
0 -1 6333
D3
~
~
0 -1 6334
S
#6332
Through The Trees~
This part of the web intersects through the branches of some
trees. Various leaves and other debris that the many drones have
not picked up yet lie here.
~
63 0 2
D1
~
~
0 -1 6331
D2
~
~
0 -1 6335
D3
~
~
0 -1 6333
S
#6333
Above The Clouds~
You can see all of Midgaard in this ethereal web. Many
of the larger dragons that do wish to fly seem to fly away
from the sticky strands of the web.
~
63 0 2
D1
~
~
0 -1 6331
D2
~
~
0 -1 6334
D3
~
~
0 -1 6335
S
#6334
On A Cloud~
This cloud is rather thick in consistency. You suddenly realize
this is not a typical cloud, but it might be the nest of an aerial
creature.
~
63 0 2
D5
~
~
0 -1 6331
S
#6335
A Link In The Ethereal Web~
This is another link in the ethereal web. Various creatures seem
to get caught (or hypnotized) by its sticky strands.
~
63 0 2
D1
~
~
0 -1 6336
D3
~
~
0 -1 6331
S
#6336
The Tenuous Strand~
Very windy here since it goes up into the sky somewhat. Still, it
is safe enough to move around.
~
63 0 2
D2
~
~
0 -1 6340
D3
~
~
0 -1 6341
D5
~
~
0 -1 6331
S
#6340
The Elder Wormkin's Room~
A more mature wormkin it seems resides here. Various tomes
of arcane lore clutter the area, along with shards of armor and
weaponry.
~
63 0 2
D5
~
~
0 -1 6331
S
#6341
Another Tree Limb~
Once again the web crosses another tree limb. To the side you
see the possible entrance to another creature's lair.
~
63 0 2
D1
~
~
0 -1 6342
D2
~
~
0 -1 6334
D3
~
~
0 -1 6345
S
#6342
The Bird Spider's Lair~
This is a big game hunter among most spiders. Crushed
jewels and weapons suggest the inhabitant must have powerful
jaws. Beware!
~
63 0 2
D5
~
~
0 -1 6331
S
#6345
A Link In The Ethereal Web~
This is another link in the ethereal web. Various creatures
seem to get caught (or hypnotized) by its sticky strands.
~
63 0 2
D2
~
~
0 -1 6350
D3
~
~
0 -1 6346
D4
~
~
0 -1 6345
S
#6346
The Quiet Tree Top~
This is a quiet tree top. Downwards you can see a familiar path
that may lead back to Midgaard.
~
63 0 2
D1
~
~
0 -1 6345
D3
~
~
0 -1 6347
D5
~
~
0 -1 6132
S
#6347
On The Web~
RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar
of a powerful beast. Dragon, you think. You shiver in your boots
as you tiptoe along this section of the web.
~
63 0 2
D1
~
~
0 -1 6346
D2
~
~
0 -1 6355
D5
~
~
0 -1 6331
S
#6350
The Ki-Rin Chamber~
A wise ki-rin was entrapped here many years ago. It is from her
that the ruler of this realm draws magical strength.
~
63 0 2
D0
~
~
0 -1 6347
S
#6355
A Link In The Ethereal Web~
This is another link in the ethereal web. Various creatures
seem to get caught (or hypnotized) by its sticky strands. To
the north you sense the heavy breathing of a fiery animal.
~
63 0 2
D0
~
~
0 -1 6360
D2
~
~
0 -1 6365
S
#6360
Yevaud's Lair~
Yevaud, the Usurper of Midgaard, resides here. A voice cries
out, 'BEWARE, the Usurper of Midgaard lives here! FLEE while you can!'
But even Yevaud has his master... or so you deduce.
~
63 0 2
D2
~
~
0 -1 6355
S
#6365
A Link In The Ethereal Web~
This is another link in the ethereal web. Various creatures
seem to get caught (or hypnotized) by its sticky strands. A
single spider line lies to the north, while ghastly seemings are
due southward. The grim entrance of Arachnos' Lair is downward.
~
63 0 2
D0
~
~
0 -1 6371
D1
~
~
0 -1 6331
D2
~
~
0 -1 6366
D5
~
~
0 -1 6390
S
#6366
The Entrance To The Donjonkeep~
A dark path at the end of the web strand, you see ahead
a torch lit chamber where the souls of unavenged adventurers
come and gnash their teeth. The howls and screams of many
echo through the hall ways. You see one definite path ahead.
~
63 0 2
D0
~
~
0 -1 6367
S
#6367
The Guardian's Room~
A chair sits here for a tireless guardian who ensures that no
soul escapes. Other than that, the room is undecorated.
~
63 0 2
D0
~
~
0 -1 6368
E
chair~
An ordinary chair, well used, glued to the ground by spiderweb.
~
S
#6368
The Realm Of The Hopeless~
Here you see many misguided souls who think they still live.
They search for those who killed them without warrant, and seek
the free souls of living beings to inhabit and perhaps adventure
once more.
~
63 0 2
D0
~
~
0 -1 6369
S
#6369
The Realm Of The Hopeless~
Here you see many misguided souls who think they still live.
They search for those who killed them without warrant, and seek
the free souls of living beings to inhabit and perhaps adventure
once more.
~
63 0 2
D0
~
~
0 -1 6368
D2
~
~
0 -1 6370
S
#6370
The Donjonkeep~
No souls have ever lived in this place. The wails of slaves and
the howls of wolves are the only way you can describe the sounds you
hear. The walls are thin and wispy. The only light you receive is
the shimmering from the strand of the ethereal web you used to get
here.
~
63 0 2
D1
~
~
0 -1 6371
S
#6371
The Single Spider Line~
A single spider line supports you once more. As you look across
the ether you seen a single shack up ahead with a light in the window.
You sense a great evil coming from the north and feel inclined to go
back on the ethereal web and take your chances there.
~
63 0 2
D0
~
~
0 -1 6331
D2
~
~
0 -1 6372
S
#6372
The Single Spider Line~
A single spider line supports you once more. The shack comes
closer into view and you are even more inclined to go back now.
~
63 0 2
D0
~
~
0 -1 6371
D2
~
~
0 -1 6373
S
#6373
The Hermit's Corner~
Here you see evidence of a vagrant's abode. The shack is to the
north, if you dare enter it. You get the sneaking feeling you should
go back now. The skies above you darken and roar with the laughter
of thunder.
~
63 0 2
D0
~
~
0 -1 6372
D2
~
~
0 -1 6380
S
#6380
Mahatma's Inescapable Trap~
Mahatma, that silly thief, is here, and he steals everything you
have. He says 'Here, have a quick trip to the Temple of Midgaard.'
He plunges a black dagger into your back...
~
63 bd 0
S
#6390
The Entrance To The Arachnos' Lair~
All strands inevitably lead here, the center of the web, the
entrance to Arachnos' Lair.
~
63 0 2
D1
~
~
0 -1 6391
S
#6391
The Sticky Chamber~
You can still bail out since your knees are shaking from the
anticipation (or is it fear?). The sky is clear on this strand of
web, surprisingly unsticky. The strand does not vibrate like the
others. A few ballooning spiders pass by, cackling 'You're gonna
die, you're gonna fry. Good bye!'
~
63 0 2
D1
~
~
0 -1 6392
D5
~
~
0 -1 6331
S
#6392
The Great Door~
Before you you see a large, web-like door. Various designs
of ancient runes and names of Midgaard heroes are etched into
the webwork. Perhaps lists of victims? You can't tell.
~
63 d 2
D0
~
door~
2 6300 6399
D3
~
~
0 -1 6391
S
#6399
The Lair Of Arachnos~
This is the lair of the Empress Spider, Arachnos. You can
see a lavishly adorned rainbow web, her lair allows her to move
to any universe she wishes by using her magical strands to the
Prime Material Plane. Coffers upon coffers of gold, magical
jewels and gems await. Unfortunately Arachnos is a baggy spider
too, and webs all her treasures to her beautiful silken body.
~
63 g 2
D2
~
door~
2 6300 6392
S
$

View File

@@ -0,0 +1,845 @@
#6400
A Mountain Trail~
This trail leads up, up, up into the mountains. You
hope you don't fall down, because that would hurt, hurt,
hurt! The trail continues to the east, and you can go
back down to the small hidden valley to the west.
~
64 0 5
D1
~
~
0 -1 6401
D3
~
~
0 -1 4078
S
#6401
A Mountain Trail~
You're really high up now. You can keep going even
farther up into the mountains to the east, or go back
down to the west.
~
64 0 5
D1
~
~
0 -1 6402
D3
~
~
0 -1 6400
S
#6402
A Mountain Trail~
Wispy clouds are beginning to surround you now, and
your ears pop due to the altitude. To the east, you see
the summit of the mountain, and from the way the nearby
mountains are arranged behind it, you believe you're
on your way to a big valley. You can also go down
to the west.
~
64 0 5
D1
~
~
0 -1 6403
D3
~
~
0 -1 6401
S
#6403
Near The Mountain's Peak~
The peak of this mountain is another couple hundred
feet above you, but here is where the trail leads down
into the valley... What an odd valley!
The valley seems to have been filled up by a hundreds
of feet of lava many years ago. It gives the valley an
odd, 'flat' look and darkish ground. The path leads
down east into the valley, and west back to civilization.
~
64 0 5
D1
~
~
0 -1 6404
D3
~
~
0 -1 6402
S
#6404
The Trail To The Valley~
The trail leads down into the valley, where, by judging
by the height of the trees, the lava had cooled tens
of decades ago. Down below you see the path lead into
the small forest in the valley, and disappear out of
sight. East leads into the valley, West back to civilization.
~
64 0 5
D1
~
~
0 -1 6405
D3
~
~
0 -1 6403
S
#6405
In The Valley~
The ground has taken on the texture of dirt on the top,
but this valley is far too flat and too rocky to disguise
the catastrophe that happened here so long ago. Looking
up to the mountains ringing this area, you notice several
mountains look as if they had 'exploded', which is strange,
considering that they are not volcanos.
The path leads into the woods to the east, and back up
the mountain to the west.
~
64 0 3
D1
~
~
0 -1 6406
D3
~
~
0 -1 6404
S
#6406
In A Clearing~
You come to a small clearing now, after walking for several
minutes through the silent woods. An odd block sticks up
here and there in the ground... wait a minute. These
stones seem a little too regular, and from the circle
formation and size you could almost swear that they were...
crenellations? Could some sort of building been buried
by the lava here? A rusty ring sticks out of the earth
in the center... a trapdoor? This is almost too good to
be true!
~
64 0 3
D3
~
~
0 -1 6405
D5
An ancient trapdoor, grimed with earth and age.
~
trapdoor trap~
1 -1 6407
S
#6407
A Stairwell~
This small room is the top of a stairwell leading down
deep into the tower. A small trapdoor overhead leaks
the light of day around its edges. To the south is a
wooden door, preserved through the ages by means
unknown. To the west is a short hall.
~
64 ad 0
D2
~
door~
1 -1 6408
D3
~
~
0 -1 6409
D4
An ancient trapdoor, grimed with earth and age.
~
trapdoor trap~
1 -1 6406
D5
~
~
0 -1 6413
S
#6408
A Linen Closet~
This small room holds many types of linen on shelves
along the walls. They are undoubtedly preserved by
magic against the toil of the ages, since they seem
freshly washed and folded. You wonder what sort of
mage could wield so much power to waste on such little
things.
~
64 ad 0
D0
~
door~
1 -1 6407
E
linen shelf shelves~
White sheets, pillow-cases, etc. Not really anything that
you need, but interesting.
~
S
#6409
A Corridor~
This is only a clean corridor, that leads back to the
stairwell to the east, and has doors leading to other
rooms to the north and south.
~
64 ad 0
D0
~
door~
1 -1 6411
D1
~
~
0 -1 6407
D2
~
door~
1 -1 6410
S
#6410
A Bathroom~
This is some sort of bathroom, like you've never seen
before... Water appliances leading from nowhere deliver
hot and cold running water to basins that drain to...
where? How strange!
~
64 ad 0
D0
~
door~
1 -1 6409
S
#6411
The Master Bedroom~
This is an opulent room, decorated in silks and gold.
There is an ebony desk against one wall, cooled lava rock
spilling over its surface from the window it once looked
out at. A nice, spacious closet is filled with clothes
just cleaned and pressed.
~
64 ad 0
D2
~
door~
1 -1 6409
E
desk~
The desk is basically uninteresting, as are the papers
on top of it...
~
E
closet~
Nice clothes, but not your size at all.
~
S
#6412
The Library~
A great mages' library is contained on this floor of
the tower. You feel you could learn anything you wanted
to if you only looked and read long enough. A door
opens up back on the stairwell to the east.
~
64 ad 0
D1
~
door~
1 -1 6413
D3
A big bookcase, that looks rather odd.
~
bookcase~
1 -1 6414
E
book books~
There are lots of books about everything here!
~
S
#6413
The Stairwell~
This stairwell continues up and down, and there is
a door to the west.
~
64 ad 0
D3
~
door~
1 -1 6412
D4
~
~
0 -1 6407
D5
~
~
0 -1 6415
S
#6414
A Hidden Hall~
This is a small hidden hall with a secret entrance to the
library on the north end of the west wall, and a trapdoor
on the south end.
~
64 ad 0
D1
The backside of a movable bookcase.
~
book bookcase~
1 -1 6412
D5
~
trapdoor trap~
1 -1 6416
S
#6415
A Stairwell~
This stairwell continues up and down, and there is a door
to the west opening up onto this level.
~
64 ad 0
D3
~
door~
1 -1 6417
D4
~
~
0 -1 6413
D5
~
~
0 -1 6422
S
#6416
The Hidden Treasure Room~
Jackpot! A small room filled with treasure chests! Go get them!
~
64 ad 0
D4
~
trapdoor trap~
1 -1 6414
S
#6417
A Hallway~
This hall runs through the tower. There's more hall to
the west, and doors to your north and south. A door to
the east leads back to the stairwell.
~
64 ad 0
D0
~
door~
1 -1 6419
D1
~
door~
1 -1 6415
D2
~
door~
1 -1 6418
D3
~
~
0 -1 6420
S
#6418
A Servant's Room~
This seems to be a small servant's bedroom, sparsely
decorated and outfitted with a bed, nightstand, chair
and table, etc. Nothing real important here.
~
64 ad 0
D0
~
door~
1 -1 6417
S
#6419
A Servant's Room~
This seems to be a small servant's bedroom, sparsely
decorated and outfitted with a bed, nightstand, chair
and table, etc. Nothing real important here.
~
64 ad 0
D2
~
door~
1 -1 6417
S
#6420
A Hallway~
This hallway continues to the east, and has a door to
the north. You could swear that the way this level is
arranged... nah, couldn't be.
~
64 ad 0
D0
~
door~
1 -1 6421
D1
~
~
0 -1 6417
S
#6421
A Servant's Room~
This seems to be a small servant's bedroom, sparsely
decorated and outfitted with a bed, nightstand, chair
and a table, etc. Nothing real important here.
~
64 ad 0
D2
~
door~
1 -1 6420
S
#6422
The Stairwell~
This stairwell leads up and down, and there is a big
open room to your west.
~
64 ad 0
D3
~
~
0 -1 6423
D4
~
~
0 -1 6415
D5
~
~
0 -1 6425
S
#6423
The Dining Hall~
This is a large dining hall, with a long table that runs
down the length of it. Chairs are set up along the sides
to accomodate approximately 10 people. There are paintings
and tapestries on the walls, adding color to the stonework,
The cooled lava that had poured in the windows makes the place
seem eerie somehow . There is a door to the north, and
the stairwell is to the east.
~
64 ad 0
D0
~
door~
1 -1 6424
D1
~
~
0 -1 6422
E
tapestry tapestries painting paintings~
Many of these show scenes of high magic and heroism.
Just like almost every tapestry and painting you've seen.
~
S
#6424
The Kitchen Area~
This is a well-stocked kitchen, the larders still fresh
and full as if by magic. Perhaps this would be a good
place to take a break.
~
64 ad 0
D2
~
door~
1 -1 6423
S
#6425
The Stairwell~
The stairwell leads up and down here, and there is a hall
you can enter to the west.
~
64 ad 0
D3
~
~
0 -1 6426
D4
~
~
0 -1 6422
D5
~
~
0 -1 6429
S
#6426
A Hall~
This area of the tower seems dank and oppressive. The
hall runs north-south, and there is an empty cell to your
west. The stairwell is to your east.
~
64 ad 0
D0
~
~
0 -1 6427
D1
~
~
0 -1 6425
D2
~
~
0 -1 6428
E
cell cells~
It is open, empty, and uninteresting.
~
S
#6427
A Hall~
This is the northern end of the hall. There are cells to
your right and left, empty and awaiting occupants.
~
64 ad 0
D2
~
~
0 -1 6426
E
cell cells~
It is open, empty, and uninteresting.
~
S
#6428
A Hall~
This is the southern end of the hall. There are cells to
your right and left, empty and awaiting occupants.
~
64 ad 0
D0
~
~
0 -1 6426
E
cell cells~
It is open, empty, and uninteresting.
~
S
#6429
A Stairwell~
The stairwell continues up and down here. A large room
opens up to the west.
~
64 ad 0
D3
~
~
0 -1 6430
D4
~
~
0 -1 6425
D5
~
~
0 -1 6431
S
#6430
A Mage's Office~
A small desk here is cluttered with magically preserved
papers and documents. None seem of value, except perhaps
to a historian. This place seems vaguely uninteresting...
~
64 ad 0
D1
~
~
0 -1 6429
E
paper papers documents document~
Well, one of the papers relate a story about how the mage
of this tower, Rand, angered many kings, and relates how
they set his armies on him. You wonder if the lava
outside was a failed attempt to destroy the armies...
~
E
desk~
It is cluttered with all sorts of papers. Some look
half interesting, actually.
~
S
#6431
The Stairwell~
The stairs go up and down here, and there is a room to the
west...
~
64 ad 0
D3
~
~
0 -1 6432
D4
~
~
0 -1 6429
D5
~
~
0 -1 6433
S
#6432
A Sitting Room~
This is a simply furnished room, with chairs all about.
A fireplace is inset into an inner wall, the chimney
undoubtedly directed by magic...
This would be a nice place to rest awhile...
~
64 cd 0
D1
~
~
0 -1 6431
S
#6433
The Stairwell~
This is where the stairwell finally ends. There is a hall
to your west.
~
64 ad 0
D3
~
~
0 -1 6434
D4
~
~
0 -1 6431
S
#6434
A Hallway~
This small hallway on the former 'ground floor' ran north-
south. To the east is the stairwell that leads up into
the shadowy recesses of the tower. To the west is the
entrance way to the tower. The north is completely blocked
off by lava, and the way south is still clear.
~
64 ad 0
D1
~
~
0 -1 6433
D2
~
~
0 -1 6437
D3
~
~
0 -1 6435
S
#6435
The Entranceway~
This is a grand chamber with giant double-doors to the
west. To the east is the main floor of the tower. This
room is arranged highly attractively and very impressively,
with sculptures and tapistries everywhere. The doors seem
impenetrable... you don't think you'd be able to get through
them if you really had to...
~
64 ad 0
D1
~
~
0 -1 6434
D3
These doors seem incredible. Unfortunately, they're locked.
~
door double~
1 0 6436
E
sculpture tapestry sculptures tapestries~
They look nice, but aren't very valuable.
~
S
#6436
The Doorway~
This was the entrance to the tower. Now lava has blocked
it up completely. However:
It seems when the lava came down a man was outside the
doors. He was blasted into the doors, and died instantly,
but his skeleton still clutches a staff in perfect
condition...
~
64 ad 0
D1
These double doors have the outline of a man blasted into them...
~
double doors~
1 0 6435
S
#6437
The Hallway~
This is the southern part of the hallway. There is
a door to the west, barred with gleaming bands of lights.
To the north is more hallway.
~
64 ad 0
D0
~
~
0 -1 6434
D3
~
door~
1 -1 6438
S
#6438
The Stairs~
Stairs lead down here into the tower's basement, or you
can head east into the main floor of the tower.
~
64 ad 0
D1
~
door~
1 -1 6437
D5
~
~
0 -1 6439
S
#6439
The Stairs~
Stairs lead up here to the main level, or you can go east
to the basement of the tower.
~
64 ad 0
D1
~
~
0 -1 6440
D4
~
~
0 -1 6438
S
#6440
An Alcove~
This alcove leads into a huge room to your north, and
to stairs leading down to the east, and stairs going
up to your west.
~
64 ad 0
D0
~
~
0 -1 6441
D1
~
~
0 -1 6442
D3
~
~
0 -1 6439
S
#6441
The Laboratory~
This laboratory has lots of stuff in it. Beakers,
flasks, burners, tongs, mortars and pestles, jars filled
with normal things, jars filled with abnormal things, jars
filled with things you'd rather not think about...
A search could reveal many things...
~
64 ad 0
D2
~
~
0 -1 6440
E
beaker beakers flask flasks burner burners tong tongs~
Looks like normal, fragile lab equipment to you.
~
E
mortar mortars pestle pestles jar jars~
Looks like normal, fragile lab equipment to you.
~
S
#6442
The Stairs~
Stairs lead down here to the second level of the basement,
or back west to the alcove.
~
64 ad 0
D3
~
~
0 -1 6440
D5
~
~
0 -1 6443
S
#6443
The Stairs~
Stairs lead up here to the first level of the basement, or
you can go east to another big room.
~
64 ad 0
D1
~
~
0 -1 6444
D4
~
~
0 -1 6442
S
#6444
The Summoning Room~
This room is darkly lit by a giant glowing pentagram in
the center of the room. Bands of force encircle some
sort of being trapped inside. You think that going
inside would be an EXTREMELY BAD idea...
~
64 d 0
D0
~
~
0 -1 6445
D3
~
~
0 -1 6443
E
pentagram~
It is centuries old. You don't think standing close by
would be a good idea.
~
E
being~
You can't see it clearly through the energy field of the
pentagram, but you sense that whatever it is, it is very,
very, very, very angry.
~
S
#6445
Inside A Pentagram~
The small god entrapped by the wizard looks at you with
an insane expression. Four hundred years of imprisonment
doesn't do much for one's...
OOPS!
He killed you!
You are dead, R.I.P.
~
64 bd 0
D2
~
~
0 -1 6444
S
$

View File

@@ -0,0 +1,856 @@
#6500
The Path To The Dwarven Village~
You are walking down a path that leads to the dwarven village. Above
you, you can see the Turning Point, and to the north the path continues
toward the mountains.
~
65 c 2
D0
The path continues.
~
~
0 -1 6501
D4
You can see the city of Midgaard.
~
~
0 -1 3502
S
#6501
The Path At The Base Of The Mountain~
Now you are at the bottom of a rugged mountain. The forest around you
is very dense, and it seems very dark to the north.
~
65 0 4
D0
The path coninues up the mountain.
~
~
0 -1 6502
D2
The path heads toward the main city of Midgaard.
~
~
0 -1 6500
S
#6502
The Path At The Middle Of The Mountain~
Standing on the middle of the mountain, you can easily see the city to
the south, and the top of the mountain is very near to the north.
~
65 0 5
D0
The top of the mountain is easily seen from here.
~
~
0 -1 6503
D2
The base of the mountain is near.
~
~
0 -1 6501
S
#6503
The Top Of The Mountain~
You are now on the top of the mountain. To the south you see a path
leading down the mountain. To the east and west you see entrances to
what seems like mines.
~
65 0 4
D1
An entrance to the mountain which seems to lead underground.
~
~
0 -1 6540
D2
The path leads down the mountain to the main city of Midgaard.
~
~
0 -1 6502
D3
There is an entrance to the mountain.
~
~
0 -1 6505
S
#6504
The Narrow Path~
This is a narrow path leading to the Dwarven Kingdom. It looks less
travelled than the others, and it is very creepy. The path opens up to
the south, and continues to the north.
~
65 d 0
D0
~
~
0 -1 6506
D2
~
~
0 -1 6540
S
#6505
The Entrance To The Mountain~
Here is an entrance to the mountain. The door looks very well built,
and you can hear noise coming from within.
~
65 0 2
D1
~
~
0 -1 6503
D3
~
door~
2 6515 6513
S
#6506
A Bend In The Narrow Path~
This is a narrow path that bends to the east here. The trees hang
over the path, and it is very overgrown. The narrow path continues to
the south and to the east.
~
65 d 0
D1
~
~
0 -1 6507
D2
~
~
0 -1 6504
E
tree trees~
They hang over the road in the most ominous of ways.
~
S
#6507
The Narrow Path~
This path is very narrow, and it continues to the north and west.
~
65 d 0
D0
~
~
0 -1 6508
D3
~
~
0 -1 6506
S
#6508
The Narrow North-South Path~
This path leads to the north and south. To the north you can see a
door, and to the south the path continues.
~
65 d 0
D0
~
~
0 -1 6509
D2
~
~
0 -1 6507
S
#6509
The Door To The Kingdom~
Here the path turns to the west. You can see a door in front of you,
and the path continues to the west and south.
~
65 d 0
D0
~
door~
2 6503 6510
D2
~
~
0 -1 6508
D3
~
~
0 -1 6522
S
#6510
On The Path To The Castle~
You are on a path that will eventually lead to the castle. It
continues north to the castle, and there is a door in the southern
wall.
~
65 d 0
D0
~
~
0 -1 6511
D2
~
door~
2 6503 6509
S
#6511
Still On The Path To The Castle~
You are still on the path to the castle, or back to the Dwarven
village, whichever way you wish to go. The path continues to the
north and south.
~
65 d 0
D0
~
~
0 -1 6512
D2
~
~
0 -1 6510
S
#6512
The Door To The Castle~
Here there is a door to the castle to the east. The castle is
elegantly designed, and looks much like a roll of toilet paper
standing on its end. There is a sign which says:
******************************************
* WELCOME TO THE CASTLE OF STRANGELOVE *
* Here, celibacy is uninvited *
******************************************
~
65 d 0
D1
~
door~
2 6503 6525
D2
~
~
0 -1 6511
S
#6513
Inside The Entrance~
Everything here is covered in soot and very grimy. The path continues
to the east and north, and there is a door to the west.
~
65 d 0
D0
The little underground path continues to the north.
~
~
0 -1 6514
D1
The path leads outside the entrance.
~
door~
2 6515 6505
D3
This looks like an entrance to some type of store room.
~
~
0 -1 6526
S
#6514
The Path~
You are on a path in the dwarven village which leads north to the shops
and south to the corner of the area.
~
65 d 0
D0
~
~
0 -1 6515
D2
~
~
0 -1 6513
S
#6515
A Turn In The Road~
You are on a path that leads to the Hide & Tooth shop to the west, and
the path continues to the south.
~
65 d 0
D2
~
~
0 -1 6514
D3
The Hide & Tooth shop can be seen to the west.
~
~
0 -1 6516
S
#6516
The Hide & Tooth Shop~
You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven
weapons and armors. The path continues to the north and east.
~
65 df 0
D0
~
~
0 -1 6517
D1
~
~
0 -1 6515
S
#6517
The Path To The North Of The Shop~
You are on a path to the north of the Hide & Tooth shop. The path
continues to the north, and there is Granite Head's bakery to the west.
~
65 d 0
D0
~
~
0 -1 6518
D2
~
~
0 -1 6516
D3
~
~
0 -1 6535
S
#6518
North Of The Shops~
Here the path bends to the east towards the barracks. To the south
you can see the shops.
~
65 d 0
D1
~
~
0 -1 6519
D2
~
~
0 -1 6517
S
#6519
A Path By The Hospital~
Here the path passes by the Hospital to the north. It continues
to the east to the barracks, and to the west.
~
65 d 0
D0
~
~
0 -1 6534
D1
~
~
0 -1 6520
D3
~
~
0 -1 6518
S
#6520
A Path Next To The Barracks~
Here the path continues west, and east to the barracks.
~
65 d 0
D1
~
~
0 -1 6521
D3
~
~
0 -1 6519
S
#6521
The Entrance To The Barracks~
Here there is an entrance to the barracks to the south, and the path
continues to the west.
~
65 d 0
D2
~
door~
1 -1 6523
D3
~
~
0 -1 6520
S
#6522
A Guard House~
You are in the guard house to the west of the entrance to the castle.
There are nudie posters covering the walls.
~
65 d 0
D1
~
~
0 -1 6509
E
poster~
There is a wall poster of a nude Minne Pearl.
~
S
#6523
The First Barrack Room~
Here is the first of two main rooms of barracks. The barracks
continue to the south, and you can leave the room to the north.
~
65 d 0
D0
~
door~
1 -1 6521
D2
~
~
0 -1 6524
S
#6524
The Back Of The Barracks~
Here is the back of the dwarven barracks. There are rows of beds
here, and there is a stench that is unbearable.
~
65 d 0
D0
~
~
0 -1 6523
S
#6525
Inside Of Castle Strangelove~
You are just inside the castle. It is very tubular in shape,
and it is very featureless. There is a set of stairs that lead
up, and the door leads out of the castle to the west.
~
65 d 0
D3
~
door~
2 6514 6512
D4
~
~
0 -1 6528
S
#6526
A Store Room~
There is a layer of dust on the floor at least 3 inches thick! It is
probable that not many people have been in here for many months.
~
65 ad 0
D1
A lighted area that looks like a well worn path.
~
~
0 -1 6513
D5
After blowing all the dust off the floor, you notice a trapdoor!
~
trapdoor~
1 -1 6527
E
floor dust~
After blowing all the dust off the floor, you notice a trapdoor!
~
S
#6527
The Wine Cellar~
This room smells like wine, and you can only assume it used to be
a wine cellar at one time.
~
65 ad 0
D4
~
trapdoor~
1 -1 6526
S
#6528
On The Stairs In Castle Strangelove~
The stairs continue to circle up and down here.
~
65 d 0
D4
~
~
0 -1 6529
D5
~
~
0 -1 6525
S
#6529
On The Stairs~
You are still circling around on the stairs. You are starting to
get dizzy from going around and around and around and around and
around. The stairs continue up and down.
~
65 d 0
D4
~
~
0 -1 6530
D5
~
~
0 -1 6528
S
#6530
At The Top Of The Stairs~
You are at the top of the stairs in the castle. There is an exit
to the east, and the stairs lead down.
~
65 d 0
D1
~
~
0 -1 6531
D5
~
~
0 -1 6529
S
#6531
The Queen's Waiting Room~
This is the Queen's waiting room. Here the men literally
'wait' for the queen. You've heard that the queen really
likes to get to 'know' her people, in the biblical sense.
The Queen's bedroom is to the north, and you can see stairs
to the west.
~
65 d 0
D0
~
door~
1 -1 6532
D3
~
~
0 -1 6530
S
#6532
The Queen's Bedroom~
This is the Queen's bedroom. The bed is all ruffled, and there
is a stack of dirty sheets piled in the corner. There is a ladder
that leads down, out of the castle, and you can leave the room
to the south. There is also a small wooden door to the west.
There is a sign that says:
-------------------------
| I'm busy right now, |
| and don't know when |
| Ill be back, but if |
| there is a key here |
| take it and PLEASE, |
| try to get my birth |
| control pills back! |
| I've heard they can |
| be found somewhere, |
| deep in the mines.. |
-------------------------
~
65 d 0
D2
~
door~
1 -1 6531
D3
~
door wooden~
2 6500 6554
D5
~
~
0 -1 6533
S
#6533
The North Side Of Castle Strangelove~
You are standing on the north side of Castle Strangelove. You
notice that you are no longer inside the mountain anymore either.
Along the southern horizon you see towering mountains.
The only exit, however, is back up the ladder into the Queen's
Bedroom.
~
65 0 0
D4
~
~
0 -1 6532
S
#6534
The Hospital~
You are inside the Dwarven Hospital. It smells like rubbing
alcohol, and there is blood all over the walls.
~
65 d 0
D2
~
~
0 -1 6519
S
#6535
Granite Head's Bakery~
The aroma coming from this room is astonishing. You can almost taste
the pastries dissolving in your mouth.
~
65 dh 0
D1
~
~
0 -1 6517
S
#6540
The Dark Path~
This path is very well worn, and there is an entrance to the mines to the
east, while the path continues to the north and west.
~
65 d 0
D0
~
~
0 -1 6504
D1
~
door~
1 6502 6541
D3
~
~
0 -1 6503
S
#6541
The Mine Entrance~
The little path here leads down toward the mines, while the worn path
continues to the west.
~
65 d 0
D3
~
door~
1 6502 6540
D5
~
~
0 -1 6542
S
#6542
At The Bottom Of The Mineshaft~
You are at the bottom of the mineshaft. The air here is very sooty, and
it is very hard to breath. The mineshaft leads up and east.
~
65 ad 0
D1
~
~
0 -1 6543
D4
~
~
0 -1 6541
S
#6543
On The Path Inside The Mine~
You are deep inside the mine, and you feel very uncomfortable. The
path continues to the east, and leads to the mineshaft to the west.
~
65 ad 0
D1
~
~
0 -1 6544
D3
~
~
0 -1 6542
S
#6544
The Mine Crossroad~
You are at a crossroad in the mine. There is a door to the north,
and the path continues to the south, east, and west.
~
65 ad 0
D0
~
door~
2 6516 6546
D1
~
~
0 -1 6545
D2
~
~
0 -1 6551
D3
~
~
0 -1 6543
S
#6545
The Coal Room~
You are inside the storage area for the raw materials that are
found down here. The room is very unsturdy as the supports are
very rickety.
~
54 ad 0
D3
~
~
0 -1 6544
S
#6546
The Mine Maze~
You have entered the maze of the mines. To the east you can see
some inscriptions, and you can exit to the south.
~
65 ad 0
D1
~
~
0 -1 6547
D2
~
door~
2 6516 6544
S
#6547
At The Maze Inscription~
You are inside the maze, but not far enough in that you could
get lost. There is an enscription on the wall which says:
1 3 2 4
N W N S
This isn't too tough, so don't take it so rough.
~
65 ad 0
D0
~
~
0 -1 6548
D1
~
~
0 -1 6544
D3
~
~
0 -1 6546
S
#6548
The Maze~
You are in a maze.
~
65 ad 0
D0
~
~
0 -1 6549
D2
~
~
0 -1 6547
D3
~
~
0 -1 6548
S
#6549
The Maze~
You are in a maze.
~
65 ad 0
D0
~
~
0 -1 6548
D2
~
~
0 -1 6548
D3
~
~
0 -1 6550
S
#6550
The Maze~
You are in a maze.
~
65 ad 0
D0
~
~
0 -1 6549
D1
~
~
0 -1 6549
D2
~
~
0 -1 6552
D3
~
~
0 -1 6548
S
#6551
The Mining Equipment Room~
This is the storage room for equipment used by the Dwarven miners.
It is very small, and you can tell that not many miners actually use
equipment.
~
65 ad 0
D0
~
~
0 -1 6544
S
#6552
The End Of The Maze~
You have solved the maze. You can tell by the last few moves
that there is no way that a dumb worker could have figured that
out. It seems pretty desolate here. To the south is a bleak
room. To the north, you see the maze. There is a sign above
the south exit:
THOSE WHO ENTER, PLAN ON A TIMELY DEATH.
(ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN)
~
65 ad 0
D0
~
~
0 -1 6550
D2
~
~
0 -1 6553
S
#6553
The Mazekeeper's Room~
You have entered the Mazekeeper's room. There are pictures of
the Queen with darts thrown at it. Spraypainted on the wall are
things like 'the queen shall suffer' and 'Catholics Rule'.
~
65 ad 0
D0
~
~
0 -1 6552
S
#6554
The Treasury~
This room appears to be the Queen's Treasury. There is one
exit, back to the east.
~
65 dj 1
D1
~
door~
2 6500 6532
S
$

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#7100
The Edge Of The Water~
The pool side is dimly lit up by your light. You can see absolutely
nothing else nearby. The darkness her seems enormously oppressive here.
The air is damp and the rock on which you stand is slippery. The pool
seems too dark to make anything clear. The pool seems to extend to the
east. The rock can be climbed upwards from here.
~
71 acd 5
D1
The pool extends eastwards, but you cannot find enough room to move in that
direction.
~
~
0 -1 -1
D4
~
~
0 -1 7000
S
#7101
Under The Mudhole~
You stand in a small room with a great big opening in the ceiling. From
this opening there is mud dripping down in large lumps. >YUCK<. You can
smell the foul stench of the slimy sediment as you try not to get covered
by the falling sludge. To the east there is an entryway leading out from
here and it seems absolutely impossible to force the muddy descent.
~
71 acd 5
D1
East. You see nothing of interest.
~
~
0 -1 7103
E
mud~
You never saw such disgusting matter before, it nearly makes you puke.
~
S
#7102
Under The Dark Pit~
Nice place you found yourself in. You stand in the middle of a room
with only two exits, up and east. A tall ladder has been left here so
that you can climb up through the pit without the use of a rope.
~
71 ad 1
D1
~
~
0 -1 7104
D4
Up. You can't see a thing up there, it is way too dark.
~
~
0 -1 7004
D5
~
trapdoor~
1 -1 7300
E
ladder~
This is funny enough a wooden ladder and, after closer inspection, you
discover it is magically held to the wall! You can't, even with your
greatest effort, move it at ALL!
~
S
#7103
A Muddy Bend In The Sewer System~
You are standing in what looks like a bend in the pipe system of the
sewer. The 'floor' is covered completely by mud! This includes covering
your legs up to your knees as well. The pipe leads west and south.
~
71 ad 4
D2
To the south there is less mud than here! It actually seems to end there!
You have a felling it would be nice to have your feet free from mud again.
~
~
0 -1 7104
D3
You can see a room in which mud drips from the roof onto the floor in
great cakes of sludge. There doesn't seem to be any exits from that room
apart from in you direction.
~
~
0 -1 7101
E
mud~
You never saw such disgusting matter before, it nearly makes you puke.
~
S
#7104
A Junction In The Sewer Pipes~
You stand in the middle of what looks like a triple junction of pipes
going east, west and north.
~
71 ad 1
D0
You can see a mud area starting in that direction.
~
~
0 -1 7103
D1
East. You can't even make out what it might look like, it is just too dark.
~
~
0 -1 7112
D3
West. There is a room with a ladder leading up.
~
~
0 -1 7102
S
#7105
Down The Old Well~
You are dangling on the slippery sides of the old well leading down and
up. The only secure point here is the metal bars that are cemented into the
sides, the ones that you cling frantically to so that you don't fall. Who
knows how deep this well is? The bars lead down and up and nowhere else.
~
71 ad 5
D4
There is a slight, dim light from above, or maybe it is just your imagination.
Anyway it SEEMS darker down here than up there, if that is possible.
~
~
0 -1 7015
D5
Down there nothing at all can be spotted. The darkness that engulfs this
decent seems utterly impossible in a mortal world. It is so thick that a
torch down there would be utterly useless... or so it seems to you. Not
the kind of thing to cheer you up on this voyage, Eh?
~
~
0 -1 -1
E
bars~
These look like they're pretty slippery, and not very safe, but perhaps safe
enough for you to climb down, WITH both hands on them.
~
S
#7106
The Northwestern Corner Of The Ledge~
You stand, swaying out from the ledge, with only a couple of inches of
safe, solid ledge under your feet. The ledge continues to the east but not
back south. It seems that the ledge is too narrow to turn on so you'll have
to continue forward.
~
71 acd 5
D1
The ledge continues east.
~
~
0 -1 7113
D2
The ledge continues south.
~
~
0 -1 7107
D5
The Abyss lies down there. Who knows what might lurk down there?
~
rock step edge~
1 -1 7279
E
edge odd-looking~
This is truly a weird piece of craftsmanship in your eyes. The edge seems to
form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there
leading to seemingly total destruction.
~
E
step~
A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and
SPLAT!!!
~
E
rock~
It looks as if it can be opened in a door-like fashion. Maybe this will lead
the way down.
~
S
#7107
The Narrow Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards.
~
71 acd 5
D0
North. The ledge leads into a corner and turns eastward.
~
~
0 -1 7106
D1
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling an utterly unknown distance.
~
~
0 -1 7190
D2
South. The ledge leads further south into utter darkness.
~
~
0 -1 7108
S
#7108
The Narrow Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards.
~
71 acd 5
D0
North. The ledge leads further north.
~
~
0 -1 7107
D1
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
D2
The ledge continues further south into darkness.
~
~
0 -1 7109
S
#7109
The Narrow Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards.
~
71 acd 5
D0
North. The ledge leads further north.
~
~
0 -1 7108
D1
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
D2
The ledge continues south into darkness.
~
~
0 -1 7110
S
#7110
The Narrow Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards.
~
71 acd 5
D0
North. The ledge leads further north.
~
~
0 -1 7107
D1
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
D2
South. You can just make out the south-western corner of this ledge.
~
~
0 -1 7111
S
#7111
The Southwestern Corner Of The Ledge~
This seems like a ledge that is a little broader than the one just to
the north of here. The ledge seems to lead around some sort of Abyss of
total darkness. The ledge seems to have an odd-looking edge here.
~
71 acd 5
D0
North. The ledge leads further north.
~
~
0 -1 7110
D1
You see a broad ledge leading eastward.
~
~
0 -1 7115
D2
South of here is the exit from the ledge.
~
~
0 -1 7112
D5
The Abyss lies down there. Who knows what might lurk down there?
~
rock step edge~
1 -1 7279
E
edge odd-looking~
This is truly a weird piece of craftsmanship in your eyes. The edge seems to
form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there
leading to seemingly total destruction.
~
E
step~
A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and
SPLAT!!!
~
E
rock~
It looks as if it can be opened in a door-like fashion. Maybe this will lead
the way down.
~
S
#7112
An Odd Intersection~
You stand in a rather odd intersection of pipes. The pipes actually
don't resemble pipes anymore. They look more like a real stone tunnel,
or a passageway hewn directly into the rock. The ways from here lead
north, east and west.
~
71 ad 1
D0
North. You see a ledge to something that looks like an abyss.
~
~
0 -1 7111
D1
~
~
0 -1 7122
D3
~
~
0 -1 7104
S
#7113
The Narrow Ledge Going East To West~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards.
~
71 acd 5
D1
The ledge leads further east.
~
~
0 -1 7116
D2
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7190
S
#7114
Mid-Air~
You've just stepped into the most unlucky position in the whole of
CircleMUD. The result of such a foolish act should be punished with
death, you know. With an acceleration of approximately 9.82 meters
per second squared, you are now descending the Abyss. What awaits you
at the bottom will continue to be a mystery. Good-bye cruel world.
~
71 bd 0
D0
~
~
0 -1 7119
D1
~
~
0 -1 7118
D2
~
~
0 -1 7120
D3
~
~
0 -1 7117
D4
~
~
0 -1 7115
S
#7115
The Broad Ledge~
You are standing on a ledge that seems quite a lot larger than the
rest of the ledges. This one leads to the west and the east, plus it
has an exit going to the south. Though you could jump into mid-air,
but it probably wouldn't be such a good idea. The way south is in
utter darkness.
~
71 acd 4
D0
~
~
0 -1 7114
D1
~
~
0 -1 7121
D2
~
~
0 -1 7129
D3
~
~
0 -1 7111
S
#7116
The Northeastern Corner Of The Ledge~
You stand, swaying out from the ledge, with only a couple of inches of
safe, solid ledge under your feet. The ledge continues to the west and
leads south from here into darkness.
~
71 acd 5
D2
~
~
0 -1 7117
D3
The ledge continues west.
~
~
0 -1 7113
D5
You can just make out the outline of a trapdoor here in the soil. The earth
is probably there to conceal a secret entrance. This looks as if it leads
down into the seemingly solid rock face of the ledge.
~
trapdoor secret entrance~
1 -1 7280
E
ground ledge rock~
The ground here seems a little different from all the other ledges along the
Abyss. There is a kind of soft soil on this ledge, maybe you should look
carefully at this. It seems to be of some interest.
~
E
soil soft earth~
You can just make out the outline of a trapdoor here in the soil. The earth
is probably there to conceal a secret entrance. This looks as if it leads
down into the seemingly solid rock face of the ledge.
~
S
#7117
The Narrow Eastern Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards. And THAT is west of here
so watch your step.
~
71 acd 5
D2
The ledge leads further south.
~
~
0 -1 7118
D3
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7118
The Narrow Eastern Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards. And THAT is west of here
so watch your step.
~
71 acd 5
D2
The ledge leads further south.
~
~
0 -1 7119
D3
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7119
The Narrow Eastern Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards. And THAT is west of here
so watch your step.
~
71 acd 5
D2
The ledge leads further south.
~
~
0 -1 7120
D3
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7120
The Narrow Eastern Ledge~
You are in the process of walking all the way around the ledge since
there is no way of turning around on this all too narrow path. There IS
another exit from here but that leads right into mid-air and with high
probability of a free fall session afterwards. And THAT is west of here
so watch your step. You also see a small opening to the east.
~
71 acd 5
D1
East. You stare into darkness.
~
~
0 -1 7123
D2
The ledge leads further south.
~
~
0 -1 7121
D3
You stare into mid-air, and right under there is absolutely nothing but
darkness. You shiver by the thought of falling that distance.
~
~
0 -1 7114
S
#7121
The Southeastern Corner Of The Ledge~
This seems like a ledge that is a little broader than the one just to the
north of here. The ledge seems to lead around some sort of abyss of total
darkness.
~
71 acd 5
D0
North of here you can see a ledge.
~
~
0 -1 7120
D3
The ledge leads further west.
~
~
0 -1 7115
D5
The Abyss lies down there. Who knows what might lurk down there?
~
rock step edge~
2 -1 7279
E
edge odd-looking~
This is truly a weird piece of craftsmanship in your eyes. The edge seems to
form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there
leading to seemingly total destruction.
~
E
step~
A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and
SPLAT!!!
~
E
rock~
It looks as if it can be opened in a door-like fashion. Maybe this will lead
the way down.
~
S
#7122
Under The Pit~
You stand in a completely dark cavern leading west. The wall looks
weird here.
~
71 ad 0
D3
~
~
0 -1 7112
E
wall~
There is a crack here that looks like it has been made recently.
~
S
#7123
Under The Shaft~
A ladder leads up from here to the Shaft. A small opening leads west
from here.
~
71 ad 5
D3
You can see a narrow ledge going north and south.
~
~
0 -1 7120
D4
It is too dark up there.
~
~
0 -1 7041
S
#7129
The Sewer Line~
You are in a narrow part of the sewer. Down the sewer continues and to
the north is the ledge.
~
72 9 3
D0
You can see the southern part of the ledge.
~
~
0 -1 7115
D5
You look deeper down into the drain.
~
~
0 -1 7221
S
#7190
Mid-Air~
You've just stepped into the most unlucky position in the whole of
CircleMUD. The result of such a foolish act should be punished with
death, you know. With an acceleration of approximately 9.82 meters
per second squared, you are now descending the Abyss. What awaits you
at the bottom will continue to be a mystery. Good-bye cruel world.
~
71 bd 0
D0
~
~
0 -1 7109
D1
~
~
0 -1 7108
D2
~
~
0 -1 7110
D3
~
~
0 -1 7107
D4
~
~
0 -1 7113
S
$

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#7900
Outside Redferne's Residence~
A huge cloud forms the plateau on which you are now standing. The
wind here is absolutely quiet and the sun is shining warmly upon you.
From under the cloud you can hear the faint sounds of Midgaard. Right
before you to the north lies the grand Mansion of Naris.
~
79 cj 0
D0
You see an enormous arched gate leading into this magnificent building.
~
gate huge arched~
2 7901 7901
D5
You see a Huge Chain that anchors the Mansion of Naris to the ground.
~
~
0 -1 7918
S
#7901
The Southern End Of The Hall~
You are standing in a vast hall that is dimly lit, but wherever the
light comes from, is a mystery. The walls seem to radiate warmth and
give the pleasent feeling of being welcome here. A large portrait is
hanging on one of the walls. A large wooden staircase leads up into
the tower. To the east there is a high passage away from the hall.
This ends shortly after by a tall oak door. The enormous hall extends
further north from here. To the south you can see a huge, and VERY
heavy-looking iron-wrought door. It looks like this is the only exit
from this magnificent old house.
~
79 cdj 0
D0
The hallway continues that way. You can see more doorways under the
wooden staircase in that direction.
~
~
0 -1 7904
D1
You see a tall oak door there. It looks quite tightly closed to you.
On it little runes are chiselled into the wood.
~
door oak tall~
1 -1 7910
D2
Here you see a REAL door. It would be more proper to call this a
'GATE', rather than a 'door'. It is really HUGE! On it hangs a
large sign with very large letters spelling:
EMERGENCY EXIT
~
gate iron huge~
2 7901 7900
D3
This looks like a 'door' in the meaning of the word. The ashen wood
is painted in a peculiar yellow color. Small letters are written
with black on it.
~
door ashen ash yellow~
1 -1 7902
D4
You see the staircase extending upwards into the very high tower.
It ends in what seems like a large bedroom up there.
~
~
0 -1 7909
E
runes~
These runes are utterly strange to you, but you are in luck today:
Under the runes you can just make out a sentence in Common. It
reads:
Stay out, if you treasure your life. That is if you are mortal.
~
E
letters~
They read:
LIBRARY
~
S
#7902
Redferne's Library~
This is truly a magnificent place! Books and scrolls lie together
on every shelf. A large globe, with the map of the world upon it,
stands in the dimly lit north-western corner of the room. Two large
and comfortable looking leather armchairs adorn the center of the
library together with a huge oak desk. Dim light radiates from an
enormous crystal chandelier hanging down from the ceiling approximately
10 feet off the floor. To the east there is a great old ashen door. A
large glass window is set in the west wall.
~
79 cdj 0
D1
You can see an old ashen door, painted in a peculiar yellow color.
~
door ash ashen~
1 -1 7901
E
globe world map~
You see a large world map stretch out on the enormous globe. It has towns
drawn in every spot available for such. In the middle of the map you can
spot a large town with the name 'MIDGAARD' written over it. The rest is
mountains, woods, plains and water.
~
E
midgaard town city~
You see a small speck with woods on the west from it, plains to the east
from it and mountains to the north from it. To the east of it you can
see a thin trail lead to a large castle. Finally you notice a rather
large river pour in from the east and go through Midgaard in the middle.
~
E
chairs leather armchairs chair armchair~
These two chairs are exactly alike one another. They look incredibly
comfortable. They are both made from old leather, and yet they seem
so worn that they can be nothing but a perfect place for a long needed
rest.
~
E
window glass~
These windows are really BIG! They reach from about 20 inches above the
floor to approximately 10 inches under the ceiling. If you try and
'look out', you might see what might lie beyond these windows.
~
E
out outside beyond~
The clouds muster and form the ground on which this entire building is set.
Through the thinnest of the clouds you can just make out Midgaard with all
of its magnificent activity.
~
E
river~
You see a large and winding river cut through the landscape, starting at an
enormous inland lake, it seeps through Midgaard and finally ends up in the
Grand Sea on the west coast of the land.
~
S
#7903
The Artifact Room Of Naris~
This is gloomy and dark room with only a faint light radiating from the
walls. A bunch of funny-looking items fill the center of the room. There
is no furniture here what-so-ever. The only way out seems to be west,
through the low steel door.
~
79 cdj 0
D3
You see only the back of a safe's steel door.
~
door steel safe~
2 7900 7910
S
#7904
The Northern End Of The Hall~
You are standing in the northern end of the huge hall. This part is
under the grand wooden staircase so the light seems to be a little less
bright here, but this doesn't affect your sight at all. To the north
lies the kitchen. To the south lies the southern end of the hall. To
the east there is a huge metal door. To the west there is a large
aspenwood door.
~
79 cdj 0
D0
~
~
0 -1 7906
D1
You see a huge metal door. From it a foul stench emanates. The smell is
the most awful experience in your entire life. A thought seeps through this
terrible stench and into your mind: 'Monsters', you feel BAD about opening
that door.
~
door metal huge~
2 -1 7913
D2
The rest of the hall lies in that direction, and so does the exit.
~
~
0 -1 7901
D3
The door has 'SITTING ROOM' written on it. It is made from Aspenwood and
is beautifully carved with small elves as main issue of sculpture.
~
door aspen wood~
1 -1 7905
S
#7905
The Sitting Room Of Naris~
You are standing in the middle of a really comfortable place. The
walls are decorated with paintings of smiling Kings and Queens. The
most attractive picture is one of a Prince in shining armour. By one
of the walls there is an old armchair. The only exit is through the
aspenwood door to the east.
~
79 cdj 0
D1
The door seems to be a very HEAVY door, carved completely from the trunk of
an Aspen tree.
~
door aspen heavy~
1 -1 7904
E
chair armchair~
This is truly a wonderful relic of the past. In it is a large cushion.
~
S
#7906
The Kitchen Of Naris~
This must be the place of food and drink. You can hear the faint noise
of rats feasting on meat and bread from somewhere undeterminable. The sound
makes you feel the agony of HUNGER. The only visible exit is south to the
Northern end of the hall.
~
79 cdj 0
D0
It is dark in there. But the sounds from there are unmistakable. The rats
are here for your information.
~
larder wooden cupboard~
1 -1 7907
D1
You can see the fridge from here. There are drinks all over the place.
~
fridge~
1 -1 7908
D2
You can see the northern end of the hall.
~
~
0 -1 7904
S
#7907
The Larder~
You can see food all over. Among the heaps of food you notice HUGE rats
scuttling around, nibbling pieces off the heaps here and there.
~
79 cdj 0
D2
~
door wooden larder~
1 -1 7906
S
#7908
The Fridge~
This place is LOADED with drink, water and booze.
~
79 cdj 0
D3
~
door fridge~
1 -1 7906
S
#7909
On The Stairs~
You can see up and down the stairway. It seems to take forever, either
going up OR down. It is just a seemingly insurmountable climb, either way.
Up is the bedroom of Redferne, and down leads to the southern end of the
hall.
~
79 cdj 0
D4
~
~
0 -1 7911
D5
~
~
0 -1 7901
S
#7910
The Treasure Room~
This place is gloomy. A HUGE safe is cemented into the west wall. The
only visible exit is west, through the oak door.
~
79 cdj 0
D1
~
safe steel~
2 7900 7903
D3
You see a tall oak door.
~
door oak tall~
1 -1 7901
S
#7911
Redferne's Bedroom~
This is a snugly set bedroom with all the necessities for a romantic
evening. A large fireplace adorns the east wall, and sizzling away is
the wood that is ablaze within. The bed is enormous, covering at least
HALF of this great room. The room stretches at least 140 feet, so can
you imagine the BED? A large staircase leads down to the hall. A couple
of doors open up to a broad balcony to the south.
~
79 cdj 0
D2
The sun seems to shine out there, warmly and comforting.
~
doors~
1 -1 7912
D5
~
~
0 -1 7909
S
#7912
Redferne's Balcony~
You see a splendid of the most of this world. The valleys stretch as
far as the eye reaches to the south from here. Down below you can see
the entrance of this magnificent building. To the north are the doors
to Redferne's bedroom.
~
79 cj 0
D0
You see the comfortable bedroom of Naris.
~
doors~
1 -1 7911
D5
You see the ground on which this castle is set. Funnily it seems to you
that it is no more than clouds.
~
~
0 -1 -1
S
#7913
The Monster Pen~
This looks like the cage in which a large carnivore is being kept.
Judging by the state the walls are in, this could very well be a large
AGGRESSIVE animal. This makes you pretty insecure, this stating your
feeling about the place quite mildly.
~
79 dj 0
D3
This looks like the only exit from here.
~
door cage metal pen~
1 -1 7904
S
#7914
On The Huge Chain~
This place has quite a good view over Midgaard. Your possibilities of
movement seem to extend only to the up and down directions. Unless you
want to let go of the secure and seemingly unmovable chain, then those are
the directions you should take from here.
~
79 c 5
D4
Upwards, you see the chain disappearing into the clouds above.
~
~
0 -1 7915
D5
Down below, you see the huge chain anchored to the ground at the Road
Crossing of southern Midgaard.
~
~
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S
#7915
The Chain Where It Is Too Windy~
Hanging on to the chain you figure out that there is no way of leaving
down from here. The wind pulls you from left to right and back. This
seems like a totally impossible task. The ascend is the only way ahead
for you. Otherwise you would risk death by falling to the hard ground
below. DO NOT DESCEND NOW OR YOU WILL SURELY DIE!!!!
~
79 c 5
D4
That way seems to be the only way away from here.
~
~
0 -1 7916
D5
THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain
down below you. It swings like a furious serpent from side to side! The
descent is ABSOLUTELY out of the QUESTION.
~
~
0 -1 7920
S
#7916
On The Great Chain Of Naris~
You are approximately on the middle of the treacherous Chain. One false
step and death will come and collect you quickly. The chain leads upwards
and down. No way are you going to descend now... You've only just begun
your climb. Besides it could cost you your life. Look down and you'll
see why.
~
79 c 5
D4
There seems to be only one way from here and that's up.
~
~
0 -1 7918
D5
The chain down there is swinging wildly back and forth. Going down there
will be pretty risky!
~
~
0 -1 7915
S
#7917
The Chain~
As you descend, the chain seems to absorb all weather around it, making
it swing less and less in the very powerful wind tearing at it. The Chain
seems to chuckle quietly, and as you descend further you hear a soft whisper
originating from within the Chain *ITSELF*. It says 'Welcome back some
other time, stranger. Your company is always... hmmm... interesting. God
Speed.' The chain extends further down through the now spreading clouds.
~
79 c 5
D4
It seems to you that the Chain is dissolving again. Maybe it is just an
illusion, but still...
~
~
0 -1 -1
D5
That way seems safe enough... now.
~
~
0 -1 7914
S
#7918
The Mighty Chain Of Naris~
This place truly a splendid view of the WHOLE COUNTRY SIDE! A magnificent
light shines upon you and the way up through the clouds is opened. Up there
you can now see the Mansion of Naris, Residence of the Greater God Redferne.
The chain beneath you seems to evaporate in the mustering clouds that
surround you by now.
~
79 c 5
D4
You see the sunny top of the clouds. Beyond these, the Mansion towers before
your eyes. Beautiful!!
~
~
0 -1 7900
D5
You see nothing but the thick clouds. They've closed completely around the
Chain.
~
~
0 -1 7917
S
#7920
The Free Fall From The Chain~
This is probably the third worst place to be in this entire MUD right
now. You fall
.
.
.
and fall
.
.
.
and fall
.
.
.
and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly.
Good-bye cruel world.
~
79 bd 0
D0
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D1
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D2
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D3
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D4
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D5
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#900
On The Swift Flowing River~
As the river exits the city of Midgaard it picks up speed and whisks
you along high banks flanked by the trees of Haon-Dor. As the city
fades in the east, you approach a gloomy forest to the west.
~
9 0 7
D1
~
~
0 -1 3200
D3
~
~
0 -1 901
S
#901
The Riverbank~
The river is deep, and runs swiftly in an east-west direction. To the
north the river eddies and enters a backwash where a small bank extends
down from a dark, thick stand of trees. It doesn't look particulary
inviting however.
~
9 0 7
D0
~
~
0 -1 6120
D1
~
~
0 -1 900
D3
~
~
0 -1 902
S
#902
The Twisty Part Of The River~
The river twists and turns and nearly tosses you out of your boat.
The water is dark, cold, almost reptilian in sheen. It seems almost
alive. The river runs east and south.
~
9 0 7
D1
~
~
0 -1 901
D2
~
~
0 -1 903
S
#903
The Scenic Route~
The dark forest of Haon-Dor recedes behind you to the northeast.
The river continues in a westerly direction toward the river delta,
where you can just make out a large island.
~
9 0 7
D1
~
~
0 -1 902
D3
~
~
0 -1 904
S
#904
The Swift River Delta~
You are at the edge of the river delta, where the river empties
out on its way to the sea. The water here is Black. Deep. Dark.
Deadly. The tidal waves sweep you around and around up and down.
~
9 0 7
D0
~
~
0 -1 911
D1
~
~
0 -1 903
D2
~
~
0 -1 906
D3
~
~
0 -1 905
S
#905
Near The Rocks~
You bob up and down in the waves comming dangerously close to some
large, jagged rocks on the eastern shore of an unusual looking island.
There is no way you could possibly land there without getting killed.
~
9 0 7
D1
~
~
0 -1 904
D2
~
~
0 -1 906
S
#906
The South River Delta~
You are making your way along a channel in the river delta between
the island to the west and the shore to the south and east. To the
south an aging broken down looking pier juts out from land and toward
the west the channel works it way close to the island as it moves around
its southern tip.
~
9 0 7
D0
~
~
0 -1 905
D1
~
~
0 -1 904
D2
~
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0 -1 907
D3
~
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0 -1 908
S
#907
The Pier~
You float next to a crumbling pier long since neglected.
To the west the water gets sluggish and there are many weeds and
some seaweed floating about.
~
9 0 7
D0
~
~
0 -1 906
D3
~
~
0 -1 908
S
#908
Mired In Seaweed~
The going is rough here. The tide struggles with the normal flow
of the river and here near the edge of the sea there is a large
amount of growth. To the west the channel passes the southern tip of
the island and heads for open waters.
~
9 0 7
D0
~
~
0 -1 906
D1
~
~
0 -1 907
D3
~
~
0 -1 909
S
#909
The Last Stop~
The delta meets the sea here. To the west you see nothing but
ocean on the horizon. Sea birds squawk noisily at your approach
and take flight from a nearby beach head on the island. It looks
as though this could be the last stop for those heading out to sea.
~
9 0 7
D0
~
~
0 -1 910
D1
~
~
0 -1 908
S
#910
The Beach Head~
This is a secluded looking beach on the southern tip of the island.
There isn't much to see here and there is no way to cross the steep
rocky cliffs that wall in this place.
~
9 0 2
D2
~
~
0 -1 909
S
#911
The North Channel~
The river splits as runs up against the island and a navigatble
channel slips off to the north and west.
~
9 c 7
D0
~
~
0 -1 912
D2
~
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0 -1 904
D3
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0 -1 912
S
#912
The North Channel~
The river current carries you swiftly westward as the channel
begins to narrow as it squeezes past the north end of the island.
~
9 0 7
D1
~
~
0 -1 911
D2
~
~
0 -1 911
D3
~
~
0 -1 913
S
#913
Near The Isle~
You are sitting just off a small landing on the island that
appears to be nothing more than a short path that leads to the
side of a hill.
~
9 c 7
D1
~
~
0 -1 912
D2
~
~
0 -1 914
S
#914
The Lane Of The Lying~
Bodies lie everywhere. Commoner, peasant, duke, duchess. The Gods
will not hear you call here. Hence they will not answer you. To the
south the path ends at a dark cave entrance.
A sign has been posted beside the entrance.
~
9 0 1
D0
~
~
0 -1 913
D2
~
~
0 -1 915
E
sign cave~
A sign beside the dark cave opening reads:
WARNING! Only fools and dead people pass this way.
The tests of Minos, our glorious ruler, await.
~
S
#915
The First Trial Of Minos~
Ah... you find yourself in Minos' battlefield playground.
Minos loves to torture his people through these places. He
collects the monsters of the world and puts them here.
~
9 ad 1
D1
~
~
0 -1 916
S
#916
The Second Trial Of Minos~
Minos' voice reveberates from the four walls of this room:
'Get some rest and make sure you're healed. You'll need it for
the next monster in my playground. Or are you strong enough?'
To the south is the entrance to the next challenge of Minos'
stronghold.
~
9 ad 1
D2
~
~
0 -1 917
S
#917
The Third Trial Of Minos~
You go inside a red room. Very red. As if the Minos King used
them to disembowel his guests. The path continues eastward. You
see blue lights in that direction.
~
9 ad 0
D1
~
~
0 -1 918
S
#918
The Fourth Trial Of Minos~
Minos must be a monster hacking machine. You see a blue light
flicker on and off. A voice crackles, 'WHY ARE YOU HERE!'
~
9 ad 0
D2
~
~
0 -1 919
S
#919
The Fifth Trial Of Minos~
This is General Woundwort's quarters. Hraka abound. The frayed
corpses of rabbits lie scattered about this hell-hole. The General
is not a very neat person as you can tell.
~
9 ad 0
D1
~
~
0 -1 920
S
#920
The Sixth Trial Of Minos~
Dare we surmise how many more rooms Minos has? The paths appear to be
endless. You shudder the sounds of death cries from the east. A loud
voice bellows another warning: 'Leave now or face my wrath!'
There is a crawlway leading upwards at the far end of the room and
there is a fresh breeze comming from there.
~
9 ad 0
D2
~
~
0 -1 921
D4
~
~
0 -1 923
S
#921
The Final Trial Of Minos~
This is Minos' room. What else did you expect? The room is lavishly
decorated for this bovine king. Everything is so opulent that it makes
your eyes bulge. Survive and reap his fortune! The only exit is a large
oak door in the east wall.
~
9 ad 0
D1
You see a rather large oak door bound with iron and securely locked.
~
door oak~
2 900 922
S
#922
The Royal Chamber~
The treasure room of Minos is dark save for your lantern.
Hopefully it has not been looted yet by the many legendary thieves
of Midgaard. A clever looking secret passage leads upward from here.
~
9 adj 0
D4
~
~
0 -1 910
S
#923
Above, On The Beach~
You sit amongst the rocks above a small beach at the southern
end of the island. You could clamber down easy enough, but getting
back up would be another story.
~
9 0 4
D5
~
~
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