#AREA Dun Mar~ #VERSION 1 #AUTHOR Dale~ #RANGES 5 35 2 50 $ #RESETMSG The forest comes alive..~ #FLAGS 0 #ECONOMY 0 11248050 #CLIMATE 2 2 2 #MOBILES #12800 snake~ a snake~ A snake slithers towards the underbrush. ~ ~ 65 0 0 C 3 0 0 0d0+0 0d0+0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1024 1 1 0 0 0 0 0 0 1 0 #12801 stag~ a stag~ A string and elegant stag is here feeding on leaves. ~ This beautiful animal hardly aknowledges your presence. ~ 65 0 0 C 7 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 76 3 0 0 512 17 2 0 0 0 0 0 0 32 0 #12803 horse~ a horse~ A once proud beast, the poor wretch of a horse has ribs showing. ~ ~ 65 0 0 C 9 0 0 0d0+0 0d0+0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 76 3 0 0 512 17 2 0 0 0 0 0 0 33 0 #12808 Goblin leader~ A Goblin leader~ A bigger goblin is taking all the food. ~ Hes bigger, smells the worst, and is the ugliest of all the goblins here. He must be the leader. ~ 97 0 -350 C 15 0 0 0d0+0 0d0+0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 39 3 0 0 16384 17 3 0 0 0 0 0 0 48 0 #12809 goblin~ a goblin~ A dirty little goblin is here eating. ~ Little, green, and ugly...its a goblin. ~ 65 0 -350 C 10 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 39 3 0 0 16384 17 2 0 0 0 0 0 0 560 0 #12810 Orc scout~ An Orc scout~ An Orc scout bails toward you, weapon in hand. ~ This orc is big and strong, both in stature and smell. He's out looking for the party's next kill. ~ 97 0 -350 C 20 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 16416 17 3 0 0 0 0 0 0 560 0 #12811 orc guard~ An orc guard~ A big burly orc stands guard. ~ This orc is obviously trying to decide between sleeping and keeping watch. ~ 99 0 -350 C 25 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 16416 17 3 0 0 0 0 0 0 176 0 #12812 orc soldier~ An orc soldier~ An orc soldier is here giving his buddy a tattoo. ~ ~ 97 0 -350 C 22 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 32 17 3 0 0 0 0 0 0 224 0 #12813 orc butcher~ An orc butcher~ A very big orc is making supper. ~ This old brute cleaves the limbs from living victims to put in the stagnant brew he calls soup. ~ 99 40 -1 C 29 0 0 0d0+0 0d0+0 0 0 112 112 1 20 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 16416 17 4 0 0 0 0 0 0 144 0 > fight_prog 20~ if ispc($n) say You die!! Gimmie fresh meat!!! Me likes fresh meat!! endif ~ | #12814 orc council member~ An orc council member~ An orc council member is here planning an attack. ~ He's leaned over the table planning a raid with the other members. ~ 97 0 -400 C 28 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 16416 17 3 0 0 0 0 0 0 192 0 #12815 grular orc chief~ Grular~ Grular the Slayer is here sharpening his axe. ~ Grular is HUGE. Standing well over 7 feet tall, he is by far the largest orc you have ever seen. Muscles ripple on his massive body. By the looks of it, he can swing that massive axe with ease. ~ 99 128 -450 C 35 0 0 0d0+0 0d0+0 0 0 112 112 1 24 13 13 13 13 13 13 0 0 0 0 0 53 3 0 0 16417 17 4 0 0 0 0 0 0 192 0 > fight_prog 25~ if ispc($n) say I gonna crush you urrrrrrrhuuuuurrrrr!! endif ~ | #12820 swarm~ A swarm of flies~ A bothersome swarm of flies is here. ~ ~ 97 0 0 C 5 0 0 0d0+0 0d0+0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 83 3 0 0 256 25 2 0 0 0 0 0 0 1 0 #12848 undead guard~ Undead Dun Mar guard~ A guard of the castle keeps eternal watch. ~ All the flesh gone from his bones, this guard is in eternal servitude to his master. ~ 97 0 -500 C 18 0 0 0d0+0 0d0+0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 60 3 0 0 1 29285 2 0 0 0 0 0 0 32 0 #12854 blaylock guard~ Blaylock~ Blaylock, the captain of the Dun Mar guard is here. ~ Captain Blaylock is the commander of all Dun Mar's forces. Its best to run while you can. ~ 99 0 -700 C 20 0 0 0d0+0 0d0+0 0 0 112 112 1 20 13 13 13 13 13 13 0 0 0 0 0 60 3 0 0 1 29285 3 0 0 0 0 0 0 48 0 #12857 king belarath~ King Belarath~ King Belarath the Putrid sits upon his throne. ~ King Belarath's must have been a huge man in life. His skeleton alone is over six tall. He sits upon his throne, waiting for passersby to stumble into his castle. Why King Belarath's soul is stuck in limbo no one knows. He just keeps guard over his castle and kills...forever ~ 99 0 -800 C 19 0 0 0d0+0 0d0+0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 60 3 0 0 1 29285 3 0 0 1 0 0 0 16512 0 > death_prog 100~ say Thank you. My soul may rest now....farewell my friend...... ~ > fight_prog 25~ if ispc($n) say $n , You shall fail. I am cursed to limbo. You shall die for my sin. endif ~ > time_prog 0000~ say It is the hour of demons. I need blood! ~ | #0 #OBJECTS #12805 creek water~ a small creek~ A small, swift watered creek is here.~ ~ 25 0 0 0 0 0 0 1 0 0 1 100 #12824 axe bloodlust~ Bloodlust~ An axe with splattered blood on the handle rests on the ground.~ ~ 13 0 8193 0 8 20 3 22 0 0 35 1 #12849 smithy forge~ a forge~ An old rusted forge is here collecting dust.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #0 #ROOMS #12800 A small game trail through the woods.~ A small game trail leads into the underbrush. The trail continues, barely noticable, to the north. ~ 0 0 1 D0 ~ ~ 0 -1 12801 D1 ~ ~ 0 -1 12825 S #12801 A winding game trail~ The trail continues into the darken woods. You take a deep breathe and feel the crisp air fill your lungs. ~ 0 0 1 D0 ~ ~ 0 -1 12802 D2 ~ ~ 0 -1 12800 S #12802 A bend in the trail~ The trees begin to press in around you. Very little sun breaks through the canopy this deep in the woods. You begin to notice the lack of animal life...not a bird or rabbit to be found. ~ 0 0 1 D1 ~ ~ 0 -1 12803 D2 ~ ~ 0 -1 12801 S #12803 A small camp in the glade~ As you enter a break in the trees, you are suprised to see a small blanket on the ground. No one is around, but a horse stands tethered to a tree in the corner or the glade. Who ever was here must have left in a hurry. A BIG hurry considering they left their horse. ~ 0 0 1 D0 ~ ~ 0 -1 12804 D3 ~ ~ 0 -1 12802 S #12804 Near the creek~ As you hurry from the glade, you hear trickling water. To your east you see a snall creek rushing water to some unknow destination. The bank appears to be sturdy enough for you to refresh yourself. ~ 0 0 1 D0 ~ ~ 0 -1 12806 D1 ~ ~ 0 -1 12805 D2 ~ ~ 0 -1 12803 S #12805 A small but swift creek~ The creek, although small, is crystal clear and the water is icy cold. After your run through the trees, why not have a drink to quench your parched lips. ~ 0 0 1 D3 ~ ~ 0 -1 12804 S #12806 Deeper into the forest~ The trees here must be ancient. Some tower well over 100 feet tall. Very little light breaks through their great bows. You feel very small and helpless as you look at the giants of the forest. ~ 0 0 1 D0 ~ ~ 0 -1 12807 D2 ~ ~ 0 -1 12804 S #12807 Deeper into the forest~ The sheer weight of the tress presses in on you. You begin to feel very nervous. Sounds come from every direction. ~ 0 0 1 D0 ~ ~ 0 -1 12808 D2 ~ ~ 0 -1 12806 S #12808 A fork in the woods~ The trees begin to thin out and you can breathe again. The trail now leaves you with another dilemma. East or west? ~ 0 0 1 D1 ~ ~ 0 -1 12810 D2 ~ ~ 0 -1 12807 D3 ~ ~ 0 -1 12809 S #12809 Goblins!!~ You stumble upon a band of goblins eating a fresh kill of venison. They do NOT look happy to see you. ~ 0 0 1 D1 ~ ~ 0 -1 12808 S #12810 The road~ Finally, you have made it out of the trees and onto a decent road. You notice there is alot of foot prints. Strange. ~ 0 0 1 D0 ~ ~ 0 -1 12811 D3 ~ ~ 0 -1 12808 S #12811 On a road~ The roads starts to incline. There is a wagon off to the side. It is obviously old and of no use. It has no wheels and is nearly rotted to the ground. The fresh tracks and spots of blood warn you of the dangers that lurk in these woods. ~ 0 0 1 D0 ~ ~ 0 -1 12812 D2 ~ ~ 0 -1 12810 S #12812 On a road~ Now you see what has made all the tracks along the road. A small group of orcish scouts make a run for you. ~ 0 0 1 D0 ~ ~ 0 -1 12813 D2 ~ ~ 0 -1 12811 S #12813 A turn in the road~ More orcish scouts careen toward you. You barely have time to raise your weapon before they are upon you. ~ 0 0 1 D2 ~ ~ 0 -1 12812 D3 ~ ~ 0 -1 12814 S #12814 A muddy road~ The mud on this road makes travel almost impossible. Each step feels like ten. There are many tracks slopped in the muck. ~ 0 0 1 D1 ~ ~ 0 -1 12813 D3 ~ ~ 0 -1 12815 S #12815 A muddy road~ As the road turns, smoke and the smell of burnt hair fills the air. There seems to be some activity to the north ~ 0 4 1 D0 ~ ~ 0 -1 12816 D1 ~ ~ 0 -1 12814 S #12816 An Orc camp~ A large camp of what appears to be orcs completely covers the entire field. Guards are posted nearly everywhere. After the run in with the scouts, its prolly best to turn back while you still can. Only a mad man would walk into a raid camp. ~ 0 0 1 D0 ~ ~ 0 -1 12817 D2 ~ ~ 0 -1 12815 S #12817 An Orc camp~ Orcs are everywhere, some eating, some sleeping, others talking in their grunting language. ~ 0 0 1 D0 ~ ~ 0 -1 12818 D1 ~ ~ 0 -1 12820 D2 ~ ~ 0 -1 12816 S #12818 An Orc camp~ A large black pot is here, bubbling the remains of what looks like goblin bodies. It must be dinner time. ~ 0 0 1 D1 ~ ~ 0 -1 12819 D2 ~ ~ 0 -1 12817 S #12819 An Orc camp~ The butcher hacks and mauls countless goblin bodies. One unlucky soul is still alive when the butcher begins to carve. ~ 0 0 1 D2 ~ ~ 0 -1 12820 D3 ~ ~ 0 -1 12818 S #12820 An Orc camp~ A large hut stands in the corner of the field. Its shabbily thrown together and most likely does little else than turn the rain off of those inside. ~ 0 0 1 D0 ~ ~ 0 -1 12819 D2 ~ ~ 0 -1 12821 D3 ~ ~ 0 -1 12817 S #12821 Inside a hut~ The hut is mall but has rooms joining it to the south and east. All kinds of noises ring out from the eastern room. ~ 0 4 1 D0 ~ ~ 0 -1 12820 D1 ~ ~ 0 -1 12822 D2 ~ ~ 0 -1 12823 S #12822 The council room~ the room is full of really big and ugly orcs. They must be the leaders of the camp. They seem to be disputing something. Everyone of them quite suddenly and look your way. ~ 0 0 1 D2 ~ ~ 0 -1 12824 D3 ~ ~ 0 -1 12821 S #12823 Weapons room~ The room is completely filled with large pole arms, spears, halberds, swords, clubs, and shields. There is hardly room for you and the guards to fit. ~ 0 0 1 D0 ~ ~ 0 -1 12821 D1 ~ ~ 0 -1 12824 S #12824 Chieftan's bed chambers~ An orc of gigantuan stature leers toward you. He grabs his axe and makes his way across the room and screams BELARG!! ~ 0 0 1 D0 ~ ~ 0 -1 12822 D3 ~ ~ 0 -1 12823 S #12825 A dusty old road through the mountains~ Its hot. Its dusty. Its just plain miserable. A game trail leads into the underbrush to the west. ~ 0 4 1 D0 ~ ~ 0 -1 12826 D1 ~ ~ 0 -1 8295 D3 ~ ~ 0 -1 12800 S #12826 A dusty old road through the mountains~ The air is humid, and the flies about are really bothersome. ~ 0 0 1 D0 ~ ~ 0 -1 12827 D2 ~ ~ 0 -1 12825 S #12827 A dusty old road through the mountains~ The heat combined with the humidity makes this road almost unbearable. The road begins to make a sharp inline up the next hill. ~ 0 0 1 D0 ~ ~ 0 -1 12828 D2 ~ ~ 0 -1 12826 S #12828 On top of a hill~ Finally at the top of the hill, there is a what appears to be a cemetary to the north. The road also continues west up another hill. ~ 0 0 1 D0 ~ ~ 0 -1 12829 D2 ~ ~ 0 -1 12827 D3 ~ ~ 0 -1 12840 S #12829 A cobblestone path~ The air is cooler and the flies have let up. Not much seems to be stirring around. ~ 0 0 1 D0 ~ ~ 0 -1 12830 D2 ~ ~ 0 -1 12828 S #12830 A cobblestone path~ Up ahead lies an old run down cemetary. Not even grave robbers would waste their time here. If the tombs had once held treasure they certainly do not appear to have it now. ~ 0 0 1 D0 ~ ~ 0 -1 12831 D2 ~ ~ 0 -1 12829 S #12831 Gate into Dun Mar Cemetary~ The old iron gates have fallen off their hinges. The only thing holding the walls up is the vines and weeds that engulf it. The air feels deathly cold. No life can be seen in or around this place. ~ 0 0 1 D0 ~ ~ 0 -1 12832 D2 ~ ~ 0 -1 12830 S #12832 In the graveyard~ Rotted branches and toppled tombstones are about all thats to be seen. A sense of uneasyness overwelms you. What possibly could be here. ~ 0 4 1 D0 ~ ~ 0 -1 12837 D1 ~ ~ 0 -1 12833 D2 ~ ~ 0 -1 12831 S #12833 In the mist~ Up from the grave rises an undead form. Its skeletal frame marches toward you with glowing red eyes and an undying thirst for blood. ~ 0 0 1 D0 ~ ~ 0 -1 12834 D3 ~ ~ 0 -1 12832 S #12834 In the mist~ Up from the grave rises an undead form. Its skeletal frame marches toward you with glowing red eyes and an undying thirst for blood. ~ 0 0 1 D0 ~ ~ 0 -1 12835 D2 ~ ~ 0 -1 12833 D3 ~ ~ 0 -1 12837 S #12835 In the mist~ Up from the grave rises an undead form. Its skeletal frame marches toward you with glowing red eyes and an undying thirst for blood. ~ 0 0 1 D2 ~ ~ 0 -1 12834 D3 ~ ~ 0 -1 12836 S #12836 Back of the cemetary~ A moaning horror made of rotted flesh and bone wanders aimlessly. It slowly turns and heads toward you. Arms raised, it takes metodical steps. Never slowing, until it reaches you. ~ 0 0 1 D1 ~ ~ 0 -1 12835 D2 ~ ~ 0 -1 12837 D3 ~ ~ 0 -1 12839 S #12837 Center of the cemetary~ Sounds ring out from every angle. To every side, bodies move about. ~ 0 0 1 D0 ~ ~ 0 -1 12836 D1 ~ ~ 0 -1 12834 D2 ~ ~ 0 -1 12832 D3 ~ ~ 0 -1 12838 S #12838 Western wall of the cemetary~ The cemetary wall is complete void of life. All that remains is some stone work and twisted withering vines. ~ 0 0 1 D0 ~ ~ 0 -1 12839 D1 ~ ~ 0 -1 12837 S #12839 Corner of the cemetary~ No sun shines on this particular side of the cemetary. It is deathly cold, and an unknown presence can be felt. ~ 0 0 1 D1 ~ ~ 0 -1 12836 D2 ~ ~ 0 -1 12838 S #12840 A cobblestone path~ The granite cobblestones are worn and old. Potholes and small shrubs cover most of the road. It does not look like many people have been on this road in quite awhile. ~ 0 0 1 D1 ~ ~ 0 -1 12828 D3 ~ ~ 0 -1 12841 S #12841 Up the mountain road~ The road rises sharply. There are no longer any trees along the road nor is there any other thing moving. The air has cooled considerably. The road continues up the mountain. ~ 0 0 1 D1 ~ ~ 0 -1 12840 D3 ~ ~ 0 -1 12842 S #12842 Crest of the hill~ At the top of the rise, a castle lies to the west. One rampart has fallen and the gates are barely hinged. No life exists here. Not a bird, tree or weed. The air is unusually cold, almost chilly. ~ 0 0 1 D1 ~ ~ 0 -1 12841 D3 ~ ~ 0 -1 12843 S #12843 The castle gate~ Lumbering overhead is a massive porticulus. It has since rusted beyond use. The swinging gates have gargoyle heads on them. The very essence of this place is dead. Beware the dangers of the keep. Mun Dar has been deserted for many years, but rumors of its inhabitants haunt your thoughts. ~ 0 4 1 D0 ~ ~ 0 -1 12844 D1 ~ ~ 0 -1 12842 S #12844 The court yard~ The courtyard lies before you. Once the hub for castle activity, it now has rubble strewn across it from the collapsed western rampart. ~ 0 0 1 D0 ~ ~ 0 -1 12845 D1 ~ ~ 0 -1 12847 D2 ~ ~ 0 -1 12843 S #12845 Foyer~ This is the mighty hall of the castle. Exits lead in every direction. To the west is a run down smithy, to the east is an armory. To the north lies the hold of the castle. ~ 0 0 1 D0 ~ ~ 0 -1 12850 D1 ~ ~ 0 -1 12846 D2 ~ ~ 0 -1 12844 D3 ~ ~ 0 -1 12849 S #12846 Armory~ The armor and weapons that were forged by the mighty blacksmith lie in shambles. Time and mother nature have taken their toll on this expertly crafted steel. ~ 0 0 1 D3 ~ ~ 0 -1 12845 S #12847 Eastern rampart~ This is the eastern rampart. Once, proud knights stood atop this tower to keep watch over the castle, to to spot oncoming danger. ~ 0 0 1 D3 ~ ~ 0 -1 12844 D4 ~ ~ 0 -1 12848 S #12848 Lookout post~ A view for miles can be seen upon this tower. Since the castle was biult on top of a mountain, the guards had miles of range to spot any enemies that might try to sack the castle. ~ 0 0 1 D5 ~ ~ 0 -1 12847 S #12849 Smithy~ The forge has long since been dead. Not a sword or piece of armor has been made in years. The bellows are ragged and torn, and the smoke stack has rusted through. ~ 0 0 1 D1 ~ ~ 0 -1 12845 S #12850 The Hold~ The hold is the central dias for the inner castle. The throne room is up. There is a guard station to the east and west. ~ 0 8 0 D1 ~ ~ 0 -1 12858 D2 ~ ~ 0 -1 12845 D3 ~ ~ 0 -1 12859 D4 ~ ~ 0 -1 12851 S #12851 Meeting room~ A large stone table still stands as a monument to its crafter. Many council meetings were held here between the king, his advisors, and knights to discuss war and social issues. ~ 0 8 0 D0 ~ ~ 0 -1 12856 D1 ~ ~ 0 -1 12852 D3 ~ ~ 0 -1 12854 D5 ~ ~ 0 -1 12850 S #12852 Kings bed chambers~ This is the lord of the keep's bed chambers. All of the funiture is long sinced decayed, leaving only barren walls and a few tattered rugs as a reminder of what it once was. ~ 0 8 0 D3 ~ ~ 0 -1 12851 S #12853 Floating in a void~ ~ 0 4 1 S #12854 Blaylock's bedchambers~ This was the bedrom for Blalock, the king's most trusted and powerful knight. Blalock was the captain of the kings guard and his most trusted advisory. ~ 0 8 0 D1 ~ ~ 0 -1 12851 S #12855 Floating in a void~ ~ 0 4 1 S #12856 Throne foyer~ The throne of the mighty king of Dun Mar lies to the north. His nobalist knights keep an ever vigilant watch, so that no harm befalls their king. ~ 0 8 0 D0 ~ ~ 0 -1 12857 D2 ~ ~ 0 -1 12851 S #12857 Throne room of Belarath the Putrid~ The air is icy cold. A dishonored king rules his minions in a state of undead cruelty. Only by regaining his honor shall he be set to rest. ~ 0 8 0 D2 ~ ~ 0 -1 12856 S #12858 Guard station~ The guards who once were stationed here protected the king incase enemies broke through the outter defenses. ~ 0 8 0 D3 ~ ~ 0 -1 12850 S #12859 Guard station~ The guards who once were stationed here protected the king incase enemies broke through the outter defenses. The roof has fallen off and the rain and snow pour in. ~ 0 0 1 D1 ~ ~ 0 -1 12850 S #0 #RESETS M 1 12810 2 12812 M 1 12810 2 12812 M 1 12810 4 12813 M 1 12810 4 12813 M 1 12812 2 12817 M 1 12812 2 12817 M 1 12812 4 12818 M 1 12812 4 12818 M 1 12811 2 12820 M 1 12811 3 12823 M 1 12814 2 12822 M 1 12814 2 12822 M 1 12820 1 12826 M 1 12820 2 12827 M 1 12820 3 12828 M 1 12803 1 12803 M 1 12808 1 12809 M 1 12809 4 12809 M 1 12809 4 12809 M 1 12809 4 12809 M 1 12809 4 12809 M 1 12801 1 12801 M 1 403 4 12836 M 1 12848 1 12848 M 1 12848 3 12858 M 1 12848 3 12858 M 1 12848 5 12859 M 1 12848 5 12859 M 1 12848 8 12851 M 1 12848 8 12851 M 1 12848 8 12851 M 1 12848 11 12856 M 1 12848 11 12856 M 1 12848 11 12856 M 1 12848 12 12846 M 1 12880 2 12897 M 1 12880 3 12905 M 1 12880 4 12890 M 1 12880 6 12893 M 1 12880 6 12893 M 1 12893 1 12893 M 1 12893 2 12895 M 1 12893 3 12888 M 1 12880 6 12880 M 1 12893 4 12880 M 1 12881 1 12880 M 1 12881 3 12885 M 1 12881 3 12885 M 1 12881 5 12887 M 1 12881 5 12887 M 1 12881 7 12891 M 1 12881 7 12891 M 1 12880 8 12904 M 1 12880 8 12904 M 1 12877 1 12889 M 1 12877 3 12879 M 1 12877 3 12879 M 1 12877 5 12902 M 1 12877 5 12902 M 1 12877 6 12903 M 1 12877 7 12894 M 1 12854 1 12854 M 1 8316 10 12816 M 1 12815 1 12824 O 1 12805 1 12805 M 1 12865 6 12865 M 1 12865 6 12866 M 1 12865 6 12868 M 1 12865 6 12869 M 1 12865 6 12876 M 1 12865 6 12876 M 1 12876 1 12876 M 1 12872 1 12872 G 1 12872 1 M 1 12874 1 12874 G 1 10317 1 M 1 12873 1 12873 M 1 12857 1 12857 M 1 12848 13 12849 O 1 12849 1 12849 M 1 12800 1 12800 M 1 12878 1 12878 G 1 12878 1 M 1 12813 1 12819 S #SHOPS 0 #REPAIRS 0 #SPECIALS M 12857 spec_cast_undead S #$