104 rooms · level 51
The shop is constructed of thick wood and there is a sense of richness about the place. In one wall, a fire blazes merrily in a hearth. Above, there is a plaque upon which are mounted many dragon teeth. The claw of a dragon sits on the mantle. There is a carving in it of a mighty battle. A comfortable couch sits in front of the fire, and there is a rug made out of the hide of a were-tiger on the floor. Behind the counter sits an elderly man. Displayed around the shoppe in various areas are many different items. These items are available for only the best adventurers in the realm. A sign hangs on the wall beside the Master of the Quest Shoppe.
Large mural-style paintings are hung on the walls of each side of this hallway. They show adventurers gathered in circles with firelight reflecting off of proud faces as they regale their victories in various battles. They show scenes of intense fighting, wily strategy and heroic action. A sense that this hallway leads to something special culminates at a wide oaken door to the east. A golden plaque is posted on the door.
Up from the Old Skull Inn is a large sitting room. Large, comfortable couches line the trophy-covered walls. A warm, crackling fire burns in the granite fireplace. The sound of laughter and voices filters up from the Inn below, bringing a sense of peace to the room. It is a good place for adventurers to relax, enjoy a mug of their favorite drink, and recount the tales of victorious battles and brushes with death that they have encountered.
This large room is sectioned into a dozen colorful nests made of grass, where a weary peep may rest and relax. In one corner a spring fills a large bath with fresh water that flows out a small tributary in the eastern rock wall.
A ring of stones surrounds a shallow pit made for building fires in. Benches are set around in comfortable positions to allow conversation. Recent events have organized this room into a meeting area for various tribunal members.
The place is lined with trough-like feeders in front of set benches. The benches are scratched and marked by frequent use. A fresh water spring trickles from the east wall, allowing for easy clean-up.
Shiny objects, silver bells, and balls of twine fill the area for baby peeps to be entertained and to learn from. Bright ribbons and bows dangle from above to decorate and enhance the living area for the younger tribe members.
A large and colorful nest made of many woven grasses, flowers, and leaves adorns the king's nesting place. A special feeder is placed to the side allowing his majesty to dine in peace, if he so desires.
This large hut protects the tribe's provisions. Barrels of sugar and corn syrup are stacked against the walls. The sweet smells fill the hut with their strong scent.
The darkness seems alive, yet still, as if waiting for something to happen soon. Dust and cobwebs recently stirred are evidence that someone or something has been here.
Thick layers of dust cover everything here. Over-turned pews, aged and broken, lay strewn about the room in piles of discarded refuse. The quietness is only broken by an occasional sound in the distance.
Age worn armor of metal and leather line the racks on the walls. A broken bed lays on the floor, but has still been used recently occupies the north-west corner.
Robes, the color of dark blood, hang from the wall here. Unmade beds that look rat infested and unfit look recently used.
An altar with arcane runes rests upon a dais within a protective pentagram. Bright red bowls of fresh blood from recent sacrifices stand ready for the final incantation.
The street continues along its way, with lanterns hanging from the trees. Music drifts on the air and the smell of roast meats drifts from the houses alongside. Small voices can be heard, giggling and laughing, and the occasional rustling of candy wrappers.
The street ends here, with a small stream cutting across its path. The view in the distance is hazy, as if it doesn't really exist. A large house sits to the east, with a large display of ghosts and zombies upon the lawn.
The street peters out to the south, with a grassy meadow surrounded by more trees. A large flashing sign hangs outside a rather dilapidated old house to the east. None of the children will go near the house. A large letter R lies on the ground. A note has been nailed to a tree nearby.
A small cobbled path leads between rampant growing weeds into a large old house that appears to be about to fall down at any minute. There is what looks like a ticket counter next to the remains of an iron gate. The booth is unoccupied and has a small sign on the counter.
A small veranda leads up the front door, which is swinging gently back and forth on one hinge. There is a broken old rocking chair on the deck and an old broom is lying beside it. There are some rather new scratch marks in the wood.
A flickering blood-red lantern throws eerie shadows across the walls. A large painting hangs crookedly on the eastern wall. An archway in the northern wall leads off into the guest wing, while the main house is to the south. Large paper spiders have been nailed to the walls and a witch's head hangs from a broken chandelier.
A small hallway heads north/south. The windows along the western wall have all been boarded up, and the carpet appears to have been ripped up as well.
Some of the wooden floorboards appear to be missing, while the others look dangerously rotten. A piece of the ceiling has collapsed to the north, blocking any further travel in that direction. A small bedroom lies to the east.
The entire eastern wall is missing, and has been replaced by a swirling tornado, sucking everything inside. There are scratch marks on the floor, and whatever furniture was in here has been already sucked into the whirling maelstrom outside.
A large bed dominates the room. The bare wooden floor is covered in dust, and no light enters the room. A small bedstand holds nought but a water bowl and a picture frame.
An old couch with springs sticking through the upholstery sits up against the southern wall, under a boarded up window. There is a tall lamp near the north-east corner of the room. Hanging from the lamp is a metal hook, with what appears to be a large steak impaled on it.
A small dining table, set for a candle lit dinner, sits upon dark carpet in a small alcove. The kitchen area is tiled. The bench is made of stone, and a small sink has been carved directly into the stone. The sink is full of blood and has some strange things floating in it. A staircase climbs upward over the dining area. A velvet rope hangs limply by the stairwell entrance.
The stairway ends in a small landing, with various doors leading off to the main bedrooms of the house. There is a small sitting bench in one corner, and a glowing lamp in another.
A large flat bed sits upon a polished wooden floor. While the rest of the house appears to be falling apart, this room is in great shape. A large bay window opens out to the south, letting lovely sunlight shine in.
A small single bed sits against the western wall, near the window. A large wardrobe leans up against the south wall. No other furniture is in the room.
Several large packing boxes cover the floor of the room. Small pieces of bubblewrap lie shredded all over the floor. The room smells like burnt plastic and is very warm.
This is the starting room for the Haunted Maze, a limited time halloween maze. This has been designed for adepts, and probably safest in pairs. If you complete this on first attempt, I will try harder next time. All deaths, eq loss are final.
The pantry has several wooden shelves inset into the walls. They are mostly empty. A long meat rack hangs along one wall, also mostly empty. There is a trapdoor in the floor.
A cold dark cellar, the walls are made from stone. There is no light in here, except what emits from the trapdoor above. Dark shadows appear to eat up this meagre lightsource. There are some claw marks on one wall.
A large ghost with moving arms straddles the pathway, while a blue zombie is dangling from a tree. A small wooden portable bench has been set up in the driveway and decorated with broomsticks and pumpkins.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
A wooden gate has been constructed to protect the tribe from unwanted visitors. Large thickets on either side provide adequate cover for a pair of guards to hide within.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The maze begins with a set of plain stone tunnels, wandering through the darkness. There are no light sources. Although the tunnels appear to be old, there is no dust or anything else upon the ground.
The stone tunnel ends abruptly, stopping at a solid iron door. The door is dark black in colour, but seems to glow slightly around the edges.
A metal walkway extends to the east, away from the door. Below the catwalk is a large pool of lava, extending away in all directions. A large stone column erupts from the lava ahead.
A small room made from what looks like silver floats next to the catwalk. The air in the room feels rather still, yet voices appear to echo in your head.
The catwalk comes to an end at a massive stone column rising up from the lava. There is a ladder attached to the column, heading both upwards, and down towards the lava.
The ladder ends on a small ledge, with a tunnel heading into the rock. The glow from the lava below is not so noticeable within the tunnel, and it feels much cooler.
The ladder continues down into the lava, however to follow would be extremely dangerous. It appears the only way to go is back up the ladder.
The maze lies before you.
The tunnel here in the earth looks quite freshly dug. The walls are quite rough looking, but look to have been excavated so as to ensure that the soil above stays there. A small crack in the top of the wall slants up towards the west. It might be possible to squeeze out there. It looks like the sort of crack left after an earthquake has rent the earth. Some movement can be detected from the east.
Hundreds of spider webs cover the walls here. They glisten in the light and still look wet and sticky. In some places the sticky substance has congealed into a large drop and has dripped to the floor slowly by gravity, leaving a tall thin vertical strand. Progress east here is impeded by many spider webs. The entire east wall is covered in enough webs so that it is impossible to see any further in this direction. However, the webs are not quite thick enough to stop the scuttering noises coming from that direction.
The ceiling of this large cavern stands high above you, almost out of sight. Cobwebs cover the walls, and hang down from the ceiling. Here and there you can see small bundles hanging in the webs, most likely rodents from the tunnels above, but a couple look large enough to contain a human sized catch. The floor here is covered in sticky spider web strands which stick to almost anything that touches them. Pulling away from the webs only makes them stick to something else.
A human sized cocoon hangs from the ceiling here. A thick reddish green colored ooze is slowly dripping from the bottom where it comes to a point into a small puddle on the ground. It looks like something has been feeding off the putrid smelling slime. The cavern enlarges to the north. Movement above makes the webs there shake.
The webs here are not as dense or prolific. One or two dangle from the ceiling, but otherwise this area looks almost ignored. It looks a little like a storage pit or a trash dump. Rat, bat and human bones litter the floor. Even the marrow has been sucked out of them. The mound is quite large too, these spiders have been busy.
A dried up old shell of a dead giant spider lies here half covered in webs. It is almost big enough so that someone could crawl in side. Its eight eyes have gone hard and shine in the light. A pair of brown lines go down the back of its torso pointing towards its spinneret. The hair on its legs is as thick as pine needles and its fangs larger than a small dagger. Facing a live one of these would be scary. Hope there aren't any more about.
The ceiling stands high overhead. Webs hang from the ceiling in long drooping arcs. The webs themselves glisten in the light due to the thick, sticky liquid beading on the line. Sounds echo off the walls and ceiling and filter through the webs to create an eerie ghostly effect. Although there are none to be seen, it feels like thousands of eyes are peering out of the darkness. You hear the faint sound of dripping to the south and a faint breeze blows in from the west.
Thin strands of web have been set up here connected from the ceiling to the floor. Small beads of moisture hang on the webs. It looks like the spiders have been harvesting the moisture from the small amount of moisture that blows through the caverns. The cavern gets larger to the east. From the movement in the room, it is easy to guess that there is something living running around.
The cavern comes to a corner here. It is really more of a curve in the wall than a corner though. Like everywhere else here, webs hang from the ceiling in abundance. It is hard to move around without getting coated in the sticky strands. The cavern gets larger to the south-east.
The ceiling of the cavern slopes down here to join the wall in a curve. Stuck on the wall is a dead human covered in webs everywhere except the face. From the folds of a robe sticking out from the webs, he looks like some kind of priest. He is only recently dead, at a guess, two days maximum. The expression on his face is one of surprise combined with one of being crushed. From the green complexion, you guess he has been poisoned and the juices are doing their things with his insides.
A large cavern stretches out to the south-west. Sticky webs hang from the walls and ceiling. A small breeze from the north makes them wave around slightly. They look like fine silk and shimmer in the light. Another chamber joins on to the north. It isn't quite as big as this one, but somehow it looks more important.
In the center of this large chamber is a small raised platform which is obviously what the empress rests on when laying eggs. The floor here is worn quite smooth from what looks like a lot of foot traffic. The ceiling is lower here than in the chamber to the south, but somehow the room seems to be larger. Perhaps it is that there are not as many webs on the walls and ceiling here. To the north a small tunnel leads off to what looks like a dead end. Further south is a large open chamber.
The tunnel comes to an end here, although, this could be called the start, because it looks a lot older than the rest of the tunnels here. Not only does the soil look older, but many of the webs have long since gone dry and brittle, and a fine powder lies on the floor from webs that have already disintegrated. To the south, is a low roofed chamber. Strange clicking noises can be heard from that direction.
This room will be used for the control of portalling spiders to 4 locations in Daleville. Portal 1 will be called 'the well' and mobs will climb out in room 33846. Portal 2 will be called 'the grate' and mobs will climb out in room 33807. Portal 3 will be called 'the dwarven sink' and mobs will emerge from room 33857. Portal 4 will be called 'under a large tree root' and mobs will emerge from room 33860.
This room will be used for the control of portalling spiders to 9 locations in Zone 60. All portals will be called 'an egg'. Portal 1 will cause mobs to emerge from room 8753, the entry room. Portal 2 will cause mobs to emerge from room 8754. Portal 3 will cause mobs to emerge from room 8755. Portal 4 will cause mobs to emerge from room 8756. Portal 5 will cause mobs to emerge from room 8757, the centre room. Portal 6 will cause mobs to emerge from room 8758. Portal 7 will cause mobs to emerge from room 8759. Portal 8 will cause mobs to emerge from room 8760. Portal 9 will cause mobs to emerge from room 8761, the final room. Extra portal called 'a hole in the ceiling' for spiders to climb out of into room 8762, the queen's room.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
The maze lies before you.
At this point in the road several resting places make themselves available to the weary traveler. The overhanging trees that cluster in on the west and north shed a bit of shade from the afternoon sun and the light green turf looks like a most comfortable spot to sit. The North Ride runs through this area leading east, toward the center of the Village of Daleville, and south out into the open country. A small pool lies to the north and a small cart track winds into the North Daleville Forest to the west.
This must be the end of the maze! Right? Right?
The corridor is narrow and smells damp. Loose rocks are strewn on the floor, and torch sconces line the walls. This does not look like the maze at all, perhaps you should go back?
The corridor continues into the murky darkness. The walls are smooth and polished. There is an empty torch sconce on the north wall. The remaining torches spark and smoke in a chill breeze.
The corridor ends in a pile of fresh rubble. There is a slight breeze coming through the small gaps between the fallen stones, but it is impossible to tell how much further the corridor is supposed to go.
A rope hangs down from nowhere, with a large cage attached to the end. The cage is made of steel and glass and has large padlocks on each side. Inside the cage is an inanimate skeleton, which is rather unusual for the circumstances.
The maze lies before you.
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A small metal railing sticks out from the tunnel over an abyss of nothingness. Health and safety regulations require fire exits every ten meters from smoke filled corridors.
The corridor is narrow and smells damp. Loose rocks are strewn on the floor, and torch sconces line the walls. This does not look like the maze at all, perhaps you should go back?
The corridor is narrow and smells damp. Loose rocks are strewn on the floor, and torch sconces line the walls. This does not look like the maze at all, perhaps you should go back?
The corridor continues into the murky darkness. The walls are smooth and polished. There is an empty torch sconce on the north wall. The remaining torches spark and smoke in a chill breeze.
The corridor ends in a pile of fresh rubble. There is a slight breeze coming through the small gaps between the fallen stones, but it is impossible to tell how much further the corridor is supposed to go.
The corridor ends in a pile of fresh rubble. There is a slight breeze coming through the small gaps between the fallen stones, but it is impossible to tell how much further the corridor is supposed to go.
The corridor continues into the murky darkness. The walls are smooth and polished. There is an empty torch sconce on the north wall. The remaining torches spark and smoke in a chill breeze.
The corridor is narrow and smells damp. Loose rocks are strewn on the floor, and torch sconces line the walls. This does not look like the maze at all, perhaps you should go back?
A small metal railing sticks out from the tunnel over an abyss of nothingness. Health and safety regulations require fire exits every ten meters from smoke filled corridors.
You made it! Congratulations you have completed the maze. But have you got the last key?
A pair of solid iron-bound doors bar the way to an age old temple. Large stone columns of stone rise above to cast shadows everywhere.
A gentle sou'west breeze blows across the darkened street. Large trees, adorned with paper lanterns line both sides and the smell of mown grass is in the air. Children run back and forth across the street, visiting the houses nestled among the trees on either side.
Room with links to 8746 for voices.
a noise room