#AREADATA Name Nedregaard Keep~ Builders Xar~ VNUMs 500 599 Credits {W[ {Y70 125{W] {yXar {YNedregaard Keep {X~ Security 9 End #MOBILES #500 vistani warrior~ a {CVistani Warrior{X~ A {CVistani Warrior{X is here to help you battle Soth's minnions. ~ {c{gBefore you stands a{x {Cvistani warrior{x ready to rob you blind. He has the appearance of a gypsy, but is much quicker to slit your throat. He wears a plain brown vest over a light blue shirt and wields a dagger for a weapon. ~ human~ AS H 1000 0 90 80 18d270+2700 90d10+100 5d34+45 pierce -80 -80 -80 -80 V BKNT CI DHZ stand stand male 20000 A ABCDFG medium unknown F for HMV F par EHIJK #501 Banshee~ A banshee~ A banshee is here wailing her sad song. ~ Before you hovers the banshee, the bane of Soth's existence. She wears the robe of a cleric about her body, and has no weapon... At least, not anything physical. ~ elf~ AR HJ -1000 0 150 1500 30d450+7500 150d10+100 5d57+75 none -136 -136 -136 -45 EFHV BC B DZ stand stand female 45000 AHMV ABCDEFGHIJK medium unknown #502 Adept~ an Adept of {CXar{x~ An Adept of {CXar{x is here waiting to heal you. ~ {cAn Adept of {CXar{x {cstands before you waiting for death from his captors. He continues to heal those less fortunate thanhe, but his healing arts are fading. ~ human~ ABa H 1000 0 200 0 50d500+500 0d0+0 25d75+300 none -50 -50 -50 -50 0 ABCD 0 0 stand stand male 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK #503 Lord Soth~ {cLord Soth,Knight of the Black {rRose{X~ {cLord Soth,Knight of the Black {rRose{X stands before you in all his undead splendor. ~ {cLord Soth stands before you. He wears a battered helm upon his head and a chest plate with the symbol of the Order of the Rose emblazoned on the front. But this rose is tarnished from fire and time... It is a black {rrose. {x ~ human~ ACFc DFHJT -1000 0 190 800 38d570+12033 190d10+100 5d72+95 pierce -200 -200 -200 -200 FKV CXY BEH FI stand stand male 45000 AHIMV ABCDEFGHIJK large unknown M FIGHT 504 100~ #504 Skeletal Knight~ {c a Skeletal Warrior{X~ {cA Skeletal Warrior stands here guarding Nedregaard Keep from attack.{x ~ ~ human~ AGR DHV -1000 0 155 1000 31d465+8008 155d10+100 5d59+77 slash -143 -143 -143 -47 FN ABI CNZ 0 stand stand male 5000 ABI 0 medium unknown F for HMV F par ABCDEFGHIJK #505 miner~ {cA Salt Miner{x~ {cA Salt Miner{X is here....mining for salt? ~ {WYou look at a man who is very tired. He wears an old pear of mining gloves and a helmet with a candle afixed to its surface is upon his head. ~ dwarf~ ACT HJ 500 0 100 0 20d300+3333 100d10+100 5d38+50 none -68 -68 -68 -22 0 CZ LQ R stand stand male 0 AHMV ABCDEFGHIJK medium unknown #506 undead ogre~ {can undead ogre{x~ {cAn undead ogre is here.{x ~ ~ goblin~ A HJ 0 0 95 800 19d285+3008 95d10+100 5d36+47 none -59 -59 -59 -19 CDIKN E Q C stand stand male 15000 AHMV ABCDEFGHIJK medium unknown #507 salt shadow~ {ca Salt Shadow{x~ {cA Salt Shadow is here{X ~ ~ drow~ A HJ 0 0 175 1000 35d525+10208 175d10+100 5d66+87 slash -98 -98 -98 -32 0 CM B SZ stand stand none 10000 AHMV ABCDEFGHIJK medium unknown #508 bastion~ {CBast the armorer{X~ {CBast the armorer is here waiting to sell you some armor.{X ~ ~ human~ AB H 1000 0 300 5000 50d5000+5000 45d6000+6000 50d5000+6000 none -100 -100 -100 -100 0 CD 0 0 stand stand male 500000 0 0 medium unknown F for AHMV F par ABCDEFGHIJK #509 Azreal~ {cAzreal{x~ {cAzreal, the werebadger, is here{x ~ {cBefore you stands a strange little dwarf. He looks as if he's very old... And at the same time he looks very young... His clothes are tattered and his fingers are bloody, but it's not his blood. There isn't a mark on him... This little guy could be BIG trouble. {X ~ dwarf~ ABOc HJV -1000 0 115 500 23d345+4408 115d10+100 5d43+57 slash -87 -87 -87 -29 FK C LQ R stand stand male 12000 AHMV ABCDEFGHIJK medium unknown M DEATH 502 100~ M RANDOM 503 99~ #510 Magda~ {CMagda{x~ {CMagda, Leader of the Vistani, is here.{X ~ {CBefore you stands an old woman, she is dressed in a long dress and has a shawl wrapped around her shoulders. For all her age is indeterminable, she has the twinkle of youth and rebellion in her eyes. This leader of the Vistani tribe isn't one to take lightly, her daggers are just as quick as her mind. Be wary of her and you may survive your encounter eith her. {x ~ human~ AB H 1000 0 125 400 25d375+5208 125d10+100 5d47+62 none -106 -106 -106 -35 0 C 0 0 stand stand female 3500 AHMV ABCDEFGHIJK medium unknown #511 sabak~ {CSabak{X~ {CSabak, Magda's protector, is here{x ~ {CBefore you stands the largest hound you've ever seen. His blood red eyes and long fands distract you from noticing anything else about him. {c {X ~ dog~ AB HV 1000 0 120 1500 24d360+4800 120d10+100 5d45+60 slash -94 -94 -94 -31 FHKTV ABCY 0 0 stand stand none 20000 AGV ACDEFHJKUV medium unknown #512 white rose isolde~ {Wthe White Rose{x~ {WThe White Rose is here to test your honor.{x ~ {WBefore you stands the White Rose. She is covered, head to foot, in white. Upon her head rests a silky white hat that covers the entirety of her head, and around her face is a white scarf. All you can see of her features is her fiery red eyes. Her body is covered with a pure white robe. {x ~ elf~ AB HJV 1000 0 180 600 36d540+10800 180d10+100 5d68+90 slash -111 -111 -111 -37 FGI ABC B Z stand stand female 8000 AHMV ABCDEFGHIJK medium unknown #513 the Bloody Cobbler~ {Rthe Bloody Cobbler{X~ {RThe Bloody Cobbler is here, cobbling up some {rbizzare{x {Rshoes.{x ~ {rBefore you stands a tall masked figure. His form is mostly obscured by a cloak and a wide brimmed hat. They, like his mask, his shoes , and his finely tailored breeches and coat, are all of a uniform hue. It was not a color so much as the ashen remnant left when all color has been leeched away. {X ~ elf~ AB DHJVc 1000 0 180 700 36d540+10800 180d10+100 5d68+90 pierce -100 -100 -100 -150 FGHKO ABCJP B Z stand stand male 10000 AHMV ABCDEFGHIJK medium unknown #514 whispering beast~ {cthe Whispering Beast{x~ {cThe Whispering Beast is here to steal your lying soul.{x ~ {cThe creature before you is starvation thin and taller than any man you have ever seen. Stringy hair covers his entire frame, gray-white where dirt and excrement haven't as yet matted it. His arms seem to bend the wrong way and hang down past his knees. The hands at the ends of those misshapen limbs are graced with slender fingers that constantly trace vulgar patterns in the air. A leer splits his twisted visage;yet his face holds vestiges of magnificence. {x ~ elf~ AB HJV 500 0 175 300 35d525+10208 175d10+100 5d66+87 none -98 -98 -98 -32 DFHKV ABY BCDP Z stand stand male 3500 AHMV ABCDEFGHIJK medium unknown #597 werebadger~ {yWerebadger{x~ A {yWerebadger{x is here to kill you painfully. ~ ~ wolf~ ABFc HZ -1000 0 185 800 37d555+11408 185d10+100 5d70+92 slash -120 -120 -120 -40 FHM ABC MPQ H stand stand male 25000 AGV ACDEFJKQV medium unknown #598 banshee singer2~ {x~ {X ~ ~ human~ AB DFHZ 0 0 1000 0 1d1+1 0d0+0 1d1+1 none 0 0 0 0 0 ABCD 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK M GRALL 501 100~ #599 Banshee singer~ {x~ {x ~ ~ human~ ABc DFHZ 0 0 1000 0 1d1+1 0d0+0 1d1+1 none 0 0 0 0 0 ABCD 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK M GRALL 500 100~ #0 #OBJECTS #500 rusty key~ a {yrusty key{x~ A {yrusty key{x is here waiting for you to use.~ unknown~ key 0 A 0 0 0 0 0 0 0 0 P #501 skeleton key~ a {Wa skeleton key{X~ A {Wskeleton key{x is here.~ bone~ key 0 A 0 0 0 0 0 0 0 0 P #502 dark key~ a {cdark key{x~ A {cdark key{x is here waiting to unlock a door.~ coal~ key 0 A 0 0 0 0 0 0 0 0 P #504 sword black rose~ {bSword of the Black {rRose{X~ The {bSword of the Black {rRose {bis here.{x~ silver~ weapon ABHa AN sword 38 6 slash BCDGH 125 5 5000 P A 13 500 A 12 500 A 17 -150 #505 armor blackrose~ {DArmor of the {bBlack {rRose{x~ {DArmor of the {bBlack {rRose {Dis here.{X~ silver~ armor BI AD ACEF BEF BEF BDF 0 125 7 6000 P A 13 50 A 4 2 A 2 3 E blackrose~ {DYou see before you armor of the purest silver. Crafted by the greast armorer's ever to have crafted metal into weapon or armor. Emblazoned onto the chest is the symbol of the Order of the Rose, but it is twisted and perverted by time and fire into a {bBlack {rRose{x. ~ #506 claws~ {yAzreal's claws{x~ {yAzreal's claws{x are here.~ fur~ armor ABI AH CE CE ADE ABCD 0 115 15 2500 P A 1 5 A 14 200 A 3 5 A 12 100 #507 bloody dagger~ {RCobbler's {rbloody {Rdagger{x~ The {RCobbler's {rBloody {Rdagger{x is here, waiting to skin someone.~ mystical~ weapon BGH AN dagger 30 6 pierce ACD 115 2 0 P #508 cobbler's boots~ {RCobbler's Boots{x~ The {RCobbler's Boots{x are here waiting to be worn.~ skin~ armor IY AG ADE CE ABCD ADE 0 112 7 4000 P A 17 -55 A 13 100 #509 isoldes necklace~ {WIsolde's necklace{x~ {WIsolde's Necklace{X is here to lend you strength.~ gold~ armor AI AC ABCD ABCD ABCD BE 0 120 10 5000 P A 17 -100 A 1 5 #510 whispering soul~ {CWhispering soul{X~ A {CWhispering Soul{X lies here.~ soul~ armor CFS AQ ADE CE CE BD 0 100 1 500 P A 12 75 A 14 30 A 13 25 A 17 -101 A 5 2 #511 robe cleric~ {cBanshee's robe{x~ A {cBanshee's robe{x is here.~ silk~ armor BG AK ABCD BE BCD CE 0 105 2 2500 P A 17 -75 A 12 45 #512 vistani dagger~ {yVistani Dagger{x~ {ca {yVistani dagger{c is here.{x~ staghorn~ weapon CE AN dagger 2 45 pierce DG 55 4 500 P A 14 -15 A 17 25 #513 salt helm~ {WSalt miner's helm{x~ A {WSalt miner's helm{x is here.~ unknown~ armor AB AE BCDE ADE ADE BCDE 0 100 10 3000 P A 1 1 A 12 25 A 17 -30 A 13 100 #514 earrings~ {RMaggies earrings{x~ {RMaggies earrings{x are here waithing to be worn.~ ruby~ armor ABI AS ABF ABF ADE ABDE 0 115 3 5000 P A 1 3 A 5 2 A 4 2 A 17 -100 #515 bony gauntlets~ {cBony gauntlets{x~ Some {cbony gauntlets{x are here.~ bone~ armor BC AI CE CE ADE CE 0 75 10 500 P A 18 25 A 17 -50 #516 chainmail armor~ {cchainmail armor{x~ Some {cchainmail armor{x is here.~ unknown~ armor 0 AD BD BD BD BD 0 50 12 300 P #517 gloves~ {mcheap gloves{x~ Some {mcheap gloves{x are here.~ unknown~ armor 0 AH BD BD BD BD 0 50 5 250 P #518 sithican leggings~ {bSithican leggings{x~ A pair of {bSithican leggings{x are here.~ unknown~ armor AC AF 0 0 0 0 0 70 6 900 P #598 banshee records~ {x~ {x~ unknown~ armor 0 0 0 0 0 0 0 50 0 0 P #599 action figure~ {BXar's{x {YAnatomically Correct{X {RAction{X {CFigure{X {W(with {yHand pumping{X {WAction and {CMagnifying glass{X {W accessory,{X {YTweezers{X {Wsold seperately){X~ {BXar's{x {YAnatomically Correct{X {RAction{X {CFigure{X {W(with {yHand pumping{X {WAction and {CMagnifying glass{X {W accessory,{X {YTweezers{X {Wsold seperately){X~ rubber~ trash BI AO 0 0 0 0 0 0 0 0 P #0 #ROOMS #500 {DIn the Fog{X~ {DYou have entered a thick fog of unknown origin. The only way to proceed is to the north. {X ~ 0 8196 3 D0 ~ ~ 0 0 501 S #501 {DAn Obscure Path Through the Forest{X~ {DAs you emerge from the fog, you find yourself on a path through a forest you've never seen before. As you look around you, you notice that the trees are all twisted and gnarled... A horribly dismal place to find ones-self. {X ~ 0 8192 3 D0 ~ ~ 0 0 502 D2 ~ ~ 0 0 500 S #502 {DOutside the Castle Gate{X~ {DBefore you looms a castle the likes of which you've never seen before. The castle turrets are constructed to resemble the petals of a rose, but it has been twisted and corrupted, blackened by fire, and cursed with the presence of an almost palpable evil. {X ~ 0 8192 0 D0 ~ ~ 1 0 503 D2 ~ ~ 0 0 501 S #503 {DCastle Entryway{X~ {DYou stand in the darkened entryway to Nedregard Keep, home to Lord Soth, Death Knight. The walls around you are blackened by time and the ravages of some forgotten ancient fire. Evil permeates this place... Maybe you should just leave while you still can? {X ~ 0 8196 0 D0 ~ ~ 1 500 528 D1 ~ ~ 0 0 504 D2 ~ ~ 1 0 502 D3 ~ ~ 0 0 516 S #504 {bDarkened Corridor{X~ {bYou stand in a terribly dark hallway.... You can't see a thing! Just hope ther isn't something in here with you. {X ~ 0 8193 0 D1 ~ ~ 0 0 505 D3 ~ ~ 0 0 503 S #505 {bDarkened Corridor{X~ {bThere doesn't seem to be an end to the darkness of this place. Ahead is a small point of light to guide you to .... What? {X ~ 0 8193 0 D1 ~ ~ 0 0 506 D3 ~ ~ 0 0 504 S #506 {bDarkened Corridor{X~ {bThere doesn't seem to be an end to the darkness of this place. Ahead is a small point of light to guide you to .... What? {X ~ 0 8193 0 D0 ~ ~ 0 0 508 D2 ~ ~ 0 0 507 D3 ~ ~ 0 0 505 S #507 {DGuard Barracks{X~ {DYou have entered what appears to be an old barraks... Nothing stirs the dust in this room except the passing of you own footsteps. An old bed sits in the corner of this room and remnants of several others are scattered about decaying without a sound. {X ~ 0 8192 0 D0 ~ ~ 0 0 506 S #508 {DEastern-most hallway{X~ {DYou have entered the easternmost hallway of the castle, ghostly footprints crisscross the floor. Some look almost human. {X ~ 0 8192 0 D0 ~ ~ 0 0 509 D2 ~ ~ 0 0 506 S #509 {DEastern-most hallway{X~ {DThe hallway continues north along the eastern wall, a door opens to the west. {X ~ 0 8192 0 D0 ~ ~ 0 0 513 D2 ~ ~ 0 0 508 D3 ~ ~ 0 0 510 S #510 {cPrison Cell{X~ {cYou are in what appears to have been a prison cell, except that the bars are rusted through and the door of the cell has long since fallen from it's hinges. {X ~ 0 8192 0 D1 ~ ~ 0 0 509 D2 ~ ~ 0 0 511 S #511 {cShrine of Paladine{X~ {cIt appears that someone has built a small shrine here. A small statue of a be-fuddled old mage and a platinum dragon surrounded by heroes. Someone from Krynn must have been held prisoner here. {X ~ 0 0 0 D0 ~ ~ 0 0 510 D3 ~ ~ 0 0 512 S #512 {CRoom of Meditation{X~ {CSomeone is actually alive in this dismal place! How could anyone survive in here except by the grace of their God. Ask for forgiveness from your sins and maybe you will be restored to your past glory. {X ~ 0 1024 0 D1 ~ ~ 0 0 511 S #513 {DEastern-most Hallway{X~ {DTo the north, the hallway ends in a small room with a small, plain wooden door. {X ~ 0 0 0 D0 ~ ~ 1 0 514 D2 ~ ~ 0 0 509 S #514 {rTorture Chamber{X~ {rAll around you are gruesome machines covered in blood and gore. Farther into the room are piles of bones and dismembered limbs... Some very fresh! Maybe you should push on before you find out what really goes on in here. {X ~ 0 0 0 D0 ~ ~ 0 0 515 D2 ~ ~ 1 0 513 S #515 {rTorture Chamber{X~ {rAll around you are gruesome machines covered with blood and gore. Farther into the room are piles of bones and dismembered limbs... Some very fresh! Maybe you should push on before you find out what really goes on in here. {X ~ 0 0 0 D2 ~ ~ 0 0 514 S #516 {bDarkened Hallway{X~ {bYou stand in a terribly dark hallway... You can't see a thing! Just hope there isn't something in here with you. {X ~ 0 8193 0 D1 ~ ~ 0 0 503 D3 ~ ~ 0 0 517 S #517 {bDarkened hallway{X~ {bYou stand in a darkened hallway... You can't see a thing! Just hope there isn't something in here with you. {X ~ 0 8193 0 D1 ~ ~ 0 0 516 D3 ~ ~ 0 0 518 S #518 {bDarkened Hallway{X~ {bYou stand in a darkened hallway... You can't see a thing! Just hope there isn't something in here with you. {X ~ 0 8193 0 D0 ~ ~ 0 0 520 D1 ~ ~ 0 0 517 D2 ~ ~ 0 0 519 S #519 {DGuard Barracks{x~ {DAnother old guard barracks. This one is in worse condition than the other room. A small broken footlocker sits a the foot of what used to be a bed. {X ~ 0 8192 0 D0 ~ ~ 0 0 518 S #520 {DWestern Hallway{X~ {DYou are now in the western hallway. Strange sounds echo from somewhere to the north. You can't quite tell where the sounds are coming from. {X ~ 0 8192 0 D0 ~ ~ 0 0 521 D2 ~ ~ 0 0 518 S #521 {DWestern Hallway{X~ {DThe hallway continues north along the western wall of the castle. Those eerie sounds are still bouncing around these halls. {X ~ 0 8192 0 D0 ~ ~ 0 0 525 D2 ~ ~ 0 0 520 S #525 {DWestern Hallway{X~ {DThe hallway ends like the eastern hallway, at a small, wooden door. No sounds come from beyond this door. {X ~ 0 8192 0 D0 ~ ~ 1 0 526 D2 ~ ~ 0 0 521 S #526 {RServants Quarters{X~ {cAn empty bedroom, at least it appears to be. There are dust free places on the floor... It looks as if something has been moved recently. {X ~ 0 0 0 D0 ~ ~ 0 0 527 D2 ~ ~ 1 0 525 S #527 {cSecond Floor Stairwell{X~ {cAn od rickety set of stairs angles up to the balcony and royal apartments. {X ~ 0 0 0 D2 ~ ~ 0 0 526 D4 ~ ~ 0 0 533 S #528 {cAudience Chambers{X~ {cLong ago this large room was used to greet visitors to Dargaard Keep. Now, in this twisted version of Soth's world, only the rats visit this room. {X ~ 0 0 0 D0 ~ ~ 0 0 529 D2 ~ ~ 1 0 503 S #529 {cAudience Chambers{X~ {cAs you walk through this room, you see what majesty it once embodied, the twisted angles do little to hide it's once pristine nature. {X ~ 0 0 0 D0 ~ ~ 0 0 530 D2 ~ ~ 0 0 528 S #530 {cAudience Chamber{X~ {cAhead, you see a large wooden door engraved, or more likely, branded with a large black rose... That must be the throne room of Soth himself! {X ~ 0 0 0 D0 ~ ~ 0 0 531 D2 ~ ~ 0 0 529 S #531 {cAnte-chamber{X~ {cThe waiting room... You can hear singing clearly now. The banshee's of Lord Soth, singing the eerie song that haunts his eternal unrest. {x ~ 0 0 0 D0 ~ ~ 1 501 532 D2 ~ ~ 0 0 530 S #532 {YThrone Room{X~ {yYou stand in the throne room of Lord Soth, Knight of the Black Rose. Along the far wall sits the only thing in this room... The throne. Worn from centuries of use and blackened from age and fire, it doesn't look like it could withstand a gentle summer breeze. {X ~ 0 0 0 D2 ~ ~ 1 0 531 D5 ~ ~ 1 0 581 S #533 {cSecond Floor Hallway{x~ {cYou are in the second floor hallway. The walls appear to be the walls of a cave; or a mine shaft. Why would these walls look like this? What secrets are hidden among these passages? {X {cYou may go south along the western wall or east along the northern wall. {X ~ 0 0 0 D1 ~ ~ 0 0 551 D2 ~ ~ 0 0 534 D5 ~ ~ 0 0 527 S #534 {cWestern Hallway{x~ {cThe hallway continues south to what looks like a guard station. You can see someone moving about down there.... Maybe it's not such a good idea to wander these halls after all. {x ~ 0 0 0 D0 ~ ~ 0 0 533 D2 ~ ~ 0 0 535 S #535 {cWestern Hallway{x~ {cAs you get closer to the end of the hall, you get the feeling that you are being watched. You can still see someone in the room at the end of the hall. {X ~ 0 0 0 D0 ~ ~ 0 0 534 D2 ~ ~ 0 0 536 S #536 {cWestern Hallway{x~ {cYou are now half-way to the end of the hall. If you keep going, you will find out what lies ahead. Do you really want to? Maybe not. You hear footsteps to the south, as if someone were pacing restlessly. {X ~ 0 0 0 D0 ~ ~ 0 0 535 D2 ~ ~ 0 0 537 S #537 {cWestern Hallway{X~ {cYou are closer still to the end of the hall. A light at the end of the hall almost looks like sunlight. It couldn't be sunlight, this gloomy realm couldn't support something so bright. {x ~ 0 0 0 D0 ~ ~ 0 0 536 D2 ~ ~ 0 0 538 S #538 {cWestern Hallway{x~ {cThis is it. The end of the hallway... Do you dare go on? {x ~ 0 0 0 D0 ~ ~ 0 0 537 D1 ~ ~ 0 0 545 D3 ~ ~ 0 0 539 S #539 {cGuards Walk{x~ {cYou stand on the guards walk, the battlements from which the keep is defended from attack. You look down upon the courtyard and surrounding area, but you see nothing alive except for that eerie fog that brought you here. {x ~ 0 0 5 D0 ~ ~ 0 0 540 D1 ~ ~ 0 0 538 S #540 {cGuards Walk{x~ {cYou stand on the guards walk, the battlements from which the keep is defended from attack. You look down upon the courtyard and surrounding area, but you see nothing alive except for that eerie fog that brought you here. {x ~ 0 0 5 D0 ~ ~ 0 0 541 D2 ~ ~ 0 0 539 S #541 {cGuards Walk{x~ {cYou stand on the guards walk, the battlements from which the keep is defended from attack. You look down upon the courtyard and surrounding area, but you see nothing alive except for that eerie fog that brought you here. {x ~ 0 0 5 D0 ~ ~ 0 0 542 D2 ~ ~ 0 0 540 S #542 {cGuards Walk{X~ {cYou stand on the guards walk, the battlements from which the keep is defended from attack. You look down upon the courtyard and surrounding area, but you see nothing alive except for that eerie fog that brought you here. {x ~ 0 0 5 D0 ~ ~ 0 0 543 D2 ~ ~ 0 0 541 S #543 {cGuards Walk{x~ {cYou stand on the guards walk, the battlements from which the keep is defended from attack. You look down upon the courtyard and surrounding area, but you see nothing alive except for that eerie fog that brought you here. {x ~ 0 0 5 D0 ~ ~ 0 0 544 D2 ~ ~ 0 0 542 S #544 {cGuards Walk{x~ {cYou stand on the guards walk, the battlements from which the keep is defended from attack. You look down upon the courtyard and surrounding area, but you see nothing alive except for that eerie fog that brought you here. {x ~ 0 0 5 D2 ~ ~ 0 0 543 S #545 {cMining Supply Room{x~ {cThis room is as out of place here as the hallway. It looks as if it may have been a supply depot for a mining operation. {x ~ 0 0 0 D0 ~ ~ 1 0 546 D3 ~ ~ 0 0 538 S #546 {CBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {X ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 547 D2 ~ ~ 1 0 545 S #547 {CBalcony{X~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {X ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 548 D2 ~ ~ 0 0 546 S #548 {CBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall From this vantage point you can just make out a large door at the north end of the hall. {X ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 549 D2 ~ ~ 0 0 547 S #549 {CBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall From this vantage point you can just make out a large door at the north end of the hall. {X ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 1 0 550 D2 ~ ~ 0 0 548 S #550 {CTreasury{X~ {CThe Treasury! What riches could be in this room? Only one way to find out... {X ~ 0 4 0 D2 ~ ~ 1 0 549 S #551 {cNorthern hallway{X~ {cThis hallway stands apart from the rest of the castle, as it is untouched by the ravages of time or flame. Ornate and glowing, the beauty of this hallway makes you even more aware that you are in an evil place. {X ~ 0 0 0 D1 ~ ~ 0 0 552 D3 ~ ~ 0 0 533 S #552 {cNorthern Hallway{x~ {cThis hallway stands apart from the rest of the castle, as it is untouched by the ravages of time or flame. Ornate and glowing, the beauty of this hallway makes you even more aware that you are in an evil place. {x ~ 0 0 0 D1 ~ ~ 0 0 555 D2 ~ ~ 0 0 553 D3 ~ ~ 0 0 551 S #553 {rWar Room{X~ {rYou are in the war room of Soth. Maps and notes from many batles are scattered about the room. Most are decayed beyond legibility, but a few are still readable. Nothing here that needs concern you, move along. {X ~ 0 1 0 D0 ~ ~ 0 0 552 D1 ~ ~ 0 0 554 S #554 {cSoth's Bedchambers{X~ {cThis once lush and luxurious bedroom now reeks of mold and decay. The bedhasn't been used in years and has deteriorated beyond repair. Above the bed, on the wall, is the shield of a Solamnic Knight, emblazoned with the crest of the order of the Rose. But this rose is now blackened by fire and time. {X ~ 0 0 0 D3 ~ ~ 0 0 553 S #555 {cNorthern Hallway{X~ {cThis hallway stands apart from the rest of the castle, as it is untouched by the ravages of time or flame. Ornate and glowing, the beauty of this hallway makes you even more aware that you are in an evil place. {x ~ 0 0 0 D1 ~ ~ 0 0 556 D3 ~ ~ 0 0 552 S #556 {cNorthern Hallway{X~ {cThis part of the hallway looks different from the rest of the hall. The south wall looks oddly out of place and has a slight discoloration, barely noticeable to the naked eye. {x ~ 0 0 0 D1 ~ ~ 0 0 558 D2 ~ ~ 1 502 557 D3 ~ ~ 0 0 555 S #557 {cSecret Room{x~ {cWhats this? A secret room? Wait... There are holes in the wall, set eye-width apart. Maybe you should take a look. {x ~ 0 0 0 E holes~ {cYou can see the throne room through these holes... And there appears to be someone in there! {X ~ D0 ~ ~ 1 0 556 S #558 {cNorthern Hallway{x~ {cThe hallway continues to the east. You can hear the sounds of an infant crying somewhere in the distance. {X ~ 0 0 0 D1 ~ ~ 0 0 559 D3 ~ ~ 0 0 556 S #559 {cNorthern Hallway{x~ {cThe hallway continues to the east, and to the south you hear the sound of an infant crying... What could it mean? {X ~ 0 0 0 D1 ~ ~ 0 0 562 D2 ~ ~ 0 0 560 D3 ~ ~ 0 0 558 S #560 {CNursery{x~ {CYou stand in what looks like an infants nursery... Sadness and despair are overwhelming in this room. A broken crib lies in the corner, and dicarded clothing lies all over the room. {X ~ 0 0 0 D0 ~ ~ 0 0 559 D3 ~ ~ 0 0 561 S #561 {CNursery{x~ {CYou stand in what looks like an infants nursery... Sadness and despair are overwhelming in this room A broken crib lies in the corner, and dicarded clothing lies all over the room. {X ~ 0 0 0 D1 ~ ~ 0 0 560 S #562 {cNorthern Hallway{x~ {cYou are at the end of the northern hallway. To the south is the eastern balcony and the guards walk. {x ~ 0 0 0 D2 ~ ~ 0 0 563 D3 ~ ~ 0 0 559 S #563 {cEastern Hall{x~ {cYou are now in the eastern hallway. The smooth pristine walls to the north have changed and twisted into a nightmarish version of the castles original halls. {x ~ 0 0 0 D0 ~ ~ 0 0 562 D1 ~ ~ 0 0 564 D2 ~ ~ 0 0 570 S #564 {cGuards Walk{x~ {cYou are on the eastern battlements known as the guards walk. From here the castle was protected and defended from invasion. {x ~ 0 0 2 D2 ~ ~ 0 0 565 D3 ~ ~ 0 0 563 S #565 {cGuards Walk{x~ {cYou are on the eastern battlements known as the guards walk. From here the castle was protected and defended from invasion. {x ~ 0 0 2 D0 ~ ~ 0 0 564 D2 ~ ~ 0 0 566 S #566 {cGuards Walk{x~ {cYou are on the eastern battlements known as the guards walk. From here the castle was protected and defended from invasion. {x ~ 0 0 2 D0 ~ ~ 0 0 565 D2 ~ ~ 0 0 567 S #567 {cGuards Walk{x~ {cYou are on the eastern battlements known as the guards walk. From here the castle was protected and defended from invasion. {x ~ 0 0 2 D0 ~ ~ 0 0 566 D2 ~ ~ 0 0 568 S #568 {cGuards Walk{x~ {cYou are on the eastern battlements known as the guards walk. From here the castle was protected and defended from invasion. {x ~ 0 0 2 D0 ~ ~ 0 0 567 D2 ~ ~ 0 0 569 S #569 {cWeapons Locker{x~ {cYou are in the old armory of the castle. In the corner of the room is an old locker.... Maybe some weapons or armor were left in it that you can use. {x ~ 0 0 0 D0 ~ ~ 0 0 568 S #570 {cEastern Hall{x~ {cYou are now in the eastern hallway. The smooth pristine walls to the north have changed and twisted into a nightmarish version of the castles original halls. {x ~ 0 0 0 D0 ~ ~ 0 0 563 D2 ~ ~ 0 0 571 S #571 {cEastern Hall{x~ {cYou are now in the eastern hallway. The smooth pristine walls to the north have changed and twisted into a nightmarish version of the castles original halls. {x ~ 0 0 0 D0 ~ ~ 0 0 570 D2 ~ ~ 0 0 572 S #572 {cEastern Hall{x~ {cYou are now in the eastern hallway. The smooth pristine walls to the north have changed and twisted into a nightmarish version of the castles original halls. {x ~ 0 0 0 D0 ~ ~ 0 0 571 D2 ~ ~ 0 0 573 S #573 {cEastern Hall{x~ {cYou are now in the eastern hallway. The smooth pristine walls to the north have changed and twisted into a nightmarish version of the castles original halls. {x ~ 0 0 0 D0 ~ ~ 0 0 572 D2 ~ ~ 1 0 574 S #574 {cElite Guard Barracks{x~ {cYou stand in the sleeping quarters of Soth's personal guard. Cots line the walls on both sides of the room and trunks sit at the foot of each bed. Thirteen beds and thirteen trunks... An odd number for personal guards. {x ~ 0 0 0 D0 ~ ~ 1 0 573 D3 ~ ~ 0 0 575 S #575 {cElite Guard Barracks{x~ {cYou stand in the sleeping quarters of Soth's personal guard. Cots line the walls on both sides of the room and trunks sit at the foot of each bed. Thirteen beds and thirteen trunks... An odd number for personal guards. {x ~ 0 0 0 D0 ~ ~ 1 0 576 D1 ~ ~ 0 0 574 S #576 {cBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {x ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 577 D2 ~ ~ 1 0 575 S #577 {cBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {x ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 578 D2 ~ ~ 0 0 576 S #578 {cBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {x ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 579 D2 ~ ~ 0 0 577 S #579 {cBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {x ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D0 ~ ~ 0 0 580 D2 ~ ~ 0 0 578 S #580 {cBalcony{x~ {cYou are on a {Cbalcony{x {coverlooking the audience hall. From this vantage point you can just make out a large door at the north end of the hall. {x ~ 0 0 0 E balcony~ {CYou look out over the balcony to see the audience chamber below you. Toward the north end of the chamber, you see a large ornate wooden door. {x ~ D2 ~ ~ 0 0 579 S #581 {cHidden Stairwell{X~ {cYou have entered what appears to be the dungeon. Distant screams of undead slaves and tortured victims echo through the halls. {x ~ 0 4 0 D0 ~ ~ 0 0 582 D4 ~ ~ 1 0 532 S #582 {rDungeon Entrance{x~ {rYou stand before a large rusted iron door. The screams you heard earlier are getting louder to the east. West of you is another door, smaller and less used than the larger door to the east. {rAs you reach for the larger door to open it, you realize that it wasn't rust you saw before but {Rdried blood. {x ~ 0 0 0 D1 ~ ~ 1 0 583 D2 ~ ~ 0 0 581 D3 ~ ~ 1 0 586 S #583 {rTorture Chamber{x~ {RYou are in the torture room reserved for "special" guests of Soth. {x {RBlood stains every inch of this room, not an inch of space is clear of the life-giving fluid. There must have been some terrible things going on in this room. {X ~ 0 8192 0 D1 ~ ~ 0 0 584 D3 ~ ~ 1 0 582 S #584 {rTorture Chamber{x~ {RYou are in the torture room reserved for "special" guests of Soth. {RBlood stains every inch of this room, not an inch of space is clear of the life-giving fluid. There must have been some terrible things going on in this room. {X ~ 0 8192 0 D2 ~ ~ 0 0 585 D3 ~ ~ 0 0 583 S #585 {rTorture Chamber{x~ {RYou are in the torture room reserved for "special" guests of Soth. {RBlood stains every inch of this room, not an inch of space is clear of the life-giving fluid. There must have been some terrible things going on in this room. {X ~ 0 8192 0 D0 ~ ~ 0 0 584 D2 ~ ~ 0 0 597 S #586 {cPrison Cell{X~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D1 ~ ~ 1 0 582 D3 ~ ~ 0 0 587 S #587 {cPrison Cell{x~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D1 ~ ~ 0 0 586 D2 ~ ~ 0 0 588 S #588 {cPrison Cell{x~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D0 ~ ~ 0 0 587 D2 ~ ~ 0 0 589 S #589 {cPrison Cell{X~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D0 ~ ~ 0 0 588 D2 ~ ~ 0 0 590 S #590 {cPrison Cell{x~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D0 ~ ~ 0 0 589 D2 ~ ~ 0 0 591 S #591 {cPrison Cell{x~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D0 ~ ~ 0 0 590 D1 ~ ~ 0 0 592 S #592 {cPrison Cell{x~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D1 ~ ~ 0 0 593 D3 ~ ~ 0 0 591 S #593 {cPrison Cell{x~ {cYou stand in one of the many prison cells in the dungeon. Shadows move around the room and blood stains the floors, a grim testament to the horror inflicted on the inhabitants of these cells. {X ~ 0 0 0 D0 ~ ~ 1 0 594 D3 ~ ~ 0 0 592 S #594 {rRoom of Decay{x~ {rYou stand knee deep in the decaying bodys of long dead prisoners. The smell of death and decay are so strong that you choke and gag. Try as you may, you can't bring yourself to look closely at the bodies scattered here. {x ~ 0 8192 0 D1 ~ ~ 0 0 595 D2 ~ ~ 1 0 593 S #595 {rRoom of Decay{x~ {rYou stand knee deep in the decaying bodys of long dead prisoners. The smell of death and decay are so strong that you choke and gag. Try as you may, you can't bring yourself to look closely at the bodies scattered here. {x ~ 0 8192 0 D1 ~ ~ 0 0 596 D3 ~ ~ 0 0 594 S #596 {rRoom of Decay{x~ {rYou stand knee deep in the decaying bodys of long dead prisoners. The smell of death and decay are so strong that you choke and gag. Try as you may, you can't bring yourself to look closely at the bodies scattered here. {x ~ 0 8192 0 D0 ~ ~ 0 0 597 D3 ~ ~ 0 0 595 S #597 {CRoom of Last Chances{x~ {CHere in this room you feel, finally, at peace. You may rest here and continue your journey, although, THAT may mean your death... This is your last chance to leave in peace. {x ~ 0 4 0 D0 ~ ~ 0 0 585 D2 ~ ~ 0 0 596 D3 ~ ~ 0 0 598 S #598 {mDeath{x~ {mThis is it... Your day of reckoning... Time to die... {x ~ 0 8192 0 D3 ~ ~ 0 0 599 S #599 {cThe Pit{x~ {cYou are now in the room reserved for VERY special guests of Lord Soth... I think you qualify. {x ~ 0 8196 0 D4 ~ ~ 1 0 3001 S #0 #SPECIALS M 503 spec_apocalypse M 504 spec_apocalypse M 507 spec_apocalypse M 509 spec_apocalypse M 510 spec_guard M 512 spec_apocalypse M 513 spec_apocalypse M 514 spec_apocalypse M 597 spec_apocalypse S #RESETS D 0 502 0 1 D 0 503 0 2 D 0 503 2 1 D 0 513 0 1 D 0 514 2 1 D 0 525 0 1 D 0 526 2 1 D 0 528 2 2 D 0 531 0 2 D 0 532 2 2 D 0 532 5 1 D 0 545 0 1 D 0 546 2 1 D 0 549 0 1 D 0 550 2 1 D 0 556 2 2 D 0 557 0 2 D 0 573 2 1 D 0 574 0 1 D 0 575 0 1 D 0 576 2 1 D 0 581 4 1 D 0 582 1 1 D 0 582 3 1 D 0 583 3 1 D 0 586 1 1 D 0 593 0 1 D 0 594 2 1 D 0 599 4 1 M 0 500 2 504 2 M 0 500 2 504 2 M 0 500 2 505 1 M 0 500 2 505 1 M 0 500 12 505 2 M 0 500 2 506 2 M 0 500 12 506 2 E 0 513 0 6 M 0 505 27 508 2 M 0 505 27 508 2 E 0 513 0 6 E 0 513 0 6 M 0 505 27 509 2 M 0 505 27 509 2 M 0 502 1 512 1 M 0 505 27 513 2 M 0 505 27 513 2 E 0 513 0 6 E 0 513 0 6 M 0 500 12 516 2 G 0 500 0 E 0 513 0 6 M 0 500 1 517 1 M 0 500 12 517 2 E 0 512 0 16 M 0 500 12 518 2 E 0 512 0 16 M 0 505 27 520 2 M 0 505 27 520 2 M 0 505 27 521 2 M 0 505 27 521 2 M 0 505 27 521 1 M 0 505 27 521 1 M 0 505 27 525 1 M 0 505 27 525 1 E 0 511 0 12 M 0 599 1 528 4 M 0 501 13 528 1 M 0 599 1 529 4 M 0 501 13 529 1 M 0 599 1 530 4 M 0 501 13 530 1 M 0 599 1 531 4 M 0 501 13 531 1 G 0 501 0 M 0 598 1 532 1 M 0 501 13 532 1 M 0 505 27 533 2 M 0 510 1 533 1 E 0 514 0 21 M 0 511 1 533 1 M 0 504 1 539 1 M 0 504 1 541 1 M 0 504 1 542 1 M 0 504 1 543 1 M 0 504 1 544 1 M 0 504 1 544 1 M 0 505 27 551 2 M 0 505 27 551 2 M 0 505 27 552 2 M 0 505 27 552 2 G 0 502 0 M 0 505 27 555 2 M 0 505 27 555 2 M 0 505 27 556 2 M 0 505 27 556 2 M 0 514 1 557 1 E 0 510 0 18 M 0 505 27 558 2 M 0 505 27 558 2 M 0 512 1 561 1 E 0 509 0 3 M 0 504 1 564 1 M 0 504 1 564 1 M 0 504 1 565 1 M 0 504 1 565 1 M 0 504 1 567 1 M 0 504 1 568 1 M 0 504 1 568 1 M 0 508 1 569 1 E 0 515 0 10 G 0 516 0 G 0 517 0 G 0 518 0 M 0 513 1 581 1 E 0 507 0 16 E 0 508 0 8 M 0 507 12 583 2 M 0 507 12 583 2 M 0 507 12 584 2 M 0 507 12 584 2 M 0 507 12 585 2 M 0 507 12 585 2 M 0 506 21 586 3 M 0 506 21 586 3 M 0 506 21 586 3 M 0 506 21 587 3 M 0 506 21 587 3 M 0 506 21 587 3 M 0 506 21 588 3 M 0 506 21 588 3 M 0 506 21 588 3 M 0 506 21 589 3 M 0 506 21 589 3 M 0 506 21 589 3 M 0 506 21 590 3 M 0 506 21 590 3 M 0 506 21 590 3 M 0 506 21 591 3 M 0 506 21 591 3 M 0 506 21 591 3 M 0 506 21 592 3 M 0 506 21 592 3 M 0 506 21 592 3 M 0 507 12 594 2 M 0 507 12 594 2 M 0 507 12 595 2 M 0 507 12 595 2 M 0 507 12 596 2 M 0 507 12 596 2 M 0 509 1 598 1 E 0 506 0 9 M 0 503 1 599 1 E 0 504 0 16 E 0 505 0 5 S #SHOPS 508 0 0 0 0 9 100 100 0 23 0 #MOBPROGS #500 if ispc $n mob echo The banshee's voices sing as one, a song as old as time, that rings in Soth's ears like a death dirge: mob echo "And in the climate of dreams mob echo When you recall her, when the world of the dream expands, wavers in light, mob echo when you stand at the edge of blessedness and sun, mob echo Then we shall make you remember, mob echo shall make you live again mob echo through the long denial of body." endif break ~ #501 if ispc $n mob echo As you enter the throne room, the banshee's sing their final, horrible verse: mob echo "You passed through these unharmed, unchanging, mob echo but now you see them mob echo strung on our words of your own conceiving mob echo as you pass from night to awareness of night mob echo to know that hatred is the calm of philosophers, mob echo that its price is forever, mob echo that it draws you through meteors, mob echo through winter's transfixion mob echo through the blasted rose mob echo the shark's water mob echo through the black compression of oceans mob echo through rock - through magma mob echo to yourself - to an abscess of nothin mob echo that you will recognize as nothing, mob echo that you will know is coming again and again mob echo under the same rules." ~ #502 if ispc $n mob echo "You fool! You have but scratched the surface of my evil!" mob mload 597 endif break ~ #503 if mobhere werebadger mob purge endif break ~ #504 if ispc $n mob cast blind $n mob cast curse $n endif break ~ #0 #$