Area Designer:
- Rasmussen
Directions:
- 4s7e5s2e3n (Mad Mapmaker from Skara Docks)
Story/History:
- A whirling vortex of space-time impossibility, the fabric of our natural universe thins within the Shadow Storm. Once in its grasp, the traveler is at the mercy of an ever-warping reality: time bent around space, space extruded through the strings of time. Prowling within the crushing dark matter of the Shadow Storm, the phase-shifting Shadow Demons hope to bleed the soul from you, drowning you within the terrible infinity at the Heart of the Shadow Storm.
- At the entrance of the Storm, sits the Mad Mapmaker, keeper of the lore of the place, protector of its secrets.
He looks up as you enter, and screams, "Beware noble adventurer! Know you that death awaits you within the maelstrom! Be most careful where you tread, for the storm may carry you to treasures beyond imagining, or to instant death!
Mobs:
- Shadow Demon (good), Shadow Demon (evil, aggro!), Mad Mapmaker - (mapmaker's compass)
General Zone Strategy:
- The Shadow Storm is a procedural connector zone, providing thirty-three(33) portal rooms, thirty-two of which are RANDOMLY selected from JediMUD areas every uptime. The thirty-third room is always the Forest Realm of Amber.
- Warning! These selections may include death traps! They may also include areas that are reserved for immortals (gauntlets) or areas under construction. Map the Shadow Storm with a naked, det invis, infra, water-walking or flying mage. Have a summoning friend park at the entrance and alias a quick summon in case your explorer runs into trouble.
Equipment:
- Map Maker's Compass (mL 0 !rests 15 mov 5 age)
Maps:
-
Original hand-drawn map by Dank of the Shadow Storm maze. Stubs off the main zone are randomized every uptime. (The original room count was off by three due to a mislabeling of the map at room 21.)
-
Updated map with two additional rooms! Thanks to Cat for pointing out the missing storm ports.
Uptime Map
- Here's a handy table to use when you map the Storm during an uptime. Running the storm can provide some exciting surprises, including ports to areas normally inaccessible to all but the most powerful EQ groups!
- Up since Tue Oct 22 12:26:21 2024
While we're at it, here are the current locations of the wagon, the golden pagoda and the mad monk:
The soothsayer's traveling wagon in (On a rope bridge). The pagoda in (A Tiny Crawlway). (TBD.spoke is death spoke) Onophrio Panuino is in (Old Thalos).
CALL LIGHTING . You can check the current weather using the WEATHER command.
> weather
|
ROOM |
DIRECTIONS
(from Map Maker) |
PORTAL EXIT |
|---|---|---|
| 1 | n*e*e*w | The Sieged Castle: Queen's Room |
| 2 | n*e*n*n | Midgaard: Western Wall Road |
| 3 | n*e*n*e | Andrus' Toy Land: Black Square |
| 4 | n*e*n*s | The Shadows: An Interminable Stretch of Deadwood Forest |
| 5 | n*n*e | The Abandoned Cathedral: The Inner Sanctum |
| 6 | n*n*n*e | Dragon City: Entrance to the dragon temple |
| 7 | n*n*n*n | Refuge and Asylum: A small room |
| 8 | n*n*n*s*w | Camelot: The Landing |
| 9 | n*n*n*s*s*w | Unknown: Unknown (RESTRICTED) |
| 10 | n*n*n*s*e*n | The Great Eastern Desert: The Great Eastern Desert |
| 11 | n*n*n*s*e*w | Imperial Ravenna: The Port of Ravenna |
| 12 | n*n*n*s*e*s | Arachnos: The Single Spider Line |
| 13 | n*n*n*s*n*n*n | Lost Isle of Shaedar: A Small Dark Cave |
| 14 | n*n*n*s*n*w*n*n | Unknown: Unknown (RESTRICTED) |
| 15 | n*n*n*s*n*w*n*w | The Balor: The flaming road |
| 16 | n*n*n*s*n*w*w | Wamphyri Aerie: A dark passage |
| 17 | n*n*n*s*n*w*s*n | Floodlands: Fenshire River |
| 18 | n*n*n*s*n*w*s*w | Weeden Underground: Storage room |
| 19 | n*n*n*s*n*w*s*s | Drake Isle: On Another Perilous Ledge |
| 20 | n*n*n*s*n*w*s*e | Moria: The damp tunnel |
| 21 | n*n*n*s*s*e*w | Arcadia: North Ruby Avenue |
| 22 | n*n*n*s*s*e*n*e | The Great Pyramid: The Crawlway's End |
| 23 | n*n*n*s*s*e*n*s | The Wandering Ship: Crew Quarters |
| 24 | n*n*n*s*s*e*s*w | Arcadia: North Ruby Avenue |
| 25 | n*n*n*s*s*e*s*n*n | Arcadia: An Empty House |
| 26 | n*n*n*s*s*e*s*n*w | The Corsair Citadel: In a tunnel |
| 27 | n*n*n*s*s*e*s*n*e | Miden'Nir Extension: Outside the Mausoleum |
| 28 | n*n*n*s*s*e*s*e*n | Lost Isle of Shaedar: A Swirling Eddy |
| 29 | n*n*n*s*s*e*s*e*s | Miden'Nir: On the Verge of Darkness |
| 30 | n*n*n*s*s*e*s*e*w*n | The Great Pyramid: On The Dangerous Stones |
| 31 | n*n*n*s*s*e*s*e*w*e | Midgaard Park South: On the Concourse |
| 32 | n*n*n*s*s*e*s*e*w*s | Skara Brae: Port Street North |
| 33 | n*n*n*s*s*e*s*n*s | the Amber Forest: The edge of the maelstrom. |
Potential Zone List
- The portals can be assigned any valid area room VNUM in the game, with the exception of the Quest only rooms (if they are flagged !STORM properly) and Algodon's DOOM Area.
