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2034 lines
42 KiB
Text
2034 lines
42 KiB
Text
#29200
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MouseRider's Temple~
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The inside of this temple is austere yet majestic. The pillars of
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marble sweep up to the ceiling, melting into the dome overhead without
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a seam. A blazing red carpet leads from the entrance to the throne in
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the center of the room. This is truly the home of a great sage!
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~
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292 28 0 0 0 0
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D0
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~
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~
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0 -1 29201
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D2
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~
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~
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0 -1 29202
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E
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throne~
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Its nice, for a chair, but drab, for a throne.
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~
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E
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credits info~
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Kerofk by Amanda Eterniale & Builder_5
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Copyright 1993 by Curious Areas Workshop
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*
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Kerofk is 153 rooms big. Replace all instances of 'XXXX' with some
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deity, god or imp's name. Whatever.
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Edit room 2#46 to connect with somewhere mountainous in your mud.
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Exits can be joined to this room from the west, or from the south.
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Finish the last line in the room description to reflect this exit.
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Check the following items to make sure the value used
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for spells conforms to the same spell on your mud.
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*#00 -- Identify (53)
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*#02 -- Fireball (26)
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*#08 -- Armor (1)
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*#09 -- Teleport (2)
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*#18 -- Bless (3)
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*#19 -- Invisibility (29)
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*#20 -- Blindness (4)
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*#21 -- Sleep (38)
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*#36 -- Cure Critical (15)
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Add specials, if desired, for the mobs listed in the 'notes' section.
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Add these two rooms to your 'reception' special: #45 & #64.
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*
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Edit Room 2#29 to look like your login screen. (you'll understand
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once you look at it...)
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*
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Here are some recommended specials for the mobs:
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*
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Guildmasters: Mage (#02), Thief (#04), Cleric (#27) and Warrior (#29).
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Spellcasters: #02, #34, #41, #44.
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#38 & #39 were 'boss'-mobs of the quest, and should be given tough
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spellcasting routines, such as healing themselves, removing sanct's...
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whatever you can think of which seems unnecessary. The power of the
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items in that section make it more than worth the risk. Mob #00 had a
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nice speaking routine, and basically commented about the weather, made
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vague remarks about the future, and the following quest based remarks:
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'Great power will go to the destroyer of the orb!' 'The Blue Temple
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houses an orb of utter evil!' and other such tripe. A sign can do
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just as well, if desired.
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*
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Credits
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Big thankee's to Tarkin of VieMud (viemud.org 4000) who codes
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everything I could ever want. This area was overhauled with the aid
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of George Essl's Dikued program. Even more thanks to the brothers of
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FORCE and all the players at VieMud, for some of the most painful
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playtesting ever seen.
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~
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S
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#29201
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MouseRider's Bedroom~
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This can hardly be a bedroom--this is a room so spartan surely no
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human could spend any time here at all! There is a small pallet in
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one corner, with a chair and a paper-stand next to it. A small lamp
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lights up that small area, leaving the rest of the room enshrouded in
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darkness. In the gloom to the west, you can barely make out a large
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steel door.
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~
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292 8 0 0 0 0
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D2
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~
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~
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0 -1 29200
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E
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door west~
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This door seems welded shut. You'll never open it!
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~
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S
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#29202
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Plaza of Kerofk~
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This is the center of Kerofk, physically and culturally. Many
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people are here, milling about and standing in line to enter the great
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white temple to your north. To the south is a smaller blue temple,
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its doors locked by great bands of magic. Several people glare at
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you, wondering if you're going to cut through the line.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29200
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D1
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~
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~
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0 -1 29204
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D2
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~
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gates~
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2 29225 29203
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D3
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~
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~
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0 -1 29225
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D5
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~
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~
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0 0 29300
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S
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#29203
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The Blue Temple~
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You enter the temple, looking around with wonder at the dusty
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monument's interior. From the carvings and inscriptions, you guess
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that it was built by elves and dwarves together during a peaceful age
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long ago. Dust covers almost everything, especially the stairs
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leading down into the earth by the nave.
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~
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292 12 0 0 0 0
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D0
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~
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gates~
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1 29225 29202
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D5
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~
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~
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0 -1 29300
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S
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#29204
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Center Road, East~
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This road is very busy with traffic. It seems that all the
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citizens of Kerofk are here, bustling and jostling each other in an
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attempt to get all they have to do done as fast as possible. Bump Oof
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Excuse Me! There is a Mage's Guild to the north.
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~
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292 8 0 0 0 0
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D0
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~
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0 -1 29249
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D1
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0 -1 29205
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D3
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~
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~
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0 -1 29202
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S
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#29205
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Intersection~
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This is the intersection of Citizen Road and Center Road. The
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pedestrians file past each other with practiced ease. You have no
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clue how to get across... Wait, there's an opening! Sprint, Turn,
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Jab! Run, Run, Run... you're across! You look up at the never-ending
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twilight and wonder how so many people could bear to live here.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29218
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D1
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~
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~
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0 -1 29206
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D2
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0 -1 29213
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D3
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~
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~
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0 -1 29204
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S
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#29206
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Center Road, East~
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The stars shine down on you blindly as you walk down Citizen's
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Road, and for a moment you forget what kind of strange place you're
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in. A flowerbox filled with wilted flowers brings you back to
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reality; this city hasn't seen the sun for decades...
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~
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292 8 0 0 0 0
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D1
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~
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~
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0 -1 29208
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D3
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~
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0 -1 29205
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S
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#29207
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The Red Card~
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This place is a dirty ugly scroungy disgusting gambling parlor for
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the lowest of classes. The doors to the Red Card are perpetually
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open, to let the place air out. Tired waitresses take orders in a
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bored fashion, and then hasten to fill them before the customers
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leave. Something crunches under your step, and you're afraid to look
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down to see what it was....stay awhile?
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29219
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S
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#29208
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Intersection at the Cliff's Edge~
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This is the intersection of Cliffside Road, and Center Road.
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Cliffside?
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About fifteen feet ahead of you there is a sheer precipice that
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drops down about a thousand feet into the dark ocean. You don't think
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it would be a good idea to step off, but you've already guessed that,
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haven't you?
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Cliffside Road runs north and south from here.
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~
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292 8 0 0 0 0
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D0
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~
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0 -1 29214
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D1
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0 -1 29266
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D2
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0 -1 29209
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D3
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~
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0 -1 29206
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S
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#29209
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Cliffside Road, South~
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This looks like an interesting spot.
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As you hug the buildings to keep away from the thousand foot drop
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to your east (that would surely KILL you), you notice a large casino
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establishment named 'The Edge of Luck' to the west. Strangely enough,
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the citzenry of Kerofk walk up and down the street, almost oblivious to
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the incredible drop mere feet away.
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Cliffside Road continues North and South.
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~
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292 8 0 0 0 0
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D0
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~
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0 -1 29208
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D1
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0 -1 29267
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D2
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0 -1 29210
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D3
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~
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~
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0 -1 29241
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S
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#29210
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Intersection at the Cliff's Edge~
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Here is where Cliffside Road and Moon Gate Road meet: at the edge
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of a cliff. You feel distinctly uncomfortable as you look down at the
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thousand-foot drop and think it would not be very wise to go any
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further east. Northwards is Cliffside Road, to the west is Moon Gate
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Road, and to the east a vast expanse of stars shine over the dark
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ocean below.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29209
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D1
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~
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0 -1 29267
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D3
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~
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~
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0 -1 29211
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S
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#29211
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Moon Gate Road, East~
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You near the end of Moon Gate Road, and ahead you spot a sharp
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dropoff aways to the east. A large building to the south has a
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picture of a trout in full plate hanging out front. 'Bob's Armoury
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and Tackle' it proclaims. Armoury? Tackle Shop?!? How curious!
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Moon Gate Road continues to the east and west.
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~
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292 8 0 0 0 0
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D1
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~
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~
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0 -1 29210
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D2
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~
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0 -1 29243
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D3
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~
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~
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0 -1 29212
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S
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#29212
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Intersection~
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Moon Gate Road and Citizen's Road intersect here. Many citizens
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walk about under the starlight here, in a hurry to get to shops, their
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homes, to work, et cetera. Citizen's Road is to the north, Moon Gate
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Road continues east and west.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29213
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D1
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~
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~
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0 -1 29211
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D3
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~
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~
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0 -1 29226
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S
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#29213
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Citizen's Road, South~
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Many private houses line this road: this is obviously the residential
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district. It suddenly strikes you how orderly this city is planned...
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done that way on purpose? Well, it doesn't look like there's anything
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interesting here, but the road continues north and south.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29205
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D2
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~
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~
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0 -1 29212
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S
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#29214
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Cliffside Road, North~
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Say, there's a bustling tavern to the west called, 'The
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Cliffhanger'! Aptly named, too, since its oh...about 5 feet away from
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the cliff's edge. That cliff looks kind of dangerous actually. The
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Cliffhanger looks good, though.
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Cliff Side Road continues to the north and south.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29215
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D1
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~
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~
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0 -1 29267
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D2
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0 -1 29208
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D3
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~
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~
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0 -1 29246
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S
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#29215
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Intersection at the Cliff's Edge~
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This is an unearthly scene: the stars shining down pale light upon
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this intersection of Cliffside Road and Star Gate Road, the thousand
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foot drop off just to your east with the ocean below. Hmm...something
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tells you not to go east...must be that brain thing, eh?
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Cliffside road leads south, Star Gate Road leads west.
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~
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292 8 0 0 0 0
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D1
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~
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~
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0 -1 29266
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D2
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~
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~
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0 -1 29214
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D3
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~
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~
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0 -1 29216
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S
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#29216
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Star Gate Road, East~
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This area is strangely quiet for such a bustling city. The stars
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shine down as you look around for the source of the silence. Ah,
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there's a bookstore/library to your north! Moon Gate Road continues
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to the east and west as well.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29247
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D1
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~
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~
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0 -1 29215
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D3
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~
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~
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0 -1 29217
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S
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#29217
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Intersection~
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Star Gate Road and Citizen's Road meet here where many people walk
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around and do their business. Looks like there's some private homes
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on Citizen's Road to your south, and Star Gate Road continues to the
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east and west.
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~
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292 8 0 0 0 0
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D1
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~
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~
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0 -1 29216
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D2
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~
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~
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0 -1 29218
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D3
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~
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~
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0 -1 29219
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S
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#29218
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Citizen's Road, North~
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Private homes line this street, but all seem to keep their distance
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from one mighty mansion to your west. Its vine-encrusted walls and
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sagging demeanor seem to eminate an air of death and decay and
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cliche's. Could anyone possibly live in there?
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Citizen's Road continues north and south.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29217
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D2
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~
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~
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0 -1 29205
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D3
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~
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~
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0 -1 29278
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S
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#29219
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Star Gate Road, East~
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Star Gate Road continues on, towards a steep cliff to the east.
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Southwards is a rather dingy looking gambling parlor called 'The Red
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Card'. The smell wafting out its doors is enough to make a dead man
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turn away in disgust...how about you?
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Star Gate Road continues to the east and west
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~
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292 8 0 0 0 0
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D1
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~
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~
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0 -1 29217
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D2
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~
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~
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0 -1 29207
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D3
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~
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~
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0 -1 29220
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S
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#29220
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Star Gate Road~
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The hustle and bustle of Star Gate Road dies down a little here,
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but not by much. To the north is a large farmer's stand where a lot
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of the citizenry seem to be going in and out of.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 0 29352
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D1
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~
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~
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0 -1 29219
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D3
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~
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~
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0 -1 29221
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S
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#29221
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Star Gate Road, West~
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The nighttime stars shine down on the establishment to your south,
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making all the glitter and metal attached to it shine spectacularly.
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The sign says, 'Kell's House'. You hear many voices talking and
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laughing inside; it's obviously a tavern or an inn, and popular to
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boot.
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Star Gate Road continues east and west
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~
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292 8 0 0 0 0
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D1
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~
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~
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0 -1 29220
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D2
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~
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~
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0 -1 29263
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D3
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~
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~
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0 -1 29222
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S
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#29222
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Intersection~
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Business Road joins Star Gate Road here. Small shops line the
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street to your south while Star Gate Road continues on its way east
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and west.
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There is an odd feeling of power to your north.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29275
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D1
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~
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~
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0 -1 29221
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D2
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~
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~
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0 -1 29223
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D3
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~
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~
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0 -1 29237
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S
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#29223
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Business Road, North~
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A lovely smell wafts across the street here, coming from the open
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doors of the herbalist's shop to your east. A variety of plants are
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arrayed outside its doors under heavy lamplight, and a sign proclaims
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assorted types of herbs on special today.
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Business Road continues north and south.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29222
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D1
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~
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~
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0 -1 29254
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D2
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~
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~
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0 -1 29224
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S
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#29224
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Intersection~
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There are just too many people here at the intersection of Center
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Road and Business Road! Too many people, walking around hurriedly.
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You hustle to avoid getting bumped over only to nearly get pushed
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over. Your reflexes save you, but you feel you better get out of this
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intersection soon.
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Center Road is east-west, Business road is north-south.
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~
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292 8 0 0 0 0
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D0
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~
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~
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0 -1 29223
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D1
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~
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~
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0 -1 29225
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D2
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~
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~
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0 -1 29230
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D3
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|
~
|
|
~
|
|
0 -1 29238
|
|
S
|
|
#29225
|
|
Center Road, West~
|
|
Center Road is a madhouse of people bumping into other people,
|
|
including you! One of the main attractions here is the Town Hall to
|
|
the north, which holds the city's jail, courtroom, and council
|
|
chambers, not to mention Mayor Kell's office. To the east you see a
|
|
huge white temple with a line outside, and a smaller blue temple.
|
|
Center Road continues east and west.
|
|
~
|
|
292 8 0 0 0 0
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|
D0
|
|
~
|
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~
|
|
0 -1 29255
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D1
|
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~
|
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~
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0 -1 29202
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29224
|
|
S
|
|
#29226
|
|
Moon Gate Road, East~
|
|
This is Moon Gate Road, which runs from Moon Gate all the way to
|
|
the cliff. There is a tiny keep to your north, with an inn sign out
|
|
front. The keep looks like it was built to withstand floods,
|
|
earthquakes, and even acts of God!
|
|
Moon Gate Road continues east and west.
|
|
~
|
|
292 8 0 0 0 0
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|
D0
|
|
~
|
|
~
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0 -1 29244
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D1
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~
|
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~
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0 -1 29212
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29227
|
|
S
|
|
#29227
|
|
Moon Gate Road~
|
|
Here's something you weren't expecting in a city this size: a
|
|
vacant lot to your south. Also, Moon Gate Road continues east-west.
|
|
The air seems to crackle with energy here, but you can find no source
|
|
for such power.
|
|
~
|
|
292 8 0 0 0 0
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|
D1
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~
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~
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0 -1 29226
|
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D2
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~
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~
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0 -1 29273
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29228
|
|
S
|
|
#29228
|
|
Moon Gate Road, West~
|
|
The starlight gives this section of Moon Gate Road a strangely
|
|
surreal aspect, as if something were missing you can't put your finger
|
|
on. There's a few shops along this road, but they don't look terribly
|
|
interesting under this aspect. Looking around, you notice the
|
|
entrance to the city graveyard to the south.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
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~
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~
|
|
0 -1 29227
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D2
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~
|
|
~
|
|
0 0 29348
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29229
|
|
S
|
|
#29229
|
|
Intersection~
|
|
Moon Gate Road intersects Business Road here, making this a hectic
|
|
area as people go about their business. Along Business Road to the
|
|
north you see many types of different shops lining the street, and
|
|
Moon Gate Road continues east-west.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29230
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29228
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29231
|
|
S
|
|
#29230
|
|
Business Road, South~
|
|
Shops line this road , some open and some closed. Northwards you
|
|
see the intersection of of Center Road and Business Road, and
|
|
southwards is another intersection--Business Road and Moon Gate Road.
|
|
There is a shop to the west, a dirty sign proclaiming it 'OPEN'.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29224
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29229
|
|
D3
|
|
~
|
|
~
|
|
0 0 29347
|
|
S
|
|
#29231
|
|
Moon Gate Road, West~
|
|
An enterprising merchant has set up shop just to your south, the
|
|
sign proclaiming, 'Jenk's Place' in a hundred point font. It seems to
|
|
be some sort of 'catch-all' general store. Also, Moon Gate Road
|
|
continues east towards the cliff, and west towards the actual Moon
|
|
Gate.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29229
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29239
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29232
|
|
S
|
|
#29232
|
|
Intersection~
|
|
You breathe the chill night air and look around at the passing
|
|
citizenry just inside one of the city's gates here. This city sure
|
|
has some bustle to it...must be all that night life! Feeling pleased
|
|
at your prospects, you look around for something to do...
|
|
Wall Side Road leads north, Moon Gate Road leads east.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29233
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29231
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29277
|
|
S
|
|
#29233
|
|
Wall Side Road, South~
|
|
All the buildings in this area are semi-destroyed, victims of a
|
|
raid or war it seems. There are some signs of construction about, but
|
|
it seems that there is no great need for more buildings right now.
|
|
Wall Side Road continues north and south.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29234
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29232
|
|
S
|
|
#29234
|
|
Intersection~
|
|
Center Road starts here, running deep into the heart of Kerofk.
|
|
You see all sorts of large buildings down its length, including a big
|
|
white temple structure along the north side far to the east, with a
|
|
smaller blue temple across the street from it. With all of the grand
|
|
architecture, and the majesty of the starry skies above, you know this
|
|
is a sight you'll never forget.
|
|
Center Road leads east, Wall Side Road continues north-south.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29235
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29238
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29233
|
|
S
|
|
#29235
|
|
Wall Side Road, North~
|
|
This is Wall Side Road, named such for its proximity to...the
|
|
city's wall. To your east is a recruiting office for the city militia
|
|
of Kerofk. Wall Side Road continues north and south.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29236
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29271
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29234
|
|
S
|
|
#29236
|
|
Intersection~
|
|
You enter the city proper with the sounds of the bustling crowds
|
|
surrounding you. Some people seem to be doing their morning business,
|
|
others seem to be getting ready for bed...it must be strange to live
|
|
in a world of eternal twilight. A street sign informs you that this
|
|
is Wall Side Road running south from here, and Star Gate Road leads
|
|
away to the east.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29237
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29235
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29276
|
|
S
|
|
#29237
|
|
Star Gate Road, West~
|
|
Kerofk's citizenry walk around, barely noticing as you walk down
|
|
this busy street between and through them. It seems that they're used
|
|
to adventurers, or just don't care. Star Gate Road continues east and
|
|
west, intersecting Business Road and Wall Side Road respectively.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29222
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29236
|
|
S
|
|
#29238
|
|
Center Road, West~
|
|
Center Road is lined with grand buildings up and down its entire
|
|
length; for instance, a huge temple of XXXX lies to the south. Even
|
|
for a temple, this building is big! Perhaps it would be worth a look
|
|
around?
|
|
Center Road continues to the east and west.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29224
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29269
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29234
|
|
S
|
|
#29239
|
|
Jenk's Place~
|
|
This store is such a crazy confusion of items for sale you can
|
|
hardly figure out where to start looking. You feel you could find
|
|
EXACTLY what you've been looking for, if only you had enough time to
|
|
look for it...
|
|
As greediness lights your brain, you notice all of the concealed
|
|
crossbows around the room. Maybe it wouldn't be a hot idea to try
|
|
tosteal something after all...
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29231
|
|
D1
|
|
This is a big metal door with a sign hung on it saying, 'KEEP OUT!'
|
|
~
|
|
door~
|
|
1 29226 29240
|
|
S
|
|
#29240
|
|
The Back Room~
|
|
This room is small, close, and quiet. There are no windows, only
|
|
the one entrance you came through, and virtually nothing else but for a
|
|
rickety table, a worn chair and a lantern hanging from the ceiling.
|
|
~
|
|
292 12 0 0 0 0
|
|
D3
|
|
~
|
|
door~
|
|
1 -1 29239
|
|
S
|
|
#29241
|
|
The Edge of Luck~
|
|
A blast of sound and music assault you as you enter this gambling
|
|
parlor. This is a high class place, where the rich and idle of Kerofk
|
|
go to blow off steam and lose lots of money. The whole place is
|
|
decorated in shades of red, and most of the windows face the nearby
|
|
cliff-- evidently to give the gamblers within that feeling of danger.
|
|
The elegance is fabulous, and you feel as if you might want to join
|
|
in.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29209
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29242
|
|
S
|
|
#29242
|
|
Benzaldehyde's Office~
|
|
This office is quite opulent. The huge ebony desk in front of you
|
|
completely dominates the room. The desk is cluttered as the mind is
|
|
sharp; Benzaldehyde is no fool. A few pictures on the wall of family
|
|
members show that Ben might have a nice side, but you suspect that
|
|
they are there just for show. A few vicious exotic weapons are also
|
|
hanging up, looking very sharp.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29241
|
|
E
|
|
pictures~
|
|
With a closer look, you realize the pictures are all of someone else's
|
|
family.
|
|
~
|
|
E
|
|
weapons~
|
|
A closer examinations reveal the weapons are all junk.
|
|
~
|
|
S
|
|
#29243
|
|
Bob's Armoury and Tackle~
|
|
This place has to be the WEIRDEST shop you've ever been in.
|
|
Fishing poles and halberds decorate the walls. Breast plates stacked
|
|
with cups of nightcrawlers on top. Bow strings and fishing line, etc,
|
|
etc, etc. The shopkeeper has made this nightmare somewhat homey,
|
|
though, with doileys and pictures scattered about in a pleasing
|
|
display.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29211
|
|
S
|
|
#29244
|
|
The Fortress~
|
|
Wow! This place is better defended that some castles you've seen.
|
|
In case Kerofk ever falls, this place will surely be the last to go,
|
|
for this inn lives up to its name: 15 foot high walls, crenellations,
|
|
arrow slits...its a remarkable bit of engineering. As you walk in,
|
|
you notice that everyone here is carrying some sort of weapon, and
|
|
carry themselves like they know how to use it. Seems like a fairly
|
|
safe place!
|
|
~
|
|
292 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29226
|
|
D4
|
|
~
|
|
~
|
|
0 -1 29245
|
|
S
|
|
#29245
|
|
The Reception Area~
|
|
Here's where the private rooms of the Fortress are. Steel doors
|
|
leading to bedrooms line the halls, each with a lock bigger than your
|
|
clenched fist. A sign here proclaims the safeties of the fortress,
|
|
including 'Barred Windows, and Guards You Can Really Count On!' A
|
|
small desk is here, a bored receptionist behind it.
|
|
~
|
|
292 8 0 0 0 0
|
|
D5
|
|
~
|
|
~
|
|
0 -1 29244
|
|
S
|
|
#29246
|
|
The CliffHanger~
|
|
This drinking establishment is placed a little too close to the
|
|
edge of the cliff for your own comfort--about five feet close! You
|
|
briefly pray to Rumble, asking for no earthquakes in the immediate
|
|
future. As you look around, you see lots of people passed out on the
|
|
floor--this is obviously a lower class dive. The room is dark, the
|
|
people sweaty, the barmaids tired, and you want a drink.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29214
|
|
S
|
|
#29247
|
|
The Bookstore~
|
|
Shelves fill this store with books to the brimming. Tomes on cats,
|
|
rats, plates, grates, mages, cages, stages, swords, hoards, dragons,
|
|
goats, moats, croats, money, honey, spells, bells, Hell, smells, and
|
|
on and on and on! You think that you might be able to find something
|
|
interesting here...
|
|
~
|
|
292 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29216
|
|
D3
|
|
~
|
|
bookcase~
|
|
1 29224 29248
|
|
S
|
|
#29248
|
|
Thieves Guild~
|
|
The open hidden panel behind you seems to shed no light in here,
|
|
and you find yourself in complete darkness. You feel the presence of
|
|
someone in the room with you--was that a finger on your purse?!?
|
|
Quick! Make a light!
|
|
~
|
|
292 9 0 0 0 0
|
|
D1
|
|
~
|
|
bookcase~
|
|
1 29224 29247
|
|
S
|
|
#29249
|
|
Mages' Guild, Entrance~
|
|
This is a nice, spacious area, filled with bright lights to keep
|
|
the eternal twilight outside at bay. There are three doors leading
|
|
deeper into the guild: the east marked, 'Library', the north marked,
|
|
'Leonna's Office', and the west marked, 'Storeroom'. You can't but help to
|
|
feel that this is a SMALL guild for such a large city...
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
north door~
|
|
1 -1 29251
|
|
D1
|
|
~
|
|
east door~
|
|
1 -1 29253
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29204
|
|
D3
|
|
~
|
|
west door~
|
|
1 29223 29252
|
|
S
|
|
#29250
|
|
The Kerofk MobChute~
|
|
This room delivers mobs randomly around the city, and should not be
|
|
reachable to player characters. Thanks to Locke of Cthulhu mud for
|
|
use of this idea!
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 29225
|
|
D1
|
|
~
|
|
~
|
|
0 0 29213
|
|
D2
|
|
~
|
|
~
|
|
0 0 29208
|
|
D3
|
|
~
|
|
~
|
|
0 0 29216
|
|
D4
|
|
~
|
|
~
|
|
0 0 29237
|
|
D5
|
|
~
|
|
~
|
|
0 0 29234
|
|
S
|
|
#29251
|
|
Leonna's Office~
|
|
This is Guildmistress Leonna's office. It is bright and cheery,
|
|
with a roaring fire in a fireplace and several songbirds in cages
|
|
providing color. Her desk is spotless but for some work she was just
|
|
at a moment ago. Black satin-covered chairs are arranged for comfort
|
|
of her guests, and you have a sudden urge to just sit and rest snd
|
|
perhaps talk a bit.
|
|
~
|
|
292 8 0 0 0 0
|
|
D2
|
|
~
|
|
door~
|
|
0 -1 29249
|
|
S
|
|
#29252
|
|
Mages' Guild Storeroom~
|
|
The Mage's Guild of Kerofk store their supplies here. There are
|
|
neat stacks of blank scrolls, quills, ink, unenchanted wands and
|
|
staves, empty vials, and everything else the professional mage could
|
|
want.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
door~
|
|
1 29223 29249
|
|
S
|
|
#29253
|
|
The Mages' Library~
|
|
The first thing you notice about this room, (other than the
|
|
countless number of books inside), is the fact that the inside of this
|
|
room couldn't possible fit into the building. Hmm, you never can tell
|
|
with those mages. The books seem very well organized by the 'Tewey
|
|
Teleportation System', another one of those mage gimmicks. You wonder
|
|
what you'd like to read.
|
|
~
|
|
292 8 0 0 0 0
|
|
D3
|
|
~
|
|
door~
|
|
1 -1 29249
|
|
S
|
|
#29254
|
|
The Herbalist's Shoppe~
|
|
A wonderful smell wafts from the inside of this shop as you enter.
|
|
What a beautiful place! Freshly cut flowers decorate every nook and
|
|
cranny, while small pots of herbs bubble faintly over candles.
|
|
Extremely bright lanterns keep the place perpetually lit and the
|
|
plants healthy. You feel perfectly at home here, and the atmosphere
|
|
is such that you can hardly pull yourself away...
|
|
~
|
|
292 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29223
|
|
S
|
|
#29255
|
|
Town Hall--Entrance~
|
|
Organized Madness. There are people going every which way here, up
|
|
across, over, under, through! Deliveries, messages, visits,
|
|
appointments, WHEW! You're suddenly glad you don't work here!
|
|
|
|
There's a directory sign:
|
|
Up-Mayor Kell
|
|
Down-Jails
|
|
North-Courtroom
|
|
West-Council Chambers
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29258
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29225
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29259
|
|
D4
|
|
~
|
|
~
|
|
0 -1 29256
|
|
D5
|
|
~
|
|
~
|
|
0 -1 29261
|
|
S
|
|
#29256
|
|
Outer Office~
|
|
This is a nice-looking office, with a big receiving desk in the
|
|
middle. The secretary's desk is a mess of unfinished work, and the
|
|
wastecan looks full to the brimming.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29257
|
|
D5
|
|
~
|
|
~
|
|
0 -1 29255
|
|
S
|
|
#29257
|
|
Mayor Kell's Office~
|
|
Mayor Kell's office is very homey. There are some plush chairs, a
|
|
nice desk with a well-worn groove where someone puts their feet up
|
|
undoubtedly, pictures of friends and family on the walls, and other
|
|
touches of a well lived-in office. There is also a well stocked bar
|
|
here, probably stocked by Kell's own tavern in the northern part of
|
|
town.
|
|
~
|
|
292 12 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29256
|
|
S
|
|
#29258
|
|
Courtroom~
|
|
Here's where the judges dispense the decisions of Kerofk upon the
|
|
general populace. At the moment there is no court case going on, but
|
|
it looks like they are setting up for one soon.
|
|
~
|
|
292 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29255
|
|
S
|
|
#29259
|
|
Outer Chamber~
|
|
This is a small anteroom outside the Council Chambers. The
|
|
paneling is wood grain, the guards are big. Waiting might be a good
|
|
idea...
|
|
~
|
|
292 12 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29255
|
|
D3
|
|
~
|
|
door~
|
|
1 -1 29260
|
|
S
|
|
#29260
|
|
Inner Chamber~
|
|
Now you've done it! You've interrupted a Council Session! You'll
|
|
never work in this town again! What?!? You don't work here? Guards,
|
|
ATTACK!!!
|
|
|
|
There is a big round table here with 6 seats. Otherwise, this room
|
|
seems plain, to minimize the distractions upon the Council Members.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
door~
|
|
1 -1 29259
|
|
E
|
|
table~
|
|
You notice a small engraving on one side: 'Amanda was here. '
|
|
~
|
|
S
|
|
#29261
|
|
Jailer's Room~
|
|
A small clean room. There is a comfortable easy chair and a key
|
|
hook on the wall. In one corner near the chair, there is a pile of
|
|
discarded newspapers.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
door~
|
|
1 29226 29262
|
|
D4
|
|
~
|
|
~
|
|
0 -1 29255
|
|
E
|
|
newspaper~
|
|
Seems all it is is war news. How boring!
|
|
~
|
|
E
|
|
chair~
|
|
There's a tag on it: 'Laz-E-Goblin'
|
|
~
|
|
S
|
|
#29262
|
|
Cells~
|
|
AT LAST! A jail cell thats not damp, musty, smelly and
|
|
cold... its only damp, musty and cold--they must air this place out
|
|
every once in a while. There is a bit of grime here, but most of its
|
|
associated with the prisoner...
|
|
~
|
|
292 13 0 0 0 0
|
|
D3
|
|
~
|
|
door~
|
|
1 29226 29261
|
|
S
|
|
#29263
|
|
Kell's House~
|
|
This is Kell's House, the mayor of Kerofk. To the east is the
|
|
tavern he and his family run, and to the south is the reception area
|
|
for the inn part of this establishment. Somehow, this place manages
|
|
to feel homey and efficient, as well as giving people a place to meet.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29221
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29265
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29264
|
|
S
|
|
#29264
|
|
Reception~
|
|
Kell's wife, Myrama, greets you with a smile. The rooms here are
|
|
big and clean, and you'll never have a more comfortable stay than at
|
|
Kell's House.
|
|
~
|
|
292 12 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29263
|
|
S
|
|
#29265
|
|
Kell's Tavern~
|
|
Here is the tavern area of Kell's House. Many people are here,
|
|
talking about everything from politics to hunting. Is seems as if
|
|
this is more of a thinker's bar than a drinker's, however. The
|
|
barmaids seem efficient, though, and the bar is very well stocked.
|
|
~
|
|
292 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29263
|
|
S
|
|
#29266
|
|
Uh-Oh!~
|
|
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
|
|
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA
|
|
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!
|
|
THUD! CRACK! KerPLOOMP!
|
|
|
|
(that wasn't a good idea, but now you know that, eh?)
|
|
|
|
~
|
|
292 4 0 0 0 0
|
|
S
|
|
T 29204
|
|
#29267
|
|
Whoops...~
|
|
Accelerating at 9.81 m/s2 is usually not a good idea unless you
|
|
have a... SSSSSSPPPPPPPLLLLLLAAAAAAAAATTTTTTTTT!!!!!
|
|
|
|
~
|
|
292 4 0 0 0 0
|
|
S
|
|
T 29204
|
|
#29268
|
|
The Kerofk MobChute~
|
|
This room delivers mobs randomly around the city, and should not be
|
|
reachable to player characters. Thanks to Locke of Cthulhu mud for
|
|
use of this idea!
|
|
~
|
|
292 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 29224
|
|
D1
|
|
~
|
|
~
|
|
0 0 29205
|
|
D2
|
|
~
|
|
~
|
|
0 0 29217
|
|
D3
|
|
~
|
|
~
|
|
0 0 29222
|
|
D4
|
|
~
|
|
~
|
|
0 0 29229
|
|
D5
|
|
~
|
|
~
|
|
0 0 29212
|
|
S
|
|
#29269
|
|
Temple of XXXX~
|
|
A familiar sight! The altar of XXXX is decorated with the usual
|
|
array of eagles in flight, and other signs of the god's power. The
|
|
statue stands proud...an aura around one upheld hand, the other
|
|
holding an open book. To the west are the living areas of the Priests
|
|
of XXXX, but you think those are restricted to the devout.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29238
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29270
|
|
E
|
|
statue~
|
|
Upon closer inspection, you notice the statue is sticking his
|
|
tongue out at you...
|
|
~
|
|
S
|
|
#29270
|
|
Living Area~
|
|
Small pallets are laid about in an orderly fashion for the priests.
|
|
a small stool and writing desk is in one corner, a old looking man
|
|
working quietly behind it. A window lets dim light in to supplement
|
|
the lanterns hanging on the brick walls.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29269
|
|
S
|
|
#29271
|
|
Recruiting Office~
|
|
This office is clean and spacious. A big desk faces the door, with
|
|
a grizzled sergeant behind it. He turns the paperwork in front of him
|
|
around for you... 'Name, Race, Sex, Age, Address...'. Behind him you
|
|
see the office of the Captain of the Guard.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29272
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29235
|
|
S
|
|
#29272
|
|
Captain's Office~
|
|
This man's office is a testimonial to battle. Exotic weapons that
|
|
you've never seen before line the walls, and you notice some
|
|
bloodstains on the floor. A large area in the center is bared,
|
|
allowing sparring room.
|
|
~
|
|
292 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29271
|
|
S
|
|
#29273
|
|
Vacant Lot~
|
|
There's a large flattened area in the middle of this lot. You get the eerie
|
|
feeling that something SHOULD be here, but isn't. How Odd! Moon Gate Road is
|
|
to the north.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29227
|
|
S
|
|
#29274
|
|
History of Kerofk~
|
|
This is an 'accidental room', provided only for room continuity.
|
|
And so, the history of Kerofk...
|
|
The city of Kerofk originated in the mind of Builder_5, as a major
|
|
city for use in a role-playing game he was running at the time (a
|
|
heavily modified version of Powers & Perils--a very out-of-print
|
|
Avalon Hill game). Amanda Eterniale was a player in this game, and
|
|
loved the city.
|
|
About this time, Amanda received an invitation to build on the
|
|
now-defunct AlbertMUD. She was taught how to build by an imp
|
|
named MJPrime there, and her first creation was the city of Kerofk,
|
|
in honor of Builder_5's game.
|
|
AlbertMUD died in a fairly nasty manner, and about half a year
|
|
later, Amanda convinced one of the imps to email her her areas. She
|
|
gave them to Builder_5, smiled, and said,
|
|
"Edit these? Please?"
|
|
Builder_5 took the better part of 3 months to edit, fix, and convert
|
|
these files into a version more suitable for a public release. This
|
|
is what you have now.
|
|
Both of us hope you enjoy this area, over a year in the making...
|
|
Amanda Eterniale Builder_5
|
|
~
|
|
292 8 0 0 0 0
|
|
S
|
|
#29275
|
|
Shrine to the Emperor~
|
|
This is a very historical spot for the people of Kerofk, where the
|
|
wizard Rand entered this realm through the 'dimension portal' he made,
|
|
and later went on to found this city. A giant slab of earth lies
|
|
toppled over here, a strange eye-shaped stone embedded in it pointing
|
|
at the sky. A strange thrum of power in the background raises your
|
|
hackles...remnants and echoes of Rand's power, evidently.
|
|
~
|
|
292 12 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29222
|
|
E
|
|
stone eye shaped eye-shaped~
|
|
Now that you examine it closer, it really does seem to be a carved
|
|
stone eye, worn smooth by time and the elements. It feels strangely
|
|
warm to the touch, and you feel a tingling as you pass your hand above
|
|
it...
|
|
~
|
|
S
|
|
#29276
|
|
Star Gate~
|
|
This small gate seems to be the main entrance for the farmers
|
|
entering the city with their produce. Guards wave everyone through
|
|
without a second glance. There is a big sign here that you might want
|
|
to read.
|
|
~
|
|
292 12 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 29236
|
|
D3
|
|
~
|
|
~
|
|
0 0 29340
|
|
E
|
|
sign~
|
|
ADVENTURERS!!!! I need a party of brave souls to enter the blue temple and
|
|
destroy the evil orb inside. I shall pay well for the deed!!! Please stop by
|
|
my temple and get the magic scroll used for entering the foul area if you are
|
|
powerful enough to withstand the trials!!! --MouseRider, sage of Kerofk.
|
|
~
|
|
S
|
|
#29277
|
|
Moon Gate~
|
|
This is Moon Gate, the main entrance to Kerofk and VERY well
|
|
defended. The guards look at you suspiciously, but let you by with
|
|
little or no hassle. There is also a big sign here that you may want
|
|
to read.
|
|
~
|
|
292 12 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 29232
|
|
D3
|
|
~
|
|
~
|
|
0 0 29335
|
|
E
|
|
sign~
|
|
ADVENTURERS!!! I need a party of brave souls to enter the blue temple and
|
|
destroy the evil orb within. I shall pay thee well for the deed! Please stop
|
|
by my temple and get the magic scroll used for entering the foul area, if you
|
|
are powerful enough to withstand its trials!!! --MouseRider, sage of Kerofk.
|
|
~
|
|
S
|
|
#29278
|
|
Front Yard~
|
|
This, the front yard of the terrible mansion, seems to be more like
|
|
a jungle than your normal, cultured lawn. It's obvious that this area
|
|
has not been kept up in many years, decades even! The front door lies
|
|
ever-so-slightly ajar, seemingly to beckon the wary to enter. The
|
|
strange feelings you're getting you can't seem to attribute to horror
|
|
or evil, so why push your luck?
|
|
~
|
|
292 12 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29218
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29279
|
|
S
|
|
#29279
|
|
Foyer~
|
|
Deep crevices rack the walls here, leaving holes big enough for
|
|
something quite nasty to live in. The front door creaks behind you,
|
|
and you whirl about, expecting it to slam shut. It doesn't and you
|
|
feel kind of silly. 'No one lives here,' you say to yourself quietly,
|
|
just as footsteps upstairs sound...
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29278
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29280
|
|
S
|
|
#29280
|
|
Main Hall~
|
|
This is an old, dusty room. The patterns of filth on the floor
|
|
indicate that several people have inhabited this house still, fairly
|
|
recently in fact. A once-ornate grand stairway leads up to the second
|
|
floor, and below it's peak is a set of cracked glass doors that open
|
|
up into the backyard. The hall of the house leads north-south,
|
|
gaining access to some of the interior rooms.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29286
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29279
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29289
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29281
|
|
D4
|
|
~
|
|
~
|
|
0 -1 29291
|
|
S
|
|
#29281
|
|
Back Yard~
|
|
The backyard is even more overgrown than the front yard. Here and
|
|
there once-white benches poke up out of the tall grasses, testament to
|
|
better times. You feel a lot more comfortable here than you were
|
|
inside the house, although there is a looming presence from the garden
|
|
area opening up to your west. A slight stench of decay passes over
|
|
you, and you consider going back inside the house to your east.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29280
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29282
|
|
S
|
|
#29282
|
|
Entrance to the Garden~
|
|
Starlight gives this ill-seeming garden illumination, the dim
|
|
twinkling giving the illusion of movement to the plantlife within.
|
|
All around you vines crawl up decaying trellises and the other
|
|
vegetation grows out of control, untended. You hear a gentle swishing
|
|
of water to a northernly direction, and you can go deeper into the
|
|
garden to the east, but you definitely think going west might be the
|
|
best idea...
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29283
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29281
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29285
|
|
S
|
|
#29283
|
|
Fountain Area~
|
|
Unpruned trees block out what little light there was outside the
|
|
garden in this close area. A small fountain/pool of tarnished marble
|
|
sits in the center, with scum and algae covering its surface. Small
|
|
creatures flit deep in its depths, and you are not sure you want to
|
|
know exactly what they are.
|
|
You can head south, to the garden's entrance, or west, to a more
|
|
open area in the garden.
|
|
~
|
|
292 9 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29282
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29284
|
|
S
|
|
#29284
|
|
In the Garden~
|
|
Here the garden looks dark and ominous, yet strangely beautiful.
|
|
An easel has been set up here, and some art supplies lie on the
|
|
ground, waiting to be used. Faint light trickles down through the
|
|
leaves like water on this scene, and you feel strangely at peace with
|
|
the garden, recognizing it for the single growing entity it is.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29283
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29285
|
|
S
|
|
#29285
|
|
In the Garden~
|
|
Ugh! The garden is absolutely dead here! Fumes from the decaying
|
|
plant matter make you dizzy and nauseous. What ever killed the plants
|
|
you want no part of. Perhaps leaving post-haste would be wise.
|
|
~
|
|
292 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 29284
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29282
|
|
S
|
|
#29286
|
|
Hallway~
|
|
This hallway was once tapestried in beautiful colors, and well-
|
|
illuminated by the lamps on the walls. Now the tapestries are
|
|
thread-worn and moth-eaten and most the lamps have disappeared,
|
|
leaving dark holes in the walls. There is a door to your left and one
|
|
to your right, both slightly ajar. A window to your north looks out
|
|
to an alley behind a gambling parlor, and to the south is the main
|
|
room of the mansion.
|
|
~
|
|
292 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 29287
|
|
D2
|
|
~
|
|
~
|
|
0 -1 29280
|
|
D3
|
|
~
|
|
~
|
|
0 -1 29288
|
|
S
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#29287
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Sitting Room~
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Lots of extremely old, plush chairs sit about here. A few tables
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covered with doilies are scattered about, and a large hutch filled
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with ancient cracked china stands against the north wall. This looks
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like one of those rooms that are just for show and not for everyday
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use. However, the thick layer of dust covering everything belies the
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neatness of the arrangement of furniture.
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292 8 0 0 0 0
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D3
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#29288
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A Trashed Room~
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This room looked to be a library once. Now all the furniture has
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been moved out but for the bookshelves, which are now falling apart.
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It looks like a great deal of violence has occurred in this room, as
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if thousands of fights have occurred here over the years. You wonder
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who could be capable of such wanton destruction.
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292 8 0 0 0 0
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D1
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#29289
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Hallway~
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This section off the interior hallway looks well trodden from the
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tracks in the dust on the floor. There are doors to the east and
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west, and northwards is the main room of the mansion. A window once
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graced the south end of this hallway, but it has since been boarded up
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from the outside.
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292 8 0 0 0 0
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D0
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0 -1 29280
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0 -1 29290
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D3
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#29290
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Dining Room~
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This was once a grand dining hall. Now the great oak table has
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been completely broken and leaned up against one wall to make room for
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a small folding table and a few chairs taking its place. Obviously
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the current owners of this mansion don't care much about this place to
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let it fall into ruin so.
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292 8 0 0 0 0
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D3
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#29291
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Second Floor Hallway~
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This is the hallway at the top of the stairs, that leads
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north-south. Doors line the hallway in both directions, and you can
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go down to the main room. A big, ten foot tall window on the west
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wall of the stairwell seemed to have been a stained-glass window once,
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but has been worn and cracked by time to just be shards of colored
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glass that doesn't even keep the wind out.
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292 8 0 0 0 0
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D0
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0 -1 29295
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D2
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D5
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#29292
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Kitchen~
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As all the other rooms in this house, this kitchen has been mostly
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destroyed by time and inconsideration by the current owners. There is
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still some fresh food lying about, but a rotten smell fills the air,
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and you see small insects scuttling about in the trash on the floor.
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The one thing that is sure is that you don't want to eat anything that
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was prepared here!
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292 8 0 0 0 0
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D1
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#29293
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Hallway~
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This hallway ends short to allow the fireplace in the kitchen to
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reach the roof. A single door is set in the east wall, and the hall
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leads north to where the stairwell leads down.
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292 8 0 0 0 0
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#29294
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Bedroom~
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This bedroom has been made up for two people. There are bunk beds
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in the center of the room, and different sets of run-down furniture on
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each side. On the right is a rather neat desk, chair, a chest of
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drawers, and on the left there is just a mess of clothes, papers,
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books, and half-eaten food. There isn't much interesting here,
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though.
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292 8 0 0 0 0
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D3
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#29295
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Hallway~
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This hall leads to the northern part of the second floor, where two
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bedrooms lead off to the east and west. There is nothing remotely
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interesting here, since the general decrepency of the house is now no
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longer 'new' to you. Another window looks out over top a gambling
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parlor to the north, where you see several low-life types walking and
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staggering in and out. The starlight filtering in through the window
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makes this hall a bit more illuminated than the rest of the house.
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292 8 0 0 0 0
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D1
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D2
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D3
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#29296
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Guest Bedroom~
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This is a tiny little room, about 6 feet square and containing only
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a small bed, a small night-table and a stepladder leaning against the
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wall in one corner. A lot of disturbed dust on the floor makes you
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wonder what this room is being used for, since it is obvious no one
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has used the bed for a _long_ time.
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292 8 0 0 0 0
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D3
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D4
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trapdoor~
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1 -1 29298
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#29297
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Bedroom~
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You would guess that a young woman lives in this room, from the
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quality and newness of the clothes that are stacked neatly in the open
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hope-chest, and the different cosmetics lined up on a shelf just below
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a mirror on the far wall. A small sleeping pallet lies rolled-up on
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the floor neatly, and you notice that there is hardly any dust
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anywhere in this room, making it seem somewhat 'fresh' despite the
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run-down-ness of the rest of the household.
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292 8 0 0 0 0
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D1
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0 -1 29295
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#29298
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Attic~
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This is the attic of the house. There are shelves built into the
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sides of the roof all around with strange objects floating in jars
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stacked on them. The smell of formaldehyde is very strong here and
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you begin to feel faint. There's a door built into a partition to the
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south...maybe you can make it...
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292 9 0 0 0 0
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D2
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door~
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1 -1 29299
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D5
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trapdoor~
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1 -1 29296
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E
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jar jars~
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Um, the more you look at this jar, the more the thing floating
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inside begins to look at a piece of human anatomy. *urp* You are
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beginning to feel _very_ ill.
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~
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#29299
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Bedroom~
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Something smells quite dead here.
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There is a queen-sized bed taking up most of this small attic
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room. Some clothes are spread about in disorder and the bed isn't
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made. A single chair is pulled up to a writing desk, where it looks
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like someone works frequently. Up here it is very chill, much colder
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than it is outside.
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292 8 0 0 0 0
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D0
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door~
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1 -1 29298
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$~
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