
As a relatively small (75 room) multi-part zone with a snarky twist, there are some low-lev stat gear pieces here, a few useful potions and wands.
Designer
Gonfalon
Directions
To Elevator (Skara Docks) 4s*7w*s*sw*s*sw*s (> use elevator)
To Asylum (Elevator) n*nw*e*s*sw*s
Reset Time
40 minutes (empty)
Story/History
- There is a place on the cliffs overlooking the Dragon Sea where no one is ever turned away.
- The sick, the dying, and the horribly cursed, all congregate in the Refuge, a hardscrabble colony of cliff dwellings chiseled into the living stone. The Refuge owes its existence to the reputed therapeutic properties of the salty sea air, and its continued survival to the charity of a few wealthy members of the urban elite. Recently another facility has joined the Refuge on its seaside perch. The Asylum has few tenants, but the wealthy want the insane cluttering their streets just about as much as they want the occasional leper.
Mobs of Note
Captive
- The captive, a younger brother of the Rankan Prince, Kadakithis, awaits his fate in a secret room located in the Asylum attic.
Doctor Who
- The Doctor let's you know that what you are currently experiencing is a product of your your own imagination! You simply have to "embrace reality" to return to the Asylum Office.
Judoon
- A rhino-like creature from the Doctor Who Universe, the Judoon are not aggressive and you cannot harm them as they occupy an !violence room.
King Zymosis
- Zymosis plots with the doctors in the Asylum to keep the younger sibling of Prince Kadathikis away from Sanctuary until after the coronation. (bejeweled dagger)
Nuns
- The nuns have taken to providing for the sick and afflicted along the cliffs of the Refuge.
Ood
- A tentacle-faced creature from the Doctor Who Universe, the Ood are not aggressive and you cannot harm them as they occupy an !violence room.
General Zone Strategy
This area was originally designed for PCs level 19 and below, so the mobs are less challenging to higher level groups.
REFUGE
The cliffside refuge can be accessed via elevator using the following command:
> use elevator
Watch for the cliffside DT off a ledge to the southeast of the Refuge map. Navigate the various levels of the Refuge to eventually confront and defeat King Zymosis and his court.
ASYLUM
Enter the Asylum to wander its haunting corridors and climb its crumbling stairways.
Pick the office door on the first level a few rooms down the entry hallway. The doctor is holding a key to the medicine cabinet. There are also keys to the cabinet in the desk.
In the locked cabinet in the office, find a vial of anti-psychotic medication. "take medication" to get to the surreal hallway that contains the Judoon, Ood, Dr. Who and his Tardis. This hallway is !magic and !vio. To return to the office, "embrace reality." The vial (a device) is a neat way to extricate yourself from !magic rooms around the mud.
I still haven't figured out how to use the Tardis. Currently, I've only discovered 70 of the 75 total rooms.
There might be a connection to another of Protoclown's area, the Midgaard Sewers. I haven't pursued this line of exploration, but there are clues in the Sewers that point to a creation of a gate. Could the Midgaard Sewer gate connect here?
Equipment:
| ITEM | TYPE | MOB | DISPLAY |
|---|---|---|---|
| leather jerkin, blue | body | King Zymosis | mL 6 !rests 12 ac 1 dex 1 cha |
| asylum key | key | doctor | mL 0 !rests |
| holocaust cloak | body | unusual messenger | mL 5 !rests 2 con -2 cha |
| Bracers of Sanity | wrist | nun | mL 5 !rests 2 ac 1 int -1 con |
| leather jerkin, battered | body | leper guard | mL 3 !rests 9 ac |
| dagger, bejeweled | weapon | King Zymosis | mL 9 !rests 6D3 12.0 avg 3 hit 1 dex |
| gloves, shocking therapy | owand | doctor | mL 5 !rests 2 x lightning bolt |
| hat, tiny conical | head | garden gnome | mL 5 !rests 1 int -1 cha |
| note | note | doctor | mL 0 !rests |
| pipe, tiny clay | treasure | garden gnome | mL 5 !rests |
| plain gold ring | ring | captive | mL 0 !rests 1 int -1 con |
| straightjacket | body | inmate | mL 0 !rests 24 ac -15 acM -3 dex |
| potion | potion | medicine cabinet | mL 0 !rests asylum key |
| potion, effervescent | potion | medicine cabinet | mL 0 !rests sense life |
| potion, halcyon | potion | medicine cabinet | mL 0 !rests blindness |
| potion, icy | potion | medicine cabinet | mL 0 !rests cure light |
| potion, minty | potion | medicine cabinet | mL 0 !rests harm |
| potion, questionable | potion | medicine cabinet | mL 0 !rests sleep |
| potion, smoky | potion | medicine cabinet | mL 0 !rests blindness sanctuary |
| potion, vibrant black | potion | medicine cabinet | mL 0 !rests cause light |
| robe, dove gray | body | doctor | mL 0 !rests |
| simple amulet of the faith | neck | nun | mL 5 !rests 1 ac 3 acM |
| jacket, loose fitting | body | traveller | mL 0 !mctsb 30 ac 5 hp 5% hpR |
| therapeutic | wand | doctor | mL 5 !rests 2 x aid |
| vial of anti-psychotic medication | device | medicine cabinet | mL 0 !rests command: "take vial" |
| wheelbarrow, tiny | weapon | garden gnome | mL 5 !m 3D2 4.5 avg |
| wheelchair | leg | on ground | mL 0 !rests |
| wheelchair | other | on ground | mL 0 !rests |
Maps:


